private void PerMeshClipRendering(IEnumerable <BigMesh> bigMeshes) { var firstIdx2 = coct.CollisionMeshList.Count; var helper = new BuildHelper(coct); foreach (var mesh in bigMeshes .Where(it => !it.matDef.noclip) ) { var firstIdx3 = coct.CollisionList.Count; var vifPacketIndices = new List <ushort>(mesh.vifPacketIndices); foreach (var set in TriangleStripsToTriangleFans(mesh.triangleStripList)) { var quad = set.Count == 4; var v1 = mesh.vertexList[set[0]]; var v2 = mesh.vertexList[set[1]]; var v3 = mesh.vertexList[set[2]]; var v4 = quad ? mesh.vertexList[set[3]] : Vector3.Zero; coct.CompleteAndAdd( new Collision { Vertex1 = helper.AllocateVertex(v1.X, -v1.Y, -v1.Z), // why -Y and -Z ? Vertex2 = helper.AllocateVertex(v2.X, -v2.Y, -v2.Z), Vertex3 = helper.AllocateVertex(v3.X, -v3.Y, -v3.Z), Vertex4 = Convert.ToInt16(quad ? helper.AllocateVertex(v4.X, -v4.Y, -v4.Z) : -1), SurfaceFlagsIndex = helper.AllocateSurfaceFlags(mesh.matDef.surfaceFlags), }, inflate: 1 ); } var lastIdx3 = coct.CollisionList.Count; vifPacketRenderingGroup.Add( vifPacketIndices .Distinct() .ToArray() ); var collisionMesh = coct.CompleteAndAdd( new CollisionMesh { CollisionStart = Convert.ToUInt16(firstIdx3), CollisionEnd = Convert.ToUInt16(lastIdx3), } ); } var lastIdx2 = coct.CollisionMeshList.Count; coct.CompleteAndAdd( new CollisionMeshGroup { CollisionMeshStart = Convert.ToUInt16(firstIdx2), CollisionMeshEnd = Convert.ToUInt16(lastIdx2), } ); // Entry2 index is tightly coupled to vifPacketRenderingGroup's index. // Thus do not add Entry2 unplanned. CreateDoctFromCoct(); }
private WalkResult Walk(BSP bsp) { var pair = bsp.Split(); if (pair.Length == 2) { return(JoinResult( Walk(pair[0]), Walk(pair[1]) )); } else { var firstIdx3 = coct.CollisionList.Count; var vifPacketIndices = new List <ushort>(); foreach (var point in pair[0].Points) { var mesh = point.bigMesh; vifPacketIndices.AddRange(mesh.vifPacketIndices); foreach (var set in TriangleStripsToTriangleFans(mesh.triangleStripList)) { var quad = set.Count == 4; var v1 = mesh.vertexList[set[0]]; var v2 = mesh.vertexList[set[1]]; var v3 = mesh.vertexList[set[2]]; var v4 = quad ? mesh.vertexList[set[3]] : Vector3.Zero; coct.CompleteAndAdd( new Collision { Vertex1 = helper.AllocateVertex(v1.X, -v1.Y, -v1.Z), // why -Y and -Z ? Vertex2 = helper.AllocateVertex(v2.X, -v2.Y, -v2.Z), Vertex3 = helper.AllocateVertex(v3.X, -v3.Y, -v3.Z), Vertex4 = Convert.ToInt16(quad ? helper.AllocateVertex(v4.X, -v4.Y, -v4.Z) : -1), SurfaceFlagsIndex = helper.AllocateSurfaceFlags(mesh.matDef.surfaceFlags), }, inflate: 1 ); } } var lastIdx3 = coct.CollisionList.Count; var firstIdx2 = coct.CollisionMeshList.Count; var collisionMesh = coct.CompleteAndAdd( new CollisionMesh { CollisionStart = Convert.ToUInt16(firstIdx3), CollisionEnd = Convert.ToUInt16(lastIdx3), } ); vifPacketRenderingGroup.Add( vifPacketIndices .Distinct() .ToArray() ); return(new WalkResult { meshIndex = firstIdx2, }); } }