CodeWalker/CodeWalker.Core/World/Watermaps.cs

288 lines
9.8 KiB
C#

using CodeWalker.Core.Utils;
using CodeWalker.GameFiles;
using Collections.Pooled;
using SharpDX;
using System;
using System.Collections.Generic;
using System.Text;
namespace CodeWalker.World
{
public class Watermaps : BasePathData
{
public volatile bool Inited = false;
public GameFileCache GameFileCache;
public List<WatermapFile> WatermapFiles = new List<WatermapFile>();
public Vector4[] GetNodePositions()
{
return NodePositions;
}
public EditorVertex[] GetTriangleVertices()
{
return TriangleVerts;
}
public Vector4[] NodePositions = [];
public EditorVertex[] TriangleVerts = [];
public void Init(GameFileCache gameFileCache, Action<string> updateStatus)
{
using var _ = new DisposableTimer("Watermaps Init");
Inited = false;
GameFileCache = gameFileCache;
WatermapFiles.Clear();
LoadWatermap("common.rpf\\data\\levels\\gta5\\waterheight.dat");
BuildVertices();
Inited = true;
}
private void LoadWatermap(string filename)
{
var wmf = GameFileCache.RpfMan.GetFile<WatermapFile>(filename);
WatermapFiles.Add(wmf);
}
public void BuildVertices()
{
using var vlist = new PooledList<EditorVertex>();
using var nlist = new PooledList<Vector4>();
foreach (var wmf in WatermapFiles)
{
BuildWatermapVertices(wmf, vlist, nlist);
}
if (vlist.Count > 0)
{
TriangleVerts = vlist.ToArray();
}
if (nlist.Count > 0)
{
NodePositions = nlist.ToArray();
}
}
private void BuildWatermapVertices(WatermapFile wmf, IList<EditorVertex> vl, IList<Vector4> nl)
{
EditorVertex v1;
EditorVertex v2;
EditorVertex v3;
EditorVertex v4;
uint cblu = (uint)new Color(0, 0, 128, 60).ToRgba();
float getHeight(int o)
{
var harr = wmf.GridWatermapRefs[o];
if (harr == null) return 0;
if (harr.Length == 0) return 0;
var h0 = harr[0];
var i0 = h0.Item;
if (h0.Type == WatermapFile.WaterItemType.River)
{
return h0.Vector.Z;
}
if (h0.Type == WatermapFile.WaterItemType.Lake)
{
if (i0 != null) return i0.Position.Z;
}
if (h0.Type == WatermapFile.WaterItemType.Pool)
{
if (i0 != null) return i0.Position.Z;
}
return h0.Vector.Z;
}
uint getColour(int o)
{
var harr = wmf.GridWatermapRefs[o];
if (harr == null)
return cblu;
if (harr.Length == 0)
return cblu;
var i0 = harr[0].Item;
if (i0 == null)
return cblu;
var c = i0.Colour;
c.A = 128;
return (uint)c.ToRgba();
}
//var w = wmf.Width;
//var h = wmf.Height;
//var min = new Vector3(wmf.CornerX, wmf.CornerY, 0.0f);
//var step = new Vector3(wmf.TileX, -wmf.TileY, 1.0f);
//var siz = new Vector3(w, h, 1) * step;
//for (int yi = 1; yi < h; yi++)
//{
// var yo = yi - 1;
// for (int xi = 1; xi < w; xi++)
// {
// var xo = xi - 1;
// var o1 = yi * w + xo;
// var o2 = yi * w + xi;
// var o3 = yo * w + xo;
// var o4 = yo * w + xi;
// v1.Position = min + step * new Vector3(xo, yi, getHeight(o1));
// v2.Position = min + step * new Vector3(xi, yi, getHeight(o2));
// v3.Position = min + step * new Vector3(xo, yo, getHeight(o3));
// v4.Position = min + step * new Vector3(xi, yo, getHeight(o4));
// v1.Colour = getColour(o1);
// v2.Colour = getColour(o2);
// v3.Colour = getColour(o3);
// v4.Colour = getColour(o4);
// //vl.Add(v1); vl.Add(v2); vl.Add(v3);
// //vl.Add(v3); vl.Add(v2); vl.Add(v4);
// }
//}
//for (int y = 0; y < h; y++)
//{
// for (int x = 0; x < w; x++)
// {
// var o = y * w + x;
// nl.Add(new Vector4(min + step * new Vector3(x, y, getHeight(o)), 10));
// }
//}
void addQuad(in Quad q, uint color)
{
v1 = new EditorVertex(q.P1, color);
v2 = new EditorVertex(q.P2, color);
v3 = new EditorVertex(q.P3, color);
v4 = new EditorVertex(q.P4, color);
vl.Add(new EditorVertex()); vl.Add(v2); vl.Add(v3);
vl.Add(v3); vl.Add(v2); vl.Add(v4);
}
void addRivEnd(in Vector3 p, in Vector3 s, in Vector3 d, float r, uint color)
{
v1 = new EditorVertex(p, color);
v2 = new EditorVertex(p + s * r, color);
v3 = new EditorVertex(p + d * r, color);
v4 = new EditorVertex(p - s * r, color);
vl.Add(new EditorVertex()); vl.Add(v2); vl.Add(v3);
vl.Add(new EditorVertex()); vl.Add(v3); vl.Add(v4);
}
var rivers = wmf.Rivers;
if (rivers != null)
{
foreach (var river in rivers)
{
if ((river.Vectors == null) || (river.VectorCount <= 1))
{ continue; }
var rwid = 20.0f;
var rc = river.Colour;
rc.A = 128;
var riverColor = (uint)rc.ToRgba();
var quads = new Quad[river.Vectors.Length - 1];
var li = river.Vectors.Length - 1;
for (int i = 1; i < river.Vectors.Length; i++)
{
var o = i - 1;
var vo = river.Vectors[o];
var vi = river.Vectors[i];
var dif = vi.XYZ() - vo.XYZ();
var dir = Vector3.Normalize(dif);
var sid = Vector3.Normalize(Vector3.Cross(dir, Vector3.UnitZ));
if (Math.Abs(dir.Z) > 0.95f)
{
dir = Vector3.UnitY;
sid = Vector3.UnitX;
}
quads[o].P1 = vo.XYZ() - sid*rwid;
quads[o].P2 = vo.XYZ() + sid*rwid;
quads[o].P3 = vi.XYZ() - sid*rwid;
quads[o].P4 = vi.XYZ() + sid*rwid;
if (i == 1) addRivEnd(vo.XYZ(), -sid, -dir, rwid, riverColor);
if (i == li) addRivEnd(vi.XYZ(), in sid, in dir, rwid, riverColor);
}
for (int i = 1; i < quads.Length; i++)
{
var o = i - 1;
quads[o].P3 = quads[i].P1 = (quads[o].P3 + quads[i].P1) * 0.5f;
quads[o].P4 = quads[i].P2 = (quads[o].P4 + quads[i].P2) * 0.5f;
}
for (int i = 0; i < quads.Length; i++)
{
addQuad(in quads[i], riverColor);
}
}
}
var lakes = wmf.Lakes;
if (lakes != null)
{
foreach (var lake in lakes)
{
if ((lake.Vectors == null) || (lake.VectorCount == 0))
{ continue; }
var lp = lake.Position;
var lc = lake.Colour;
lc.A = 128;
var lakeColor = (uint)lc.ToRgba();
for (int i = 0; i < lake.Vectors.Length; i++)
{
var vi = lake.Vectors[i];
var vp = new Vector3(vi.X, vi.Y, lp.Z);
var q = new Quad
{
P1 = vp + new Vector3(vi.Z, -vi.W, 0),
P2 = vp + new Vector3(vi.Z, vi.W, 0),
P3 = vp + new Vector3(-vi.Z, -vi.W, 0),
P4 = vp + new Vector3(-vi.Z, vi.W, 0),
};
addQuad(in q, lakeColor);
}
}
}
var pools = wmf.Pools;
if (pools != null)
{
foreach (var pool in pools)
{
var pp = pool.Position;
var ps = pool.Size;
var pc = pool.Colour;
pc.A = 128;
var q = new Quad
{
P1 = pp + new Vector3(ps.X, -ps.Y, 0),
P2 = pp + new Vector3(ps.X, ps.Y, 0),
P3 = pp + new Vector3(-ps.X, -ps.Y, 0),
P4 = pp + new Vector3(-ps.X, ps.Y, 0)
};
addQuad(in q, (uint)pc.ToRgba());
}
}
}
struct Quad
{
public Vector3 P1;
public Vector3 P2;
public Vector3 P3;
public Vector3 P4;
}
}
}