public static H2OHeader Read(Stream s) { var r = new BinaryReader(s); var ret = new H2OHeader { OffsetInformation = r.ReadUInt32(), LayerCount = r.ReadUInt32(), OffsetRender = r.ReadUInt32() }; return(ret); }
private void HandleNewLiquid() { var chunk = Source.Data.GetChunkByName("MH2O"); if (chunk == null) return; Vertices = new List<Vector3>(1000); Triangles = new List<Triangle<uint>>(1000); var stream = chunk.GetStream(); var header = new H2OHeader[256]; MCNKData = new MCNKLiquidData[256]; for (int i = 0; i < header.Length; i++) header[i] = H2OHeader.Read(stream); for (int i = 0; i < header.Length; i++) { var h = header[i]; if (h.LayerCount == 0) continue; stream.Seek(chunk.Offset + h.OffsetInformation, SeekOrigin.Begin); var information = H2OInformation.Read(stream); #region Get RenderMask and set heights var heights = new float[9, 9]; H2ORenderMask renderMask; if (information.LiquidType != 2) { stream.Seek(chunk.Offset + h.OffsetRender, SeekOrigin.Begin); renderMask = H2ORenderMask.Read(stream); if ((renderMask.Mask.All(b => b == 0) || (information.Width == 8 && information.Height == 8)) && information.OffsetMask2 != 0) { stream.Seek(chunk.Offset + information.OffsetMask2, SeekOrigin.Begin); var altMask = new byte[(int)Math.Ceiling(information.Width * information.Height / 8.0f)]; stream.Read(altMask, 0, altMask.Length); for (int mi = 0; mi < altMask.Length; mi++) renderMask.Mask[mi + information.OffsetY] |= altMask[mi]; } stream.Seek(chunk.Offset + information.OffsetHeightmap, SeekOrigin.Begin); var reader = new BinaryReader(stream); for (int y = information.OffsetY; y < (information.OffsetY + information.Height); y++) { for (int x = information.OffsetX; x < (information.OffsetX + information.Width); x++) { heights[x, y] = reader.ReadSingle(); } } } else { // ocean renderMask = new H2ORenderMask { Mask = new byte[] {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} }; for (int y = 0; y < 9; y++) for (int x = 0; x < 9; x++) heights[x, y] = information.HeightLevel1; } #endregion MCNKData[i] = new MCNKLiquidData {Heights = heights, Mask = renderMask}; #region Create Vertices + Triangles for (int y = information.OffsetY; y < (information.OffsetY + information.Height); y++) { for (int x = information.OffsetX; x < (information.OffsetX + information.Width); x++) { if (!renderMask.ShouldRender(x, y)) continue; var mapChunk = Source.MapChunks[i]; var location = mapChunk.Header.Position; location.Y = location.Y - (x*Constant.UnitSize); location.X = location.X - (y*Constant.UnitSize); location.Z = heights[x, y]; var vertOffset = (uint)Vertices.Count; Vertices.Add(location); Vertices.Add(new Vector3(location.X - Constant.UnitSize, location.Y, location.Z)); Vertices.Add(new Vector3(location.X, location.Y - Constant.UnitSize, location.Z)); Vertices.Add(new Vector3(location.X - Constant.UnitSize, location.Y - Constant.UnitSize, location.Z)); Triangles.Add(new Triangle<uint>(TriangleType.Water, vertOffset, vertOffset+2, vertOffset+1)); Triangles.Add(new Triangle<uint>(TriangleType.Water, vertOffset + 2, vertOffset + 3, vertOffset + 1)); } } #endregion } }
public static H2OHeader Read(Stream s) { var r = new BinaryReader(s); var ret = new H2OHeader { OffsetInformation = r.ReadUInt32(), LayerCount = r.ReadUInt32(), OffsetRender = r.ReadUInt32() }; return ret; }
private void HandleNewLiquid() { var chunk = Source.Data.GetChunkByName("MH2O"); if (chunk == null) { return; } Vertices = new List <Vector3>(1000); Triangles = new List <Triangle <uint> >(1000); var stream = chunk.GetStream(); var header = new H2OHeader[256]; MCNKData = new MCNKLiquidData[256]; for (int i = 0; i < header.Length; i++) { header[i] = H2OHeader.Read(stream); } for (int i = 0; i < header.Length; i++) { var h = header[i]; if (h.LayerCount == 0) { continue; } stream.Seek(chunk.Offset + h.OffsetInformation, SeekOrigin.Begin); var information = H2OInformation.Read(stream); #region Get RenderMask and set heights var heights = new float[9, 9]; H2ORenderMask renderMask; if (information.LiquidType != 2) { stream.Seek(chunk.Offset + h.OffsetRender, SeekOrigin.Begin); renderMask = H2ORenderMask.Read(stream); if ((renderMask.Mask.All(b => b == 0) || (information.Width == 8 && information.Height == 8)) && information.OffsetMask2 != 0) { stream.Seek(chunk.Offset + information.OffsetMask2, SeekOrigin.Begin); var altMask = new byte[(int)Math.Ceiling(information.Width * information.Height / 8.0f)]; stream.Read(altMask, 0, altMask.Length); for (int mi = 0; mi < altMask.Length; mi++) { renderMask.Mask[mi + information.OffsetY] |= altMask[mi]; } } stream.Seek(chunk.Offset + information.OffsetHeightmap, SeekOrigin.Begin); var reader = new BinaryReader(stream); for (int y = information.OffsetY; y < (information.OffsetY + information.Height); y++) { for (int x = information.OffsetX; x < (information.OffsetX + information.Width); x++) { heights[x, y] = reader.ReadSingle(); } } } else { // ocean renderMask = new H2ORenderMask { Mask = new byte[] { 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF } }; for (int y = 0; y < 9; y++) { for (int x = 0; x < 9; x++) { heights[x, y] = information.HeightLevel1; } } } #endregion MCNKData[i] = new MCNKLiquidData { Heights = heights, Mask = renderMask }; #region Create Vertices + Triangles for (int y = information.OffsetY; y < (information.OffsetY + information.Height); y++) { for (int x = information.OffsetX; x < (information.OffsetX + information.Width); x++) { if (!renderMask.ShouldRender(x, y)) { continue; } var mapChunk = Source.MapChunks[i]; var location = mapChunk.Header.Position; location.Y = location.Y - (x * Constant.UnitSize); location.X = location.X - (y * Constant.UnitSize); location.Z = heights[x, y]; var vertOffset = (uint)Vertices.Count; Vertices.Add(location); Vertices.Add(new Vector3(location.X - Constant.UnitSize, location.Y, location.Z)); Vertices.Add(new Vector3(location.X, location.Y - Constant.UnitSize, location.Z)); Vertices.Add(new Vector3(location.X - Constant.UnitSize, location.Y - Constant.UnitSize, location.Z)); Triangles.Add(new Triangle <uint>(TriangleType.Water, vertOffset, vertOffset + 2, vertOffset + 1)); Triangles.Add(new Triangle <uint>(TriangleType.Water, vertOffset + 2, vertOffset + 3, vertOffset + 1)); } } #endregion } }