mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-19 17:03:07 +00:00
57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
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using SanAndreasUnity.Importing.Items;
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using SanAndreasUnity.Importing.Items.Placements;
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using System.Linq;
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using UnityEngine;
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namespace SanAndreasUnity.Behaviours.World
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{
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public class Water : MonoBehaviour
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{
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public GameObject WaterPrefab;
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private void AddFace(WaterFace face)
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{
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// TODO
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if ((face.Flags & WaterFlags.Visible) != WaterFlags.Visible) return;
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var obj = Instantiate(WaterPrefab);
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obj.transform.SetParent(transform);
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var mid = obj.transform.position = face.Vertices.Aggregate(Vector3.zero,
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(s, x) => s + x.Position) / face.Vertices.Length;
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obj.name = string.Format("WaterFace ({0})", mid);
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var mesh = new Mesh();
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mesh.vertices = face.Vertices.Select(x => x.Position - mid).ToArray();
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mesh.normals = face.Vertices.Select(x => Vector3.up).ToArray();
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var indices = new int[(face.Vertices.Length - 2) * 3];
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for (var i = 0; i < face.Vertices.Length - 2; ++i)
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{
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var flip = i & 1;
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indices[i * 3 + 0] = i + 1 - flip;
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indices[i * 3 + 1] = i + 0 + flip;
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indices[i * 3 + 2] = i + 2;
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}
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mesh.SetIndices(indices, MeshTopology.Triangles, 0);
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obj.GetComponent<MeshFilter>().sharedMesh = mesh;
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}
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public void Initialize(WaterFile file)
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{
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if (WaterPrefab == null)
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{
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Debug.LogWarning("No water prefab set, skipping load!");
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return;
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}
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foreach (var face in file.Faces)
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{
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AddFace(face);
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}
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}
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}
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}
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