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R26_dev8 - First public commit
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using CodeWalker.GameFiles;
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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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using System.Xml;
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namespace CodeWalker.World
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{
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public class Water
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{
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public volatile bool Inited = false;
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public GameFileCache GameFileCache;
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public List<WaterQuad> WaterQuads = new List<WaterQuad>();
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public List<WaterCalmingQuad> CalmingQuads = new List<WaterCalmingQuad>();
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public List<WaterWaveQuad> WaveQuads = new List<WaterWaveQuad>();
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public void Init(GameFileCache gameFileCache, Action<string> updateStatus)
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{
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GameFileCache = gameFileCache;
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var rpfman = gameFileCache.RpfMan;
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string filename = "common.rpf\\data\\levels\\gta5\\water.xml";
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XmlDocument waterxml = rpfman.GetFileXml(filename);
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XmlElement waterdata = waterxml.DocumentElement;
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XmlNodeList waterquads = waterdata.SelectNodes("WaterQuads/Item");
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WaterQuads.Clear();
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for (int i = 0; i < waterquads.Count; i++)
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{
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var waterquad = new WaterQuad();
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waterquad.Init(waterquads[i]);
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WaterQuads.Add(waterquad);
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}
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XmlNodeList calmingquads = waterdata.SelectNodes("CalmingQuads/Item");
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CalmingQuads.Clear();
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for (int i = 0; i < calmingquads.Count; i++)
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{
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var calmingquad = new WaterCalmingQuad();
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calmingquad.Init(calmingquads[i]);
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CalmingQuads.Add(calmingquad);
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}
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XmlNodeList wavequads = waterdata.SelectNodes("WaveQuads/Item");
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WaveQuads.Clear();
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for (int i = 0; i < wavequads.Count; i++)
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{
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var wavequad = new WaterWaveQuad();
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wavequad.Init(wavequads[i]);
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WaveQuads.Add(wavequad);
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}
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Inited = true;
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}
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public void GetVisibleQuads(Camera camera, List<WaterQuad> quads)
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{
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if (!Inited) return;
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var vf = camera.ViewFrustum;
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for (int i = 0; i < WaterQuads.Count; i++)
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{
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var quad = WaterQuads[i];
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Vector3 camrel = quad.BSCenter - camera.Position;
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if (vf.ContainsSphereNoClipNoOpt(ref camrel, quad.BSRadius))
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{
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quads.Add(quad);
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}
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}
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}
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}
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public class WaterQuad
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{
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public float minX { get; set; }
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public float maxX { get; set; }
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public float minY { get; set; }
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public float maxY { get; set; }
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public int Type { get; set; }
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public bool IsInvisible { get; set; }
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public bool HasLimitedDepth { get; set; }
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public float z { get; set; }
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public float a1 { get; set; }
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public float a2 { get; set; }
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public float a3 { get; set; }
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public float a4 { get; set; }
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public bool NoStencil { get; set; }
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public Vector3 BSCenter;
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public float BSRadius;
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public void Init(XmlNode node)
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{
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minX = Xml.GetChildFloatAttribute(node, "minX", "value");
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maxX = Xml.GetChildFloatAttribute(node, "maxX", "value");
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minY = Xml.GetChildFloatAttribute(node, "minY", "value");
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maxY = Xml.GetChildFloatAttribute(node, "maxY", "value");
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Type = Xml.GetChildIntAttribute(node, "Type", "value");
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IsInvisible = Xml.GetChildBoolAttribute(node, "IsInvisible", "value");
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HasLimitedDepth = Xml.GetChildBoolAttribute(node, "HasLimitedDepth", "value");
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z = Xml.GetChildFloatAttribute(node, "z", "value");
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a1 = Xml.GetChildFloatAttribute(node, "a1", "value");
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a2 = Xml.GetChildFloatAttribute(node, "a2", "value");
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a3 = Xml.GetChildFloatAttribute(node, "a3", "value");
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a4 = Xml.GetChildFloatAttribute(node, "a4", "value");
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NoStencil = Xml.GetChildBoolAttribute(node, "NoStencil", "value");
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/*
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<minX value="-1592" />
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<maxX value="-1304" />
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<minY value="-1744" />
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<maxY value="-1624" />
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<Type value="0" />
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<IsInvisible value="false" />
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<HasLimitedDepth value="false" />
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<z value="0.0" />
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<a1 value="26" />
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<a2 value="26" />
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<a3 value="26" />
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<a4 value="26" />
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<NoStencil value="false" />
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*/
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BSCenter = new Vector3((minX + maxX) * 0.5f, (minY + maxY) * 0.5f, z);
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BSRadius = new Vector2(maxX - minX, maxY - minY).Length() * 0.5f;
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}
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public override string ToString()
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{
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return string.Format("{0}, {1}, {2}", FloatUtil.ToString(minX), FloatUtil.ToString(minY), FloatUtil.ToString(z), FloatUtil.ToString(maxX), FloatUtil.ToString(maxY));
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}
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}
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public class WaterCalmingQuad
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{
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public float minX { get; set; }
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public float maxX { get; set; }
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public float minY { get; set; }
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public float maxY { get; set; }
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public float fDampening { get; set; }
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public void Init(XmlNode node)
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{
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minX = Xml.GetChildFloatAttribute(node, "minX", "value");
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maxX = Xml.GetChildFloatAttribute(node, "maxX", "value");
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minY = Xml.GetChildFloatAttribute(node, "minY", "value");
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maxY = Xml.GetChildFloatAttribute(node, "maxY", "value");
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fDampening = Xml.GetChildFloatAttribute(node, "fDampening", "value");
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/*
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<minX value="1752" />
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<maxX value="2076" />
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<minY value="216" />
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<maxY value="800" />
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<fDampening value="0.05" />
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*/
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}
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}
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public class WaterWaveQuad
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{
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public float minX { get; set; }
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public float maxX { get; set; }
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public float minY { get; set; }
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public float maxY { get; set; }
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public float Amplitude { get; set; }
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public float XDirection { get; set; }
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public float YDirection { get; set; }
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public void Init(XmlNode node)
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{
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minX = Xml.GetChildFloatAttribute(node, "minX", "value");
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maxX = Xml.GetChildFloatAttribute(node, "maxX", "value");
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minY = Xml.GetChildFloatAttribute(node, "minY", "value");
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maxY = Xml.GetChildFloatAttribute(node, "maxY", "value");
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Amplitude = Xml.GetChildFloatAttribute(node, "Amplitude", "value");
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XDirection = Xml.GetChildFloatAttribute(node, "XDirection", "value");
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YDirection = Xml.GetChildFloatAttribute(node, "YDirection", "value");
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/*
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<minX value="1664" />
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<maxX value="1988" />
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<minY value="-120" />
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<maxY value="132" />
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<Amplitude value="0.1" />
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<XDirection value="-0.603208" />
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<YDirection value="-0.797584" />
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*/
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}
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}
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}
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