mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-04 22:27:29 +08:00
406 lines
16 KiB
C#
406 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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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 SharpDX;
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namespace CodeWalker.GameFiles
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{
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[TypeConverter(typeof(ExpandableObjectConverter))] public class YnvFile : GameFile, PackedFile, BasePathData
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{
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public NavMesh Nav { get; set; }
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public List<Vector3> Vertices { get; set; }
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public List<ushort> Indices { get; set; }
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public List<YnvPoly> Polys { get; set; }
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public VertexTypePC[] TriangleVerts { get; set; }
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public Vector4[] NodePositions { get; set; }
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//fields used by the editor:
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public bool HasChanged { get; set; } = false;
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public List<string> SaveWarnings = null;
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public int AreaID
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{
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get
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{
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return (int)(Nav?.AreaID ?? 0);
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}
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}
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public YnvFile() : base(null, GameFileType.Ynv)
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{
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}
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public YnvFile(RpfFileEntry entry) : base(entry, GameFileType.Ynv)
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{
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}
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public void Load(byte[] data, RpfFileEntry entry)
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{
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Name = entry.Name;
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RpfFileEntry = entry;
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RpfResourceFileEntry resentry = entry as RpfResourceFileEntry;
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if (resentry == null)
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{
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throw new Exception("File entry wasn't a resource! (is it binary data?)");
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}
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ResourceDataReader rd = new ResourceDataReader(resentry, data);
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Nav = rd.ReadBlock<NavMesh>();
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if ((Nav != null) && (Nav.SectorTree != null))
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{
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if (Nav.Vertices != null)
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{
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Vector3 posoffset = Nav.SectorTree.AABBMin.XYZ();
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Vector3 aabbsize = Nav.AABBSize;
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var verts = Nav.Vertices.GetFullList();
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Vertices = new List<Vector3>(verts.Count);
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for (int i = 0; i < verts.Count; i++)
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{
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var ov = verts[i].ToVector3();
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Vertices.Add(posoffset + ov * aabbsize);
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}
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}
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if (Nav.Indices != null)
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{
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Indices = Nav.Indices.GetFullList();
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}
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if (Nav.Polys != null)
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{
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var polys = Nav.Polys.GetFullList();
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Polys = new List<YnvPoly>(polys.Count);
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for (int i = 0; i < polys.Count; i++)
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{
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YnvPoly poly = new YnvPoly();
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poly.Init(this, polys[i]);
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poly.Index = i;
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Polys.Add(poly);
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//calc poly center.
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if ((Indices == null) || (Vertices == null))
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{ continue; }
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var vc = Vertices.Count;
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var ic = poly._RawData.IndexCount;
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var startid = poly._RawData.IndexID;
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var endid = startid + ic;
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if (startid >= Indices.Count)
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{ continue; }
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if (endid > Indices.Count)
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{ continue; }
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Vector3 pcenter = Vector3.Zero;
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float pcount = 0.0f;
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for (int id = startid; id < endid; id++)
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{
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var ind = Indices[id];
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if(ind>=vc)
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{ continue; }
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pcenter += Vertices[ind];
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pcount += 1.0f;
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}
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poly.Position = pcenter * (1.0f / pcount);
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}
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}
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}
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UpdateAllNodePositions();
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UpdateTriangleVertices();
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Loaded = true;
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LoadQueued = true;
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}
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public bool RemovePoly(YnvPoly poly)
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{
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return false;
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}
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public void UpdateAllNodePositions()
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{
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if (Nav == null) return;
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if (Nav.Portals == null) return;
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int cnt = Nav.Portals?.Length ?? 0;
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if (cnt <= 0)
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{
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NodePositions = null;
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return;
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}
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Vector3 posoffset = Nav.SectorTree.AABBMin.XYZ();
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Vector3 aabbsize = Nav.AABBSize;
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var np = new Vector4[cnt];
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for (int i = 0; i < cnt; i++)
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{
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var portal = Nav.Portals[i];
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var pv = portal.Position1.ToVector3();
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//var pv = portal.Position2.ToVector3();
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np[i] = new Vector4(posoffset + pv * aabbsize, 1.0f);
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}
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NodePositions = np;
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}
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public void UpdateTriangleVertices()
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{
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if (Nav == null) return;
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if (Nav.Polys == null) return;
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if (Nav.Vertices == null) return;
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//need position and colour for each vertex.
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//render as a triangle list... (no indices needed)
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//go through the nav mesh polys and generate verts to render...
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if ((Vertices == null) || (Vertices.Count == 0)) return;
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if ((Indices == null) || (Indices.Count == 0)) return;
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if ((Polys == null) || (Polys.Count == 0)) return;
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int vc = Vertices.Count;
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List<VertexTypePC> rverts = new List<VertexTypePC>();
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foreach (var ypoly in Polys)
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{
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var poly = ypoly.RawData;
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var colour = ypoly.GetColour();
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var colourval = (uint)colour.ToRgba();
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var ic = poly.IndexCount;
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var startid = poly.IndexID;
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var endid = startid + ic;
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if (startid >= Indices.Count)
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{ continue; }
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if (endid > Indices.Count)
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{ continue; }
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if(ic<3)
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{ continue; }//not enough verts to make a triangle...
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if (ic > 15)
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{ }
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VertexTypePC p0 = new VertexTypePC();
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VertexTypePC p1 = new VertexTypePC();
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VertexTypePC p2 = new VertexTypePC();
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p0.Colour = colourval;
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p1.Colour = colourval;
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p2.Colour = colourval;
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var startind = Indices[startid];
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if (startind >= vc)
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{ continue; }
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p0.Position = Vertices[startind];
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//build triangles for the poly.
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int tricount = ic - 2;
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for (int t = 0; t < tricount; t++)
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{
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int tid = startid + t;
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int ind1 = Indices[tid + 1];
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int ind2 = Indices[tid + 2];
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if ((ind1 >= vc) || (ind2 >= vc))
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{ continue; }
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p1.Position = Vertices[ind1];
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p2.Position = Vertices[ind2];
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rverts.Add(p0);
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rverts.Add(p1);
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rverts.Add(p2);
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}
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}
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TriangleVerts = rverts.ToArray();
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}
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public VertexTypePC[] GetPathVertices()
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{
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return null;
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}
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public VertexTypePC[] GetTriangleVertices()
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{
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return TriangleVerts;
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}
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public Vector4[] GetNodePositions()
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{
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return NodePositions;
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}
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}
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[TypeConverter(typeof(ExpandableObjectConverter))] public class YnvPoly
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{
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public NavMeshPoly _RawData;
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public YnvFile Ynv { get; set; }
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public NavMeshPoly RawData { get { return _RawData; } set { _RawData = value; } }
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public ushort AreaID { get { return _RawData.AreaID; } }
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public bool B00_AvoidUnk { get { return (_RawData.Unknown_00h & 1) > 0; } }
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public bool B01_AvoidUnk { get { return (_RawData.Unknown_00h & 2) > 0; } }
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public bool B02_IsFootpath { get { return (_RawData.Unknown_00h & 4) > 0; } }
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public bool B03_IsUnderground { get { return (_RawData.Unknown_00h & 8) > 0; } }
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//public bool B04_Unused { get { return (_RawData.Unknown_00h & 16) > 0; } }
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//public bool B05_Unused { get { return (_RawData.Unknown_00h & 32) > 0; } }
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public bool B06_SteepSlope { get { return (_RawData.Unknown_00h & 64) > 0; } }
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public bool B07_IsWater { get { return (_RawData.Unknown_00h & 128) > 0; } }
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public bool B08_UndergroundUnk1 { get { return (_RawData.Unknown_24h.Value & 1) > 0; } }
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public bool B09_UndergroundUnk2 { get { return (_RawData.Unknown_24h.Value & 2) > 0; } }
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public bool B10_UndergroundUnk3 { get { return (_RawData.Unknown_24h.Value & 4) > 0; } }
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public bool B11_UndergroundUnk4 { get { return (_RawData.Unknown_24h.Value & 8) > 0; } }
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//public bool B12_Unused { get { return (_RawData.Unknown_24h.Value & 16) > 0; } }
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public bool B13_HasPathNode { get { return (_RawData.Unknown_24h.Value & 32) > 0; } }
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public bool B14_IsInterior { get { return (_RawData.Unknown_24h.Value & 64) > 0; } }
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public bool B15_InteractionUnk { get { return (_RawData.Unknown_24h.Value & 128) > 0; } }
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//public bool B16_Unused { get { return (_RawData.Unknown_24h.Value & 256) > 0; } }
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public bool B17_IsFlatGround { get { return (_RawData.Unknown_24h.Value & 512) > 0; } }
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public bool B18_IsRoad { get { return (_RawData.Unknown_24h.Value & 1024) > 0; } }
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public bool B19_IsCellEdge { get { return (_RawData.Unknown_24h.Value & 2048) > 0; } }
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public bool B20_IsTrainTrack { get { return (_RawData.Unknown_24h.Value & 4096) > 0; } }
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public bool B21_IsShallowWater { get { return (_RawData.Unknown_24h.Value & 8192) > 0; } }
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public bool B22_FootpathUnk1 { get { return (_RawData.Unknown_24h.Value & 16384) > 0; } }
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public bool B23_FootpathUnk2 { get { return (_RawData.Unknown_24h.Value & 32768) > 0; } }
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public bool B24_FootpathMall { get { return (_RawData.Unknown_24h.Value & 65536) > 0; } }
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public bool B25_SlopeSouth { get { return (_RawData.Unknown_28h.Value & 65536) > 0; } }
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public bool B26_SlopeSouthEast { get { return (_RawData.Unknown_28h.Value & 131072) > 0; } }
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public bool B27_SlopeEast { get { return (_RawData.Unknown_28h.Value & 262144) > 0; } }
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public bool B28_SlopeNorthEast { get { return (_RawData.Unknown_28h.Value & 524288) > 0; } }
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public bool B29_SlopeNorth { get { return (_RawData.Unknown_28h.Value & 1048576) > 0; } }
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public bool B30_SlopeNorthWest { get { return (_RawData.Unknown_28h.Value & 2097152) > 0; } }
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public bool B31_SlopeWest { get { return (_RawData.Unknown_28h.Value & 4194304) > 0; } }
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public bool B32_SlopeSouthWest { get { return (_RawData.Unknown_28h.Value & 8388608) > 0; } }
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public bool B33_PortalUnk1 { get { return (_RawData.PartUnk2 & 1) > 0; } }
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public bool B34_PortalUnk2 { get { return (_RawData.PartUnk2 & 2) > 0; } }
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public bool B35_PortalUnk3 { get { return (_RawData.PartUnk2 & 4) > 0; } }
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public bool B36_PortalUnk4 { get { return (_RawData.PartUnk2 & 8) > 0; } }
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public byte HeuristicXUnk { get { return (byte)_RawData.Unknown_28h_8a; } }
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public byte HeuristicYUnk { get { return (byte)_RawData.Unknown_28h_8b; } }
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public Vector3 Position { get; set; }
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public int Index { get; set; }
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public void Init(YnvFile ynv, NavMeshPoly poly)
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{
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Ynv = ynv;
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RawData = poly;
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}
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public Color4 GetColour()
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{
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var colour = new Color4();
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var u0 = _RawData.Unknown_00h;
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if ((u0 & 1) > 0) colour.Red += 0.01f;//avoid? loiter?
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if ((u0 & 2) > 0) colour.Red += 0.01f; //avoid?
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if ((u0 & 4) > 0) colour.Green += 0.25f; //ped/footpath
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if ((u0 & 8) > 0) colour.Green += 0.02f; //underground?
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////if ((u0 & 16) > 0) colour.Red += 1.0f; //not used?
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////if ((u0 & 32) > 0) colour.Green += 1.0f;//not used?
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if ((u0 & 64) > 0) colour.Red += 0.25f; //steep slope
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if ((u0 & 128) > 0) colour.Blue += 0.25f; //water
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var u2 = _RawData.Unknown_24h.Value;
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//colour.Green = (u2 & 15) / 15.0f; //maybe underground amount..?
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//if ((u2 & 1) > 0) colour.Blue += 1.0f; //peds interact with something? underground?
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//if ((u2 & 2) > 0) colour.Green += 1.0f;//underneath something?
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//if ((u2 & 4) > 0) colour.Red += 0.5f;//peds interact with something..? underground?
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//if ((u2 & 8) > 0) colour.Red += 0.5f; //underground?
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//if ((u2 & 16) > 0) colour.Red += 1.0f; //not used..
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//if ((u2 & 32) > 0) colour.Green += 1.0f;//use path node?
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if ((u2 & 64) > 0) colour.Blue += 0.1f; //is interior?
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//if ((u2 & 128) > 0) colour.Red += 1.0f; //interacting areas? veg branches, roofs, vents, worker areas?
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//if ((u2 & 256) > 0) colour.Green += 1.0f; //not used?
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if ((u2 & 512) > 0) colour.Green += 0.1f;//is flat ground? ped-navigable?
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if ((u2 & 1024) > 0) colour.Blue += 0.03f;//is a road
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//if ((u2 & 2048) > 0) colour.Green += 1.0f; //poly is on a cell edge
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if ((u2 & 4096) > 0) colour.Green += 0.75f; //is a train track
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if ((u2 & 8192) > 0) colour.Blue += 0.75f;//shallow water/moving water
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if ((u2 & 16384) > 0) colour.Red += 0.2f; //footpaths/beach - peds walking?
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if ((u2 & 32768) > 0) colour.Blue += 0.2f; //footpaths - special?
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if ((u2 & 65536) > 0) colour.Green = 0.2f;//footpaths - mall areas? eg mall, vinewood blvd
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//if (u2 >= 131072) { }//other bits unused
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var u5 = _RawData.Unknown_28h.Value; //32 bits
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//colour.Red = poly.Unknown_28h_8a / 255.0f; //heuristic vals..?
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//colour.Green = poly.Unknown_28h_8b / 255.0f; //heuristic vals..?
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//if ((u5 & 65536) > 0) colour.Red += 1.0f; //slope facing -Y (south)
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//if ((u5 & 131072) > 0) colour.Blue += 1.0f; //slope facing +X,-Y (southeast)
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//if ((u5 & 262144) > 0) colour.Green += 1.0f; //slope facing +X (east)
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//if ((u5 & 524288) > 0) colour.Red += 1.0f; //slope facing +X,+Y (northeast)
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//if ((u5 & 1048576) > 0) colour.Green += 1.0f; //slope facing +Y (north)
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//if ((u5 & 2097152) > 0) colour.Blue += 1.0f; //slope facing -X,+Y (northwest)
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//if ((u5 & 4194304) > 0) colour.Green += 1.0f; //slope facing -X (west)
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//if ((u5 & 8388608) > 0) colour.Red += 1.0f; //slope facing -X,-Y (southwest)
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//if (u5 >= 16777216) { } //other bits unused
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var u1 = _RawData.PartUnk2;
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//if ((u1 & 1) > 0) colour.Red += 1.0f; //portal - don't interact?
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//if ((u1 & 2) > 0) colour.Green += 1.0f; //portal - ladder/fence interaction?
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//if ((u1 & 4) > 0) colour.Blue += 1.0f; //portal - fence interaction / go away from?
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//if ((u1 & 8) > 0) colour.Red += 1.0f;//something file-specific? portal index related?
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colour.Alpha = 0.75f;
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return colour;
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}
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public override string ToString()
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{
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return AreaID.ToString() + ", " + Index.ToString();
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}
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}
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}
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