Navmesh/paths rendering depth bias, navmesh points and portals now selectable

This commit is contained in:
dexyfex
2018-03-12 04:42:20 +11:00
Unverified
parent 07330891bf
commit 761278fd0b
15 changed files with 448 additions and 139 deletions
+224 -101
View File
@@ -16,6 +16,8 @@ namespace CodeWalker.GameFiles
public List<ushort> Indices { get; set; }
public List<NavMeshAdjPoly> AdjPolys { get; set; }
public List<YnvPoly> Polys { get; set; }
public List<YnvPortal> Portals { get; set; }
public List<YnvPoint> Points { get; set; }
public EditorVertex[] PathVertices { get; set; }
@@ -27,6 +29,7 @@ namespace CodeWalker.GameFiles
public bool HasChanged { get; set; } = false;
public List<string> SaveWarnings = null;
public PathBVH BVH { get; set; }
public int AreaID
@@ -79,13 +82,13 @@ namespace CodeWalker.GameFiles
Nav = rd.ReadBlock<NavMesh>();
if ((Nav != null) && (Nav.SectorTree != null))
if (Nav != null)
{
Vector3 posoffset = Nav.SectorTree?.AABBMin.XYZ() ?? Vector3.Zero;
Vector3 aabbsize = Nav.AABBSize;
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++)
@@ -111,36 +114,60 @@ namespace CodeWalker.GameFiles
YnvPoly poly = new YnvPoly();
poly.Init(this, polys[i]);
poly.Index = i;
poly.CalculatePosition(); //calc poly center for display purposes..
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);
}
}
if (Nav.Portals != null)
{
var portals = Nav.Portals;
Portals = new List<YnvPortal>(portals.Length);
for (int i = 0; i < portals.Length; i++)
{
YnvPortal portal = new YnvPortal();
portal.Init(this, portals[i]);
portal.Index = i;
portal.Position1 = posoffset + portal._RawData.Position1.ToVector3() * aabbsize;
portal.Position2 = posoffset + portal._RawData.Position2.ToVector3() * aabbsize;
Portals.Add(portal);
}
}
////### add points to the list and calculate positions...
var treestack = new Stack<NavMeshSector>();
var pointi = 0;
if (Nav.SectorTree != null)
{
treestack.Push(Nav.SectorTree);
}
while (treestack.Count > 0)
{
var sector = treestack.Pop();
if (sector.Data != null)
{
var points = sector.Data.Points;
if (points != null)
{
if (Points == null)
{
Points = new List<YnvPoint>();
}
for (int i = 0; i < points.Length; i++)
{
YnvPoint point = new YnvPoint();
point.Init(this, points[i]);
point.Index = pointi; pointi++;
point.Position = posoffset + point._RawData.Position * aabbsize;
Points.Add(point);
}
}
}
if (sector.SubTree1 != null) treestack.Push(sector.SubTree1);
if (sector.SubTree2 != null) treestack.Push(sector.SubTree2);
if (sector.SubTree3 != null) treestack.Push(sector.SubTree3);
if (sector.SubTree4 != null) treestack.Push(sector.SubTree4);
}
}
@@ -150,6 +177,8 @@ namespace CodeWalker.GameFiles
UpdateTriangleVertices();
BuildBVH();
Loaded = true;
LoadQueued = true;
@@ -251,91 +280,51 @@ namespace CodeWalker.GameFiles
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;
int lcnt = Nav.PortalLinks?.Length ?? 0;
if (lcnt <= 0)
{
PathVertices = null;
return;
}
//var lv = new EditorVertex[lcnt];
//for (int i = 0; i < lcnt; i++)
//{
// var pl = Nav.PortalLinks[i];
// if (pl >= np.Length) lv[i] = new EditorVertex();
// else
// {
// lv[i].Position = np[pl].XYZ();
// lv[i].Colour = 0xFF0000FF;
// }
//}
//PathVertices = lv;
EditorVertex v = new EditorVertex();
v.Colour = 0xFF0000FF;
var lv = new List<EditorVertex>();
//int cind = 0;
var plinks = Nav.PortalLinks;
for (int i = 0; i < cnt; i++)
var nv = new List<Vector4>();
////### add portal positions to the node list, also add links to the link vertex array
int cnt = Portals?.Count ?? 0;
if (cnt > 0)
{
var portal = Nav.Portals[i];
//var plcnt = 2;
v.Position = posoffset + portal.Position1.ToVector3() * aabbsize;
lv.Add(v);
v.Position = posoffset + portal.Position2.ToVector3() * aabbsize;
lv.Add(v);
//var plcnt = portal.LinkCount;
//if (plcnt < 2) continue;
//var plink = (cind < plinks.Length) ? plinks[cind] : 0xFFFF;
//var ppos = (plink < np.Length) ? np[plink].XYZ() : Vector3.Zero;
//for (int pl = 1; pl < plcnt; pl++)
//{
// var ind2 = cind + pl;
// var plink2 = (ind2 < plinks.Length) ? plinks[ind2] : 0xFFFF;
// var ppos2 = (plink2 < np.Length) ? np[plink2].XYZ() : Vector3.Zero;
// v.Position = ppos; lv.Add(v);
// v.Position = ppos2; lv.Add(v);
//}
//cind += plcnt;
for (int i = 0; i < cnt; i++)
{
var portal = Portals[i];
nv.Add(new Vector4(portal.Position1, 1.0f));
v.Position = portal.Position1; lv.Add(v);
v.Position = portal.Position2; lv.Add(v);
}
}
PathVertices = lv.ToArray();
////### add point positions to the node list
cnt = Points?.Count ?? 0;
if (cnt >= 0)
{
for (int i = 0; i < cnt; i++)
{
var point = Points[i];
nv.Add(new Vector4(point.Position, 1.0f));
}
}
NodePositions = (nv.Count > 0) ? nv.ToArray() : null;
PathVertices = (lv.Count > 0) ? lv.ToArray() : null;
}
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)
@@ -410,6 +399,16 @@ namespace CodeWalker.GameFiles
public void BuildBVH()
{
var nodes = new List<BasePathNode>();
if (Portals != null) nodes.AddRange(Portals);
if (Points != null) nodes.AddRange(Points);
BVH = new PathBVH(nodes, 10, 10);
}
public EditorVertex[] GetPathVertices()
{
return PathVertices;
@@ -493,6 +492,12 @@ namespace CodeWalker.GameFiles
}
public void SetPosition(Vector3 pos)
{
Vector3 delta = pos - Position;
Position = pos;
//TODO: update vertex positions!!!
}
public Color4 GetColour()
{
@@ -556,11 +561,129 @@ namespace CodeWalker.GameFiles
}
public void CalculatePosition()
{
//calc poly center for display purposes.
var indices = Ynv.Indices;
var vertices = Ynv.Vertices;
if ((indices == null) || (vertices == null))
{ return; }
var vc = vertices.Count;
var ic = _RawData.IndexCount;
var startid = _RawData.IndexID;
var endid = startid + ic;
if (startid >= indices.Count)
{ return; }
if (endid > indices.Count)
{ return; }
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;
}
Position = pcenter * (1.0f / pcount);
}
public override string ToString()
{
return AreaID.ToString() + ", " + Index.ToString();
}
}
[TypeConverter(typeof(ExpandableObjectConverter))] public class YnvPortal : BasePathNode
{
public NavMeshPortal _RawData;
public YnvFile Ynv { get; set; }
public NavMeshPortal RawData { get { return _RawData; } set { _RawData = value; } }
public Vector3 Position { get { return Position1; } set { Position1 = value; } }
public Vector3 Position1 { get; set; }
public Vector3 Position2 { get; set; }
public int Index { get; set; }
public void Init(YnvFile ynv, NavMeshPortal portal)
{
Ynv = ynv;
RawData = portal;
}
public void SetPosition(Vector3 pos)
{
Position = pos;
//TODO: update _RawData positions!
}
public override string ToString()
{
return Index.ToString();
}
}
[TypeConverter(typeof(ExpandableObjectConverter))] public class YnvPoint : BasePathNode
{
public NavMeshPoint _RawData;
public YnvFile Ynv { get; set; }
public NavMeshPoint RawData { get { return _RawData; } set { _RawData = value; } }
public Vector3 Position { get; set; }
public float Direction
{
get
{
return (float)Math.PI * 2.0f * _RawData.Angle / 255.0f;
}
set
{
_RawData.Angle = (byte)(value * 255.0f / ((float)Math.PI * 2.0f));
}
}
public Quaternion Orientation
{
get { return Quaternion.RotationAxis(Vector3.UnitZ, Direction); }
set
{
Vector3 dir = value.Multiply(Vector3.UnitX);
float dira = (float)Math.Atan2(dir.Y, dir.X);
Direction = dira;
}
}
public int Index { get; set; }
public byte Flags { get { return _RawData.Flags; } set { _RawData.Flags = value; } }
public void Init(YnvFile ynv, NavMeshPoint point)
{
Ynv = ynv;
RawData = point;
}
public void SetPosition(Vector3 pos)
{
Position = pos;
//TODO! update _RawData.Position!!!
}
public void SetOrientation(Quaternion orientation)
{
Orientation = orientation;
}
public override string ToString()
{
return Index.ToString() + ": " + Flags.ToString();
}
}
}
+36 -24
View File
@@ -608,14 +608,14 @@ namespace CodeWalker.GameFiles
}
}
public uint AdjAreaIDInd { get { return (Value >> 0) & 0x1F; } }
public uint AreaIDInd { get { return (Value >> 0) & 0x1F; } }
public uint PolyID { get { return (Value >> 5) & 0x3FFF; } }
public uint Unk2 { get { return (Value >> 19) & 0x3; } }
public uint Unk3 { get { return (Value >> 21); } }
public uint Unk3 { get { return (Value >> 21) & 0x7FF; } }
public override string ToString()
{
return AdjAreaIDInd.ToString() + ", " + PolyID.ToString() + ", " + Unk2.ToString() + ", " + Unk3.ToString();
return AreaIDInd.ToString() + ", " + PolyID.ToString() + ", " + Unk2.ToString() + ", " + Unk3.ToString();
}
}
@@ -766,29 +766,29 @@ namespace CodeWalker.GameFiles
public uint UnkDataStartID { get; set; }
public uint Unused_04h { get; set; } // 0x00000000
public ulong PolyIDsPointer { get; set; }
public ulong UnkDataPointer { get; set; }
public ulong PointsPointer { get; set; }
public ushort PolyIDsCount { get; set; }
public ushort UnkDataCount { get; set; }
public ushort PointsCount { get; set; }
public uint Unused_1Ch { get; set; } // 0x00000000
public ushort[] PolyIDs { get; set; }
public NavMeshSectorDataUnk[] UnkData { get; set; }
public NavMeshPoint[] Points { get; set; }
private ResourceSystemStructBlock<ushort> PolyIDsBlock = null;
private ResourceSystemStructBlock<NavMeshSectorDataUnk> UnkDataBlock = null;
private ResourceSystemStructBlock<NavMeshPoint> PointsBlock = null;
public override void Read(ResourceDataReader reader, params object[] parameters)
{
UnkDataStartID = reader.ReadUInt32();
Unused_04h = reader.ReadUInt32();
PolyIDsPointer = reader.ReadUInt64();
UnkDataPointer = reader.ReadUInt64();
PointsPointer = reader.ReadUInt64();
PolyIDsCount = reader.ReadUInt16();
UnkDataCount = reader.ReadUInt16();
PointsCount = reader.ReadUInt16();
Unused_1Ch = reader.ReadUInt32();
PolyIDs = reader.ReadUshortsAt(PolyIDsPointer, PolyIDsCount);
UnkData = reader.ReadStructsAt<NavMeshSectorDataUnk>(UnkDataPointer, UnkDataCount);
Points = reader.ReadStructsAt<NavMeshPoint>(PointsPointer, PointsCount);
}
@@ -796,16 +796,16 @@ namespace CodeWalker.GameFiles
{
PolyIDsPointer = (ulong)(PolyIDsBlock?.FilePosition ?? 0);
PolyIDsCount = (ushort)(PolyIDs?.Length ?? 0);
UnkDataPointer = (ulong)(UnkDataBlock?.FilePosition ?? 0);
UnkDataCount = (ushort)(UnkData?.Length ?? 0);
PointsPointer = (ulong)(PointsBlock?.FilePosition ?? 0);
PointsCount = (ushort)(Points?.Length ?? 0);
writer.Write(UnkDataStartID);
writer.Write(Unused_04h);
writer.Write(PolyIDsPointer);
writer.Write(UnkDataPointer);
writer.Write(PointsPointer);
writer.Write(PolyIDsCount);
writer.Write(UnkDataCount);
writer.Write(PointsCount);
writer.Write(Unused_1Ch);
}
@@ -818,10 +818,10 @@ namespace CodeWalker.GameFiles
PolyIDsBlock = new ResourceSystemStructBlock<ushort>(PolyIDs);
list.Add(PolyIDsBlock);
}
if ((UnkData != null) && (UnkData.Length > 0))
if ((Points != null) && (Points.Length > 0))
{
UnkDataBlock = new ResourceSystemStructBlock<NavMeshSectorDataUnk>(UnkData);
list.Add(UnkDataBlock);
PointsBlock = new ResourceSystemStructBlock<NavMeshPoint>(Points);
list.Add(PointsBlock);
}
@@ -830,21 +830,33 @@ namespace CodeWalker.GameFiles
public override string ToString()
{
return "(Polys: " + PolyIDsCount.ToString() + ", UnkOffset: " + UnkDataStartID.ToString() + ", UnkCount: " + UnkDataCount.ToString() + ")";
return "(Polys: " + PolyIDsCount.ToString() + ", UnkOffset: " + UnkDataStartID.ToString() + ", UnkCount: " + PointsCount.ToString() + ")";
}
}
[TypeConverter(typeof(ExpandableObjectConverter))] public struct NavMeshSectorDataUnk
[TypeConverter(typeof(ExpandableObjectConverter))] public struct NavMeshPoint
{
public ushort Unknown_0h { get; set; }
public ushort Unknown_2h { get; set; }
public ushort Unknown_4h { get; set; }
public ushort Unknown_6h { get; set; }
public ushort X { get; set; }
public ushort Y { get; set; }
public ushort Z { get; set; }
public byte Angle { get; set; }
public byte Flags { get; set; }
public Vector3 Position { get { return ToVector3(); } }
public Vector3 ToVector3()
{
const float usmax = ushort.MaxValue;
return new Vector3(X / usmax, Y / usmax, Z / usmax);
}
public override string ToString()
{
return Unknown_0h.ToString() + ", " + Unknown_2h.ToString() + ", " + Unknown_4h.ToString() + ", " + Unknown_6h.ToString();
return Flags.ToString() + ": " + Angle.ToString() + ", " + Position.ToString();
}
}