2017-09-21 18:33:05 +08:00
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using SharpDX;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace CodeWalker.GameFiles
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{
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[TypeConverter(typeof(ExpandableObjectConverter))] public class YndFile : GameFile, PackedFile, BasePathData
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{
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public NodeDictionary NodeDictionary { get; set; }
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public YndNode[] Nodes { get; set; }
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public YndLink[] Links { get; set; }
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public YndJunction[] Junctions { get; set; }
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public VertexTypePC[] LinkedVerts { get; set; }//populated by the space (needs to use grid of all ynd's!)
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public VertexTypePC[] TriangleVerts { get; set; } //used for junctions display
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public Vector4[] NodePositions { get; set; }
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public Vector3 BBMin { get; set; }
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public Vector3 BBMax { get; set; }
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public int CellX { get; set; }
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public int CellY { get; set; }
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public int AreaID
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{
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get
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{
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return CellY * 32 + CellX;
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}
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set
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{
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CellX = value % 32;
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CellY = value / 32;
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UpdateBoundingBox();
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}
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}
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public PathBVH BVH { get; set; }
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//fields used by the editor:
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public bool HasChanged { get; set; } = false;
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public List<string> SaveWarnings = null;
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public YndFile() : base(null, GameFileType.Ynd)
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{
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}
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public YndFile(RpfFileEntry entry) : base(entry, GameFileType.Ynd)
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{
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}
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public void Load(byte[] data)
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{
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//direct load from a raw, compressed ynd file (openIV-compatible format)
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RpfResourceFileEntry resentry = new RpfResourceFileEntry();
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//hopefully this format has an RSC7 header...
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uint rsc7 = BitConverter.ToUInt32(data, 0);
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if (rsc7 == 0x37435352) //RSC7 header present!
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{
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int version = BitConverter.ToInt32(data, 4);
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resentry.SystemFlags = BitConverter.ToUInt32(data, 8);
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resentry.GraphicsFlags = BitConverter.ToUInt32(data, 12);
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if (data.Length > 16)
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{
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int newlen = data.Length - 16; //trim the header from the data passed to the next step.
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byte[] newdata = new byte[newlen];
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Buffer.BlockCopy(data, 16, newdata, 0, newlen);
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data = newdata;
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}
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else
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{
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data = null; //shouldn't happen... empty..
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}
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}
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else
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{
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//direct load from file without the rpf header..
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//assume it's in resource meta format
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resentry.SystemFlags = RpfResourceFileEntry.GetFlagsFromSize(data.Length, 0);
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resentry.GraphicsFlags = RpfResourceFileEntry.GetFlagsFromSize(0, 2); //graphics type 2 for ymap
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}
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var oldresentry = RpfFileEntry as RpfResourceFileEntry;
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if (oldresentry != null) //update the existing entry with the new one
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{
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oldresentry.SystemFlags = resentry.SystemFlags;
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oldresentry.GraphicsFlags = resentry.GraphicsFlags;
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resentry.Name = oldresentry.Name;
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resentry.NameHash = oldresentry.NameHash;
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resentry.NameLower = oldresentry.NameLower;
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resentry.ShortNameHash = oldresentry.ShortNameHash;
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}
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else
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{
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RpfFileEntry = resentry; //just stick it in there for later...
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}
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data = ResourceBuilder.Decompress(data);
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Load(data, resentry);
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Loaded = true;
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LoadQueued = true;
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}
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public void Load(byte[] data, RpfFileEntry entry)
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{
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Name = entry.Name;
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RpfFileEntry = entry;
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RpfResourceFileEntry resentry = entry as RpfResourceFileEntry;
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if (resentry == null)
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{
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throw new Exception("File entry wasn't a resource! (is it binary data?)");
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}
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ResourceDataReader rd = new ResourceDataReader(resentry, data);
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NodeDictionary = rd.ReadBlock<NodeDictionary>();
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if (NodeDictionary != null)
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{
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if (NodeDictionary.Nodes != null)
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{
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var nodes = NodeDictionary.Nodes;
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Nodes = new YndNode[nodes.Length];
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for (int i = 0; i < nodes.Length; i++)
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{
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var n = new YndNode();
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n.Init(this, nodes[i]);
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Nodes[i] = n;
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if (n.NodeID != i)
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{ } //never hit here - nodeid's have to match the index!
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}
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}
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if ((NodeDictionary.JunctionRefs != null) && (NodeDictionary.Junctions != null))
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{
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var juncrefs = NodeDictionary.JunctionRefs;
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var juncs = NodeDictionary.Junctions;
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Junctions = new YndJunction[juncrefs.Length];
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for (int i = 0; i < juncrefs.Length; i++)
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{
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var juncref = NodeDictionary.JunctionRefs[i];
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if (juncref.JunctionID >= juncs.Length)
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{ continue; }
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var j = new YndJunction();
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j.Init(this, juncs[juncref.JunctionID], juncref);
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j.Heightmap = new YndJunctionHeightmap(NodeDictionary.JunctionHeightmapBytes, j);
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Junctions[i] = j;
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}
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}
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}
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UpdateAllNodePositions();
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//links will be populated by the space... maybe move that code here?
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string areaidstr = Name.ToLower().Replace("nodes", "").Replace(".ynd", "");
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int areaid = 0;
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int.TryParse(areaidstr, out areaid);
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AreaID = areaid;
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UpdateBoundingBox();
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BuildBVH();
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Loaded = true;
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LoadQueued = true;
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}
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public byte[] Save()
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{
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BuildStructs();
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byte[] data = ResourceBuilder.Build(NodeDictionary, 1); //ynd is version 1...
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return data;
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}
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public void BuildStructs()
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{
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List<NodeLink> newlinks = new List<NodeLink>();
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List<NodeJunction> newjuncs = new List<NodeJunction>();
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List<NodeJunctionRef> newjuncrefs = new List<NodeJunctionRef>();
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List<byte> newjuncheightmaps = new List<byte>();
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if (Nodes != null)
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{
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int count = Nodes.Length;
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var nodes = new Node[count];
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for (int i = 0; i < count; i++)
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{
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var node = Nodes[i];
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if (node.Links != null)
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{
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node.LinkCount = node.Links.Length;
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node.LinkID = (ushort)newlinks.Count;
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for (int l = 0; l < node.Links.Length; l++)
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{
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var nlink = node.Links[l];
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var rlink = nlink.RawData;
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if (nlink.Node2 != null)
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{
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rlink.AreaID = nlink.Node2.AreaID;
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rlink.NodeID = nlink.Node2.NodeID;
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}
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newlinks.Add(rlink);
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}
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}
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else
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{
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node.LinkCount = 0;
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}
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//LinkCount = node.LinkCountFlags.Value >> 3;
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//LinkCountUnk = node.LinkCountFlags.Value & 7;
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byte lcflags = (byte)((node.LinkCount << 3) + (node.LinkCountUnk & 7));
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node._RawData.LinkCountFlags = lcflags;
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nodes[i] = node.RawData;
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if ((node.HasJunction) && (node.Junction != null))
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{
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var nj = node.Junction;
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var heightmapoff = newjuncheightmaps.Count;
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var heightmap = nj.Heightmap.GetBytes();
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nj._RawData.HeightmapPtr = (ushort)heightmapoff;
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var jref = nj.RefData;
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jref.AreaID = node.AreaID;
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jref.NodeID = node.NodeID;
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jref.JunctionID = (ushort)newjuncs.Count;
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//jref.Unk0 = 0;//always 0?
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nj.RefData = jref;//move this somewhere else..??
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newjuncs.Add(nj.RawData);
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newjuncrefs.Add(jref);
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newjuncheightmaps.AddRange(heightmap);
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}
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}
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NodeDictionary.Nodes = nodes;
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NodeDictionary.NodesCount = (uint)count;
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NodeDictionary.Links = newlinks.ToArray();
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NodeDictionary.LinksCount = (uint)newlinks.Count;
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NodeDictionary.Junctions = newjuncs.ToArray();
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NodeDictionary.JunctionsCount = (uint)newjuncs.Count;
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NodeDictionary.JunctionRefs = newjuncrefs.ToArray();
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NodeDictionary.JunctionRefsCount0 = (ushort)newjuncrefs.Count;
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NodeDictionary.JunctionRefsCount1 = (ushort)newjuncrefs.Count;
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NodeDictionary.JunctionHeightmapBytes = newjuncheightmaps.ToArray();
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NodeDictionary.JunctionHeightmapBytesCount = (uint)newjuncheightmaps.Count;
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}
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else
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{
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NodeDictionary.Nodes = null;
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NodeDictionary.NodesCount = 0;
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NodeDictionary.Links = null;
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NodeDictionary.LinksCount = 0;
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NodeDictionary.Junctions = null;
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NodeDictionary.JunctionsCount = 0;
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NodeDictionary.JunctionRefs = null;
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NodeDictionary.JunctionRefsCount0 = 0;
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NodeDictionary.JunctionRefsCount1 = 0;
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NodeDictionary.JunctionHeightmapBytes = null;
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NodeDictionary.JunctionHeightmapBytesCount = 0;
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}
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}
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public YndNode AddNode()
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{
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int cnt = Nodes?.Length ?? 0;
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YndNode yn = new YndNode();
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Node n = new Node();
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n.AreaID = (ushort)AreaID;
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n.NodeID = (ushort)cnt;
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yn.Init(this, n);
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int ncnt = cnt + 1;
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YndNode[] nnodes = new YndNode[ncnt];
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for (int i = 0; i < cnt; i++)
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{
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nnodes[i] = Nodes[i];
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}
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nnodes[cnt] = yn;
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Nodes = nnodes;
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NodeDictionary.NodesCount = (uint)ncnt;
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return yn;
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}
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public bool RemoveNode(YndNode node)
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{
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List<YndNode> newnodes = new List<YndNode>();
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int cnt = Nodes?.Length ?? 0;
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bool r = false;
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int ri = -1;
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for (int i = 0; i < cnt; i++)
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{
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var tn = Nodes[i];
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if (tn != node)
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{
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newnodes.Add(tn);
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}
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else
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{
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r = true;
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ri = i;
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}
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}
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Nodes = newnodes.ToArray();
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NodeDictionary.NodesCount = (uint)newnodes.Count;
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NodeDictionary.NodesCountVehicle = Math.Min(NodeDictionary.NodesCountVehicle, NodeDictionary.NodesCount);
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NodeDictionary.NodesCountPed = Math.Min(NodeDictionary.NodesCountPed, NodeDictionary.NodesCount);
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//remap node ID's...
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List<YndLink> remlinks = new List<YndLink>();
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if (ri >= 0)
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|
{
|
|
|
|
|
for (int i = 0; i < Nodes.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
var n = Nodes[i];
|
|
|
|
|
if (n.NodeID != i)
|
|
|
|
|
{
|
|
|
|
|
n.NodeID = (ushort)i;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//update nodeid's in links...
|
|
|
|
|
for (int j = 0; j < Nodes.Length; j++)
|
|
|
|
|
{
|
|
|
|
|
var tn = Nodes[j];
|
|
|
|
|
if ((tn != null) && (tn.Links != null))
|
|
|
|
|
{
|
|
|
|
|
for (int bl = 0; bl < tn.Links.Length; bl++)
|
|
|
|
|
{
|
|
|
|
|
var backlink = tn.Links[bl];
|
|
|
|
|
if (backlink.Node2 == n)
|
|
|
|
|
{
|
|
|
|
|
backlink._RawData.NodeID = (ushort)i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//remove any links referencing the node.
|
|
|
|
|
remlinks.Clear();
|
|
|
|
|
if (n.Links != null)
|
|
|
|
|
{
|
|
|
|
|
for (int l = 0; l < n.Links.Length; l++)
|
|
|
|
|
{
|
|
|
|
|
var nlink = n.Links[l];
|
|
|
|
|
if (nlink.Node2 == node)
|
|
|
|
|
{
|
|
|
|
|
remlinks.Add(nlink);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (int l = 0; l < remlinks.Count; l++)
|
|
|
|
|
{
|
|
|
|
|
n.RemoveLink(remlinks[l]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UpdateAllNodePositions();
|
|
|
|
|
|
|
|
|
|
return r;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void UpdateBoundingBox()
|
|
|
|
|
{
|
|
|
|
|
Vector3 corner = new Vector3(-8192, -8192, -2048);
|
|
|
|
|
Vector3 cellsize = new Vector3(512, 512, 4096);
|
|
|
|
|
|
|
|
|
|
BBMin = corner + (cellsize * new Vector3(CellX, CellY, 0));
|
|
|
|
|
BBMax = BBMin + cellsize;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void UpdateAllNodePositions()
|
|
|
|
|
{
|
|
|
|
|
int cnt = Nodes?.Length ?? 0;
|
|
|
|
|
if (cnt <= 0)
|
|
|
|
|
{
|
|
|
|
|
NodePositions = null;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
var np = new Vector4[cnt];
|
|
|
|
|
for (int i = 0; i < cnt; i++)
|
|
|
|
|
{
|
|
|
|
|
np[i] = new Vector4(Nodes[i].Position, 1.0f);
|
|
|
|
|
}
|
|
|
|
|
NodePositions = np;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void UpdateTriangleVertices()
|
|
|
|
|
{
|
|
|
|
|
//note: called from space.BuildYndVerts()
|
|
|
|
|
|
|
|
|
|
UpdateLinkTriangleVertices();
|
|
|
|
|
|
|
|
|
|
//UpdateJunctionTriangleVertices();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void UpdateLinkTriangleVertices()
|
|
|
|
|
{
|
|
|
|
|
//build triangles for the path links display
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int vc = 0;
|
|
|
|
|
if (Links != null)
|
|
|
|
|
{
|
|
|
|
|
vc = Links.Length * 6;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
List<VertexTypePC> verts = new List<VertexTypePC>(vc);
|
|
|
|
|
VertexTypePC v0 = new VertexTypePC();
|
|
|
|
|
VertexTypePC v1 = new VertexTypePC();
|
|
|
|
|
VertexTypePC v2 = new VertexTypePC();
|
|
|
|
|
VertexTypePC v3 = new VertexTypePC();
|
|
|
|
|
if ((Links != null) && (Nodes != null))
|
|
|
|
|
{
|
|
|
|
|
foreach (var node in Nodes)
|
|
|
|
|
{
|
|
|
|
|
foreach (var link in node.Links)
|
|
|
|
|
{
|
|
|
|
|
var p0 = link.Node1?.Position ?? Vector3.Zero;
|
|
|
|
|
var p1 = link.Node2?.Position ?? Vector3.Zero;
|
|
|
|
|
var diff = p1 - p0;
|
|
|
|
|
var dir = Vector3.Normalize(diff);
|
|
|
|
|
var ax = Vector3.Cross(dir, Vector3.UnitZ);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float lanestot = link.LaneCountForward + link.LaneCountBackward;
|
|
|
|
|
//float backfrac = Math.Min(Math.Max(link.LaneCountBackward / lanestot, 0.1f), 0.9f);
|
|
|
|
|
//float lanewidth = 7.0f;
|
|
|
|
|
//float inner = totwidth*(backfrac-0.5f);
|
|
|
|
|
//float outer = totwidth*0.5f;
|
|
|
|
|
|
|
|
|
|
float lanewidth = node.IsPedNode ? 0.5f : 5.5f;
|
|
|
|
|
float inner = link.LaneOffset * lanewidth;// 0.0f;
|
|
|
|
|
float outer = inner + Math.Max(lanewidth * link.LaneCountForward, 0.5f);
|
|
|
|
|
|
|
|
|
|
float totwidth = lanestot * lanewidth;
|
|
|
|
|
float halfwidth = totwidth * 0.5f;
|
|
|
|
|
if (link.LaneCountBackward == 0)
|
|
|
|
|
{
|
|
|
|
|
inner -= halfwidth;
|
|
|
|
|
outer -= halfwidth;
|
|
|
|
|
}
|
|
|
|
|
if (link.LaneCountForward == 0)
|
|
|
|
|
{
|
|
|
|
|
inner += halfwidth;
|
|
|
|
|
outer += halfwidth;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
v0.Position = p1 + ax * inner;
|
|
|
|
|
v1.Position = p0 + ax * inner;
|
|
|
|
|
v2.Position = p1 + ax * outer;
|
|
|
|
|
v3.Position = p0 + ax * outer;
|
|
|
|
|
var c = (uint)link.GetColour().ToRgba();
|
|
|
|
|
v0.Colour = c;
|
|
|
|
|
v1.Colour = c;
|
|
|
|
|
v2.Colour = c;
|
|
|
|
|
v3.Colour = c;
|
|
|
|
|
verts.Add(v0);
|
|
|
|
|
verts.Add(v1);
|
|
|
|
|
verts.Add(v2);
|
|
|
|
|
verts.Add(v2);
|
|
|
|
|
verts.Add(v1);
|
|
|
|
|
verts.Add(v3);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (verts.Count > 0)
|
|
|
|
|
{
|
|
|
|
|
TriangleVerts = verts.ToArray();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
TriangleVerts = null;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void UpdateJunctionTriangleVertices()
|
|
|
|
|
{
|
|
|
|
|
//build triangles for the junctions bytes display....
|
|
|
|
|
|
|
|
|
|
int vc = 0;
|
|
|
|
|
if (Junctions != null)
|
|
|
|
|
{
|
|
|
|
|
foreach (var j in Junctions)
|
|
|
|
|
{
|
|
|
|
|
var d = j.Heightmap;
|
|
|
|
|
if (d == null) continue;
|
|
|
|
|
vc += d.CountX * d.CountY * 6;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
List<VertexTypePC> verts = new List<VertexTypePC>(vc);
|
|
|
|
|
VertexTypePC v0 = new VertexTypePC();
|
|
|
|
|
VertexTypePC v1 = new VertexTypePC();
|
|
|
|
|
VertexTypePC v2 = new VertexTypePC();
|
|
|
|
|
VertexTypePC v3 = new VertexTypePC();
|
|
|
|
|
if (Nodes != null)
|
|
|
|
|
{
|
|
|
|
|
foreach (var node in Nodes)
|
|
|
|
|
{
|
|
|
|
|
if (node.Junction == null) continue;
|
|
|
|
|
var j = node.Junction;
|
|
|
|
|
var d = j.Heightmap;
|
|
|
|
|
if (d == null) continue;
|
|
|
|
|
|
|
|
|
|
float maxz = j.MaxZ / 32.0f;
|
|
|
|
|
float minz = j.MinZ / 32.0f;
|
|
|
|
|
float rngz = maxz - minz;
|
|
|
|
|
float posx = j.PositionX / 4.0f;
|
|
|
|
|
float posy = j.PositionY / 4.0f;
|
|
|
|
|
|
|
|
|
|
Vector3 pos = new Vector3(posx, posy, 0.0f);
|
|
|
|
|
Vector3 siz = new Vector3(d.CountX, d.CountY, 0.0f) * 2.0f;
|
|
|
|
|
//Vector3 siz = new Vector3(jx, jy, 0.0f);
|
|
|
|
|
Vector3 cnr = pos;// - siz * 0.5f;
|
|
|
|
|
//Vector3 inc = new Vector3(1.0f/jx)
|
|
|
|
|
|
|
|
|
|
cnr.Z = minz;// + 2.0f;
|
|
|
|
|
|
|
|
|
|
for (int y = 1; y < d.CountY; y++) //rows progress up the Y axis.
|
|
|
|
|
{
|
|
|
|
|
var row0 = d.Rows[y - 1];
|
|
|
|
|
var row1 = d.Rows[y];
|
|
|
|
|
float offy = y * 2.0f;
|
|
|
|
|
|
|
|
|
|
for (int x = 1; x < d.CountX; x++) //values progress along the X axis.
|
|
|
|
|
{
|
|
|
|
|
var val0 = row0.Values[x - 1] / 255.0f;
|
|
|
|
|
var val1 = row0.Values[x] / 255.0f;
|
|
|
|
|
var val2 = row1.Values[x - 1] / 255.0f;
|
|
|
|
|
var val3 = row1.Values[x] / 255.0f;
|
|
|
|
|
float offx = x * 2.0f;
|
|
|
|
|
v0.Position = cnr + new Vector3(offx - 2.0f, offy - 2.0f, val0 * rngz);
|
|
|
|
|
v1.Position = cnr + new Vector3(offx + 0.0f, offy - 2.0f, val1 * rngz);
|
|
|
|
|
v2.Position = cnr + new Vector3(offx - 2.0f, offy + 0.0f, val2 * rngz);
|
|
|
|
|
v3.Position = cnr + new Vector3(offx + 0.0f, offy + 0.0f, val3 * rngz);
|
|
|
|
|
v0.Colour = (uint)new Color4(val0, 1.0f - val0, 0.0f, 1.0f).ToRgba();
|
|
|
|
|
v1.Colour = (uint)new Color4(val1, 1.0f - val1, 0.0f, 1.0f).ToRgba();
|
|
|
|
|
v2.Colour = (uint)new Color4(val2, 1.0f - val2, 0.0f, 1.0f).ToRgba();
|
|
|
|
|
v3.Colour = (uint)new Color4(val3, 1.0f - val3, 0.0f, 1.0f).ToRgba();
|
|
|
|
|
verts.Add(v0);
|
|
|
|
|
verts.Add(v1);
|
|
|
|
|
verts.Add(v2);
|
|
|
|
|
verts.Add(v2);
|
|
|
|
|
verts.Add(v1);
|
|
|
|
|
verts.Add(v3);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (verts.Count > 0)
|
|
|
|
|
{
|
|
|
|
|
TriangleVerts = verts.ToArray();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
TriangleVerts = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void UpdateBvhForNode(YndNode node)
|
|
|
|
|
{
|
|
|
|
|
//this needs to be called when a node's position changes...
|
|
|
|
|
//if it changes a lot, need to recalc the BVH for mouse intersection optimisation purposes.
|
|
|
|
|
|
|
|
|
|
//if (BVH == null) return;
|
|
|
|
|
//BVH.UpdateForNode(node);
|
|
|
|
|
|
|
|
|
|
BuildBVH();
|
|
|
|
|
|
|
|
|
|
//also updates the NodePositions for the visible vertex
|
|
|
|
|
if (Nodes != null)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < Nodes.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
if (Nodes[i] == node)
|
|
|
|
|
{
|
|
|
|
|
NodePositions[i] = new Vector4(node.Position, 1.0f);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void BuildBVH()
|
|
|
|
|
{
|
2017-09-30 21:58:00 +08:00
|
|
|
|
BVH = new PathBVH(Nodes, 10, 10);
|
2017-09-21 18:33:05 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public VertexTypePC[] GetPathVertices()
|
|
|
|
|
{
|
|
|
|
|
return LinkedVerts;
|
|
|
|
|
}
|
|
|
|
|
public VertexTypePC[] GetTriangleVertices()
|
|
|
|
|
{
|
|
|
|
|
return TriangleVerts;
|
|
|
|
|
}
|
|
|
|
|
public Vector4[] GetNodePositions()
|
|
|
|
|
{
|
|
|
|
|
return NodePositions;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public override string ToString()
|
|
|
|
|
{
|
|
|
|
|
return RpfFileEntry?.ToString() ?? string.Empty;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
[TypeConverter(typeof(ExpandableObjectConverter))] public class YndNode : BasePathNode
|
|
|
|
|
{
|
|
|
|
|
public Node _RawData;
|
|
|
|
|
|
|
|
|
|
public YndFile Ynd { get; set; }
|
|
|
|
|
public Node RawData { get { return _RawData; } set { _RawData = value; } }
|
|
|
|
|
public Vector3 Position { get; set; }
|
|
|
|
|
public int LinkCount { get; set; }
|
|
|
|
|
public int LinkCountUnk { get; set; }
|
|
|
|
|
public YndLink[] Links { get; set; }
|
|
|
|
|
|
|
|
|
|
public ushort AreaID { get { return _RawData.AreaID; } set { _RawData.AreaID = value; } }
|
|
|
|
|
public ushort NodeID { get { return _RawData.NodeID; } set { _RawData.NodeID = value; } }
|
|
|
|
|
public ushort LinkID { get { return _RawData.LinkID; } set { _RawData.LinkID = value; } }
|
|
|
|
|
public FlagsByte Flags0 { get { return _RawData.Flags0; } set { _RawData.Flags0 = value; } }
|
|
|
|
|
public FlagsByte Flags1 { get { return _RawData.Flags1; } set { _RawData.Flags1 = value; } }
|
|
|
|
|
public FlagsByte Flags2 { get { return _RawData.Flags2; } set { _RawData.Flags2 = value; } }
|
|
|
|
|
public FlagsByte Flags3 { get { return _RawData.Flags3; } set { _RawData.Flags3 = value; } }
|
|
|
|
|
public FlagsByte Flags4 { get { return _RawData.Flags4; } set { _RawData.Flags4 = value; } }
|
|
|
|
|
public TextHash StreetName { get { return _RawData.StreetName; } set { _RawData.StreetName = value; } }
|
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|
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|
|
public Color4 Colour { get; set; }
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|
|
public YndJunction Junction { get; set; }
|
|
|
|
|
public bool HasJunction;
|
|
|
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|
|
public bool IsPedNode
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
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|
|
return false;// ((Flags4.Value >> 4) & 7) == 7;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
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|
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|
|
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|
|
|
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|
|
|
|
public void Init(YndFile ynd, Node node)
|
|
|
|
|
{
|
|
|
|
|
Ynd = ynd;
|
|
|
|
|
RawData = node;
|
|
|
|
|
Vector3 p = new Vector3();
|
|
|
|
|
p.X = node.PositionX / 4.0f;
|
|
|
|
|
p.Y = node.PositionY / 4.0f;
|
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|
|
|
p.Z = node.PositionZ / 32.0f;
|
|
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|
Position = p;
|
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|
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|
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|
|
LinkCount = node.LinkCountFlags.Value >> 3;
|
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|
|
|
LinkCountUnk = node.LinkCountFlags.Value & 7;
|
|
|
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|
|
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|
|
Colour = GetColour();
|
|
|
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|
|
|
}
|
|
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|
|
public Color4 GetColour()
|
|
|
|
|
{
|
|
|
|
|
Color4 c = new Color4(LinkCountUnk / 7.0f, Flags0.Value / 255.0f, Flags1.Value / 255.0f, 1.0f);
|
|
|
|
|
//Color4 c = new Color4(0.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
|
|
|
|
|
|
//c.Red = (LinkCountUnk >> 1) / 3.0f;
|
|
|
|
|
//c.Red = (Flags3.Value >> 1) / 127.0f;
|
|
|
|
|
//c.Red = ((Flags4.Value >> 1) & 7) / 7.0f; //density value?
|
|
|
|
|
//c.Green = 1.0f - c.Red;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//if ((Flags0.Value & 1) > 0) c.Red += 1.0f; //script activated? N Yankton only + small piece in self storage
|
|
|
|
|
//if ((Flags0.Value & 2) > 0) c.Red += 1.0f; //car can use / gps?
|
|
|
|
|
//if ((Flags0.Value & 4) > 0) c.Red += 1.0f; //***not used
|
|
|
|
|
//if ((Flags0.Value & 8) > 0) c.Red += 1.0f; //gravel surface? country roads mostly
|
|
|
|
|
//if ((Flags0.Value & 16) > 0) c.Red += 1.0f; //***not used
|
|
|
|
|
//if ((Flags0.Value & 32) > 0) c.Red += 1.0f; //slow speed? hills roads, prison boundary, carparks, airport roads etc
|
|
|
|
|
//if ((Flags0.Value & 64) > 0) c.Red += 1.0f; //intersection entry 1 (has priority)?
|
|
|
|
|
//if ((Flags0.Value & 128) > 0) c.Green += 1.0f; //intersection entry 2 unk?
|
|
|
|
|
|
|
|
|
|
//if ((Flags1.Value & 1) > 0) c.Red += 1.0f; //left turn lane?
|
|
|
|
|
//if ((Flags1.Value & 2) > 0) c.Red += 1.0f; //left turn node of no return
|
|
|
|
|
//if ((Flags1.Value & 4) > 0) c.Red += 1.0f; //right turn node of no return
|
|
|
|
|
//if ((Flags1.Value & 8) > 0) c.Red += 1.0f; //entry for traffic lights / boom gates etc
|
|
|
|
|
//if ((Flags1.Value & 16) > 0) c.Red += 1.0f; //entry for traffic lights / boom gates etc + peds crossing
|
|
|
|
|
//if ((Flags1.Value & 32) > 0) c.Red += 1.0f; //intersection entry 3 unk?
|
|
|
|
|
//if ((Flags1.Value & 64) > 0) c.Red += 1.0f; //entry for traffic lights / boom gates etc + peds crossing
|
|
|
|
|
//if ((Flags1.Value & 128) > 0) c.Red += 1.0f; //intersection minor/stop, T?
|
|
|
|
|
|
|
|
|
|
////[16 bits pos Z here]
|
|
|
|
|
|
|
|
|
|
//if ((Flags2.Value & 1) > 0) c.Red += 1.0f; //slow traffic? peds? carparks? military? GPS disable routing??
|
|
|
|
|
//if ((Flags2.Value & 2) > 0) c.Red += 1.0f; //***not used
|
|
|
|
|
//if ((Flags2.Value & 4) > 0) c.Red += 1.0f; //intersection decision?
|
|
|
|
|
//if ((Flags2.Value & 8) > 0) c.Red += 1.0f; //***not used
|
|
|
|
|
//if ((Flags2.Value & 16) > 0) c.Red += 1.0f; //slower traffic?
|
|
|
|
|
//if ((Flags2.Value & 32) > 0) c.Red += 1.0f; //water/boat
|
|
|
|
|
//if ((Flags2.Value & 64) > 0) c.Red += 1.0f; //freeways /peds?
|
|
|
|
|
//if ((Flags2.Value & 128) > 0) c.Red += 1.0f; //not a main road...?
|
|
|
|
|
|
|
|
|
|
//if ((LinkCountUnk & 1) > 0) c.Red += 1.0f; //has junction heightmap
|
|
|
|
|
//if ((LinkCountUnk & 2) > 0) c.Red += 1.0f; //speed/density/type related? not runways, not freeways
|
|
|
|
|
//if ((LinkCountUnk & 4) > 0) c.Red += 1.0f; //higher speed? eg freeway
|
|
|
|
|
////[5 bits LinkCount here]
|
|
|
|
|
|
|
|
|
|
//if ((Flags3.Value & 1) > 0) c.Red += 1.0f; //is in an interior
|
|
|
|
|
//if ((Flags3.Value & 2) > 0) c.Red += 1.0f; //heuristic val?
|
|
|
|
|
//if ((Flags3.Value & 4) > 0) c.Red += 1.0f; //heuristic val?
|
|
|
|
|
//if ((Flags3.Value & 8) > 0) c.Red += 1.0f; //heuristic val?
|
|
|
|
|
//if ((Flags3.Value & 16) > 0) c.Red += 1.0f; //heuristic val?
|
|
|
|
|
//if ((Flags3.Value & 32) > 0) c.Red += 1.0f; //heuristic val?
|
|
|
|
|
//if ((Flags3.Value & 64) > 0) c.Red += 1.0f; //heuristic val?
|
|
|
|
|
//if ((Flags3.Value & 128) > 0) c.Red += 1.0f; //heuristic val?
|
|
|
|
|
|
|
|
|
|
//if ((Flags4.Value & 1) > 0) c.Red += 1.0f; //slow traffic?
|
|
|
|
|
//if ((Flags4.Value & 2) > 0) c.Red += 1.0f; //density/popgroup value..?
|
|
|
|
|
//if ((Flags4.Value & 4) > 0) c.Green += 1.0f; //density/popgroup value..?
|
|
|
|
|
//if ((Flags4.Value & 8) > 0) c.Blue += 1.0f; //density/popgroup value..?
|
|
|
|
|
//if ((Flags4.Value & 16) > 0) c.Red += 1.0f; //special/peds path?
|
|
|
|
|
//if ((Flags4.Value & 32) > 0) c.Green += 1.0f; //special/peds path?
|
|
|
|
|
//if ((Flags4.Value & 64) > 0) c.Blue += 1.0f; //special/peds path?
|
|
|
|
|
//if ((Flags4.Value & 128) > 0) c.Blue += 1.0f; //intersection entry left turn?
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
////regarding paths.xml:
|
|
|
|
|
////rubidium - Today at 8:37 AM
|
|
|
|
|
//also, quick glimpse over the xml for attributes:
|
|
|
|
|
////> grep - i "attribute name" paths.xml | awk - F'^"' ' { print $2 }' | sort - u
|
|
|
|
|
//Block If No Lanes
|
|
|
|
|
//Cannot Go Left
|
|
|
|
|
//Cannot Go Right
|
|
|
|
|
//Density
|
|
|
|
|
//Disabled
|
|
|
|
|
//Dont Use For Navigation
|
|
|
|
|
//GpsBothWays
|
|
|
|
|
//Highway
|
|
|
|
|
//Indicate Keep Left
|
|
|
|
|
//Indicate Keep Right
|
|
|
|
|
//Lanes In
|
|
|
|
|
//Lanes Out
|
|
|
|
|
//Left Turns Only
|
|
|
|
|
//Narrowroad
|
|
|
|
|
//No Big Vehicles
|
|
|
|
|
//NoGps
|
|
|
|
|
//Off Road
|
|
|
|
|
//Shortcut
|
|
|
|
|
//Slip Lane
|
|
|
|
|
//Special
|
|
|
|
|
//Speed
|
|
|
|
|
//Streetname
|
|
|
|
|
//Tunnel
|
|
|
|
|
//Water
|
|
|
|
|
//Width
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return c;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void SetPosition(Vector3 pos)
|
|
|
|
|
{
|
|
|
|
|
_RawData.PositionX = (short)(pos.X * 4.0f);
|
|
|
|
|
_RawData.PositionY = (short)(pos.Y * 4.0f);
|
|
|
|
|
_RawData.PositionZ = (short)(pos.Z * 32.0f);
|
|
|
|
|
|
|
|
|
|
Vector3 newpos = pos;
|
2017-09-26 10:07:45 +08:00
|
|
|
|
//newpos.X = _RawData.PositionX / 4.0f;
|
|
|
|
|
//newpos.Y = _RawData.PositionY / 4.0f;
|
|
|
|
|
//newpos.Z = _RawData.PositionZ / 32.0f;
|
2017-09-21 18:33:05 +08:00
|
|
|
|
Position = newpos;
|
|
|
|
|
|
|
|
|
|
UpdateLinkLengths();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void UpdateLinkLengths()
|
|
|
|
|
{
|
|
|
|
|
if (Links == null) return;
|
|
|
|
|
for (int i = 0; i < Links.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
var link = Links[i];
|
|
|
|
|
link.UpdateLength(); //update this node's links
|
|
|
|
|
|
|
|
|
|
var n2 = link.Node2;
|
|
|
|
|
if ((n2 == null) || (n2.Links == null)) continue;
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < n2.Links.Length; j++)
|
|
|
|
|
{
|
|
|
|
|
var n2l = n2.Links[j];
|
|
|
|
|
if (n2l.Node2 == this)
|
|
|
|
|
{
|
|
|
|
|
n2l.UpdateLength(); //update back links
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public YndLink AddLink(YndNode tonode = null)
|
|
|
|
|
{
|
|
|
|
|
YndLink l = new YndLink();
|
|
|
|
|
l._RawData.AreaID = AreaID;
|
|
|
|
|
l.Node1 = this;
|
|
|
|
|
if (tonode != null)
|
|
|
|
|
{
|
|
|
|
|
l.Node2 = tonode;
|
|
|
|
|
l._RawData.AreaID = tonode.AreaID;
|
|
|
|
|
l._RawData.NodeID = tonode.NodeID;
|
|
|
|
|
}
|
|
|
|
|
else if ((Ynd.Nodes != null) && (Ynd.Nodes.Length > 0))
|
|
|
|
|
{
|
|
|
|
|
l.Node2 = Ynd.Nodes[0];
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
l.Node2 = this;
|
|
|
|
|
l._RawData.NodeID = NodeID;
|
|
|
|
|
}
|
|
|
|
|
l.UpdateLength();
|
|
|
|
|
|
|
|
|
|
int cnt = Links?.Length ?? 0;
|
|
|
|
|
int ncnt = cnt + 1;
|
|
|
|
|
YndLink[] nlinks = new YndLink[ncnt];
|
|
|
|
|
for (int i = 0; i < cnt; i++)
|
|
|
|
|
{
|
|
|
|
|
nlinks[i] = Links[i];
|
|
|
|
|
}
|
|
|
|
|
nlinks[cnt] = l;
|
|
|
|
|
Links = nlinks;
|
|
|
|
|
LinkCount = ncnt;
|
|
|
|
|
|
|
|
|
|
return l;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool RemoveLink(YndLink l)
|
|
|
|
|
{
|
|
|
|
|
List<YndLink> newlinks = new List<YndLink>();
|
|
|
|
|
int cnt = Links?.Length ?? 0;
|
|
|
|
|
bool r = false;
|
|
|
|
|
for (int i = 0; i < cnt; i++)
|
|
|
|
|
{
|
|
|
|
|
var tl = Links[i];
|
|
|
|
|
if (tl != l)
|
|
|
|
|
{
|
|
|
|
|
newlinks.Add(tl);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
r = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
Links = newlinks.ToArray();
|
|
|
|
|
LinkCount = newlinks.Count;
|
|
|
|
|
return r;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public override string ToString()
|
|
|
|
|
{
|
|
|
|
|
//return AreaID.ToString() + "." + NodeID.ToString();
|
|
|
|
|
return StreetName.ToString() + ", " + Position.X.ToString() + ", " + Position.Y.ToString() + ", " + Position.Z.ToString() + ", " + NodeID.ToString();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[TypeConverter(typeof(ExpandableObjectConverter))] public class YndLink
|
|
|
|
|
{
|
|
|
|
|
public YndFile Ynd { get; set; }
|
|
|
|
|
public YndNode Node1 { get; set; }
|
|
|
|
|
public YndNode Node2 { get; set; }
|
|
|
|
|
public NodeLink _RawData;
|
|
|
|
|
public NodeLink RawData { get { return _RawData; } set { _RawData = value; } }
|
|
|
|
|
public FlagsByte Flags0 { get { return _RawData.Flags0; } set { _RawData.Flags0 = value; } }
|
|
|
|
|
public FlagsByte Flags1 { get { return _RawData.Flags1; } set { _RawData.Flags1 = value; } }
|
|
|
|
|
public FlagsByte Flags2 { get { return _RawData.Flags2; } set { _RawData.Flags2 = value; } }
|
|
|
|
|
public FlagsByte LinkLength { get { return _RawData.LinkLength; } set { _RawData.LinkLength = value; } }
|
|
|
|
|
|
|
|
|
|
public int LaneCountForward { get { return (Flags2.Value >> 5) & 7; } }
|
|
|
|
|
public int LaneCountBackward { get { return (Flags2.Value >> 2) & 7; } }
|
|
|
|
|
|
|
|
|
|
public int OffsetValue { get { return (Flags1.Value >> 4) & 7; } }
|
|
|
|
|
public bool NegativeOffset { get { return (Flags1.Value >> 7) > 0; } }
|
|
|
|
|
public float LaneOffset { get { return (OffsetValue / 7.0f) * (NegativeOffset ? -0.5f : 0.5f); } }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void Init(YndFile ynd, YndNode node1, YndNode node2, NodeLink link)
|
|
|
|
|
{
|
|
|
|
|
Ynd = ynd;
|
|
|
|
|
Node1 = node1;
|
|
|
|
|
Node2 = node2;
|
|
|
|
|
RawData = link;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void UpdateLength()
|
|
|
|
|
{
|
|
|
|
|
if (Node1 == null) return;
|
|
|
|
|
if (Node2 == null) return;
|
|
|
|
|
|
|
|
|
|
LinkLength = (byte)Math.Min(255, (Node2.Position - Node1.Position).Length());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void CopyFlags(YndLink link)
|
|
|
|
|
{
|
|
|
|
|
if (link == null) return;
|
|
|
|
|
Flags0 = link.Flags0;
|
|
|
|
|
Flags1 = link.Flags1;
|
|
|
|
|
Flags2 = link.Flags2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public Color4 GetColour()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//float f0 = Flags0.Value / 255.0f;
|
|
|
|
|
//float f1 = Flags1.Value / 255.0f;
|
|
|
|
|
//float f2 = Flags2.Value / 255.0f;
|
|
|
|
|
//var c = new Color4(f0, f1, f2, 1.0f);
|
|
|
|
|
|
|
|
|
|
var c = new Color4(0.0f, 0.0f, 0.0f, 0.5f);
|
|
|
|
|
c.Green = LaneCountForward / 7.0f;
|
|
|
|
|
c.Red = LaneCountBackward / 7.0f;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//if ((Flags0.Value & 1) > 0) c.Red = 1.0f; //? some small pieces in city, roads at docks, and mall at beach
|
|
|
|
|
//if ((Flags0.Value & 2) > 0) c.Red = 1.0f; //3x segments joining east canal paths to roads, also josh's driveway - scripted?
|
|
|
|
|
//if ((Flags0.Value & 4) > 0) c.Red = 1.0f; //? looks fairly random, 0 for water, alternating - slope related?
|
|
|
|
|
//if ((Flags0.Value & 8) > 0) c.Red = 1.0f; //? like above
|
|
|
|
|
//if ((Flags0.Value & 16) > 0) c.Red = 1.0f; //? similar to above, but less
|
|
|
|
|
//if ((Flags0.Value & 32) > 0) c.Red = 1.0f; //? like above
|
|
|
|
|
//if ((Flags0.Value & 64) > 0) c.Red = 1.0f; //? slightly less random
|
|
|
|
|
//if ((Flags0.Value & 128) > 0) c.Red = 1.0f; //? still looks random...
|
|
|
|
|
|
|
|
|
|
//if ((Flags1.Value & 1) > 0) c.Red = 1.0f; //***not used?
|
|
|
|
|
//if ((Flags1.Value & 2) > 0) c.Red = 1.0f; //?possibly width/type bit
|
|
|
|
|
//if ((Flags1.Value & 4) > 0) c.Red = 1.0f; //avoid routing? no through road / no other exit?
|
|
|
|
|
//if ((Flags1.Value & 8) > 0) c.Red = 1.0f; //prefer routing? exit from dead end?
|
|
|
|
|
//if ((Flags1.Value & 16) > 0) c.Red = 1.0f; //offset value. mostly single lane, carpark access, golf course, alleyways, driveways, beach area etc
|
|
|
|
|
//if ((Flags1.Value & 32) > 0) c.Green = 1.0f; //offset value. similar to above
|
|
|
|
|
//if ((Flags1.Value & 64) > 0) c.Green = 1.0f; //offset value. similar to above
|
|
|
|
|
//if ((Flags1.Value & 128) > 0) c.Red = 1.0f; //offset value. (sign) similar to above (all paired with their back links!)
|
|
|
|
|
|
|
|
|
|
//if ((Flags2.Value & 1) > 0) c.Red = 1.0f; //angled link - merge? enter/exit divided road section, most big junctions, always paired
|
|
|
|
|
//if ((Flags2.Value & 2) > 0) c.Red = 1.0f; //lane change/u-turn link? always paired
|
|
|
|
|
//if ((Flags2.Value & 4) > 0) c.Red = 1.0f; //lane count back dir
|
|
|
|
|
//if ((Flags2.Value & 8) > 0) c.Red = 1.0f; //lane count back dir
|
|
|
|
|
//if ((Flags2.Value & 16) > 0) c.Red = 1.0f; //lane count back dir
|
|
|
|
|
//if ((Flags2.Value & 32) > 0) c.Green = 1.0f; //lane count forward dir
|
|
|
|
|
//if ((Flags2.Value & 64) > 0) c.Green = 1.0f; //lane count forward dir
|
|
|
|
|
//if ((Flags2.Value & 128) > 0) c.Green = 1.0f; //lane count forward dir
|
|
|
|
|
|
|
|
|
|
////var lanesfwd = (Flags2.Value >> 5) & 7;
|
|
|
|
|
////var lanesbck = (Flags2.Value >> 2) & 7;
|
|
|
|
|
//////if ((lanesfwd > 0) && (lanesbck > 0) && (lanesfwd != lanesbck))
|
|
|
|
|
//////{ }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//var t = (Flags1.Value >> 4)&1;
|
|
|
|
|
//c.Red = t / 1.0f;
|
|
|
|
|
//c.Green = 1.0f - c.Red;
|
|
|
|
|
////if (((Flags1.Value & 128) > 0))// && ((Flags1.Value & 64) == 0))
|
|
|
|
|
////{ c.Red += 1.0f; }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return c;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public override string ToString()
|
|
|
|
|
{
|
|
|
|
|
return Node2._RawData.ToString();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[TypeConverter(typeof(ExpandableObjectConverter))] public class YndJunction
|
|
|
|
|
{
|
|
|
|
|
public YndFile Ynd { get; set; }
|
|
|
|
|
public NodeJunction _RawData;
|
|
|
|
|
public NodeJunction RawData { get { return _RawData; } set { _RawData = value; } }
|
|
|
|
|
public NodeJunctionRef RefData { get; set; }
|
|
|
|
|
public YndJunctionHeightmap Heightmap { get; set; }
|
|
|
|
|
public short MaxZ { get; set; }
|
|
|
|
|
public short MinZ { get; set; }
|
|
|
|
|
public short PositionX { get; set; }
|
|
|
|
|
public short PositionY { get; set; }
|
|
|
|
|
|
|
|
|
|
public void Init(YndFile ynd, NodeJunction junc, NodeJunctionRef reff)
|
|
|
|
|
{
|
|
|
|
|
Ynd = ynd;
|
|
|
|
|
RawData = junc;
|
|
|
|
|
RefData = reff;
|
|
|
|
|
MaxZ = junc.MaxZ;
|
|
|
|
|
MinZ = junc.MinZ;
|
|
|
|
|
PositionX = junc.PositionX;
|
|
|
|
|
PositionY = junc.PositionY;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void ResizeHeightmap()
|
|
|
|
|
{
|
|
|
|
|
Heightmap.Resize(_RawData.HeightmapDimX, _RawData.HeightmapDimY);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void SetHeightmap(string text)
|
|
|
|
|
{
|
|
|
|
|
Heightmap.SetData(text);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public override string ToString()
|
|
|
|
|
{
|
|
|
|
|
return RefData.ToString();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[TypeConverter(typeof(ExpandableObjectConverter))] public class YndJunctionHeightmap
|
|
|
|
|
{
|
|
|
|
|
public YndJunctionHeightmapRow[] Rows { get; set; }
|
|
|
|
|
public int CountX { get; set; }
|
|
|
|
|
public int CountY { get; set; }
|
|
|
|
|
|
|
|
|
|
public YndJunctionHeightmap(byte[] data, YndJunction junc)
|
|
|
|
|
{
|
|
|
|
|
if (data == null)
|
|
|
|
|
{ return; }
|
|
|
|
|
|
|
|
|
|
var d = junc.RawData;
|
|
|
|
|
int s = d.HeightmapPtr;
|
|
|
|
|
CountX = d.HeightmapDimX;
|
|
|
|
|
CountY = d.HeightmapDimY;
|
|
|
|
|
|
|
|
|
|
if ((s + CountX * CountY) > data.Length)
|
|
|
|
|
{ return; }
|
|
|
|
|
|
|
|
|
|
Rows = new YndJunctionHeightmapRow[CountY];
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for (int y = 0; y < CountY; y++)
|
|
|
|
|
{
|
|
|
|
|
int o = s + y * CountX;
|
|
|
|
|
byte[] vals = new byte[CountX];
|
|
|
|
|
Buffer.BlockCopy(data, o, vals, 0, CountX);
|
|
|
|
|
Rows[y] = new YndJunctionHeightmapRow(vals);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public byte[] GetBytes()
|
|
|
|
|
{
|
|
|
|
|
int cnt = CountX * CountY;
|
|
|
|
|
var bytes = new byte[cnt];
|
|
|
|
|
for (int y = 0; y < CountY; y++)
|
|
|
|
|
{
|
|
|
|
|
int o = y * CountX;
|
|
|
|
|
var rowvals = Rows[y].Values;
|
|
|
|
|
Buffer.BlockCopy(rowvals, 0, bytes, o, CountX);
|
|
|
|
|
}
|
|
|
|
|
return bytes;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void Resize(int cx, int cy)
|
|
|
|
|
{
|
|
|
|
|
var nrows = new YndJunctionHeightmapRow[cy];
|
|
|
|
|
for (int y = 0; y < cy; y++)
|
|
|
|
|
{
|
|
|
|
|
byte[] nvals = new byte[cx];
|
|
|
|
|
int minx = Math.Min(cx, CountX);
|
|
|
|
|
if ((Rows != null) && (y < Rows.Length))
|
|
|
|
|
{
|
|
|
|
|
Buffer.BlockCopy(Rows[y].Values, 0, nvals, 0, minx);
|
|
|
|
|
}
|
|
|
|
|
nrows[y] = new YndJunctionHeightmapRow(nvals);
|
|
|
|
|
}
|
|
|
|
|
Rows = nrows;
|
|
|
|
|
|
|
|
|
|
CountX = cx;
|
|
|
|
|
CountY = cy;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void SetData(string text)
|
|
|
|
|
{
|
|
|
|
|
var rsplit = new[] { '\n' };
|
|
|
|
|
var csplit = new[] { ' ' };
|
|
|
|
|
string[] rowstrs = text.Split(rsplit, StringSplitOptions.RemoveEmptyEntries);
|
|
|
|
|
for (int y = 0; y < rowstrs.Length; y++)
|
|
|
|
|
{
|
|
|
|
|
string[] colstrs = rowstrs[y].Trim().Split(csplit, StringSplitOptions.RemoveEmptyEntries);
|
|
|
|
|
int cx = colstrs.Length;
|
|
|
|
|
byte[] vals = new byte[cx];
|
|
|
|
|
for (int x = 0; x < cx; x++)
|
|
|
|
|
{
|
|
|
|
|
byte.TryParse(colstrs[x], out vals[x]);
|
|
|
|
|
}
|
|
|
|
|
int minx = Math.Min(cx, CountX);
|
|
|
|
|
if ((Rows != null) && (y < Rows.Length))
|
|
|
|
|
{
|
|
|
|
|
var nrow = new byte[CountX];
|
|
|
|
|
Buffer.BlockCopy(vals, 0, nrow, 0, minx);
|
|
|
|
|
Rows[y].Values = nrow;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public string GetDataString()
|
|
|
|
|
{
|
|
|
|
|
StringBuilder sb = new StringBuilder();
|
|
|
|
|
if (Rows != null)
|
|
|
|
|
{
|
|
|
|
|
foreach (var row in Rows)
|
|
|
|
|
{
|
|
|
|
|
sb.AppendLine(row.ToString());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return sb.ToString();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override string ToString()
|
|
|
|
|
{
|
|
|
|
|
return CountX.ToString() + " x " + CountY.ToString();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
[TypeConverter(typeof(ExpandableObjectConverter))] public class YndJunctionHeightmapRow
|
|
|
|
|
{
|
|
|
|
|
public byte[] Values { get; set; }
|
|
|
|
|
|
|
|
|
|
public YndJunctionHeightmapRow(byte[] vals)
|
|
|
|
|
{
|
|
|
|
|
Values = vals;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override string ToString()
|
|
|
|
|
{
|
|
|
|
|
StringBuilder sb = new StringBuilder();
|
|
|
|
|
for (int i = 0; i < Values.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
if (i > 0) sb.Append(" ");
|
|
|
|
|
sb.Append(Values[i].ToString().PadLeft(3, '0'));
|
|
|
|
|
//sb.Append(Convert.ToString(Values[i], 16).ToUpper().PadLeft(2, '0'));
|
|
|
|
|
}
|
|
|
|
|
return sb.ToString();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public class PathBVHNode
|
|
|
|
|
{
|
2017-09-30 21:58:00 +08:00
|
|
|
|
public int Depth;
|
|
|
|
|
public int MaxDepth;
|
2017-09-21 18:33:05 +08:00
|
|
|
|
public int Threshold;
|
|
|
|
|
public List<BasePathNode> Nodes;
|
|
|
|
|
public BoundingBox Box;
|
|
|
|
|
public BoundingSphere Sphere;
|
|
|
|
|
public PathBVHNode Node1;
|
|
|
|
|
public PathBVHNode Node2;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void CalcBounds()
|
|
|
|
|
{
|
|
|
|
|
if ((Nodes == null) || (Nodes.Count <= 0)) return;
|
|
|
|
|
|
|
|
|
|
Box.Minimum = new Vector3(float.MaxValue);
|
|
|
|
|
Box.Maximum = new Vector3(float.MinValue);
|
|
|
|
|
foreach (var node in Nodes)
|
|
|
|
|
{
|
|
|
|
|
Box.Minimum = Vector3.Min(Box.Minimum, node.Position);
|
|
|
|
|
Box.Maximum = Vector3.Max(Box.Maximum, node.Position);
|
|
|
|
|
}
|
|
|
|
|
Sphere.Center = (Box.Minimum + Box.Maximum) * 0.5f;
|
|
|
|
|
Sphere.Radius = (Box.Maximum - Box.Minimum).Length() * 0.5f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void Build()
|
|
|
|
|
{
|
2017-09-30 21:58:00 +08:00
|
|
|
|
if ((Nodes == null) || (Nodes.Count <= Threshold) || (Depth >= MaxDepth)) return;
|
2017-09-21 18:33:05 +08:00
|
|
|
|
|
|
|
|
|
Vector3 avgsum = Vector3.Zero;
|
|
|
|
|
foreach (var node in Nodes)
|
|
|
|
|
{
|
|
|
|
|
avgsum += node.Position;
|
|
|
|
|
}
|
|
|
|
|
Vector3 avg = avgsum * (1.0f / Nodes.Count);
|
|
|
|
|
|
|
|
|
|
int countx = 0, county = 0, countz = 0;
|
|
|
|
|
foreach (var node in Nodes)
|
|
|
|
|
{
|
|
|
|
|
if (node.Position.X < avg.X) countx++;
|
|
|
|
|
if (node.Position.Y < avg.Y) county++;
|
|
|
|
|
if (node.Position.Z < avg.Z) countz++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int target = Nodes.Count / 2;
|
|
|
|
|
int dx = Math.Abs(target - countx);
|
|
|
|
|
int dy = Math.Abs(target - county);
|
|
|
|
|
int dz = Math.Abs(target - countz);
|
|
|
|
|
|
|
|
|
|
int axis = -1;
|
|
|
|
|
if ((dx <= dy) && (dx <= dz)) axis = 0; //x seems best
|
|
|
|
|
else if (dy <= dz) axis = 1; //y seems best
|
|
|
|
|
else axis = 2; //z seems best
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
List<BasePathNode> l1 = new List<BasePathNode>();
|
|
|
|
|
List<BasePathNode> l2 = new List<BasePathNode>();
|
|
|
|
|
foreach (var node in Nodes)
|
|
|
|
|
{
|
|
|
|
|
bool s = false;
|
|
|
|
|
switch (axis)
|
|
|
|
|
{
|
|
|
|
|
default:
|
|
|
|
|
case 0: s = (node.Position.X > avg.X); break;
|
|
|
|
|
case 1: s = (node.Position.Y > avg.Y); break;
|
|
|
|
|
case 2: s = (node.Position.Z > avg.Z); break;
|
|
|
|
|
}
|
|
|
|
|
if (s) l1.Add(node);
|
|
|
|
|
else l2.Add(node);
|
|
|
|
|
}
|
|
|
|
|
|
2017-09-30 21:58:00 +08:00
|
|
|
|
var cdepth = Depth + 1;
|
2017-09-21 18:33:05 +08:00
|
|
|
|
|
|
|
|
|
Node1 = new PathBVHNode();
|
2017-09-30 21:58:00 +08:00
|
|
|
|
Node1.Depth = cdepth;
|
|
|
|
|
Node1.MaxDepth = MaxDepth;
|
2017-09-21 18:33:05 +08:00
|
|
|
|
Node1.Threshold = Threshold;
|
|
|
|
|
Node1.Nodes = new List<BasePathNode>(l1);
|
|
|
|
|
Node1.CalcBounds();
|
|
|
|
|
Node1.Build();
|
|
|
|
|
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Node2 = new PathBVHNode();
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2017-09-30 21:58:00 +08:00
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Node2.Depth = cdepth;
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Node2.MaxDepth = MaxDepth;
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2017-09-21 18:33:05 +08:00
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Node2.Threshold = Threshold;
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Node2.Nodes = new List<BasePathNode>(l2);
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Node2.CalcBounds();
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Node2.Build();
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}
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public void UpdateForNode(BasePathNode node)
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{
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if (!Nodes.Contains(node)) return;
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Box.Minimum = Vector3.Min(Box.Minimum, node.Position);
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Box.Maximum = Vector3.Max(Box.Maximum, node.Position);
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if (Node1 != null) Node1.UpdateForNode(node);
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if (Node2 != null) Node2.UpdateForNode(node);
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}
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}
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public class PathBVH : PathBVHNode
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{
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|
2017-09-30 21:58:00 +08:00
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public PathBVH(IEnumerable<BasePathNode> nodes, int threshold, int maxdepth)
|
2017-09-21 18:33:05 +08:00
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{
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Threshold = threshold;
|
2017-09-30 21:58:00 +08:00
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|
|
MaxDepth = maxdepth;
|
2017-09-21 18:33:05 +08:00
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|
Nodes = (nodes != null) ? new List<BasePathNode>(nodes) : new List<BasePathNode>();
|
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|
CalcBounds();
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|
Build();
|
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}
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}
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public interface BasePathNode
|
|
|
|
|
{
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|
|
Vector3 Position { get; set; }
|
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|
|
}
|
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|
public interface BasePathData
|
|
|
|
|
{
|
|
|
|
|
//reuse this interface for file types that need to get paths rendered...
|
|
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|
|
VertexTypePC[] GetPathVertices();
|
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|
|
VertexTypePC[] GetTriangleVertices();
|
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|
|
Vector4[] GetNodePositions();
|
|
|
|
|
}
|
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|
|
}
|