CodeWalker/CodeWalker.Core/GameFiles/FileTypes/YnvFile.cs

874 lines
36 KiB
C#

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<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; }
public EditorVertex[] TriangleVerts { get; set; }
public Vector4[] NodePositions { get; set; }
//fields used by the editor:
public bool HasChanged { get; set; } = false;
public List<string> SaveWarnings = null;
public PathBVH BVH { get; set; }
public int AreaID
{
get
{
return (int)(Nav?.AreaID ?? 0);
}
set
{
if (Nav != null) Nav.AreaID = (uint)value;
}
}
public int CellX { get { return AreaID % 100; } set { AreaID = (CellY * 100) + value; } }
public int CellY { get { return AreaID / 100; } set { AreaID = (value * 100) + CellX; } }
public YnvFile() : base(null, GameFileType.Ynv)
{
}
public YnvFile(RpfFileEntry entry) : base(entry, GameFileType.Ynv)
{
}
public void Load(byte[] data)
{
//direct load from a raw, compressed ynv file (openIV-compatible format)
RpfFile.LoadResourceFile(this, data, 2);
Loaded = true;
}
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)
{
Vector3 posoffset = Nav.SectorTree?.AABBMin.XYZ() ?? Vector3.Zero;
Vector3 aabbsize = Nav.AABBSize;
if (Nav.Vertices != null)
{
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.AdjPolys != null)
{
AdjPolys = Nav.AdjPolys.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;
poly.CalculatePosition(); //calc poly center for display purposes..
Polys.Add(poly);
if (poly.PortalType > 0)
{
if (poly.PortalType != 2) //seems to be what portal links need to understand..
{ }
}
}
}
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.PositionFrom = posoffset + portal._RawData.PositionFrom.ToVector3() * aabbsize;
portal.PositionTo = posoffset + portal._RawData.PositionTo.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);
}
}
UpdateAllNodePositions();
UpdateTriangleVertices();
BuildBVH();
Loaded = true;
LoadQueued = true;
}
public byte[] Save()
{
BuildStructs();
byte[] data = ResourceBuilder.Build(Nav, 2); //ynv is version 2...
return data;
}
private void BuildStructs()
{
Vector3 posoffset = Nav.SectorTree?.AABBMin.XYZ() ?? Vector3.Zero;
Vector3 aabbsize = Nav.AABBSize;
Vector3 aabbsizeinv = 1.0f / aabbsize;
var vertlist = new List<NavMeshVertex>();
if (Vertices != null)
{
for (int i = 0; i < Vertices.Count; i++)
{
vertlist.Add(NavMeshVertex.Create((Vertices[i] - posoffset) * aabbsizeinv));
}
}
var polylist = new List<NavMeshPoly>();
if (Polys != null)
{
for (int i = 0; i < Polys.Count; i++)
{
Polys[i].Index = i;
polylist.Add(Polys[i].RawData);
}
}
var portallist = new List<NavMeshPortal>();
if (Portals != null)
{
for (int i = 0; i < Portals.Count; i++)
{
var portal = Portals[i];
var pdata = portal.RawData;
pdata.PositionFrom = NavMeshVertex.Create((portal.PositionFrom - posoffset) * aabbsizeinv);
pdata.PositionTo = NavMeshVertex.Create((portal.PositionTo - posoffset) * aabbsizeinv);
portallist.Add(pdata);
}
}
if (Points != null)
{
for (int i = 0; i < Points.Count; i++)
{
var point = Points[i];
var pdata = point.RawData;
pdata.Position = point.Position;
}
}
if (Nav.Vertices == null)
{
Nav.Vertices = new NavMeshList<NavMeshVertex>();
Nav.Vertices.VFT = 1080158456;
}
if (Nav.Indices == null)
{
Nav.Indices = new NavMeshList<ushort>();
Nav.Indices.VFT = 1080158424;
}
if (Nav.AdjPolys == null)
{
Nav.AdjPolys = new NavMeshList<NavMeshAdjPoly>();
Nav.AdjPolys.VFT = 1080158440;
}
if (Nav.Polys == null)
{
Nav.Polys = new NavMeshList<NavMeshPoly>();
Nav.Polys.VFT = 1080158408;
}
Nav.Vertices.RebuildList(vertlist);
Nav.Indices.RebuildList(Indices);
Nav.AdjPolys.RebuildList(AdjPolys);
Nav.Polys.RebuildList(polylist);
Nav.Portals = (portallist.Count > 0) ? portallist.ToArray() : null;
Nav.PortalsCount = (uint)(Nav.Portals?.Length ?? 0);
//TODO: update portal links data.....
for (int i = 0; i < Nav.Polys.ListParts.Count; i++) //reassign part id's on all the polys...
{
var listpart = Nav.Polys.ListParts[i];
var partitems = listpart?.Items;
if (partitems == null) continue;
ushort iu = (ushort)i;
for (int j = 0; j < partitems.Length; j++)
{
partitems[j].PartID = iu;
}
}
//Build Sector Tree
int depth = 0;
if ((Nav.ContentFlags & NavMeshFlags.Vehicle) == 0) depth = 2;
//vehicle navmesh has a single level, static has 3..
NavMeshSector orig = Nav.SectorTree;
NavMeshSector root = new NavMeshSector();
root.SetAABBs(orig.AABBMin.XYZ(), orig.AABBMax.XYZ());
uint pointindex = 0;
BuildSectorTree(root, depth, ref pointindex);
Nav.SectorTree = root;
}
private void BuildSectorTree(NavMeshSector node, int depth, ref uint pointindex)
{
Vector3 min = node.AABBMin.XYZ();
Vector3 max = node.AABBMax.XYZ();
Vector3 cen = (min + max) * 0.5f;
if (depth <= 0)
{
//go through polys and points and create new lists for this node
NavMeshSectorData data = new NavMeshSectorData();
node.Data = data;
data.PointsStartID = pointindex;
if (Polys != null)
{
List<ushort> polyids = new List<ushort>();
for (int i = 0; i < Polys.Count; i++)
{
var poly = Polys[i];
var b = poly._RawData.CellAABB;
if (BoxOverlaps(b, node.CellAABB))
{
polyids.Add((ushort)poly.Index);
}
}
if (polyids.Count > 0)
{
data.PolyIDs = polyids.ToArray();
}
}
if (Points != null)
{
List<NavMeshPoint> points = new List<NavMeshPoint>();
for (int i = 0; i < Points.Count; i++)
{
var point = Points[i];
if (IsInBox(point.Position, min, max))
{
points.Add(point.RawData);
}
}
if (points.Count > 0)
{
data.Points = points.ToArray();
pointindex += (uint)points.Count;
}
}
}
else
{
//recurse quadtree... clockwise from +XY (top right)
int cdepth = depth - 1;
node.SubTree1 = new NavMeshSector();
node.SubTree2 = new NavMeshSector();
node.SubTree3 = new NavMeshSector();
node.SubTree4 = new NavMeshSector();
node.SubTree1.SetAABBs(new Vector3(cen.X, cen.Y, cen.Z), new Vector3(max.X, max.Y, max.Z)); //for some reason Z values seem to get arranged like this...
node.SubTree2.SetAABBs(new Vector3(cen.X, min.Y, 0.0f), new Vector3(max.X, cen.Y, 0.0f));
node.SubTree3.SetAABBs(new Vector3(min.X, min.Y, min.Z), new Vector3(cen.X, cen.Y, cen.Z));
node.SubTree4.SetAABBs(new Vector3(min.X, cen.Y, 0.0f), new Vector3(cen.X, max.Y, 0.0f));
BuildSectorTree(node.SubTree1, cdepth, ref pointindex);
BuildSectorTree(node.SubTree2, cdepth, ref pointindex);
BuildSectorTree(node.SubTree3, cdepth, ref pointindex);
BuildSectorTree(node.SubTree4, cdepth, ref pointindex);
}
}
private bool IsInBox(Vector3 p, Vector3 min, Vector3 max)
{
return (p.X >= min.X) && (p.X < max.X) &&
(p.Y >= min.Y) && (p.Y < max.Y);// &&
//(p.Z >= min.Z) && (p.Z < max.Z);
}
private bool BoxOverlaps(Vector3 bmin, Vector3 bmax, Vector3 min, Vector3 max)
{
return (bmax.X >= min.X) && (bmin.X <= max.X) &&
(bmax.Y >= min.Y) && (bmin.Y <= max.Y);// &&
//(bmax.Z >= min.Z) && (bmin.Z <= max.Z);
}
private bool BoxOverlaps(NavMeshAABB a, NavMeshAABB b)
{
return (a.MaxX >= b.MinX) && (a.MinX <= b.MaxX) &&
(a.MaxY >= b.MinY) && (a.MinY <= b.MaxY);
}
public bool RemovePoly(YnvPoly poly)
{
return false;
}
public bool RemovePoint(YnvPoint point)
{
return false;
}
public bool RemovePortal(YnvPortal portal)
{
return false;
}
public void UpdateAllNodePositions()
{
if (Nav == null) return;
Vector3 posoffset = Nav.SectorTree.AABBMin.XYZ();
Vector3 aabbsize = Nav.AABBSize;
EditorVertex v = new EditorVertex();
v.Colour = 0xFF0000FF;
var lv = new List<EditorVertex>();
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)
{
for (int i = 0; i < cnt; i++)
{
var portal = Portals[i];
nv.Add(new Vector4(portal.PositionFrom, 1.0f));
v.Position = portal.PositionFrom; lv.Add(v);
v.Position = portal.PositionTo; lv.Add(v);
}
}
////### 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()
{
//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>();
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();
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 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;
}
public EditorVertex[] GetTriangleVertices()
{
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; } set { _RawData.AreaID = value; } }
public ushort PartID { get { return _RawData.PartID; } set { _RawData.PartID = value; } }
public ushort PortalLinkID { get { return _RawData.PortalLinkID; } set { _RawData.PortalLinkID = value; } }
public byte PortalType { get { return _RawData.PortalType; } set { _RawData.PortalType = value; } }
public byte Flags1 { get { return (byte)(_RawData.Unknown_00h & 0xFF); } set { _RawData.Unknown_00h = (ushort)((_RawData.Unknown_00h & 0xFF00) | (value & 0xFF)); } }
public byte Flags2 { get { return (byte)((_RawData.Unknown_24h.Value >> 0) & 0xFF); } set { _RawData.Unknown_24h = ((_RawData.Unknown_24h.Value & 0xFFFFFF00u) | ((value & 0xFFu) << 0)); } }
public byte Flags3 { get { return (byte)((_RawData.Unknown_24h.Value >> 9) & 0xFF); } set { _RawData.Unknown_24h = ((_RawData.Unknown_24h.Value & 0xFFFE01FFu) | ((value & 0xFFu) << 9)); } }
public byte Flags4 { get { return (byte)((_RawData.Unknown_28h.Value >> 16) & 0xFF); } set { _RawData.Unknown_28h = ((_RawData.Unknown_28h.Value & 0x0000FFFFu) | ((value & 0xFFu) << 16)); } }
public bool B00_AvoidUnk { get { return (_RawData.Unknown_00h & 1) > 0; } set { _RawData.Unknown_00h = (ushort)BitUtil.UpdateBit(_RawData.Unknown_00h, 0, value); } }
public bool B01_AvoidUnk { get { return (_RawData.Unknown_00h & 2) > 0; } set { _RawData.Unknown_00h = (ushort)BitUtil.UpdateBit(_RawData.Unknown_00h, 1, value); } }
public bool B02_IsFootpath { get { return (_RawData.Unknown_00h & 4) > 0; } set { _RawData.Unknown_00h = (ushort)BitUtil.UpdateBit(_RawData.Unknown_00h, 2, value); } }
public bool B03_IsUnderground { get { return (_RawData.Unknown_00h & 8) > 0; } set { _RawData.Unknown_00h = (ushort)BitUtil.UpdateBit(_RawData.Unknown_00h, 3, value); } }
//public bool B04_Unused { get { return (_RawData.Unknown_00h & 16) > 0; } set { _RawData.Unknown_00h = (ushort)BitUtil.UpdateBit(_RawData.Unknown_00h, 4, value); } }
//public bool B05_Unused { get { return (_RawData.Unknown_00h & 32) > 0; } set { _RawData.Unknown_00h = (ushort)BitUtil.UpdateBit(_RawData.Unknown_00h, 5, value); } }
public bool B06_SteepSlope { get { return (_RawData.Unknown_00h & 64) > 0; } set { _RawData.Unknown_00h = (ushort)BitUtil.UpdateBit(_RawData.Unknown_00h, 6, value); } }
public bool B07_IsWater { get { return (_RawData.Unknown_00h & 128) > 0; } set { _RawData.Unknown_00h = (ushort)BitUtil.UpdateBit(_RawData.Unknown_00h, 7, value); } }
public bool B08_UndergroundUnk0 { get { return (_RawData.Unknown_24h.Value & 1) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 0, value); } }
public bool B09_UndergroundUnk1 { get { return (_RawData.Unknown_24h.Value & 2) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 1, value); } }
public bool B10_UndergroundUnk2 { get { return (_RawData.Unknown_24h.Value & 4) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 2, value); } }
public bool B11_UndergroundUnk3 { get { return (_RawData.Unknown_24h.Value & 8) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 3, value); } }
//public bool B12_Unused { get { return (_RawData.Unknown_24h.Value & 16) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 4, value); } }
public bool B13_HasPathNode { get { return (_RawData.Unknown_24h.Value & 32) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 5, value); } }
public bool B14_IsInterior { get { return (_RawData.Unknown_24h.Value & 64) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 6, value); } }
public bool B15_InteractionUnk { get { return (_RawData.Unknown_24h.Value & 128) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 7, value); } }
//public bool B16_Unused { get { return (_RawData.Unknown_24h.Value & 256) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 8, value); } }
public bool B17_IsFlatGround { get { return (_RawData.Unknown_24h.Value & 512) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 9, value); } }
public bool B18_IsRoad { get { return (_RawData.Unknown_24h.Value & 1024) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 10, value); } }
public bool B19_IsCellEdge { get { return (_RawData.Unknown_24h.Value & 2048) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 11, value); } }
public bool B20_IsTrainTrack { get { return (_RawData.Unknown_24h.Value & 4096) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 12, value); } }
public bool B21_IsShallowWater { get { return (_RawData.Unknown_24h.Value & 8192) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 13, value); } }
public bool B22_FootpathUnk1 { get { return (_RawData.Unknown_24h.Value & 16384) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 14, value); } }
public bool B23_FootpathUnk2 { get { return (_RawData.Unknown_24h.Value & 32768) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 15, value); } }
public bool B24_FootpathMall { get { return (_RawData.Unknown_24h.Value & 65536) > 0; } set { _RawData.Unknown_24h = BitUtil.UpdateBit(_RawData.Unknown_24h.Value, 16, value); } }
public bool B25_SlopeSouth { get { return (_RawData.Unknown_28h.Value & 65536) > 0; } set { _RawData.Unknown_28h = BitUtil.UpdateBit(_RawData.Unknown_28h.Value, 16, value); } }
public bool B26_SlopeSouthEast { get { return (_RawData.Unknown_28h.Value & 131072) > 0; } set { _RawData.Unknown_28h = BitUtil.UpdateBit(_RawData.Unknown_28h.Value, 17, value); } }
public bool B27_SlopeEast { get { return (_RawData.Unknown_28h.Value & 262144) > 0; } set { _RawData.Unknown_28h = BitUtil.UpdateBit(_RawData.Unknown_28h.Value, 18, value); } }
public bool B28_SlopeNorthEast { get { return (_RawData.Unknown_28h.Value & 524288) > 0; } set { _RawData.Unknown_28h = BitUtil.UpdateBit(_RawData.Unknown_28h.Value, 19, value); } }
public bool B29_SlopeNorth { get { return (_RawData.Unknown_28h.Value & 1048576) > 0; } set { _RawData.Unknown_28h = BitUtil.UpdateBit(_RawData.Unknown_28h.Value, 20, value); } }
public bool B30_SlopeNorthWest { get { return (_RawData.Unknown_28h.Value & 2097152) > 0; } set { _RawData.Unknown_28h = BitUtil.UpdateBit(_RawData.Unknown_28h.Value, 21, value); } }
public bool B31_SlopeWest { get { return (_RawData.Unknown_28h.Value & 4194304) > 0; } set { _RawData.Unknown_28h = BitUtil.UpdateBit(_RawData.Unknown_28h.Value, 22, value); } }
public bool B32_SlopeSouthWest { get { return (_RawData.Unknown_28h.Value & 8388608) > 0; } set { _RawData.Unknown_28h = BitUtil.UpdateBit(_RawData.Unknown_28h.Value, 23, value); } }
public byte UnkX { get { return _RawData.Unknown_28h_8a; } set { _RawData.Unknown_28h_8a = value; } }
public byte UnkY { get { return _RawData.Unknown_28h_8b; } set { _RawData.Unknown_28h_8b = value; } }
public Vector3 Position { get; set; }
public int Index { get; set; }
public void Init(YnvFile ynv, NavMeshPoly poly)
{
Ynv = ynv;
RawData = poly;
}
public void SetPosition(Vector3 pos)
{
Vector3 delta = pos - Position;
Position = pos;
//TODO: update vertex positions!!!
}
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
//if (u0 >= 256) colour.Green += 1.0f;//other bits unused...
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.PortalType;
//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.Red = (PortalID) / 65535.0f; //portal ID testing... portalID only valid when portalType > 0!
//colour.Green = (PortalID%5)/4.0f;
//colour.Blue = ((PortalID/5)%5)/4.0f;
colour.Alpha = 0.75f;
return colour;
}
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 PositionFrom; } set { PositionFrom = value; } }
public Vector3 PositionFrom { get; set; }
public Vector3 PositionTo { get; set; }
public byte Angle { get { return _RawData.Angle; } set { _RawData.Angle = value; } }
public float Direction
{
get
{
return (float)Math.PI * 2.0f * Angle / 255.0f;
}
set
{
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 Type { get { return _RawData.Type; } set { _RawData.Type = value; } }
public ushort AreaIDFrom { get { return _RawData.AreaIDFrom; } set { _RawData.AreaIDFrom = value; } }
public ushort AreaIDTo { get { return _RawData.AreaIDTo; } set { _RawData.AreaIDTo = value; } }
public ushort PolyIDFrom1 { get { return _RawData.PolyIDFrom1; } set { _RawData.PolyIDFrom1 = value; } }
public ushort PolyIDFrom2 { get { return _RawData.PolyIDFrom2; } set { _RawData.PolyIDFrom2 = value; } }
public ushort PolyIDTo1 { get { return _RawData.PolyIDTo1; } set { _RawData.PolyIDTo1 = value; } }
public ushort PolyIDTo2 { get { return _RawData.PolyIDTo2; } set { _RawData.PolyIDTo2 = value; } }
public ushort Unk1 { get { return _RawData.FlagsUnk; } set { _RawData.FlagsUnk = value; } }
public byte Unk2 { get { return _RawData.AreaUnk; } set { _RawData.AreaUnk = value; } }
public void Init(YnvFile ynv, NavMeshPortal portal)
{
Ynv = ynv;
RawData = portal;
}
public void SetPosition(Vector3 pos)
{
var delta = pos - PositionFrom;
PositionFrom = pos;
PositionTo += delta;
//TODO: update _RawData positions!
}
public void SetOrientation(Quaternion orientation)
{
Orientation = orientation;
}
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 byte Angle { get { return _RawData.Angle; } set { _RawData.Angle = value; } }
public float Direction
{
get
{
return (float)Math.PI * 2.0f * Angle / 255.0f;
}
set
{
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 Type { get { return _RawData.Type; } set { _RawData.Type = 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() + ": " + Type.ToString();
}
}
}