CodeWalker/GameFiles/FileTypes/YnvFile.cs

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C#
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2017-09-21 18:33:05 +08:00
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SharpDX;
namespace CodeWalker.GameFiles
{
[TypeConverter(typeof(ExpandableObjectConverter))] public class YnvFile : GameFile, PackedFile, BasePathData
{
public NavMesh Nav { get; set; }
public List<Vector3> Vertices { get; set; }
public List<ushort> Indices { get; set; }
public List<YnvPoly> Polys { get; set; }
public EditorVertex[] TriangleVerts { get; set; }
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public Vector4[] NodePositions { get; set; }
//fields used by the editor:
public bool HasChanged { get; set; } = false;
public List<string> SaveWarnings = null;
public int AreaID
{
get
{
return (int)(Nav?.AreaID ?? 0);
}
}
public YnvFile() : base(null, GameFileType.Ynv)
{
}
public YnvFile(RpfFileEntry entry) : base(entry, GameFileType.Ynv)
{
}
public void Load(byte[] data, RpfFileEntry entry)
{
Name = entry.Name;
RpfFileEntry = entry;
RpfResourceFileEntry resentry = entry as RpfResourceFileEntry;
if (resentry == null)
{
throw new Exception("File entry wasn't a resource! (is it binary data?)");
}
ResourceDataReader rd = new ResourceDataReader(resentry, data);
Nav = rd.ReadBlock<NavMesh>();
if ((Nav != null) && (Nav.SectorTree != null))
{
if (Nav.Vertices != null)
{
Vector3 posoffset = Nav.SectorTree.AABBMin.XYZ();
Vector3 aabbsize = Nav.AABBSize;
var verts = Nav.Vertices.GetFullList();
Vertices = new List<Vector3>(verts.Count);
for (int i = 0; i < verts.Count; i++)
{
var ov = verts[i].ToVector3();
Vertices.Add(posoffset + ov * aabbsize);
}
}
if (Nav.Indices != null)
{
Indices = Nav.Indices.GetFullList();
}
if (Nav.Polys != null)
{
var polys = Nav.Polys.GetFullList();
Polys = new List<YnvPoly>(polys.Count);
for (int i = 0; i < polys.Count; i++)
{
YnvPoly poly = new YnvPoly();
poly.Init(this, polys[i]);
poly.Index = i;
Polys.Add(poly);
//calc poly center.
if ((Indices == null) || (Vertices == null))
{ continue; }
var vc = Vertices.Count;
var ic = poly._RawData.IndexCount;
var startid = poly._RawData.IndexID;
var endid = startid + ic;
if (startid >= Indices.Count)
{ continue; }
if (endid > Indices.Count)
{ continue; }
Vector3 pcenter = Vector3.Zero;
float pcount = 0.0f;
for (int id = startid; id < endid; id++)
{
var ind = Indices[id];
if(ind>=vc)
{ continue; }
pcenter += Vertices[ind];
pcount += 1.0f;
}
poly.Position = pcenter * (1.0f / pcount);
}
}
}
UpdateAllNodePositions();
UpdateTriangleVertices();
Loaded = true;
LoadQueued = true;
}
public bool RemovePoly(YnvPoly poly)
{
return false;
}
public void UpdateAllNodePositions()
{
if (Nav == null) return;
if (Nav.Portals == null) return;
int cnt = Nav.Portals?.Length ?? 0;
if (cnt <= 0)
{
NodePositions = null;
return;
}
Vector3 posoffset = Nav.SectorTree.AABBMin.XYZ();
Vector3 aabbsize = Nav.AABBSize;
var np = new Vector4[cnt];
for (int i = 0; i < cnt; i++)
{
var portal = Nav.Portals[i];
var pv = portal.Position1.ToVector3();
//var pv = portal.Position2.ToVector3();
np[i] = new Vector4(posoffset + pv * aabbsize, 1.0f);
}
NodePositions = np;
}
public void UpdateTriangleVertices()
{
if (Nav == null) return;
if (Nav.Polys == null) return;
if (Nav.Vertices == null) return;
//need position and colour for each vertex.
//render as a triangle list... (no indices needed)
//go through the nav mesh polys and generate verts to render...
if ((Vertices == null) || (Vertices.Count == 0)) return;
if ((Indices == null) || (Indices.Count == 0)) return;
if ((Polys == null) || (Polys.Count == 0)) return;
int vc = Vertices.Count;
List<EditorVertex> rverts = new List<EditorVertex>();
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foreach (var ypoly in Polys)
{
var poly = ypoly.RawData;
var colour = ypoly.GetColour();
var colourval = (uint)colour.ToRgba();
var ic = poly.IndexCount;
var startid = poly.IndexID;
var endid = startid + ic;
if (startid >= Indices.Count)
{ continue; }
if (endid > Indices.Count)
{ continue; }
if(ic<3)
{ continue; }//not enough verts to make a triangle...
if (ic > 15)
{ }
EditorVertex p0 = new EditorVertex();
EditorVertex p1 = new EditorVertex();
EditorVertex p2 = new EditorVertex();
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p0.Colour = colourval;
p1.Colour = colourval;
p2.Colour = colourval;
var startind = Indices[startid];
if (startind >= vc)
{ continue; }
p0.Position = Vertices[startind];
//build triangles for the poly.
int tricount = ic - 2;
for (int t = 0; t < tricount; t++)
{
int tid = startid + t;
int ind1 = Indices[tid + 1];
int ind2 = Indices[tid + 2];
if ((ind1 >= vc) || (ind2 >= vc))
{ continue; }
p1.Position = Vertices[ind1];
p2.Position = Vertices[ind2];
rverts.Add(p0);
rverts.Add(p1);
rverts.Add(p2);
}
}
TriangleVerts = rverts.ToArray();
}
public EditorVertex[] GetPathVertices()
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{
return null;
}
public EditorVertex[] GetTriangleVertices()
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{
return TriangleVerts;
}
public Vector4[] GetNodePositions()
{
return NodePositions;
}
}
[TypeConverter(typeof(ExpandableObjectConverter))] public class YnvPoly
{
public NavMeshPoly _RawData;
public YnvFile Ynv { get; set; }
public NavMeshPoly RawData { get { return _RawData; } set { _RawData = value; } }
public ushort AreaID { get { return _RawData.AreaID; } }
public bool B00_AvoidUnk { get { return (_RawData.Unknown_00h & 1) > 0; } }
public bool B01_AvoidUnk { get { return (_RawData.Unknown_00h & 2) > 0; } }
public bool B02_IsFootpath { get { return (_RawData.Unknown_00h & 4) > 0; } }
public bool B03_IsUnderground { get { return (_RawData.Unknown_00h & 8) > 0; } }
//public bool B04_Unused { get { return (_RawData.Unknown_00h & 16) > 0; } }
//public bool B05_Unused { get { return (_RawData.Unknown_00h & 32) > 0; } }
public bool B06_SteepSlope { get { return (_RawData.Unknown_00h & 64) > 0; } }
public bool B07_IsWater { get { return (_RawData.Unknown_00h & 128) > 0; } }
public bool B08_UndergroundUnk1 { get { return (_RawData.Unknown_24h.Value & 1) > 0; } }
public bool B09_UndergroundUnk2 { get { return (_RawData.Unknown_24h.Value & 2) > 0; } }
public bool B10_UndergroundUnk3 { get { return (_RawData.Unknown_24h.Value & 4) > 0; } }
public bool B11_UndergroundUnk4 { get { return (_RawData.Unknown_24h.Value & 8) > 0; } }
//public bool B12_Unused { get { return (_RawData.Unknown_24h.Value & 16) > 0; } }
public bool B13_HasPathNode { get { return (_RawData.Unknown_24h.Value & 32) > 0; } }
public bool B14_IsInterior { get { return (_RawData.Unknown_24h.Value & 64) > 0; } }
public bool B15_InteractionUnk { get { return (_RawData.Unknown_24h.Value & 128) > 0; } }
//public bool B16_Unused { get { return (_RawData.Unknown_24h.Value & 256) > 0; } }
public bool B17_IsFlatGround { get { return (_RawData.Unknown_24h.Value & 512) > 0; } }
public bool B18_IsRoad { get { return (_RawData.Unknown_24h.Value & 1024) > 0; } }
public bool B19_IsCellEdge { get { return (_RawData.Unknown_24h.Value & 2048) > 0; } }
public bool B20_IsTrainTrack { get { return (_RawData.Unknown_24h.Value & 4096) > 0; } }
public bool B21_IsShallowWater { get { return (_RawData.Unknown_24h.Value & 8192) > 0; } }
public bool B22_FootpathUnk1 { get { return (_RawData.Unknown_24h.Value & 16384) > 0; } }
public bool B23_FootpathUnk2 { get { return (_RawData.Unknown_24h.Value & 32768) > 0; } }
public bool B24_FootpathMall { get { return (_RawData.Unknown_24h.Value & 65536) > 0; } }
public bool B25_SlopeSouth { get { return (_RawData.Unknown_28h.Value & 65536) > 0; } }
public bool B26_SlopeSouthEast { get { return (_RawData.Unknown_28h.Value & 131072) > 0; } }
public bool B27_SlopeEast { get { return (_RawData.Unknown_28h.Value & 262144) > 0; } }
public bool B28_SlopeNorthEast { get { return (_RawData.Unknown_28h.Value & 524288) > 0; } }
public bool B29_SlopeNorth { get { return (_RawData.Unknown_28h.Value & 1048576) > 0; } }
public bool B30_SlopeNorthWest { get { return (_RawData.Unknown_28h.Value & 2097152) > 0; } }
public bool B31_SlopeWest { get { return (_RawData.Unknown_28h.Value & 4194304) > 0; } }
public bool B32_SlopeSouthWest { get { return (_RawData.Unknown_28h.Value & 8388608) > 0; } }
public bool B33_PortalUnk1 { get { return (_RawData.PartUnk2 & 1) > 0; } }
public bool B34_PortalUnk2 { get { return (_RawData.PartUnk2 & 2) > 0; } }
public bool B35_PortalUnk3 { get { return (_RawData.PartUnk2 & 4) > 0; } }
public bool B36_PortalUnk4 { get { return (_RawData.PartUnk2 & 8) > 0; } }
public byte HeuristicXUnk { get { return (byte)_RawData.Unknown_28h_8a; } }
public byte HeuristicYUnk { get { return (byte)_RawData.Unknown_28h_8b; } }
public Vector3 Position { get; set; }
public int Index { get; set; }
public void Init(YnvFile ynv, NavMeshPoly poly)
{
Ynv = ynv;
RawData = poly;
}
public Color4 GetColour()
{
var colour = new Color4();
var u0 = _RawData.Unknown_00h;
if ((u0 & 1) > 0) colour.Red += 0.01f;//avoid? loiter?
if ((u0 & 2) > 0) colour.Red += 0.01f; //avoid?
if ((u0 & 4) > 0) colour.Green += 0.25f; //ped/footpath
if ((u0 & 8) > 0) colour.Green += 0.02f; //underground?
////if ((u0 & 16) > 0) colour.Red += 1.0f; //not used?
////if ((u0 & 32) > 0) colour.Green += 1.0f;//not used?
if ((u0 & 64) > 0) colour.Red += 0.25f; //steep slope
if ((u0 & 128) > 0) colour.Blue += 0.25f; //water
var u2 = _RawData.Unknown_24h.Value;
//colour.Green = (u2 & 15) / 15.0f; //maybe underground amount..?
//if ((u2 & 1) > 0) colour.Blue += 1.0f; //peds interact with something? underground?
//if ((u2 & 2) > 0) colour.Green += 1.0f;//underneath something?
//if ((u2 & 4) > 0) colour.Red += 0.5f;//peds interact with something..? underground?
//if ((u2 & 8) > 0) colour.Red += 0.5f; //underground?
//if ((u2 & 16) > 0) colour.Red += 1.0f; //not used..
//if ((u2 & 32) > 0) colour.Green += 1.0f;//use path node?
if ((u2 & 64) > 0) colour.Blue += 0.1f; //is interior?
//if ((u2 & 128) > 0) colour.Red += 1.0f; //interacting areas? veg branches, roofs, vents, worker areas?
//if ((u2 & 256) > 0) colour.Green += 1.0f; //not used?
if ((u2 & 512) > 0) colour.Green += 0.1f;//is flat ground? ped-navigable?
if ((u2 & 1024) > 0) colour.Blue += 0.03f;//is a road
//if ((u2 & 2048) > 0) colour.Green += 1.0f; //poly is on a cell edge
if ((u2 & 4096) > 0) colour.Green += 0.75f; //is a train track
if ((u2 & 8192) > 0) colour.Blue += 0.75f;//shallow water/moving water
if ((u2 & 16384) > 0) colour.Red += 0.2f; //footpaths/beach - peds walking?
if ((u2 & 32768) > 0) colour.Blue += 0.2f; //footpaths - special?
if ((u2 & 65536) > 0) colour.Green = 0.2f;//footpaths - mall areas? eg mall, vinewood blvd
//if (u2 >= 131072) { }//other bits unused
var u5 = _RawData.Unknown_28h.Value; //32 bits
//colour.Red = poly.Unknown_28h_8a / 255.0f; //heuristic vals..?
//colour.Green = poly.Unknown_28h_8b / 255.0f; //heuristic vals..?
//if ((u5 & 65536) > 0) colour.Red += 1.0f; //slope facing -Y (south)
//if ((u5 & 131072) > 0) colour.Blue += 1.0f; //slope facing +X,-Y (southeast)
//if ((u5 & 262144) > 0) colour.Green += 1.0f; //slope facing +X (east)
//if ((u5 & 524288) > 0) colour.Red += 1.0f; //slope facing +X,+Y (northeast)
//if ((u5 & 1048576) > 0) colour.Green += 1.0f; //slope facing +Y (north)
//if ((u5 & 2097152) > 0) colour.Blue += 1.0f; //slope facing -X,+Y (northwest)
//if ((u5 & 4194304) > 0) colour.Green += 1.0f; //slope facing -X (west)
//if ((u5 & 8388608) > 0) colour.Red += 1.0f; //slope facing -X,-Y (southwest)
//if (u5 >= 16777216) { } //other bits unused
var u1 = _RawData.PartUnk2;
//if ((u1 & 1) > 0) colour.Red += 1.0f; //portal - don't interact?
//if ((u1 & 2) > 0) colour.Green += 1.0f; //portal - ladder/fence interaction?
//if ((u1 & 4) > 0) colour.Blue += 1.0f; //portal - fence interaction / go away from?
//if ((u1 & 8) > 0) colour.Red += 1.0f;//something file-specific? portal index related?
colour.Alpha = 0.75f;
return colour;
}
public override string ToString()
{
return AreaID.ToString() + ", " + Index.ToString();
}
}
}