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added grass painting
This commit is contained in:
@@ -7,6 +7,8 @@ using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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using CodeWalker.Core.Utils;
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using CodeWalker.World;
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namespace CodeWalker.GameFiles
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{
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@@ -925,6 +927,7 @@ namespace CodeWalker.GameFiles
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GrassInstanceBatches = batches.ToArray();
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HasChanged = true;
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UpdateGrassPhysDict(true);
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}
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public bool RemoveGrassBatch(YmapGrassInstanceBatch batch)
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@@ -949,6 +952,10 @@ namespace CodeWalker.GameFiles
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}
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}
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if (batches.Count <= 0)
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{
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UpdateGrassPhysDict(false);
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}
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GrassInstanceBatches = batches.ToArray();
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@@ -1137,6 +1144,27 @@ namespace CodeWalker.GameFiles
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}
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private void UpdateGrassPhysDict(bool add)
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{
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var physDict = physicsDictionaries?.ToList() ?? new List<MetaHash>();
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var vproc1 = JenkHash.GenHash("v_proc1");
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var vproc2 = JenkHash.GenHash("v_proc2"); // I think you need vproc2 as well.
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var change = false;
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if (!physDict.Contains(vproc1))
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{
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change = true;
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if (add) physDict.Add(vproc1);
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else physDict.Remove(vproc1);
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}
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if (!physDict.Contains(vproc2))
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{
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change = true;
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if (add) physDict.Add(vproc2);
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else physDict.Remove(vproc2);
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}
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if (change) physicsDictionaries = physDict.ToArray();
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}
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private static uint SetBit(uint value, int bit)
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{
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@@ -1493,6 +1521,8 @@ namespace CodeWalker.GameFiles
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[TypeConverter(typeof(ExpandableObjectConverter))]
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public class YmapGrassInstanceBatch
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{
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private const float BatchVertMultiplier = 0.00001525878f;
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public Archetype Archetype { get; set; } //cached by GameFileCache on loading...
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public rage__fwGrassInstanceListDef Batch { get; set; }
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public rage__fwGrassInstanceListDef__InstanceData[] Instances { get; set; }
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@@ -1504,10 +1534,473 @@ namespace CodeWalker.GameFiles
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public float Distance; //used for rendering
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public YmapFile Ymap { get; set; }
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public bool BrushEnabled;
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public bool HasChanged;
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public override string ToString()
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{
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return Batch.ToString();
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}
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public void UpdateInstanceCount()
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{
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var b = Batch;
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var ins = b.InstanceList;
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ins.Count1 = (ushort)Instances.Length;
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b.InstanceList = ins;
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Batch = b;
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}
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public bool EraseInstancesAtMouse(
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YmapGrassInstanceBatch batch,
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SpaceRayIntersectResult mouseRay,
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float radius)
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{
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// some inits
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var instances = batch.Instances;
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var delInstances = new List<rage__fwGrassInstanceListDef__InstanceData>();
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rage__spdAABB batchAABB = batch.Batch.BatchAABB;
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var oldInstanceBounds = new BoundingBox
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(
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batchAABB.min.XYZ(),
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batchAABB.max.XYZ()
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);
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var deleteSphere = new BoundingSphere(mouseRay.Position, radius);
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// check each instance to see if it's in the delete sphere
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// thankfully we've just avoided an O(n^2) op using this bounds stuff (doesn't mean it's super fast though,
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// but it's not super slow either, even at like 50,000 instances)
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foreach (var instance in instances)
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{
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var grassPos = new Vector3
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{
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X = instance.Position.u0,
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Y = instance.Position.u1,
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Z = instance.Position.u2
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};
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// get the world pos
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var worldPos = oldInstanceBounds.Minimum + oldInstanceBounds.Size() * (grassPos * BatchVertMultiplier);
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// create a boundary around the instance.
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var instanceBounds = new BoundingBox(worldPos - (Vector3.One * 1.5f), worldPos + (Vector3.One * 1.5f));
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// check if the sphere contains the boundary.
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var bb = new BoundingBox(instanceBounds.Minimum, instanceBounds.Maximum);
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var ct = deleteSphere.Contains(ref bb);
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if (ct == ContainmentType.Contains || ct == ContainmentType.Intersects)
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{
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delInstances.Add(instance); // Add a copy of this instance
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}
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}
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if (delInstances.Count <= 0)
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return false;
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// now we need to recalculate the bounds.
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var insList = instances.ToList();
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foreach (var inst in delInstances)
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{
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if (insList.Contains(inst))
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{
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insList.Remove(inst);
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}
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}
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GetNewGrassBounds(insList, oldInstanceBounds, out var min, out var max);
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var newBounds = new BoundingBox(min, max);
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// recalc instances
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var b = RecalcBatch(newBounds, batch);
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batch.Batch = b;
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insList = RecalculateInstances(insList, oldInstanceBounds, newBounds);
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batch.Instances = insList.ToArray();
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return true;
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}
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public void CreateInstancesAtMouse(
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YmapGrassInstanceBatch batch,
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SpaceRayIntersectResult mouseRay,
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float radius,
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int amount,
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Func<Vector3, SpaceRayIntersectResult> spawnRayFunc,
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Color color,
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int ao,
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int scale,
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Vector3 pad,
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bool randomScale)
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{
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var spawnPosition = mouseRay.Position;
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var positions = new List<Vector3>();
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var normals = new List<Vector3>();
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// Get rand positions.
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GetSpawns(spawnPosition, spawnRayFunc, positions, normals, radius, amount);
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if (positions.Count <= 0) return;
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// get the instance list
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var instances =
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batch.Instances?.ToList() ?? new List<rage__fwGrassInstanceListDef__InstanceData>();
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var batchAABB = batch.Batch.BatchAABB;
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// make sure to store the old instance bounds for the original
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// grass instances
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var oldInstanceBounds = new BoundingBox(batchAABB.min.XYZ(), batchAABB.max.XYZ());
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// Begin the spawn bounds.
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var grassBound = positions.Count <= 0
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? new BoundingBox(Vector3.Zero, Vector3.Zero)
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: new BoundingBox(positions[0] - (Vector3.One * 1.5f), positions[0] + (Vector3.One * 1.5f));
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grassBound = EncapsulatePositions(positions, grassBound);
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// Calculate the new spawn bounds.
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var newInstanceBounds = new BoundingBox(oldInstanceBounds.Minimum, oldInstanceBounds.Maximum);
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newInstanceBounds = instances.Count > 0
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? newInstanceBounds.Encapsulate(grassBound)
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: new BoundingBox(grassBound.Minimum, grassBound.Maximum);
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// now we need to recalculate the position of each instance
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instances = RecalculateInstances(instances, oldInstanceBounds, newInstanceBounds);
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// Add new instances at each spawn position with
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// the parameters in the brush.
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SpawnInstances(positions, normals, instances, newInstanceBounds, color, ao, scale, pad, randomScale);
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// then recalc the bounds of the grass batch
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var b = RecalcBatch(newInstanceBounds, batch);
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// plug our values back in and refresh the ymap.
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batch.Batch = b;
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// Give back the new intsances
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batch.Instances = instances.ToArray();
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}
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// bhv approach recommended by dexy.
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public YmapGrassInstanceBatch[] OptimizeInstances(YmapGrassInstanceBatch batch, float minRadius)
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{
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// this function will return an array of grass instance batches
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// that are split up into sectors (groups) with a specific size.
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// say for instance we have 30,000 instances spread across a large
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// distance. We will split those instances into a grid-like group
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// and return the groups as an array of batches.
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var oldInstanceBounds = new BoundingBox(batch.Batch.BatchAABB.min.XYZ(), batch.Batch.BatchAABB.max.XYZ());
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if (oldInstanceBounds.Radius() < minRadius)
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{
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return null;
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}
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// Get our optimized grassInstances
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var split = SplitGrassRecursive(batch.Instances.ToList(), oldInstanceBounds, minRadius);
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// Initiate a new batch list.
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var newBatches = new List<YmapGrassInstanceBatch>();
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foreach (var grassList in split)
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{
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// Create a new batch
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var newBatch = new YmapGrassInstanceBatch
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{
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Archetype = batch.Archetype,
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Ymap = batch.Ymap
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};
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// Get the boundary of the grassInstances
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GetNewGrassBounds(grassList, oldInstanceBounds, out var min, out var max);
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var newInstanceBounds = new BoundingBox(min, max);
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// Recalculate the batch boundaries.
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var b = RecalcBatch(newInstanceBounds, newBatch);
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newBatch.Batch = b;
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var ins = RecalculateInstances(grassList, oldInstanceBounds, newInstanceBounds);
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newBatch.Instances = ins.ToArray();
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newBatches.Add(newBatch);
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}
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return newBatches.ToArray();
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}
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private List<List<rage__fwGrassInstanceListDef__InstanceData>> SplitGrassRecursive(
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IReadOnlyList<rage__fwGrassInstanceListDef__InstanceData> grassInstances,
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BoundingBox batchAABB,
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float minRadius = 15F
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)
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{
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var ret = new List<List<rage__fwGrassInstanceListDef__InstanceData>>();
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var oldPoints = SplitGrass(grassInstances, batchAABB);
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while (true)
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{
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var stop = true;
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var newPoints = new List<List<rage__fwGrassInstanceListDef__InstanceData>>();
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foreach (var mb in oldPoints)
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{
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// for some reason we got a null group?
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if (mb == null)
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continue;
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// Get the bounds of the grassInstances list
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GetNewGrassBounds(mb, batchAABB, out var min, out var max);
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var radius = (max - min).Length() * 0.5F; // get the radius
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// check if the radius of the grassInstances
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if (radius <= minRadius)
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{
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// this point list is within the minimum
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// radius.
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ret.Add(mb);
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continue; // we don't need to continue.
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}
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// since we're here let's keep going
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stop = false;
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// split the grassInstances again
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var s = SplitGrass(mb, batchAABB);
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// add it into the new grassInstances list.
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newPoints.AddRange(s);
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}
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// set the old grassInstances to the new grassInstances.
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oldPoints = newPoints.ToArray();
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// if we're done, and all grassInstances are within the desired size
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// then end the loop.
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if (stop) break;
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}
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return ret;
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}
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private List<rage__fwGrassInstanceListDef__InstanceData>[] SplitGrass(
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IReadOnlyList<rage__fwGrassInstanceListDef__InstanceData> points,
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BoundingBox batchAABB)
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{
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var pointGroup = new List<rage__fwGrassInstanceListDef__InstanceData>[2];
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// Calculate the bounds of these grassInstances.
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GetNewGrassBounds(points, batchAABB, out var min, out var max);
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var m = new BoundingBox(min, max);
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// Get the center and size
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var mm = new Vector3
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{
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X = Math.Abs(m.Minimum.X - m.Maximum.X),
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Y = Math.Abs(m.Minimum.Y - m.Maximum.Y),
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Z = Math.Abs(m.Minimum.Z - m.Maximum.Z)
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};
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// x is the greatest axis...
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if (mm.X > mm.Y && mm.X > mm.Z)
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{
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// Calculate both boundaries.
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var lhs = new BoundingBox(m.Minimum, m.Maximum - new Vector3(mm.X * 0.5F, 0, 0));
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var rhs = new BoundingBox(m.Minimum + new Vector3(mm.X * 0.5F, 0, 0), m.Maximum);
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// Set the grassInstances accordingly.
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pointGroup[0] = points
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.Where(p => lhs.Contains(GetGrassWorldPos(p.Position, batchAABB)) == ContainmentType.Contains).ToList();
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pointGroup[1] = points
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.Where(p => rhs.Contains(GetGrassWorldPos(p.Position, batchAABB)) == ContainmentType.Contains).ToList();
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}
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// y is the greatest axis...
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else if (mm.Y > mm.X && mm.Y > mm.Z)
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{
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// Calculate both boundaries.
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var lhs = new BoundingBox(m.Minimum, m.Maximum - new Vector3(0, mm.Y * 0.5F, 0));
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var rhs = new BoundingBox(m.Minimum + new Vector3(0, mm.Y * 0.5F, 0), m.Maximum);
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// Set the grassInstances accordingly.
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pointGroup[0] = points
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.Where(p => lhs.Contains(GetGrassWorldPos(p.Position, batchAABB)) == ContainmentType.Contains).ToList();
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pointGroup[1] = points
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.Where(p => rhs.Contains(GetGrassWorldPos(p.Position, batchAABB)) == ContainmentType.Contains).ToList();
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}
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// z is the greatest axis...
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else if (mm.Z > mm.X && mm.Z > mm.Y)
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{
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// Calculate both boundaries.
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var lhs = new BoundingBox(m.Minimum, m.Maximum - new Vector3(0, 0, mm.Z * 0.5F));
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var rhs = new BoundingBox(m.Minimum + new Vector3(0, 0, mm.Z * 0.5F), m.Maximum);
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// Set the grassInstances accordingly.
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pointGroup[0] = points
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.Where(p => lhs.Contains(GetGrassWorldPos(p.Position, batchAABB)) == ContainmentType.Contains).ToList();
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pointGroup[1] = points
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.Where(p => rhs.Contains(GetGrassWorldPos(p.Position, batchAABB)) == ContainmentType.Contains).ToList();
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}
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return pointGroup;
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}
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private static void GetNewGrassBounds(IReadOnlyList<rage__fwGrassInstanceListDef__InstanceData> newGrass, BoundingBox oldAABB,
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out Vector3 min, out Vector3 max)
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{
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if (newGrass.Count <= 0)
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{
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min = Vector3.Zero;
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max = Vector3.Zero;
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return;
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}
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var grassWorldPos = GetGrassWorldPos(newGrass[0].Position, oldAABB);
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var bounds = new BoundingBox(grassWorldPos - (Vector3.One * 1.5f), grassWorldPos + (Vector3.One * 1.5f));
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foreach (var point in newGrass)
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{
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var worldPos = GetGrassWorldPos(point.Position, oldAABB);
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var tempBounds = new BoundingBox(worldPos - (Vector3.One * 1.5f), worldPos + (Vector3.One * 1.5f));
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bounds = bounds.Encapsulate(tempBounds);
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}
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min = bounds.Minimum;
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max = bounds.Maximum;
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}
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private void SpawnInstances(
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IReadOnlyList<Vector3> positions,
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IReadOnlyList<Vector3> normals,
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ICollection<rage__fwGrassInstanceListDef__InstanceData> instanceList,
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BoundingBox instanceBounds,
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Color color,
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int ao,
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int scale,
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Vector3 pad,
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bool randomScale)
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{
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for (var i = 0; i < positions.Count; i++)
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{
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var pos = positions[i];
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// create the new instance.
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var newInstance = CreateNewInstance(normals[i], color, ao, scale, pad, randomScale);
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// get the grass position of the new instance and add it to the
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// instance list
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var grassPosition = GetGrassPos(pos, instanceBounds);
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newInstance.Position = grassPosition;
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instanceList.Add(newInstance);
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}
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}
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private rage__fwGrassInstanceListDef__InstanceData CreateNewInstance(Vector3 normal, Color color, int ao, int scale, Vector3 pad,
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bool randomScale = false)
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{
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//Vector3 pad = FloatUtil.ParseVector3String(PadTextBox.Text);
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//int scale = (int)ScaleNumericUpDown.Value;
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var rand = new Random();
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if (randomScale)
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scale = rand.Next(scale / 2, scale);
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var newInstance = new rage__fwGrassInstanceListDef__InstanceData
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{
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Ao = (byte)ao,
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Scale = (byte)scale,
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Color = new ArrayOfBytes3 { b0 = color.R, b1 = color.G, b2 = color.B },
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Pad = new ArrayOfBytes3 { b0 = (byte)pad.X, b1 = (byte)pad.Y, b2 = (byte)pad.Z },
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NormalX = (byte)((normal.X + 1) * 0.5F * 255F),
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NormalY = (byte)((normal.Y + 1) * 0.5F * 255F)
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};
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return newInstance;
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}
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private rage__fwGrassInstanceListDef RecalcBatch(BoundingBox newInstanceBounds, YmapGrassInstanceBatch batch)
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{
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batch.AABBMax = newInstanceBounds.Maximum;
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batch.AABBMin = newInstanceBounds.Minimum;
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batch.Position = newInstanceBounds.Center();
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batch.Radius = newInstanceBounds.Radius();
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var b = batch.Batch;
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b.BatchAABB = new rage__spdAABB
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{
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min =
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new Vector4(newInstanceBounds.Minimum,
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0), // Let's pass the new stuff into the batchabb as well just because.
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max = new Vector4(newInstanceBounds.Maximum, 0)
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};
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return b;
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}
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||||
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private void GetSpawns(
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||||
Vector3 origin, Func<Vector3,
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||||
SpaceRayIntersectResult> spawnRayFunc,
|
||||
ICollection<Vector3> positions,
|
||||
ICollection<Vector3> normals,
|
||||
float radius,
|
||||
int resolution = 28)
|
||||
{
|
||||
var rand = new Random();
|
||||
for (var i = 0; i < resolution; i++)
|
||||
{
|
||||
var randX = (float)rand.NextDouble(-radius, radius);
|
||||
var randY = (float)rand.NextDouble(-radius, radius);
|
||||
var posOffset = origin + new Vector3(randX, randY, 2f);
|
||||
var spaceRay = spawnRayFunc.Invoke(posOffset);
|
||||
if (!spaceRay.Hit) continue;
|
||||
normals.Add(spaceRay.Normal);
|
||||
positions.Add(spaceRay.Position);
|
||||
}
|
||||
}
|
||||
|
||||
private static List<rage__fwGrassInstanceListDef__InstanceData> RecalculateInstances(
|
||||
List<rage__fwGrassInstanceListDef__InstanceData> instances,
|
||||
BoundingBox oldInstanceBounds,
|
||||
BoundingBox newInstanceBounds)
|
||||
{
|
||||
var refreshList = new List<rage__fwGrassInstanceListDef__InstanceData>();
|
||||
foreach (var inst in instances)
|
||||
{
|
||||
// Copy instance
|
||||
var copy =
|
||||
new rage__fwGrassInstanceListDef__InstanceData
|
||||
{
|
||||
Position = inst.Position,
|
||||
Ao = inst.Ao,
|
||||
Color = inst.Color,
|
||||
NormalX = inst.NormalX,
|
||||
NormalY = inst.NormalY,
|
||||
Pad = inst.Pad,
|
||||
Scale = inst.Scale
|
||||
};
|
||||
// get the position from where we would be in the old bounds, and move it to
|
||||
// the position it needs to be in the new bounds.
|
||||
var oldPos = GetGrassWorldPos(copy.Position, oldInstanceBounds);
|
||||
//var oldPos = oldInstanceBounds.min + oldInstanceBounds.Size * (grassPos * BatchVertMultiplier);
|
||||
copy.Position = GetGrassPos(oldPos, newInstanceBounds);
|
||||
refreshList.Add(copy);
|
||||
}
|
||||
instances = refreshList.ToList();
|
||||
return instances;
|
||||
}
|
||||
|
||||
private static BoundingBox EncapsulatePositions(IEnumerable<Vector3> positions, BoundingBox bounds)
|
||||
{
|
||||
foreach (var pos in positions)
|
||||
{
|
||||
var posBounds = new BoundingBox(pos - (Vector3.One * 1.5f), pos + (Vector3.One * 1.5f));
|
||||
bounds = bounds.Encapsulate(posBounds);
|
||||
}
|
||||
return bounds;
|
||||
}
|
||||
|
||||
private static ArrayOfUshorts3 GetGrassPos(Vector3 worldPos, BoundingBox batchAABB)
|
||||
{
|
||||
var offset = worldPos - batchAABB.Minimum;
|
||||
var size = batchAABB.Size();
|
||||
var percentage =
|
||||
new Vector3(
|
||||
offset.X / size.X,
|
||||
offset.Y / size.Y,
|
||||
offset.Z / size.Z
|
||||
);
|
||||
var instancePos = percentage / BatchVertMultiplier;
|
||||
return new ArrayOfUshorts3
|
||||
{
|
||||
u0 = (ushort)instancePos.X,
|
||||
u1 = (ushort)instancePos.Y,
|
||||
u2 = (ushort)instancePos.Z
|
||||
};
|
||||
}
|
||||
|
||||
private static Vector3 GetGrassWorldPos(ArrayOfUshorts3 grassPos, BoundingBox batchAABB)
|
||||
{
|
||||
return batchAABB.Minimum + batchAABB.Size() * (grassPos.XYZ() * BatchVertMultiplier);
|
||||
}
|
||||
}
|
||||
|
||||
[TypeConverter(typeof(ExpandableObjectConverter))]
|
||||
@@ -1548,7 +2041,6 @@ namespace CodeWalker.GameFiles
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[TypeConverter(typeof(ExpandableObjectConverter))]
|
||||
public class YmapTimeCycleModifier
|
||||
{
|
||||
|
||||
@@ -935,6 +935,10 @@ namespace CodeWalker.GameFiles
|
||||
[TC(typeof(EXP))] public struct ArrayOfUshorts3 //array of 3 ushorts
|
||||
{
|
||||
public ushort u0, u1, u2;
|
||||
public Vector3 XYZ()
|
||||
{
|
||||
return new Vector3(u0, u1, u2);
|
||||
}
|
||||
public override string ToString()
|
||||
{
|
||||
return u0.ToString() + ", " + u1.ToString() + ", " + u2.ToString();
|
||||
|
||||
@@ -1443,6 +1443,13 @@ namespace CodeWalker.GameFiles
|
||||
return Materials[type.Index];
|
||||
}
|
||||
|
||||
public static BoundsMaterialData GetMaterial(byte index)
|
||||
{
|
||||
if (Materials == null) return null;
|
||||
if ((int)index >= Materials.Count) return null;
|
||||
return Materials[index];
|
||||
}
|
||||
|
||||
public static string GetMaterialName(BoundsMaterialType type)
|
||||
{
|
||||
var m = GetMaterial(type);
|
||||
|
||||
Reference in New Issue
Block a user