mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-05 14:47:22 +08:00
291 lines
9.6 KiB
C#
291 lines
9.6 KiB
C#
|
using CodeWalker.GameFiles;
|
|||
|
using SharpDX;
|
|||
|
using System;
|
|||
|
using System.Collections.Generic;
|
|||
|
using System.Text;
|
|||
|
|
|||
|
namespace CodeWalker.World
|
|||
|
{
|
|||
|
public class Watermaps : BasePathData
|
|||
|
{
|
|||
|
public volatile bool Inited = false;
|
|||
|
public GameFileCache GameFileCache;
|
|||
|
|
|||
|
public List<WatermapFile> WatermapFiles = new List<WatermapFile>();
|
|||
|
|
|||
|
|
|||
|
public Vector4[] GetNodePositions()
|
|||
|
{
|
|||
|
return NodePositions;
|
|||
|
}
|
|||
|
public EditorVertex[] GetPathVertices()
|
|||
|
{
|
|||
|
return null;
|
|||
|
}
|
|||
|
public EditorVertex[] GetTriangleVertices()
|
|||
|
{
|
|||
|
return TriangleVerts;
|
|||
|
}
|
|||
|
|
|||
|
public Vector4[] NodePositions;
|
|||
|
public EditorVertex[] TriangleVerts;
|
|||
|
|
|||
|
|
|||
|
public void Init(GameFileCache gameFileCache, Action<string> updateStatus)
|
|||
|
{
|
|||
|
Inited = false;
|
|||
|
|
|||
|
GameFileCache = gameFileCache;
|
|||
|
|
|||
|
|
|||
|
WatermapFiles.Clear();
|
|||
|
|
|||
|
|
|||
|
LoadWatermap("common.rpf\\data\\levels\\gta5\\waterheight.dat");
|
|||
|
|
|||
|
|
|||
|
|
|||
|
BuildVertices();
|
|||
|
|
|||
|
Inited = true;
|
|||
|
}
|
|||
|
|
|||
|
private void LoadWatermap(string filename)
|
|||
|
{
|
|||
|
var wmf = GameFileCache.RpfMan.GetFile<WatermapFile>(filename);
|
|||
|
WatermapFiles.Add(wmf);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
public void BuildVertices()
|
|||
|
{
|
|||
|
|
|||
|
var vlist = new List<EditorVertex>();
|
|||
|
var nlist = new List<Vector4>();
|
|||
|
|
|||
|
foreach (var wmf in WatermapFiles)
|
|||
|
{
|
|||
|
BuildWatermapVertices(wmf, vlist, nlist);
|
|||
|
}
|
|||
|
|
|||
|
if (vlist.Count > 0)
|
|||
|
{
|
|||
|
TriangleVerts = vlist.ToArray();
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
TriangleVerts = null;
|
|||
|
}
|
|||
|
if (nlist.Count > 0)
|
|||
|
{
|
|||
|
NodePositions = nlist.ToArray();
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
NodePositions = null;
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
private void BuildWatermapVertices(WatermapFile wmf, List<EditorVertex> vl, List<Vector4> nl)
|
|||
|
{
|
|||
|
var v1 = new EditorVertex();
|
|||
|
var v2 = new EditorVertex();
|
|||
|
var v3 = new EditorVertex();
|
|||
|
var v4 = new EditorVertex();
|
|||
|
|
|||
|
uint cblu = (uint)new Color(0, 0, 128, 60).ToRgba();
|
|||
|
|
|||
|
|
|||
|
float getHeight(int o)
|
|||
|
{
|
|||
|
var harr = wmf.GridWatermapRefs[o];
|
|||
|
if (harr == null) return 0;
|
|||
|
if (harr.Length == 0) return 0;
|
|||
|
var h0 = harr[0];
|
|||
|
var i0 = h0.Item;
|
|||
|
if (h0.Type == WatermapFile.WaterItemType.River)
|
|||
|
{
|
|||
|
return h0.Vector.Z;
|
|||
|
}
|
|||
|
if (h0.Type == WatermapFile.WaterItemType.Lake)
|
|||
|
{
|
|||
|
if (i0 != null) return i0.Position.Z;
|
|||
|
}
|
|||
|
if (h0.Type == WatermapFile.WaterItemType.Pool)
|
|||
|
{
|
|||
|
if (i0 != null) return i0.Position.Z;
|
|||
|
}
|
|||
|
return h0.Vector.Z;
|
|||
|
}
|
|||
|
uint getColour(int o)
|
|||
|
{
|
|||
|
var harr = wmf.GridWatermapRefs[o];
|
|||
|
if (harr == null) return cblu;
|
|||
|
if (harr.Length == 0) return cblu;
|
|||
|
var i0 = harr[0].Item;
|
|||
|
if (i0 == null) return cblu;
|
|||
|
var c = i0.Colour;
|
|||
|
c.A = 128;
|
|||
|
return (uint)c.ToRgba();
|
|||
|
}
|
|||
|
var w = wmf.Width;
|
|||
|
var h = wmf.Height;
|
|||
|
var min = new Vector3(wmf.CornerX, wmf.CornerY, 0.0f);
|
|||
|
var step = new Vector3(wmf.TileX, -wmf.TileY, 1.0f);
|
|||
|
//var siz = new Vector3(w, h, 1) * step;
|
|||
|
for (int yi = 1; yi < h; yi++)
|
|||
|
{
|
|||
|
var yo = yi - 1;
|
|||
|
for (int xi = 1; xi < w; xi++)
|
|||
|
{
|
|||
|
var xo = xi - 1;
|
|||
|
var o1 = yi * w + xo;
|
|||
|
var o2 = yi * w + xi;
|
|||
|
var o3 = yo * w + xo;
|
|||
|
var o4 = yo * w + xi;
|
|||
|
v1.Position = min + step * new Vector3(xo, yi, getHeight(o1));
|
|||
|
v2.Position = min + step * new Vector3(xi, yi, getHeight(o2));
|
|||
|
v3.Position = min + step * new Vector3(xo, yo, getHeight(o3));
|
|||
|
v4.Position = min + step * new Vector3(xi, yo, getHeight(o4));
|
|||
|
v1.Colour = getColour(o1);
|
|||
|
v2.Colour = getColour(o2);
|
|||
|
v3.Colour = getColour(o3);
|
|||
|
v4.Colour = getColour(o4);
|
|||
|
//vl.Add(v1); vl.Add(v2); vl.Add(v3);
|
|||
|
//vl.Add(v3); vl.Add(v2); vl.Add(v4);
|
|||
|
}
|
|||
|
}
|
|||
|
//for (int y = 0; y < h; y++)
|
|||
|
//{
|
|||
|
// for (int x = 0; x < w; x++)
|
|||
|
// {
|
|||
|
// var o = y * w + x;
|
|||
|
// nl.Add(new Vector4(min + step * new Vector3(x, y, getHeight(o)), 10));
|
|||
|
// }
|
|||
|
//}
|
|||
|
|
|||
|
|
|||
|
void addQuad(Quad q)
|
|||
|
{
|
|||
|
v1.Position = q.P1;
|
|||
|
v2.Position = q.P2;
|
|||
|
v3.Position = q.P3;
|
|||
|
v4.Position = q.P4;
|
|||
|
vl.Add(v1); vl.Add(v2); vl.Add(v3);
|
|||
|
vl.Add(v3); vl.Add(v2); vl.Add(v4);
|
|||
|
}
|
|||
|
void addRivEnd(Vector3 p, Vector3 s, Vector3 d, float r)
|
|||
|
{
|
|||
|
v1.Position = p;
|
|||
|
v2.Position = p + s * r;
|
|||
|
v3.Position = p + d * r;
|
|||
|
v4.Position = p - s * r;
|
|||
|
vl.Add(v1); vl.Add(v2); vl.Add(v3);
|
|||
|
vl.Add(v1); vl.Add(v3); vl.Add(v4);
|
|||
|
}
|
|||
|
var rivers = wmf.Rivers;
|
|||
|
if (rivers != null)
|
|||
|
{
|
|||
|
foreach (var river in rivers)
|
|||
|
{
|
|||
|
if ((river.Vectors == null) || (river.VectorCount <= 1))
|
|||
|
{ continue; }
|
|||
|
|
|||
|
var rwid = 20.0f;
|
|||
|
var rc = river.Colour;
|
|||
|
rc.A = 128;
|
|||
|
v1.Colour = v2.Colour = v3.Colour = v4.Colour = (uint)rc.ToRgba();
|
|||
|
var quads = new Quad[river.Vectors.Length - 1];
|
|||
|
var li = river.Vectors.Length - 1;
|
|||
|
for (int i = 1; i < river.Vectors.Length; i++)
|
|||
|
{
|
|||
|
var o = i - 1;
|
|||
|
var vo = river.Vectors[o];
|
|||
|
var vi = river.Vectors[i];
|
|||
|
var dif = vi.XYZ() - vo.XYZ();
|
|||
|
var dir = Vector3.Normalize(dif);
|
|||
|
var sid = Vector3.Normalize(Vector3.Cross(dir, Vector3.UnitZ));
|
|||
|
if (Math.Abs(dir.Z) > 0.95f)
|
|||
|
{
|
|||
|
dir = Vector3.UnitY;
|
|||
|
sid = Vector3.UnitX;
|
|||
|
}
|
|||
|
quads[o].P1 = vo.XYZ() - sid*rwid;
|
|||
|
quads[o].P2 = vo.XYZ() + sid*rwid;
|
|||
|
quads[o].P3 = vi.XYZ() - sid*rwid;
|
|||
|
quads[o].P4 = vi.XYZ() + sid*rwid;
|
|||
|
if (i == 1) addRivEnd(vo.XYZ(), -sid, -dir, rwid);
|
|||
|
if (i == li) addRivEnd(vi.XYZ(), sid, dir, rwid);
|
|||
|
}
|
|||
|
for (int i = 1; i < quads.Length; i++)
|
|||
|
{
|
|||
|
var o = i - 1;
|
|||
|
quads[o].P3 = quads[i].P1 = (quads[o].P3 + quads[i].P1) * 0.5f;
|
|||
|
quads[o].P4 = quads[i].P2 = (quads[o].P4 + quads[i].P2) * 0.5f;
|
|||
|
}
|
|||
|
for (int i = 0; i < quads.Length; i++)
|
|||
|
{
|
|||
|
addQuad(quads[i]);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
var lakes = wmf.Lakes;
|
|||
|
if (lakes != null)
|
|||
|
{
|
|||
|
foreach (var lake in lakes)
|
|||
|
{
|
|||
|
if ((lake.Vectors == null) || (lake.VectorCount == 0))
|
|||
|
{ continue; }
|
|||
|
|
|||
|
var lp = lake.Position;
|
|||
|
var lc = lake.Colour;
|
|||
|
lc.A = 128;
|
|||
|
v1.Colour = v2.Colour = v3.Colour = v4.Colour = (uint)lc.ToRgba();
|
|||
|
for (int i = 0; i < lake.Vectors.Length; i++)
|
|||
|
{
|
|||
|
var vi = lake.Vectors[i];
|
|||
|
var vp = new Vector3(vi.X, vi.Y, lp.Z);
|
|||
|
var q = new Quad();
|
|||
|
q.P1 = vp + new Vector3(vi.Z, -vi.W, 0);
|
|||
|
q.P2 = vp + new Vector3(vi.Z, vi.W, 0);
|
|||
|
q.P3 = vp + new Vector3(-vi.Z, -vi.W, 0);
|
|||
|
q.P4 = vp + new Vector3(-vi.Z, vi.W, 0);
|
|||
|
addQuad(q);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
var pools = wmf.Pools;
|
|||
|
if (pools != null)
|
|||
|
{
|
|||
|
foreach (var pool in pools)
|
|||
|
{
|
|||
|
var pp = pool.Position;
|
|||
|
var ps = pool.Size;
|
|||
|
var pc = pool.Colour;
|
|||
|
pc.A = 128;
|
|||
|
v1.Colour = v2.Colour = v3.Colour = v4.Colour = (uint)pc.ToRgba();
|
|||
|
var q = new Quad();
|
|||
|
q.P1 = pp + new Vector3(ps.X, -ps.Y, 0);
|
|||
|
q.P2 = pp + new Vector3(ps.X, ps.Y, 0);
|
|||
|
q.P3 = pp + new Vector3(-ps.X, -ps.Y, 0);
|
|||
|
q.P4 = pp + new Vector3(-ps.X, ps.Y, 0);
|
|||
|
addQuad(q);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
struct Quad
|
|||
|
{
|
|||
|
public Vector3 P1;
|
|||
|
public Vector3 P2;
|
|||
|
public Vector3 P3;
|
|||
|
public Vector3 P4;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|