private List <string> GetLANDTextureFilePaths(LANDRecord LAND) { // Don't return anything if the LAND doesn't have height data or texture data. if ((LAND.VHGT == null) || (LAND.VTEX == null)) { return(null); } var textureFilePaths = new List <string>(); var distinctTextureIndices = LAND.VTEX.textureIndices.Distinct().ToList(); for (int i = 0; i < distinctTextureIndices.Count; i++) { short textureIndex = (short)((short)distinctTextureIndices[i] - 1); if (textureIndex < 0) { textureFilePaths.Add(defaultLandTextureFilePath); continue; } else { var LTEX = dataReader.FindLTEXRecord(textureIndex); var textureFilePath = LTEX.DATA.value; textureFilePaths.Add(textureFilePath); } } return(textureFilePaths); }
/// <summary> /// Creates terrain representing a LAND record. /// </summary> private IEnumerator InstantiateLANDCoroutine(LANDRecord LAND, GameObject parent) { Debug.Assert(LAND != null); // Don't create anything if the LAND doesn't have height data. if (LAND.VHGT == null) { // End execution of the coroutine. yield break; } // Return before doing any work to provide an IEnumerator handle to the coroutine. yield return(null); int LAND_SIDE_LENGTH_IN_SAMPLES = 65; var heights = new float[LAND_SIDE_LENGTH_IN_SAMPLES, LAND_SIDE_LENGTH_IN_SAMPLES]; // Read in the heights in Morrowind units. const int VHGTIncrementToMWUnits = 8; float rowOffset = LAND.VHGT.referenceHeight; for (int y = 0; y < LAND_SIDE_LENGTH_IN_SAMPLES; y++) { rowOffset += LAND.VHGT.heightOffsets[y * LAND_SIDE_LENGTH_IN_SAMPLES]; heights[y, 0] = VHGTIncrementToMWUnits * rowOffset; float colOffset = rowOffset; for (int x = 1; x < LAND_SIDE_LENGTH_IN_SAMPLES; x++) { colOffset += LAND.VHGT.heightOffsets[(y * LAND_SIDE_LENGTH_IN_SAMPLES) + x]; heights[y, x] = VHGTIncrementToMWUnits * colOffset; } } // Change the heights to percentages. float minHeight, maxHeight; Utils.GetExtrema(heights, out minHeight, out maxHeight); for (int y = 0; y < LAND_SIDE_LENGTH_IN_SAMPLES; y++) { for (int x = 0; x < LAND_SIDE_LENGTH_IN_SAMPLES; x++) { heights[y, x] = Utils.ChangeRange(heights[y, x], minHeight, maxHeight, 0, 1); } } // Texture the terrain. SplatPrototype[] splatPrototypes = null; float[,,] alphaMap = null; if (LAND.VTEX != null) { // Create splat prototypes. var splatPrototypeList = new List <SplatPrototype>(); var texInd2splatInd = new Dictionary <ushort, int>(); for (int i = 0; i < LAND.VTEX.textureIndices.Length; i++) { short textureIndex = (short)((short)LAND.VTEX.textureIndices[i] - 1); if (textureIndex < 0) { continue; } if (!texInd2splatInd.ContainsKey((ushort)textureIndex)) { // Load terrain texture. var LTEX = dataReader.FindLTEXRecord(textureIndex); var textureFilePath = LTEX.DATA.value; var texture = textureManager.LoadTexture(textureFilePath); // Yield after loading each texture to avoid doing too much work on one frame. yield return(null); // Create the splat prototype. var splat = new SplatPrototype(); splat.texture = texture; splat.smoothness = 0; splat.metallic = 0; splat.tileSize = new Vector2(6, 6); // Update collections. var splatIndex = splatPrototypeList.Count; splatPrototypeList.Add(splat); texInd2splatInd.Add((ushort)textureIndex, splatIndex); } } splatPrototypes = splatPrototypeList.ToArray(); // Create the alpha map. int VTEX_ROWS = 16; int VTEX_COLUMNS = VTEX_ROWS; alphaMap = new float[VTEX_ROWS, VTEX_COLUMNS, splatPrototypes.Length]; for (int y = 0; y < VTEX_ROWS; y++) { var yMajor = y / 4; var yMinor = y - (yMajor * 4); for (int x = 0; x < VTEX_COLUMNS; x++) { var xMajor = x / 4; var xMinor = x - (xMajor * 4); var texIndex = (short)((short)LAND.VTEX.textureIndices[(yMajor * 64) + (xMajor * 16) + (yMinor * 4) + xMinor] - 1); if (texIndex >= 0) { var splatIndex = texInd2splatInd[(ushort)texIndex]; alphaMap[y, x, splatIndex] = 1; } else { alphaMap[y, x, 0] = 1; } } } } // Yield before creating the terrain GameObject because it takes a while. yield return(null); // Create the terrain. var heightRange = maxHeight - minHeight; var terrainPosition = new Vector3(Convert.exteriorCellSideLengthInMeters * LAND.gridCoords.x, minHeight / Convert.meterInMWUnits, Convert.exteriorCellSideLengthInMeters * LAND.gridCoords.y); var heightSampleDistance = Convert.exteriorCellSideLengthInMeters / (LAND_SIDE_LENGTH_IN_SAMPLES - 1); var terrain = GameObjectUtils.CreateTerrain(heights, heightRange / Convert.meterInMWUnits, heightSampleDistance, splatPrototypes, alphaMap, terrainPosition); terrain.GetComponent <Terrain>().materialType = Terrain.MaterialType.BuiltInLegacyDiffuse; terrain.transform.parent = parent.transform; }