public void Read() { if (Chunk == null) { return; } Vertices = new List <Vector3>(); Indices = new List <Triangle <uint> >(); var stream = Chunk.GetStream(); MH2O = new MH2O(); MH2O.Read(Chunk.GetReader()); HeightMaps = new Chunks.MH2O.MH2OHeightmapData[256]; var tilePos = ADT.TilePosition; for (int i = 0; i < MH2O.Headers.Length; i++) { var header = MH2O.Headers[i]; if (header == null || header.LayerCount == 0) { continue; } stream.Seek(Chunk.Offset + header.ofsInformation, SeekOrigin.Begin); var information = new MH2O.MH2OInformation(); information.Read(Chunk.GetReader()); // Ensure we have heightmap data if (information.ofsHeightmapData == 0) { continue; } // Not an ocean, lets grab the height map and render mask MH2O.MH2OHeightmapData heightMap; if (!IsOcean(information.LiquidObjectId, information.LiquidTypeId)) { // Read the height map stream.Seek(Chunk.Offset + information.ofsHeightmapData, SeekOrigin.Begin); heightMap = new MH2O.MH2OHeightmapData(); heightMap.Read(Chunk.GetReader()); heightMap.RenderMask = GetRenderMask(header, information); } else { heightMap = GetOceanHeightMap(information.MinHeightLevel); } HeightMaps[i] = heightMap; var basePos = new Vector3(tilePos.X - (Constants.ChunkSize * (i % 16)), tilePos.Y - (Constants.ChunkSize * (i / 16)), 0); for (int y = information.YOffset; y < (information.YOffset + information.Height); y++) { for (int x = information.XOffset; x < (information.XOffset + information.Width); x++) { if (!heightMap.RenderMask.ShouldRender(x, y)) { continue; } var v = new Vector3(basePos.X - (x * Constants.UnitSize), basePos.Y - (y * Constants.UnitSize), heightMap.Heightmap[x, y]); var vo = (uint)Vertices.Count; Vertices.Add(v); Vertices.Add(new Vector3(v.X - Constants.UnitSize, v.Y, v.Z)); Vertices.Add(new Vector3(v.X, v.Y - Constants.UnitSize, v.Z)); Vertices.Add(new Vector3(v.X - Constants.UnitSize, v.Y - Constants.UnitSize, v.Z)); Indices.Add(new Triangle <uint>(TriangleType.Water, vo, vo + 2, vo + 1)); Indices.Add(new Triangle <uint>(TriangleType.Water, vo + 2, vo + 3, vo + 1)); } } } }
public void Read() { if (Chunk == null) return; Vertices = new List<Vector3>(); Indices = new List<Triangle<uint>>(); var stream = Chunk.GetStream(); MH2O = new MH2O(); MH2O.Read(Chunk.GetReader()); HeightMaps = new Chunks.MH2O.MH2OHeightmapData[256]; var tilePos = ADT.TilePosition; for (int i = 0; i < MH2O.Headers.Length; i++) { var header = MH2O.Headers[i]; if (header == null || header.LayerCount == 0) continue; stream.Seek(Chunk.Offset + header.ofsInformation, SeekOrigin.Begin); var information = new MH2O.MH2OInformation(); information.Read(Chunk.GetReader()); // Ensure we have heightmap data if (information.ofsHeightmapData == 0) continue; // Not an ocean, lets grab the height map and render mask MH2O.MH2OHeightmapData heightMap; if (!IsOcean(information.LiquidObjectId, information.LiquidTypeId)) { // Read the height map stream.Seek(Chunk.Offset + information.ofsHeightmapData, SeekOrigin.Begin); heightMap = new MH2O.MH2OHeightmapData(); heightMap.Read(Chunk.GetReader()); heightMap.RenderMask = GetRenderMask(header, information); } else { heightMap = GetOceanHeightMap(information.MinHeightLevel); } HeightMaps[i] = heightMap; var basePos = new Vector3(tilePos.X - (Constants.ChunkSize * (i % 16)), tilePos.Y - (Constants.ChunkSize * (i / 16)), 0); for (int y = information.YOffset; y < (information.YOffset + information.Height); y++) { for (int x = information.XOffset; x < (information.XOffset + information.Width); x++) { if (!heightMap.RenderMask.ShouldRender(x, y)) continue; var v = new Vector3(basePos.Y - (x * Constants.UnitSize), basePos.X - (y * Constants.UnitSize), heightMap.Heightmap[x, y]); var vo = (uint)Vertices.Count; Vertices.Add(v); Vertices.Add(new Vector3(v.X - Constants.UnitSize, v.Y, v.Z)); Vertices.Add(new Vector3(v.X, v.Y - Constants.UnitSize, v.Z)); Vertices.Add(new Vector3(v.X - Constants.UnitSize, v.Y - Constants.UnitSize, v.Z)); Indices.Add(new Triangle<uint>(TriangleType.Water, vo, vo + 2, vo + 1)); Indices.Add(new Triangle<uint>(TriangleType.Water, vo + 2, vo + 3, vo + 1)); } } } }