CodeWalker/CodeWalker.Core/World/Water.cs

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7.4 KiB
C#
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using CodeWalker.GameFiles;
using SharpDX;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml;
namespace CodeWalker.World
{
public class Water
{
public volatile bool Inited = false;
public GameFileCache GameFileCache;
public List<WaterQuad> WaterQuads = new List<WaterQuad>();
public List<WaterCalmingQuad> CalmingQuads = new List<WaterCalmingQuad>();
public List<WaterWaveQuad> WaveQuads = new List<WaterWaveQuad>();
public void Init(GameFileCache gameFileCache, Action<string> updateStatus)
{
GameFileCache = gameFileCache;
var rpfman = gameFileCache.RpfMan;
string filename = "common.rpf\\data\\levels\\gta5\\water.xml";
XmlDocument waterxml = rpfman.GetFileXml(filename);
XmlElement waterdata = waterxml.DocumentElement;
XmlNodeList waterquads = waterdata.SelectNodes("WaterQuads/Item");
WaterQuads.Clear();
for (int i = 0; i < waterquads.Count; i++)
{
var waterquad = new WaterQuad();
waterquad.Init(waterquads[i], i);
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WaterQuads.Add(waterquad);
}
XmlNodeList calmingquads = waterdata.SelectNodes("CalmingQuads/Item");
CalmingQuads.Clear();
for (int i = 0; i < calmingquads.Count; i++)
{
var calmingquad = new WaterCalmingQuad();
calmingquad.Init(calmingquads[i], i);
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CalmingQuads.Add(calmingquad);
}
XmlNodeList wavequads = waterdata.SelectNodes("WaveQuads/Item");
WaveQuads.Clear();
for (int i = 0; i < wavequads.Count; i++)
{
var wavequad = new WaterWaveQuad();
wavequad.Init(wavequads[i], i);
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WaveQuads.Add(wavequad);
}
Inited = true;
}
public List<T> GetVisibleQuads<T>(Camera camera, IEnumerable<T> allQuads) where T : BaseWaterQuad
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{
List<T> quads = new List<T>();
if (!Inited) return quads;
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var vf = camera.ViewFrustum;
foreach (var quad in allQuads)
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{
Vector3 camrel = quad.BSCenter - camera.Position;
if (vf.ContainsSphereNoClipNoOpt(ref camrel, quad.BSRadius))
{
quads.Add(quad);
}
}
return quads;
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}
}
public abstract class BaseWaterQuad
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{
public int xmlNodeIndex { get; set; }
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public float minX { get; set; }
public float maxX { get; set; }
public float minY { get; set; }
public float maxY { get; set; }
public float? z { get; set; } = null;
public abstract void Init(XmlNode node, int index);
public void CalcBS()
{
BSCenter = new Vector3((minX + maxX) * 0.5f, (minY + maxY) * 0.5f, z ?? 0);
BSRadius = new Vector2(maxX - minX, maxY - minY).Length() * 0.5f;
}
public Vector3 BSCenter { get; private set; }
public float BSRadius { get; private set; }
public override string ToString()
{
return string.Format("[{0}] X=({1} : {2}), Y=({3} : {4})", xmlNodeIndex, minX, maxX, minY, maxY);
}
}
public class WaterQuad : BaseWaterQuad
{
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public int Type { get; set; }
public bool IsInvisible { get; set; }
public bool HasLimitedDepth { get; set; }
public float a1 { get; set; }
public float a2 { get; set; }
public float a3 { get; set; }
public float a4 { get; set; }
public bool NoStencil { get; set; }
public override void Init(XmlNode node, int index)
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{
xmlNodeIndex = index;
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minX = Xml.GetChildFloatAttribute(node, "minX", "value");
maxX = Xml.GetChildFloatAttribute(node, "maxX", "value");
minY = Xml.GetChildFloatAttribute(node, "minY", "value");
maxY = Xml.GetChildFloatAttribute(node, "maxY", "value");
Type = Xml.GetChildIntAttribute(node, "Type", "value");
IsInvisible = Xml.GetChildBoolAttribute(node, "IsInvisible", "value");
HasLimitedDepth = Xml.GetChildBoolAttribute(node, "HasLimitedDepth", "value");
z = Xml.GetChildFloatAttribute(node, "z", "value");
a1 = Xml.GetChildFloatAttribute(node, "a1", "value");
a2 = Xml.GetChildFloatAttribute(node, "a2", "value");
a3 = Xml.GetChildFloatAttribute(node, "a3", "value");
a4 = Xml.GetChildFloatAttribute(node, "a4", "value");
NoStencil = Xml.GetChildBoolAttribute(node, "NoStencil", "value");
/*
<minX value="-1592" />
<maxX value="-1304" />
<minY value="-1744" />
<maxY value="-1624" />
<Type value="0" />
<IsInvisible value="false" />
<HasLimitedDepth value="false" />
<z value="0.0" />
<a1 value="26" />
<a2 value="26" />
<a3 value="26" />
<a4 value="26" />
<NoStencil value="false" />
*/
CalcBS();
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}
}
public class WaterCalmingQuad : BaseWaterQuad
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{
public float fDampening { get; set; }
public override void Init(XmlNode node, int index)
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{
xmlNodeIndex = index;
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minX = Xml.GetChildFloatAttribute(node, "minX", "value");
maxX = Xml.GetChildFloatAttribute(node, "maxX", "value");
minY = Xml.GetChildFloatAttribute(node, "minY", "value");
maxY = Xml.GetChildFloatAttribute(node, "maxY", "value");
fDampening = Xml.GetChildFloatAttribute(node, "fDampening", "value");
/*
<minX value="1752" />
<maxX value="2076" />
<minY value="216" />
<maxY value="800" />
<fDampening value="0.05" />
*/
CalcBS();
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}
}
public class WaterWaveQuad : BaseWaterQuad
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{
public float Amplitude { get; set; }
public float XDirection { get; set; }
public float YDirection { get; set; }
public Quaternion WaveOrientation { get; set; }
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public override void Init(XmlNode node, int index)
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{
xmlNodeIndex = index;
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minX = Xml.GetChildFloatAttribute(node, "minX", "value");
maxX = Xml.GetChildFloatAttribute(node, "maxX", "value");
minY = Xml.GetChildFloatAttribute(node, "minY", "value");
maxY = Xml.GetChildFloatAttribute(node, "maxY", "value");
Amplitude = Xml.GetChildFloatAttribute(node, "Amplitude", "value");
XDirection = Xml.GetChildFloatAttribute(node, "XDirection", "value");
YDirection = Xml.GetChildFloatAttribute(node, "YDirection", "value");
float angl = (float)Math.Atan2(YDirection, XDirection);
WaveOrientation = Quaternion.RotationYawPitchRoll(0.0f, 0.0f, angl);
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/*
<minX value="1664" />
<maxX value="1988" />
<minY value="-120" />
<maxY value="132" />
<Amplitude value="0.1" />
<XDirection value="-0.603208" />
<YDirection value="-0.797584" />
*/
CalcBS();
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}
}
}