Exemplo n.º 1
0
		private void BuildFace(ref SourceFace face, BspSubmeshStreams subMesh)
		{
			Vertex[] faceVertices = new Vertex[face.numedges];

			var plane = this.planes[face.planenum];
			var texture_id = this.texInfo[face.texinfo].texdata;

			Float2 minUV0 = new Float2(float.MaxValue, float.MaxValue);
			Float2 minUV1 = new Float2(float.MaxValue, float.MaxValue);
			Float2 maxUV1 = new Float2(float.MinValue, float.MinValue);
			int nextShouldBe = -1;
			for (int index = 0; index < faceVertices.Length; index++)
			{
				var listOfEdgesIndex = face.firstedge + index;
				if (listOfEdgesIndex >= this.listOfEdges.Length)
				{
					throw new BspFormatException(
						string.Format("Edge list index {0} is out of range [0..{1}]", listOfEdgesIndex, this.listOfEdges.Length - 1));
				}

				var edgeIndex = this.listOfEdges[listOfEdgesIndex];
				if (edgeIndex >= this.edges.Length)
				{
					throw new BspFormatException(
						string.Format("Edge index {0} is out of range [0..{1}]", edgeIndex, this.edges.Length - 1));
				}

				SourceEdge edge;
				if (edgeIndex >= 0)
				{
					edge = this.edges[edgeIndex];
				}
				else
				{
					var flippedEdge = this.edges[-edgeIndex];
					edge = new SourceEdge { vertex0 = flippedEdge.vertex1, vertex1 = flippedEdge.vertex0 };
				}
				var edgesvertex0 = edge.vertex0;
				if (edgesvertex0 >= this.vertices.Length)
				{
					throw new BspFormatException(
						string.Format("Vertex index {0} is out of range [0..{1}]", edgesvertex0, this.vertices.Length - 1));
				}
				var edgesvertex1 = edge.vertex1;
				if (edgesvertex1 >= this.vertices.Length)
				{
					throw new BspFormatException(
						string.Format("Vertex index {0} is out of range [0..{1}]", edgesvertex1, this.vertices.Length - 1));
				}
				if (nextShouldBe >= 0 && nextShouldBe != edgesvertex0)
				{
					throw new BspFormatException(string.Format("Wrong edge order"));
				}
				nextShouldBe = edgesvertex1;
				Vertex vertex;
				this.BuildVertex(
					this.vertices[(short)edgesvertex0],
					plane.normal,
					//(face.side == 0) ? plane.normal : -plane.normal,
					face,
					ref this.texInfo[face.texinfo],
					out vertex);
				faceVertices[index] = vertex;
				if (minUV0.X > vertex.UV0.X)
				{
					minUV0.X = vertex.UV0.X;
				}
				if (minUV0.Y > vertex.UV0.Y)
				{
					minUV0.Y = vertex.UV0.Y;
				}
				if (minUV1.X > vertex.UV1.X)
				{
					minUV1.X = vertex.UV1.X;
				}
				if (minUV1.Y > vertex.UV1.Y)
				{
					minUV1.Y = vertex.UV1.Y;
				}
				if (maxUV1.X < vertex.UV1.X)
				{
					maxUV1.X = vertex.UV1.X;
				}
				if (maxUV1.Y < vertex.UV1.Y)
				{
					maxUV1.Y = vertex.UV1.Y;
				}
			}
			if (this.textures[texture_id].name == "TOOLS/TOOLSSKYBOX")
			{
				minUV0.X = 0;
				minUV0.Y = 0;
				for (int j = 0; j < (int)face.numedges; ++j)
				{
					faceVertices[j].UV0 = new Float3(0, 0, 0);
				}
			}

			int[] indices = new int[faceVertices.Length];
			for (int j = 0; j < faceVertices.Length; ++j)
			{
				meshStreams.Positions.Add(faceVertices[j].Position);
				meshStreams.Normals.Add(faceVertices[j].Normal);
				meshStreams.Colors.Add(faceVertices[j].Color);
				meshStreams.TexCoord0.Add(new Float2(faceVertices[j].UV0.X, faceVertices[j].UV0.Y));
				meshStreams.TexCoord1.Add(new Float2(faceVertices[j].UV1.X, faceVertices[j].UV1.Y));
			}
			for (int j = 1; j < faceVertices.Length - 1; ++j)
			{
				subMesh.AddToAllStreams(indices[0]);
				subMesh.AddToAllStreams(indices[j]);
				subMesh.AddToAllStreams(indices[j + 1]);
			}
		}
Exemplo n.º 2
0
		private static void AddVertexToMesh(int index, BspSubmeshStreams subMesh)
		{
			subMesh.AddToAllStreams(index);
		}