2018-05-04 23:58:23 +08:00
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using CodeWalker.GameFiles;
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using CodeWalker.World;
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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.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace CodeWalker.Core.GameFiles.FileTypes.Builders
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{
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public class YnvBuilder
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{
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2018-05-06 12:55:54 +08:00
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/*
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*
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* YnvBuilder by dexyfex
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*
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* This class allows for conversion of navmesh data in a generic format into .ynv files.
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* The usage is to call AddPoly() with an array of vertex positions for each polygon.
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* Polygons should be wound in an anticlockwise direction.
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* The returned YnvPoly object needs to have its Edges array set by the importer.
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* YnvPoly.Edges is an array of YnvEdge, with one edge for each vertex in the poly.
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* The first edge should join the first and second vertices, and the last edge should
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* join the last and first vertices.
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* The YnvEdge Poly1 and Poly2 both need to be set to the same value, which is the
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* corresponding YnvPoly object that was returned by AddPoly.
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* Flags values on the polygons and edges also need to be set by the importer.
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*
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* Once the polygons and edges have all been added, the Build() method should be called,
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* which will return a list of YnvFile objects. Call the Save() method on each of those
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* to get the byte array for the .ynv file. The correct filename is given by the
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* YnvFile.Name property.
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* Note that the .ynv building process will split polygons that cross .ynv area borders,
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* and assign all the new polygons into the correct .ynv's.
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*
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*/
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2018-05-04 23:58:23 +08:00
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private List<YnvPoly> PolyList = new List<YnvPoly>();
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private SpaceNavGrid NavGrid = null;
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private List<YnvFile> YnvFiles = null;
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public YnvPoly AddPoly(Vector3[] verts)
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{
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if ((verts == null) || (verts.Length < 3))
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{ return null; }
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YnvPoly poly = new YnvPoly();
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poly.AreaID = 0x3FFF;
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poly.Index = PolyList.Count;
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poly.Vertices = verts;
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PolyList.Add(poly);
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return poly;
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}
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public List<YnvFile> Build(bool forVehicle)
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{
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NavGrid = new SpaceNavGrid();
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YnvFiles = new List<YnvFile>();
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if (forVehicle) //for vehicle YNV, only need a single ynv, no splitting
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{
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//TODO!
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}
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else //for static world ynv, need to split polys and generate a set of ynv's.
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{
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//1: split polys going over nav grid borders, first by X then by Y
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var splitpolysX = SplitPolys(PolyList, true);
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var splitpolysY = SplitPolys(splitpolysX, false);
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//2: assign polys into their new ynv's
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AddPolysIntoGrid(splitpolysY);
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//3: fix up generated ynv's
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FinalizeYnvs(YnvFiles);
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}
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return YnvFiles;
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}
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private List<YnvPoly> SplitPolys(List<YnvPoly> polys, bool xaxis)
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{
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var newpolys = new List<YnvPoly>();
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var verts1 = new List<Vector3>();
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var verts2 = new List<Vector3>();
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var edges1 = new List<YnvEdge>();
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var edges2 = new List<YnvEdge>();
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var polysplits = new Dictionary<YnvPoly, YnvPolySplit>();
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foreach (var poly in polys) //split along borders
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{
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var verts = poly.Vertices;
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if (verts == null)
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{ continue; }//ignore empty polys..
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if (verts.Length < 3)
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{ continue; }//not enough verts for a triangle!
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Vector2I gprev = NavGrid.GetCellPos(verts[0]);
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int split1 = 0;
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int split2 = 0;
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for (int i = 1; i < verts.Length; i++)
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{
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Vector2I g = NavGrid.GetCellPos(verts[i]);
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int g1 = xaxis ? g.X : g.Y;
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int g2 = xaxis ? gprev.X : gprev.Y;
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if (g1 != g2) //this poly is crossing a border
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{
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if (split1 == 0) { split1 = i; }
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else { split2 = i; break; }
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}
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gprev = g;
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}
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if (split1 > 0)
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{
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var split2beg = (split2 > 0) ? split2 - 1 : verts.Length - 1;
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var split2end = split2beg + 1;
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var sv11 = verts[split1 - 1];
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var sv12 = verts[split1];
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var sv21 = verts[split2beg];
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var sv22 = verts[split2];
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var sp1 = GetSplitPos(sv11, sv12, xaxis);
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var sp2 = GetSplitPos(sv21, sv22, xaxis);
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//if ((sp1 == sp2) || (sp1 == sv11) || (sp1 == sv12) || (sp2 == sv21) || (sp2 == sv22))
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if (!IsValidSplit(sp1, sp2, sv11, sv12, sv21, sv22))
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{
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//split did nothing, just leave this poly alone
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newpolys.Add(poly);
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}
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else
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{
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//split it!
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var poly1 = new YnvPoly();
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var poly2 = new YnvPoly();
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poly1.RawData = poly.RawData;
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poly2.RawData = poly.RawData;
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verts1.Clear();
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verts2.Clear();
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for (int i = 0; i < split1; i++) verts1.Add(verts[i]);
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verts1.Add(sp1);
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verts1.Add(sp2);
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for (int i = split2end; i < verts.Length; i++) verts1.Add(verts[i]);
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verts2.Add(sp1);
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for (int i = split1; i < split2end; i++) verts2.Add(verts[i]);
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verts2.Add(sp2);
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poly1.Vertices = verts1.ToArray();
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poly2.Vertices = verts2.ToArray();
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//save this information for the edge splitting pass
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var polysplit = new YnvPolySplit();
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polysplit.Orig = poly;
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polysplit.New1 = poly1;
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polysplit.New2 = poly2;
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polysplit.Split1 = split1;
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polysplit.Split2 = split2end;
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polysplits[poly] = polysplit;
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newpolys.Add(poly1);
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newpolys.Add(poly2);
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}
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}
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else
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{
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//no need to split
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newpolys.Add(poly);
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}
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}
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foreach (var polysplit in polysplits.Values) //build new edges for split polys
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{
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//the two edges that were split each need to be turned into two new edges (1 for each poly).
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//also, the split itself needs to be added as a new edge to the original poly.
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var poly = polysplit.Orig;
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var poly1 = polysplit.New1;
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var poly2 = polysplit.New2;
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var edges = poly.Edges;
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var verts = poly.Vertices;
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var ec = edges?.Length ?? 0;
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if (ec <= 0)
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{ continue; }//shouldn't happen - no edges?
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if (ec != poly.Vertices?.Length)
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{ continue; }//shouldn't happen
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var split1beg = polysplit.Split1 - 1;
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var split1end = polysplit.Split1;
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var split2beg = polysplit.Split2 - 1;
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var split2end = polysplit.Split2;
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edges1.Clear();
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edges2.Clear();
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var se1 = edges[split1beg]; //the two original edges that got split
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var se2 = edges[split2beg];
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var sp1 = TryGetSplit(polysplits, se1.Poly1);//could use Poly2, but they should be the same..
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var sp2 = TryGetSplit(polysplits, se2.Poly1);
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var sv1a = verts[split1beg];
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var sv2a = verts[split2beg];
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var sp1a = sp1?.GetNearest(sv1a);
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var sp1b = sp1?.GetOther(sp1a);
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var sp2b = sp2?.GetNearest(sv2a);
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var sp2a = sp2?.GetOther(sp2b);
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var edge1a = new YnvEdge(se1, sp1a);
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var edge1b = new YnvEdge(se1, sp1b);
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var edge2a = new YnvEdge(se2, sp2a);
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var edge2b = new YnvEdge(se2, sp2b);
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var splita = new YnvEdge(se1, poly2);
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var splitb = new YnvEdge(se1, poly1);
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for (int i = 0; i < split1beg; i++) edges1.Add(edges[i]);//untouched edges
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edges1.Add(edge1a);
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edges1.Add(splita);
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edges1.Add(edge2a);
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for (int i = split2end; i < ec; i++) edges1.Add(edges[i]);//untouched edges
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edges2.Add(edge1b);
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for (int i = split1end; i < split2beg; i++) edges2.Add(edges[i]);//untouched edges
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edges2.Add(edge2b);
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edges2.Add(splitb);
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poly1.Edges = edges1.ToArray();
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poly2.Edges = edges2.ToArray();
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if (poly1.Edges.Length != poly1.Vertices.Length)
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{ }//debug
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if (poly2.Edges.Length != poly2.Vertices.Length)
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{ }//debug
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}
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foreach (var poly in newpolys) //fix any untouched edges that joined to split polys
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{
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if (poly.Edges?.Length != poly.Vertices?.Length)
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{ continue; }//shouldn't happen (no edges?)
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for (int i = 0; i < poly.Edges.Length; i++)
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{
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var edge = poly.Edges[i];
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var vert = poly.Vertices[i];
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if (edge == null)
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{ continue; }//shouldn't happen
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if (edge.Poly1 != edge.Poly2)
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{ continue; }//shouldn't happen?
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if (edge.Poly1 == null)
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{ continue; }//probably this edge joins to nothing
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YnvPolySplit polysplit;
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if (polysplits.TryGetValue(edge.Poly1, out polysplit))
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{
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var newpoly = polysplit.GetNearest(vert);
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if (newpoly == null)
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{ }//debug
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edge.Poly1 = newpoly;
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edge.Poly2 = newpoly;
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}
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}
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}
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return newpolys;
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}
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private Vector3 GetSplitPos(Vector3 a, Vector3 b, bool xaxis)
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{
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Vector3 ca = NavGrid.GetCellRel(a);
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Vector3 cb = NavGrid.GetCellRel(b);
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float fa = xaxis ? ca.X : ca.Y;
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float fb = xaxis ? cb.X : cb.Y;
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float f = 0;
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if (fb > fa)
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{
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float ib = (float)Math.Floor(fb);
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f = (ib - fa) / (fb - fa);
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}
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else
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{
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float ia = (float)Math.Floor(fa);
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f = (fa - ia) / (fa - fb);
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}
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if (f < 0.0f)
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{ }//debug
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if (f > 1.0f)
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{ }//debug
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return a + (b - a) * Math.Min(Math.Max(f, 0.0f), 1.0f);
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}
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private bool IsValidSplit(Vector3 s1, Vector3 s2, Vector3 v1a, Vector3 v1b, Vector3 v2a, Vector3 v2b)
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{
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if (XYEqual(s1, s2)) return false;
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if (XYEqual(s1, v1a)) return false;
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if (XYEqual(s1, v1b)) return false;
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if (XYEqual(s2, v2a)) return false;
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if (XYEqual(s2, v2b)) return false;
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return true;
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}
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private bool XYEqual(Vector3 v1, Vector3 v2)
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{
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return ((v1.X == v2.X) && (v1.Y == v2.Y));
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}
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private class YnvPolySplit
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{
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public YnvPoly Orig;
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public YnvPoly New1;
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public YnvPoly New2;
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public int Split1;
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public int Split2;
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public YnvPoly GetNearest(Vector3 v)
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{
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if (New1?.Vertices == null) return New2;
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if (New2?.Vertices == null) return New1;
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float len1 = float.MaxValue;
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float len2 = float.MaxValue;
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for (int i = 0; i < New1.Vertices.Length; i++)
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{
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len1 = Math.Min(len1, (v - New1.Vertices[i]).LengthSquared());
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}
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if (len1 == 0.0f) return New1;
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for (int i = 0; i < New2.Vertices.Length; i++)
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{
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len2 = Math.Min(len2, (v - New2.Vertices[i]).LengthSquared());
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}
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if (len2 == 0.0f) return New2;
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return (len1 <= len2) ? New1 : New2;
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}
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public YnvPoly GetOther(YnvPoly p)
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{
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if (p == New1) return New2;
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return New1;
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}
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}
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private YnvPolySplit TryGetSplit(Dictionary<YnvPoly, YnvPolySplit> polysplits, YnvPoly poly)
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{
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if (poly == null) return null;
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YnvPolySplit r = null;
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polysplits.TryGetValue(poly, out r);
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return r;
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}
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private void AddPolysIntoGrid(List<YnvPoly> polys)
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{
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foreach (var poly in polys)
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{
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poly.CalculatePosition();
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var pos = poly.Position;
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var cell = NavGrid.GetCell(pos);
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var ynv = cell.Ynv;
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if (ynv == null)
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{
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ynv = new YnvFile();
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ynv.Name = "navmesh[" + cell.FileX.ToString() + "][" + cell.FileY.ToString() + "]";
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ynv.Nav = new NavMesh();
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ynv.Nav.SetDefaults(false);
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ynv.Nav.AABBSize = new Vector3(NavGrid.CellSize, NavGrid.CellSize, 0.0f);
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ynv.Nav.SectorTree = new NavMeshSector();
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ynv.Nav.SectorTree.AABBMin = new Vector4(NavGrid.GetCellMin(cell), 0.0f);
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ynv.Nav.SectorTree.AABBMax = new Vector4(NavGrid.GetCellMax(cell), 0.0f);
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ynv.AreaID = cell.X + cell.Y * 100;
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ynv.Polys = new List<YnvPoly>();
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cell.Ynv = ynv;
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YnvFiles.Add(ynv);
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}
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poly.AreaID = (ushort)ynv.AreaID;
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poly.Index = ynv.Polys.Count;
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poly.Ynv = ynv;
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ynv.Polys.Add(poly);
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}
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}
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private void FinalizeYnvs(List<YnvFile> ynvs)
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|
{
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|
foreach (var ynv in ynvs)
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|
|
{
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|
|
//find zmin and zmax and update AABBSize and SectorTree root
|
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|
|
float zmin = float.MaxValue;
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|
|
float zmax = float.MinValue;
|
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|
|
foreach (var poly in ynv.Polys)
|
|
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|
|
{
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|
|
foreach (var vert in poly.Vertices)
|
|
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|
|
{
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|
|
zmin = Math.Min(zmin, vert.Z);
|
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|
|
zmax = Math.Max(zmax, vert.Z);
|
|
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|
|
}
|
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|
|
}
|
|
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|
|
var yn = ynv.Nav;
|
|
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|
|
var ys = yn.SectorTree;
|
|
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|
|
yn.AABBSize = new Vector3(yn.AABBSize.X, yn.AABBSize.Y, zmax - zmin);
|
|
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|
|
ys.AABBMin = new Vector4(ys.AABBMin.X, ys.AABBMin.Y, zmin, 0.0f);
|
|
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|
|
ys.AABBMax = new Vector4(ys.AABBMax.X, ys.AABBMax.Y, zmax, 0.0f);
|
|
|
|
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|
|
ynv.UpdateContentFlags(false);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//fix up flags on edges that cross ynv borders
|
|
|
|
|
foreach (var poly in ynv.Polys)
|
|
|
|
|
{
|
|
|
|
|
bool border = false;
|
|
|
|
|
if (poly.Edges == null)
|
|
|
|
|
{ continue; }
|
|
|
|
|
foreach (var edge in poly.Edges)
|
|
|
|
|
{
|
|
|
|
|
if (edge.Poly1 != null)
|
|
|
|
|
{
|
|
|
|
|
if (edge.Poly1.AreaID != poly.AreaID)
|
|
|
|
|
{
|
2018-05-06 12:55:54 +08:00
|
|
|
|
edge._RawData._Poly1.Unk2 = 0;//crash without this
|
|
|
|
|
edge._RawData._Poly2.Unk2 = 0;//crash without this
|
|
|
|
|
edge._RawData._Poly2.Unk3 = 4;////// edge._RawData._Poly2.Unk3 | 4;
|
|
|
|
|
border = true;
|
|
|
|
|
|
|
|
|
|
////DEBUG don't join edges
|
|
|
|
|
//edge.Poly1 = null;
|
|
|
|
|
//edge.Poly2 = null;
|
|
|
|
|
//edge.AreaID1 = 0x3FFF;
|
|
|
|
|
//edge.AreaID2 = 0x3FFF;
|
|
|
|
|
//edge._RawData._Poly1.PolyID = 0x3FFF;
|
|
|
|
|
//edge._RawData._Poly2.PolyID = 0x3FFF;
|
|
|
|
|
//edge._RawData._Poly1.Unk2 = 1;
|
|
|
|
|
//edge._RawData._Poly2.Unk2 = 1;
|
|
|
|
|
//edge._RawData._Poly1.Unk3 = 0;
|
|
|
|
|
//edge._RawData._Poly2.Unk3 = 0;
|
|
|
|
|
|
2018-05-04 23:58:23 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
poly.B19_IsCellEdge = border;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|