示例#1
0
    void MakeFromM3GM(M3GM data)
    {
        int[] indiсes = data.TriangleStrips.IDXA.DecodeForM3GM_1();

        if (!this.flags.Contains("FaceCollision"))
        {
            List <int> indcs  = new List <int>();
            List <int> _3inds = new List <int>();

            foreach (int _m in indiсes)
            {
                _3inds.Add(_m);

                if (_3inds.Count > 2)
                {
                    _3inds.Reverse();
                    indcs.AddRange(_3inds);
                    _3inds.Clear();
                }
            }

            indiсes = indcs.ToArray();
        }

        UnityEngine.Vector3[] planeNormals = new List <Round2.Vector3>(data.Points.PNTA.Positions).ConvertAll <UnityEngine.Vector3>(u => u.Value).ToArray();
        UnityEngine.Vector3[] pts          = new List <Round2.Vector3>(data.Points.PNTA.Positions).ConvertAll <UnityEngine.Vector3>(u => new UnityEngine.Vector3(-u.Value.x, u.Value.y, u.Value.z)).ToArray();
        UnityEngine.Vector2[] uvs          = new List <Round2.Vector2>(data.TextureCoordinates.TXCA.TexCoords).ConvertAll <UnityEngine.Vector2>(u => u.Value).ToArray();
        UnityEngine.Vector3[] normals      = new List <Round2.Vector3>(data.VertexNormals.VCRA.Normals).ConvertAll <UnityEngine.Vector3>(u => u.Value).ToArray();
        GameObject            l_ch         = GameObject.CreatePrimitive(PrimitiveType.Plane);

        l_ch.AddComponent <Animation>();
        Destroy(l_ch.collider);

        Texture2DQuery.TexturePend(m_obj.Geometry.M3GA.Geometries[0].M3GM.Texture.TXMP.id, tex =>
        {
            l_ch.renderer.material.mainTexture = m_tex = tex;
        });

        l_ch.transform.parent        = transform;
        l_ch.transform.localPosition = UnityEngine.Vector3.zero;
        l_ch.transform.localRotation = UnityEngine.Quaternion.identity;
        l_ch.transform.localScale    = UnityEngine.Vector3.one;
        Mesh m = new Mesh();

        m.vertices  = pts;
        m.uv        = uvs;
        m.normals   = normals;
        m.triangles = indiсes;
        m.RecalculateBounds();
        m.RecalculateNormals();
        l_ch.GetComponent <MeshFilter>().mesh   = m;
        l_ch.AddComponent <MeshCollider>().mesh = m;

        {
            float[] l_trs = new List <string>(m_obj.Transform.Split(" ".ToCharArray())).ConvertAll(u => float.Parse(u)).ToArray();

            Oni.Matrix l_trsm = new Oni.Matrix
                                (
                l_trs[0],
                l_trs[1],
                l_trs[2],
                0,
                l_trs[3],
                l_trs[4],
                l_trs[5],
                0,
                l_trs[6],
                l_trs[7],
                l_trs[8],
                0,
                l_trs[9],
                l_trs[10],
                l_trs[11],
                1
                                );

            Oni.Vector3    scale;
            Oni.Vector3    trans;
            Oni.Quaternion rot;
            //l_trsm.Transpose();
            l_trsm.Decompose(out scale, out rot, out trans);
            transform.localScale = new UnityEngine.Vector3(scale.X, scale.Y, scale.Z);
            transform.position   = new UnityEngine.Vector3(-trans.X, trans.Y, trans.Z);
            UnityEngine.Vector3 l_eulerz = new UnityEngine.Quaternion(rot.X, rot.Y, rot.Z, rot.W).eulerAngles;
            transform.rotation = UnityEngine.Quaternion.Euler(l_eulerz.x, -l_eulerz.y, -l_eulerz.z);
        }
        if (m_obj.Animation.OBAN != null && m_obj.Animation.OBAN.KeyFrames != null)
        {
            float[] l_trs  = new List <string>(m_obj.Animation.OBAN.InitialTransform.Split(" ".ToCharArray())).ConvertAll(u => float.Parse(u)).ToArray();
            float[] l_trss = new List <string>(m_obj.Animation.OBAN.BaseTransform.Split(" ".ToCharArray())).ConvertAll(u => float.Parse(u)).ToArray();

            Oni.Matrix l_trsm = new Oni.Matrix
                                (
                l_trs[0],
                l_trs[1],
                l_trs[2],
                0,
                l_trs[3],
                l_trs[4],
                l_trs[5],
                0,
                l_trs[6],
                l_trs[7],
                l_trs[8],
                0,
                l_trs[9],
                l_trs[10],
                l_trs[11],
                1
                                );

            Oni.Matrix l_trsms = new Oni.Matrix
                                 (
                l_trss[0],
                l_trss[1],
                l_trss[2],
                0,
                l_trss[3],
                l_trss[4],
                l_trss[5],
                0,
                l_trss[6],
                l_trss[7],
                l_trss[8],
                0,
                l_trss[9],
                l_trss[10],
                l_trss[11],
                1
                                 );

            Oni.Vector3    scale;
            Oni.Vector3    trans;
            Oni.Quaternion rot;
            //l_trsm.Transpose();
            l_trsm.Decompose(out scale, out rot, out trans);
            transform.localScale = new UnityEngine.Vector3(scale.X, scale.Y, scale.Z);
            transform.position   = new UnityEngine.Vector3(-trans.X, trans.Y, trans.Z);
            UnityEngine.Vector3 l_eulz = new UnityEngine.Quaternion(rot.X, rot.Y, rot.Z, rot.W).eulerAngles;
            transform.rotation = __q = UnityEngine.Quaternion.Euler(l_eulz.x, -l_eulz.y, -l_eulz.z);
        }
    }
示例#2
0
        public void Build()
        {
            //m_bldr = new GeometryBuilder(this.m_Level_name_8, this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array, this.m_AKEV_Link_48.Value.m_TXCA_link_10.Value.Array);
            l_lvlObj = new GameObject(this.m_Level_name_8);
            l_lvlObj.AddComponent <MeshRenderer>().material = new Material(Shader.Find("VertexShadedDiffuse"));

            foreach (AGQR.Package renderInfo in this.m_AKEV_Link_48.Value.m_AGQR_link_18.Value.m_pkg_20)
            {
                if (!m_fullRenderInfo.ContainsKey(renderInfo.m_TXMA_id_0))
                {
                    m_fullRenderInfo.Add(renderInfo.m_TXMA_id_0, new Dictionary <int, GeometryBuilder>());
                }
            }

            HashSet <int> l_ignoreQuadLst = new HashSet <int>();

            /*
             * foreach (OBOA.Package pkg in this.m_OBOA_Link_4C.Value.m_pkg_20)
             * {
             *  OBJCInst.BindOBOAPKG(pkg);
             * }*/

            foreach (ONOA.Package pkg in this.m_ONOA_Link_74.Value.m_pkg_20)
            {
                if (pkg.m_High_bit_3 == 0x03)//let's search only for doors
                {
                    if (pkg.m_IDXA_link_4.m_lnkId != 0)
                    {
                        foreach (IDXA.Package index in pkg.m_IDXA_link_4.Value.m_pkg_20)
                        {
                            l_ignoreQuadLst.Add(index.m_Index_id_0);
                        }
                    }
                    else
                    {
                        Debug.LogError("IDXA LINK = 0");
                    }
                }
            }

            int l_i = 0;

            foreach (OBOA.Package pkg in this.m_OBOA_Link_4C.Value.m_pkg_20)
            {
                l_i++;
                RTOBOA.Instantiate(pkg);
                //Door.OBOALink(pkg);

                if (pkg.m_OBAN_link_4.m_lnkId != 0)
                {
                    /*
                     * TODO : implement OBOA's not only for doors, similar to code below:
                     * string l_objname = pkg.m_Name_70;
                     * UnityEngine.Vector3 l_pos = new UnityEngine.Vector3(-pkg.m_OBAN_link_4.Value.m_x_position_3C, pkg.m_OBAN_link_4.Value.m_y_position_40, pkg.m_OBAN_link_4.Value.m_z_position_44);
                     * GameObject l_g = new GameObject(l_objname);
                     * l_g.transform.position = l_pos;
                     * l_g.AddComponent<MeshRenderer>().material = new Material(Shader.Find("Diffuse"));
                     * l_g.AddComponent<MeshFilter>().mesh = pkg.m_M3GA_link_0.Value.m_pkg_20[0].m_M3GM_link_0.Value.UnityMesh;
                     * l_g.AddComponent<MeshCollider>().mesh = pkg.m_M3GA_link_0.Value.m_pkg_20[0].m_M3GM_link_0.Value.UnityMesh;
                     * l_g.transform.position = new UnityEngine.Vector3(-pkg.m_OBAN_link_4.Value.m_x_position_3C, pkg.m_OBAN_link_4.Value.m_y_position_40, pkg.m_OBAN_link_4.Value.m_z_position_44);*/
                }
                else
                {
                    Debug.LogError("OBAN LINK = 0, " + l_i + "\\" + this.m_OBOA_Link_4C.Value.m_pkg_20.Length);
                }
            }

            List <int> .Enumerator l_renderKeysEnumerator = new List <int>(this.m_AKEV_Link_48.Value.m_AGQR_link_18.Value.m_pkg_20.ConvertAll <AGQR.Package, int>(u => u.m_TXMA_id_0)).GetEnumerator();
            int l_quadID = 0;

            foreach (AGQG.Package quad in this.m_AKEV_Link_48.Value.m_AGQG_link_14.Value.m_pkg_20)
            {
                l_renderKeysEnumerator.MoveNext();

                if (!m_fullRenderInfo[l_renderKeysEnumerator.Current].ContainsKey(quad.m_flags_30))
                {
                    TXMP l_tx = this.m_AKEV_Link_48.Value.m_TXMA_link_24.Value.m_pkg_20[l_renderKeysEnumerator.Current].m_TXMP_link_0.Value;
                    m_fullRenderInfo[l_renderKeysEnumerator.Current].Add(quad.m_flags_30, new GeometryBuilder(l_tx == null ? "unknown texture" : l_tx.m_FileName_8, this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array, this.m_AKEV_Link_48.Value.m_TXCA_link_10.Value.Array));
                }

                if (!l_ignoreQuadLst.Contains(l_quadID++))//i bet nobody needs additional vertices for doors
                {
                    //Debug.DrawLine(this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array[quad.m_pnta_id_1_0], this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array[quad.m_pnta_id_2_4], Color.green, 15f);
                    //Debug.DrawLine(this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array[quad.m_pnta_id_2_4], this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array[quad.m_pnta_id_3_8], Color.green, 15f);

                    {
                        if (quad.m_pnta_id_3_8 == quad.m_pnta_id_4_C)
                        {
                            byte[] l_color1Bytes = System.BitConverter.GetBytes(quad.m_argb_vrtx_color_1_20);
                            byte[] l_color2Bytes = System.BitConverter.GetBytes(quad.m_argb_vrtx_color_2_24);
                            byte[] l_color3Bytes = System.BitConverter.GetBytes(quad.m_argb_vrtx_color_3_28);
                            m_fullRenderInfo[l_renderKeysEnumerator.Current][quad.m_flags_30]
                            .Triangle
                            (
                                quad.m_pnta_id_1_0,
                                quad.m_pnta_id_2_4,
                                quad.m_pnta_id_3_8,
                                quad.m_txca_id_1_10,
                                quad.m_txca_id_2_14,
                                quad.m_txca_id_3_18,
                                new Color32[]
                            {
                                new Color32(l_color1Bytes[2], l_color1Bytes[1], l_color1Bytes[0], l_color1Bytes[3]),
                                new Color32(l_color2Bytes[2], l_color2Bytes[1], l_color2Bytes[0], l_color2Bytes[3]),
                                new Color32(l_color3Bytes[2], l_color3Bytes[1], l_color3Bytes[0], l_color3Bytes[3])
                            }
                            );

                            Debug.DrawLine(this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array[quad.m_pnta_id_3_8], this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array[quad.m_pnta_id_3_8] + UnityEngine.Vector3.up, new Color32(l_color1Bytes[0], l_color1Bytes[1], l_color1Bytes[2], l_color1Bytes[3]), 15f);
                            //m_bldr.Triangle(quad.m_pnta_id_1_0, quad.m_pnta_id_2_4, quad.m_pnta_id_3_8, quad.m_txca_id_1_10, quad.m_txca_id_2_14, quad.m_txca_id_3_18);
                            //Debug.DrawLine(this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array[quad.m_pnta_id_3_8], this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array[quad.m_pnta_id_1_0], Color.green, 15f);
                        }
                        else
                        {
                            byte[] l_color1Bytes = System.BitConverter.GetBytes(quad.m_argb_vrtx_color_1_20);
                            byte[] l_color2Bytes = System.BitConverter.GetBytes(quad.m_argb_vrtx_color_2_24);
                            byte[] l_color3Bytes = System.BitConverter.GetBytes(quad.m_argb_vrtx_color_3_28);
                            byte[] l_color4Bytes = System.BitConverter.GetBytes(quad.m_argb_vrtx_color_4_2C);
                            m_fullRenderInfo[l_renderKeysEnumerator.Current][quad.m_flags_30]
                            .Quad
                            (
                                quad.m_pnta_id_1_0,
                                quad.m_pnta_id_2_4,
                                quad.m_pnta_id_3_8,
                                quad.m_pnta_id_4_C,
                                quad.m_txca_id_1_10,
                                quad.m_txca_id_2_14,
                                quad.m_txca_id_3_18,
                                quad.m_txca_id_4_1C,
                                new Color32[]
                            {
                                new Color32(l_color1Bytes[2], l_color1Bytes[1], l_color1Bytes[0], l_color1Bytes[3]),
                                new Color32(l_color2Bytes[2], l_color2Bytes[1], l_color2Bytes[0], l_color2Bytes[3]),
                                new Color32(l_color3Bytes[2], l_color3Bytes[1], l_color3Bytes[0], l_color3Bytes[3]),
                                new Color32(l_color4Bytes[2], l_color4Bytes[1], l_color4Bytes[0], l_color4Bytes[3])
                            }
                            );
                            //m_bldr.Quad(quad.m_pnta_id_1_0, quad.m_pnta_id_2_4, quad.m_pnta_id_3_8, quad.m_pnta_id_4_C, quad.m_txca_id_1_10, quad.m_txca_id_2_14, quad.m_txca_id_3_18, quad.m_txca_id_4_1C);
                            //Debug.DrawLine(this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array[quad.m_pnta_id_3_8], this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array[quad.m_pnta_id_4_C], Color.green, 15f);
                            //Debug.DrawLine(this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array[quad.m_pnta_id_4_C], this.m_AKEV_Link_48.Value.m_PNTA_link_8.Value.Array[quad.m_pnta_id_1_0], Color.green, 15f);
                        }
                    }
                }
            }

            if (this.m_ENVP_Link_78.m_lnkId != 0)
            {
                foreach (ENVP.Package particle in this.m_ENVP_Link_78.Value.m_pkg_20)
                {
                    Oni.Matrix l_trs = new Oni.Matrix
                                       (
                        particle.m_transform_a11_70,
                        particle.m_transform_a12_74,
                        particle.m_transform_a13_78,
                        0,
                        particle.m_transform_a21_7C,
                        particle.m_transform_a22_80,
                        particle.m_transform_a23_84,
                        0,
                        particle.m_transform_a31_88,
                        particle.m_transform_a32_8C,
                        particle.m_transform_a33_90,
                        0,
                        particle.m_transform_a41_94,
                        particle.m_transform_a42_98,
                        particle.m_transform_a43_9C,
                        1
                                       );

                    Oni.Vector3    l_scale;
                    Oni.Vector3    l_pos;
                    Oni.Quaternion l_rot;
                    l_trs.Decompose(out l_scale, out l_rot, out l_pos);
                    //Debug.DrawLine(UnityEngine.Vector3.zero, new UnityEngine.Vector3(-l_pos.X, l_pos.Y, l_pos.Z), Color.blue, 20f);

                    //Debug.Log("#" + particle.m_3D_particle_0);
                    //Debug.Log("$" + particle.m_Particle_name_40);
                }
            }

            foreach (int txid in m_fullRenderInfo.Keys)
            {
                foreach (int flags in m_fullRenderInfo[txid].Keys)
                {
                    m_fullRenderInfo[txid][flags].UpdateMesh();
                    GameObject l_g = new GameObject(" flags = " + flags.ToString("X") + " :: " + m_fullRenderInfo[txid][flags].Name);

                    Material l_m = (l_g.AddComponent <MeshRenderer>().material = new Material(Shader.Find("VertexShadedDiffuse")));

                    if (this.m_AKEV_Link_48.Value.m_TXMA_link_24.Value.m_pkg_20[txid] != null && this.m_AKEV_Link_48.Value.m_TXMA_link_24.Value.m_pkg_20[txid].m_TXMP_link_0.Value != null)
                    {
                        l_m.mainTexture = this.m_AKEV_Link_48.Value.m_TXMA_link_24.Value.m_pkg_20[txid].m_TXMP_link_0.Value.Surface_0;
                    }

                    l_g.AddComponent <MeshFilter>().mesh = m_fullRenderInfo[txid][flags].Mesh;
                    GunkFlags l_quadFlags = (GunkFlags)flags;

                    if ((l_quadFlags & GunkFlags.Ghost) != 0 || (l_quadFlags & GunkFlags.StairsUp) != 0 || (l_quadFlags & GunkFlags.StairsDown) != 0 || (l_quadFlags & GunkFlags.DoorFrame) != 0 || (l_quadFlags & GunkFlags.Furniture) != 0)
                    {
                        continue;
                    }
                    else
                    {
                        l_g.AddComponent <MeshCollider>().mesh = m_fullRenderInfo[txid][flags].Mesh;
                    }
                }
            }

            //this.m_bldr.UpdateMesh();
            //l_lvlObj.AddComponent<MeshFilter>().mesh = this.m_bldr.Mesh;
        }