public void LoadFrom(Level level, int index) { DLF_IO_INTER inter = level.ArxLevelNative.DLF.inters[index]; name = ArxIOHelper.GetString(inter.name); string interPath = name.ToLowerInvariant(); int graphPos = interPath.IndexOf("graph"); interPath = interPath.Substring(graphPos); int lastDot = interPath.LastIndexOf('.'); interPath = interPath.Substring(0, lastDot); var ftlPath = Path.Combine(EditorSettings.DataDir, "game", ArxIOHelper.ArxPathToPlatformPath(interPath + ".ftl")); if (File.Exists(ftlPath)) { FTL_IO ftl = new FTL_IO(); using (var fs = new FileStream(ftlPath, FileMode.Open, FileAccess.Read)) using (var unp = FTL_IO.EnsureUnpacked(fs)) { ftl.ReadFrom(unp); } var mesh = ftl.CreateMesh(); var mf = gameObject.AddComponent <MeshFilter>(); mf.sharedMesh = mesh; var mr = gameObject.AddComponent <MeshRenderer>(); mr.sharedMaterial = MaterialsDatabase.TEST; } //depending on what the path is load item, npc, fix, camera or marker if (interPath.Contains("items")) { } else if (interPath.Contains("npc")) { } else if (interPath.Contains("fix")) { } else if (interPath.Contains("camera")) { } else if (interPath.Contains("marker")) { } transform.localPosition = inter.pos.ToVector3(); transform.localEulerAngles = inter.angle.ToEuler(); }
static void LoadMesh(Level lvl) { int loadedPolys = 0; Stopwatch sw = new Stopwatch(); sw.Start(); int lightIndex = 0; var fts = lvl.ArxLevelNative.FTS; Dictionary <int, int> tcToIndex = new Dictionary <int, int>(); //texture indices for (int i = 0; i < fts.textureContainers.Length; i++) { tcToIndex[fts.textureContainers[i].tc] = i; } //TODO: use external placeholder texture so it can be set to 0 on export var notFoundMaterialKey = new EditorMaterial(EditorSettings.DataDir + "graph\\interface\\misc\\default[icon].bmp", PolyType.GLOW, 0); for (int c = 0; c < fts.cells.Length; c++) { var cell = fts.cells[c]; loadedPolys += cell.polygons.Length; for (int p = 0; p < cell.polygons.Length; p++) { var poly = cell.polygons[p]; var matKey = notFoundMaterialKey; if (tcToIndex.TryGetValue(poly.tex, out int textureIndex)) { string texArxPath = ArxIOHelper.GetString(fts.textureContainers[textureIndex].fic); string texPath = TextureDatabase.GetRealTexturePath(EditorSettings.DataDir + texArxPath); matKey = new EditorMaterial(texPath, poly.type, poly.transval); //TODO: speed up by using a pool of some sort? } MaterialMesh mm = lvl.EditableLevelMesh.GetMaterialMesh(matKey); EditablePrimitiveInfo prim = new EditablePrimitiveInfo { polyType = poly.type, norm = poly.norm.ToVector3(), norm2 = poly.norm2.ToVector3(), area = poly.area, room = poly.room, paddy = poly.paddy }; int vertCount = prim.VertexCount; for (int i = 0; i < vertCount; i++) { var vert = poly.vertices[i]; prim.vertices[i] = new EditableVertexInfo(new Vector3(vert.posX, vert.posY, vert.posZ), new Vector2(vert.texU, 1 - vert.texV), poly.normals[i].ToVector3(), ArxIOHelper.FromBGRA(lvl.ArxLevelNative.LLF.lightColors[lightIndex++])); } if (prim.IsTriangle) { //load 4th vertex manually as it has no lighting value and would break lighting otherwise var lastVert = poly.vertices[3]; prim.vertices[3] = new EditableVertexInfo(new Vector3(lastVert.posX, lastVert.posY, lastVert.posZ), new Vector2(lastVert.texU, 1 - lastVert.texV), poly.normals[3].ToVector3(), Color.white); } mm.AddPrimitive(prim); } } foreach (var kv in lvl.EditableLevelMesh.MaterialMeshes) { kv.Value.UpdateMesh(); } UnityEngine.Debug.Log("total load time: " + sw.Elapsed); UnityEngine.Debug.Log("Loaded polys: " + loadedPolys); }