/// <summary> /// Add misc block flats. /// Batching is conditionally supported. /// </summary> public static void AddMiscBlockFlats( ref DFBlock blockData, Transform flatsParent, DaggerfallBillboardBatch animalsBillboardBatch = null, TextureAtlasBuilder miscBillboardsAtlas = null, DaggerfallBillboardBatch miscBillboardsBatch = null) { DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) { return; } // Add block flats foreach (DFBlock.RmbBlockFlatObjectRecord obj in blockData.RmbBlock.MiscFlatObjectRecords) { // Ignore lights as they are handled by AddLights() if (obj.TextureArchive == TextureReader.LightsTextureArchive) { continue; } // Calculate position Vector3 billboardPosition = new Vector3( obj.XPos, -obj.YPos + blockFlatsOffsetY, obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale; // Import custom 3d gameobject instead of flat if (MeshReplacement.ImportCustomFlatGameobject(obj.TextureArchive, obj.TextureRecord, billboardPosition, flatsParent) != null) { continue; } // Use misc billboard atlas where available if (miscBillboardsAtlas != null && miscBillboardsBatch != null) { TextureAtlasBuilder.AtlasItem item = miscBillboardsAtlas.GetAtlasItem(obj.TextureArchive, obj.TextureRecord); if (item.key != -1) { miscBillboardsBatch.AddItem(item.rect, item.textureItem.size, item.textureItem.scale, billboardPosition); continue; } } // Add to batch where available if (obj.TextureArchive == TextureReader.AnimalsTextureArchive && animalsBillboardBatch != null) { animalsBillboardBatch.AddItem(obj.TextureRecord, billboardPosition); continue; } // Add standalone billboard gameobject GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, flatsParent); go.transform.position = billboardPosition; AlignBillboardToBase(go); } }
/// <summary> /// TEMP: Creates super-atlas populated with all archives in array. /// Currently does not support animated textures, normal map, or emission map. /// TODO: Integrate this feature fully with material system. /// </summary> /// <param name="archives">Archive array.</param> /// <param name="borderSize">Number of pixels border to add around image.</param> /// <param name="dilate">Blend texture into surrounding empty pixels. Requires border.</param> /// <param name="maxAtlasSize">Maximum atlas size.</param> /// <param name="alphaTextureFormat">Alpha TextureFormat.</param> /// <param name="nonAlphaFormat">Non-alpha TextureFormat.</param> /// <returns>TextureAtlasBuilder.</returns> public TextureAtlasBuilder CreateTextureAtlasBuilder( int[] archives, int borderSize = 0, bool dilate = false, int maxAtlasSize = 2048, SupportedAlphaTextureFormats alphaTextureFormat = SupportedAlphaTextureFormats.RGBA32, SupportedNonAlphaTextureFormats nonAlphaFormat = SupportedNonAlphaTextureFormats.RGB24) { // Iterate archives TextureFile textureFile = new TextureFile(); TextureAtlasBuilder builder = new TextureAtlasBuilder(); GetTextureSettings settings = TextureReader.CreateTextureSettings(0, 0, 0, 0, borderSize, dilate, maxAtlasSize); settings.stayReadable = true; for (int i = 0; i < archives.Length; i++) { // Load texture file settings.archive = archives[i]; textureFile.Load(Path.Combine(Arena2Path, TextureFile.IndexToFileName(settings.archive)), FileUsage.UseMemory, true); // Add all records for this archive - single frame only for (int record = 0; record < textureFile.RecordCount; record++) { settings.record = record; GetTextureResults results = GetTexture2D(settings, alphaTextureFormat, nonAlphaFormat); DFSize size = textureFile.GetSize(record); DFSize scale = textureFile.GetScale(record); builder.AddTextureItem( results.albedoMap, settings.archive, settings.record, 0, 1, new Vector2(size.Width, size.Height), new Vector2(scale.Width, scale.Height)); } } // Apply the builder builder.Rebuild(borderSize); return(builder); }
/// <summary> /// Layout RMB block gamne object from name only. /// This will be missing information like building data and should only be used standalone. /// </summary> public static GameObject CreateRMBBlockGameObject( string blockName, int layoutX, int layoutY, bool addGroundPlane = true, DaggerfallRMBBlock cloneFrom = null, DaggerfallBillboardBatch natureBillboardBatch = null, DaggerfallBillboardBatch lightsBillboardBatch = null, DaggerfallBillboardBatch animalsBillboardBatch = null, TextureAtlasBuilder miscBillboardAtlas = null, DaggerfallBillboardBatch miscBillboardBatch = null, ClimateNatureSets climateNature = ClimateNatureSets.TemperateWoodland, ClimateSeason climateSeason = ClimateSeason.Summer) { // Get block data from name DFBlock blockData; if (!RMBLayout.GetBlockData(blockName, out blockData)) { return(null); } // Create base object from block data GameObject go = CreateRMBBlockGameObject( blockData, layoutX, layoutY, addGroundPlane, cloneFrom, natureBillboardBatch, lightsBillboardBatch, animalsBillboardBatch, miscBillboardAtlas, miscBillboardBatch, climateNature, climateSeason); return(go); }
/// <summary> /// Add misc block flats. /// Batching is conditionally supported. /// </summary> public static void AddMiscBlockFlats( ref DFBlock blockData, Transform flatsParent, DaggerfallBillboardBatch animalsBillboardBatch = null, TextureAtlasBuilder miscBillboardsAtlas = null, DaggerfallBillboardBatch miscBillboardsBatch = null) { DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) { return; } // Add block flats foreach (DFBlock.RmbBlockFlatObjectRecord obj in blockData.RmbBlock.MiscFlatObjectRecords) { // Ignore lights as they are handled by AddLights() if (obj.TextureArchive == TextureReader.LightsTextureArchive) { continue; } // Calculate position Vector3 billboardPosition = new Vector3( obj.XPos, -obj.YPos + blockFlatsOffsetY, obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale; // Import custom 3d gameobject instead of flat if (MeshReplacement.ImportCustomFlatGameobject(obj.TextureArchive, obj.TextureRecord, billboardPosition, flatsParent) != null) { continue; } //// Use misc billboard atlas where available //if (miscBillboardsAtlas != null && miscBillboardsBatch != null) //{ // TextureAtlasBuilder.AtlasItem item = miscBillboardsAtlas.GetAtlasItem(obj.TextureArchive, obj.TextureRecord); // if (item.key != -1) // { // miscBillboardsBatch.AddItem(item.rect, item.textureItem.size, item.textureItem.scale, billboardPosition); // continue; // } //} // Add to batch where available //if (obj.TextureArchive == TextureReader.AnimalsTextureArchive && animalsBillboardBatch != null) //{ // animalsBillboardBatch.AddItem(obj.TextureRecord, billboardPosition); // continue; //} // Add standalone billboard gameobject GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, flatsParent); go.transform.position = billboardPosition; AlignBillboardToBase(go); // Add animal sound if (obj.TextureArchive == TextureReader.AnimalsTextureArchive) { AddAnimalAudioSource(go); } // If flat record has a non-zero faction id, then it's an exterior NPC if (obj.FactionID != 0) { // Add RMB data to billboard DaggerfallBillboard dfBillboard = go.GetComponent <DaggerfallBillboard>(); dfBillboard.SetRMBPeopleData(obj.FactionID, obj.Flags, obj.Position); // Add StaticNPC behaviour StaticNPC npc = go.AddComponent <StaticNPC>(); npc.SetLayoutData(obj); } } }
/// <summary> /// TEMP: Creates super-atlas populated with all archives in array. /// Currently does not support animated textures, normal map, or emission map. /// TODO: Integrate this feature fully with material system. /// </summary> /// <param name="archives">Archive array.</param> /// <param name="borderSize">Number of pixels border to add around image.</param> /// <param name="dilate">Blend texture into surrounding empty pixels. Requires border.</param> /// <param name="maxAtlasSize">Maximum atlas size.</param> /// <param name="alphaTextureFormat">Alpha TextureFormat.</param> /// <param name="nonAlphaFormat">Non-alpha TextureFormat.</param> /// <returns>TextureAtlasBuilder.</returns> public TextureAtlasBuilder CreateTextureAtlasBuilder( int[] archives, int borderSize = 0, bool dilate = false, int maxAtlasSize = 2048, SupportedAlphaTextureFormats alphaTextureFormat = SupportedAlphaTextureFormats.RGBA32, SupportedNonAlphaTextureFormats nonAlphaFormat = SupportedNonAlphaTextureFormats.RGB24) { // Iterate archives TextureFile textureFile = new TextureFile(); TextureAtlasBuilder builder = new TextureAtlasBuilder(); GetTextureSettings settings = TextureReader.CreateTextureSettings(0, 0, 0, 0, borderSize, dilate, maxAtlasSize); settings.stayReadable = true; for (int i = 0; i < archives.Length; i++) { // Load texture file settings.archive = archives[i]; textureFile.Load(Path.Combine(Arena2Path, TextureFile.IndexToFileName(settings.archive)), FileUsage.UseMemory, true); // Add all records for this archive - single frame only for (int record = 0; record < textureFile.RecordCount; record++) { settings.record = record; GetTextureResults results = GetTexture2D(settings, alphaTextureFormat, nonAlphaFormat); DFSize size = textureFile.GetSize(record); DFSize scale = textureFile.GetScale(record); builder.AddTextureItem( results.albedoMap, settings.archive, settings.record, 0, 1, new Vector2(size.Width, size.Height), new Vector2(scale.Width, scale.Height)); } } // Apply the builder builder.Rebuild(borderSize); return builder; }
/// <summary> /// Layout a complete RMB block game object. /// Can be used standalone or as part of a city build. /// </summary> public static GameObject CreateRMBBlockGameObject( string blockName, bool addGroundPlane = true, DaggerfallRMBBlock cloneFrom = null, DaggerfallBillboardBatch natureBillboardBatch = null, DaggerfallBillboardBatch lightsBillboardBatch = null, DaggerfallBillboardBatch animalsBillboardBatch = null, TextureAtlasBuilder miscBillboardAtlas = null, DaggerfallBillboardBatch miscBillboardBatch = null, ClimateNatureSets climateNature = ClimateNatureSets.TemperateWoodland, ClimateSeason climateSeason = ClimateSeason.Summer) { // Get DaggerfallUnity DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) return null; // Create base object DFBlock blockData; GameObject go = RMBLayout.CreateBaseGameObject(blockName, out blockData, cloneFrom); // Create flats node GameObject flatsNode = new GameObject("Flats"); flatsNode.transform.parent = go.transform; // Create lights node GameObject lightsNode = new GameObject("Lights"); lightsNode.transform.parent = go.transform; // If billboard batching is enabled but user has not specified // a batch, then make our own auto batch for this block bool autoLightsBatch = false; bool autoNatureBatch = false; bool autoAnimalsBatch = false; if (dfUnity.Option_BatchBillboards) { if (natureBillboardBatch == null) { autoNatureBatch = true; int natureArchive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason); natureBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(natureArchive, flatsNode.transform); } if (lightsBillboardBatch == null) { autoLightsBatch = true; lightsBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(TextureReader.LightsTextureArchive, flatsNode.transform); } if (animalsBillboardBatch == null) { autoAnimalsBatch = true; animalsBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(TextureReader.AnimalsTextureArchive, flatsNode.transform); } } // Layout light billboards and gameobjects RMBLayout.AddLights(ref blockData, flatsNode.transform, lightsNode.transform, lightsBillboardBatch); // Layout nature billboards RMBLayout.AddNatureFlats(ref blockData, flatsNode.transform, natureBillboardBatch, climateNature, climateSeason); // Layout all other flats RMBLayout.AddMiscBlockFlats(ref blockData, flatsNode.transform, animalsBillboardBatch, miscBillboardAtlas, miscBillboardBatch); // Add ground plane if (addGroundPlane) RMBLayout.AddGroundPlane(ref blockData, go.transform); // Apply auto batches if (autoNatureBatch) natureBillboardBatch.Apply(); if (autoLightsBatch) lightsBillboardBatch.Apply(); if (autoAnimalsBatch) animalsBillboardBatch.Apply(); return go; }
/// <summary> /// Add misc block flats. /// Batching is conditionally supported. /// </summary> public static void AddMiscBlockFlats( ref DFBlock blockData, Transform flatsParent, DaggerfallBillboardBatch animalsBillboardBatch = null, TextureAtlasBuilder miscBillboardsAtlas = null, DaggerfallBillboardBatch miscBillboardsBatch = null) { DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) return; // Add block flats foreach (DFBlock.RmbBlockFlatObjectRecord obj in blockData.RmbBlock.MiscFlatObjectRecords) { // Ignore lights as they are handled by AddLights() if (obj.TextureArchive == TextureReader.LightsTextureArchive) continue; // Calculate position Vector3 billboardPosition = new Vector3( obj.XPos, -obj.YPos + blockFlatsOffsetY, obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale; // Use misc billboard atlas where available if (miscBillboardsAtlas != null && miscBillboardsBatch != null) { TextureAtlasBuilder.AtlasItem item = miscBillboardsAtlas.GetAtlasItem(obj.TextureArchive, obj.TextureRecord); if (item.key != -1) { miscBillboardsBatch.AddItem(item.rect, item.textureItem.size, item.textureItem.scale, billboardPosition); continue; } } // Add to batch where available if (obj.TextureArchive == TextureReader.AnimalsTextureArchive && animalsBillboardBatch != null) { animalsBillboardBatch.AddItem(obj.TextureRecord, billboardPosition); } else { // Add standalone billboard gameobject GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, flatsParent); go.transform.position = billboardPosition; } } }
/// <summary> /// Layout a complete RMB block game object. /// Can be used standalone or as part of a city build. /// </summary> public static GameObject CreateRMBBlockGameObject( string blockName, bool addGroundPlane = true, DaggerfallRMBBlock cloneFrom = null, DaggerfallBillboardBatch natureBillboardBatch = null, DaggerfallBillboardBatch lightsBillboardBatch = null, DaggerfallBillboardBatch animalsBillboardBatch = null, TextureAtlasBuilder miscBillboardAtlas = null, DaggerfallBillboardBatch miscBillboardBatch = null, ClimateNatureSets climateNature = ClimateNatureSets.TemperateWoodland, ClimateSeason climateSeason = ClimateSeason.Summer) { // Get DaggerfallUnity DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) { return(null); } // Create base object DFBlock blockData; GameObject go = RMBLayout.CreateBaseGameObject(blockName, out blockData, cloneFrom); // Create flats node GameObject flatsNode = new GameObject("Flats"); flatsNode.transform.parent = go.transform; // Create lights node GameObject lightsNode = new GameObject("Lights"); lightsNode.transform.parent = go.transform; // If billboard batching is enabled but user has not specified // a batch, then make our own auto batch for this block bool autoLightsBatch = false; bool autoNatureBatch = false; bool autoAnimalsBatch = false; if (dfUnity.Option_BatchBillboards) { if (natureBillboardBatch == null) { autoNatureBatch = true; int natureArchive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason); natureBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(natureArchive, flatsNode.transform); } if (lightsBillboardBatch == null) { autoLightsBatch = true; lightsBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(TextureReader.LightsTextureArchive, flatsNode.transform); } if (animalsBillboardBatch == null) { autoAnimalsBatch = true; animalsBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(TextureReader.AnimalsTextureArchive, flatsNode.transform); } } // Layout light billboards and gameobjects RMBLayout.AddLights(ref blockData, flatsNode.transform, lightsNode.transform, lightsBillboardBatch); // Layout nature billboards RMBLayout.AddNatureFlats(ref blockData, flatsNode.transform, natureBillboardBatch, climateNature, climateSeason); // Layout all other flats RMBLayout.AddMiscBlockFlats(ref blockData, flatsNode.transform, animalsBillboardBatch, miscBillboardAtlas, miscBillboardBatch); // Add ground plane if (addGroundPlane) { RMBLayout.AddGroundPlane(ref blockData, go.transform); } // Apply auto batches if (autoNatureBatch) { natureBillboardBatch.Apply(); } if (autoLightsBatch) { lightsBillboardBatch.Apply(); } if (autoAnimalsBatch) { animalsBillboardBatch.Apply(); } return(go); }
/// <summary> /// Add misc block flats. /// Batching is conditionally supported. /// </summary> public static void AddMiscBlockFlats( ref DFBlock blockData, Transform flatsParent, int mapId, int locationIndex, DaggerfallBillboardBatch animalsBillboardBatch = null, TextureAtlasBuilder miscBillboardsAtlas = null, DaggerfallBillboardBatch miscBillboardsBatch = null) { DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) { return; } // Add block flats foreach (DFBlock.RmbBlockFlatObjectRecord obj in blockData.RmbBlock.MiscFlatObjectRecords) { // Ignore lights as they are handled by AddLights() if (obj.TextureArchive == TextureReader.LightsTextureArchive) { continue; } // Calculate position Vector3 billboardPosition = new Vector3( obj.XPos, -obj.YPos + blockFlatsOffsetY, obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale; GameObject go = MeshReplacement.ImportCustomFlatGameobject(obj.TextureArchive, obj.TextureRecord, billboardPosition, flatsParent); if (go == null) { // Add standalone billboard gameobject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, flatsParent); go.transform.position = billboardPosition; AlignBillboardToBase(go); } // Add animal sound if (obj.TextureArchive == TextureReader.AnimalsTextureArchive) { AddAnimalAudioSource(go, obj.TextureRecord); } // If flat record has a non-zero faction id, then it's an exterior NPC if (obj.FactionID != 0) { // Add RMB data to billboard Billboard dfBillboard = go.GetComponent <Billboard>(); if (dfBillboard != null) { dfBillboard.SetRMBPeopleData(obj.FactionID, obj.Flags, obj.Position); } // Add StaticNPC behaviour StaticNPC npc = go.AddComponent <StaticNPC>(); npc.SetLayoutData(obj, mapId, locationIndex); } } }