using SanAndreasUnity.Behaviours; using SanAndreasUnity.Importing.Archive; using SanAndreasUnity.Importing.Collision; using SanAndreasUnity.Importing.Items.Definitions; using SanAndreasUnity.Importing.RenderWareStream; using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Profiling; namespace SanAndreasUnity.Importing.Conversion { [Flags] public enum MaterialFlags { Default = 0, NoBackCull = 1, Alpha = 2, Vehicle = 4, OverrideAlpha = 8 } public class Geometry { private static int _sMainTexId = -1; protected static int MainTexId { get { return _sMainTexId == -1 ? _sMainTexId = Shader.PropertyToID("_MainTex") : _sMainTexId; } } private static int _sMaskTexId = -1; protected static int MaskTexId { get { return _sMaskTexId == -1 ? _sMaskTexId = Shader.PropertyToID("_MaskTex") : _sMaskTexId; } } private static int _sMetallicId = -1; protected static int MetallicId { get { return _sMetallicId == -1 ? _sMetallicId = Shader.PropertyToID("_Metallic") : _sMetallicId; } } private static int _sSmoothnessId = -1; protected static int SmoothnessId { get { return _sSmoothnessId == -1 ? _sSmoothnessId = Shader.PropertyToID("_Smoothness") : _sSmoothnessId; } } private static int _sCarColorIndexId = -1; protected static int CarColorIndexId { get { return _sCarColorIndexId == -1 ? _sCarColorIndexId = Shader.PropertyToID("_CarColorIndex") : _sCarColorIndexId; } } private static int[] FromTriangleStrip(IList indices) { var dst = new List((indices.Count - 2) * 3); for (var i = 0; i < indices.Count - 2; ++i) { var a = indices[i]; var b = indices[i + 1 + (i & 1)]; var c = indices[i + 2 - (i & 1)]; if (a == b || b == c || a == c) continue; dst.Add(a); dst.Add(b); dst.Add(c); } return dst.ToArray(); } private static UnityEngine.Vector3[] CalculateNormals(RenderWareStream.Geometry src, UnityEngine.Vector3[] verts) { var norms = new UnityEngine.Vector3[src.VertexCount]; for (var i = 0; i < src.FaceCount; ++i) { var face = src.Faces[i]; var a = verts[face.Vertex0]; var b = verts[face.Vertex1]; var c = verts[face.Vertex2]; var v = b - a; var w = c - b; var norm = new UnityEngine.Vector3( v.y * w.z - v.z * w.y, v.z * w.x - v.x * w.z, v.x * w.y - v.y * w.x).normalized; norms[face.Vertex0] -= norm; norms[face.Vertex1] -= norm; norms[face.Vertex2] -= norm; } for (var i = 0; i < src.VertexCount; ++i) { if (norms[i].sqrMagnitude <= 0f) { norms[i] = UnityEngine.Vector3.up; } else { norms[i] = norms[i].normalized; } } return norms; } private static readonly Dictionary _sShaders = new Dictionary(); private static Shader GetShaderNoCache(MaterialFlags flags) { var noBackCull = (flags & MaterialFlags.NoBackCull) == MaterialFlags.NoBackCull; var alpha = (flags & MaterialFlags.Alpha) == MaterialFlags.Alpha; var vehicle = (flags & MaterialFlags.Vehicle) == MaterialFlags.Vehicle; if (vehicle && alpha) { return Shader.Find("SanAndreasUnity/VehicleTransparent"); } if (vehicle) { return Shader.Find("SanAndreasUnity/Vehicle"); } if (noBackCull && alpha) { return Shader.Find("SanAndreasUnity/TransparentNoBackCull"); } if (noBackCull) { return Shader.Find("SanAndreasUnity/NoBackCull"); } if (alpha) { return Shader.Find("SanAndreasUnity/Transparent"); } return Shader.Find("SanAndreasUnity/Default"); } private static Shader GetShader(MaterialFlags flags) { if (_sShaders.ContainsKey(flags)) return _sShaders[flags]; var shader = GetShaderNoCache(flags); _sShaders.Add(flags, shader); return shader; } private static readonly Color32[] _sKeyColors = new[] { new Color32(255, 255, 255, 255), // Paint job new Color32(60, 255, 0, 255), new Color32(255, 0, 175, 255), new Color32(60, 255, 0, 255), // TODO new Color32(255, 0, 175, 255), // TODO // Head lights new Color32(255, 175, 0, 255), // L new Color32(0, 255, 200, 255), // R // Tail lights new Color32(185, 255, 0, 255), // L new Color32(255, 60, 0, 255) // R }; private static LoadedTexture _sWhiteTex; private static LoadedTexture WhiteTex { get { return _sWhiteTex ?? (_sWhiteTex = new LoadedTexture(Texture2D.whiteTexture, false)); } } private static UnityEngine.Material Convert(RenderWareStream.Material src, TextureDictionary[] txds, MaterialFlags flags) { LoadedTexture diffuse; LoadedTexture mask = null; var overrideAlpha = (flags & MaterialFlags.OverrideAlpha) == MaterialFlags.OverrideAlpha; var vehicle = (flags & MaterialFlags.Vehicle) == MaterialFlags.Vehicle; if (!overrideAlpha && src.Colour.A != 255) { flags |= MaterialFlags.Alpha; } if (src.TextureCount > 0) { var tex = src.Textures[0]; diffuse = txds.GetDiffuse(tex.TextureName); if (src.TextureCount > 1) { Debug.LogFormat("Something has {0} textures!", src.TextureCount); } if (diffuse == null) { Debug.LogWarningFormat("Unable to find texture {0}", tex.TextureName); } if (!string.IsNullOrEmpty(tex.MaskName)) { mask = txds.GetAlpha(tex.MaskName) ?? diffuse; } else if (vehicle) { mask = diffuse; } if (!overrideAlpha && mask != null && mask.HasAlpha) { flags |= MaterialFlags.Alpha; } } else { diffuse = WhiteTex; } var shader = GetShader(flags); var mat = new UnityEngine.Material(shader); var clr = Types.Convert(src.Colour); if (vehicle) { var found = false; for (var i = 1; i < _sKeyColors.Length; ++i) { var key = _sKeyColors[i]; if (key.r != clr.r || key.g != clr.g || key.b != clr.b) continue; mat.SetInt(CarColorIndexId, i); found = true; break; } if (found) { mat.color = Color.white; } else { mat.color = clr; } } else { mat.color = clr; } if (diffuse != null) mat.SetTexture(MainTexId, diffuse.Texture); if (mask != null) mat.SetTexture(MaskTexId, mask.Texture); mat.SetFloat(MetallicId, src.Specular); mat.SetFloat(SmoothnessId, src.Smoothness); return mat; } private static Mesh Convert(RenderWareStream.Geometry src) { var mesh = new Mesh(); // ReSharper disable ConvertClosureToMethodGroup var meshVertices = src.Vertices;//Utilities.F.ConvertArray( src.Vertices, x => Types.Convert(x)); mesh.vertices = meshVertices; if (src.Normals != null) { mesh.normals = src.Normals; } if (src.Colours != null) { mesh.colors32 = src.Colours; } if (src.TexCoords != null && src.TexCoords.Length > 0) { mesh.uv = src.TexCoords[0]; } // ReSharper restore ConvertClosureToMethodGroup if (src.Normals == null) { mesh.normals = CalculateNormals(src, meshVertices); } mesh.subMeshCount = src.MaterialSplits.Length; var isTriangleStrip = (src.Flags & GeometryFlag.TriangleStrips) == GeometryFlag.TriangleStrips; var subMesh = 0; foreach (var split in src.MaterialSplits) { var indices = isTriangleStrip ? FromTriangleStrip(split.FaceIndices) : split.FaceIndices; mesh.SetIndices(indices, MeshTopology.Triangles, subMesh++); } mesh.RecalculateBounds(); return mesh; } private static GeometryFrame Convert(RenderWareStream.Frame src, IEnumerable atomics) { var atomic = atomics.FirstOrDefault(x => x.FrameIndex == src.Index); return new GeometryFrame(src, atomic); } private static Transform[] Convert(HierarchyAnimation hAnim, Dictionary transforms, IEnumerable frames) { var dict = frames.Where(x => x.Source.HAnim != null) .ToDictionary(x => x.Source.HAnim.NodeId, x => transforms[x]); return hAnim.Nodes.Select(x => dict[x.NodeId]).ToArray(); } public class GeometryFrame { public const string DefaultName = "unnamed"; public readonly RenderWareStream.Frame Source; public readonly string Name; public readonly UnityEngine.Vector3 Position; public readonly UnityEngine.Quaternion Rotation; public readonly int ParentIndex; public readonly int GeometryIndex; public GeometryFrame(RenderWareStream.Frame src, RenderWareStream.Atomic atomic) { Source = src; Name = src.Name != null ? src.Name.Value : DefaultName; ParentIndex = src.ParentIndex; GeometryIndex = atomic == null ? -1 : (int)atomic.GeometryIndex; Position = Types.Convert(src.Position); Rotation = UnityEngine.Quaternion.LookRotation(Types.Convert(src.MatrixForward), Types.Convert(src.MatrixUp)); } public override int GetHashCode() { return Source.Index; } } public class GeometryParts { private readonly CollisionFile _collisions; public CollisionFile Collisions { get { return _collisions; } } public readonly string Name; public readonly Geometry[] Geometry; public readonly GeometryFrame[] Frames; public GeometryParts(string name, Clump clump, TextureDictionary[] txds) { Name = name; Geometry = clump.GeometryList.Geometry .Select(x => new Geometry(x, Convert(x), txds)) .ToArray(); Frames = clump.FrameList.Frames .Select(x => Convert(x, clump.Atomics)) .ToArray(); _collisions = clump.Collision; } public void AttachCollisionModel(Transform destParent, bool forceConvex = false) { Profiler.BeginSample ("AttachCollisionModel"); if (_collisions != null) { CollisionModel.Load(_collisions, destParent, forceConvex); } else { CollisionModel.Load(Name, destParent, forceConvex); } Profiler.EndSample (); } public FrameContainer AttachFrames(Transform destParent, MaterialFlags flags) { var transforms = Frames.ToDictionary(x => x, x => { var trans = new GameObject(x.Name).transform; trans.localPosition = x.Position; trans.localRotation = x.Rotation; return trans; }); var container = destParent.gameObject.AddComponent(); foreach (var frame in Frames) { if (frame.ParentIndex != -1) { transforms[frame].SetParent(transforms[Frames[frame.ParentIndex]], false); } else { transforms[frame].SetParent(destParent, false); } if (frame.GeometryIndex != -1) { var gobj = transforms[frame].gameObject; var geometry = Geometry[frame.GeometryIndex]; HierarchyAnimation hAnim = null; var parent = frame; while ((hAnim = parent.Source.HAnim) == null || hAnim.NodeCount == 0) { if (parent.ParentIndex == -1) { hAnim = null; break; } parent = Frames[parent.ParentIndex]; } Renderer renderer; if (hAnim != null) { var smr = gobj.AddComponent(); var bones = Convert(hAnim, transforms, Frames); smr.rootBone = bones[0]; smr.bones = bones; smr.sharedMesh = geometry.Mesh; if (smr.sharedMesh != null) { smr.sharedMesh.bindposes = geometry.SkinToBoneMatrices .Select(x => x.transpose) .ToArray(); } renderer = smr; } else { var mf = gobj.AddComponent(); mf.sharedMesh = geometry.Mesh; renderer = gobj.AddComponent(); } renderer.sharedMaterials = geometry.GetMaterials(flags); // filter these out for now if (frame.Name.EndsWith("_vlo") || frame.Name.EndsWith("_dam")) { gobj.SetActive(false); } } } container.Initialize(Frames, transforms); return container; } } private static Utilities.AsyncLoader s_asyncLoader = new Utilities.AsyncLoader (); public static int NumGeometryPartsLoaded { get { return s_asyncLoader.GetNumObjectsLoaded (); } } public static GeometryParts Load(string modelName, params string[] texDictNames) { return Load(modelName, texDictNames.Select(x => TextureDictionary.Load(x)).ToArray()); } public static void LoadAsync(string modelName, string[] texDictNames, System.Action onFinish) { // load each texture asyncly (or load them all at once ?) // copy array to local variable texDictNames = texDictNames.ToArray (); if (0 == texDictNames.Length) { LoadAsync( modelName, new TextureDictionary[0], onFinish ); return; } var loadedTextDicts = new List (); for (int i = 0; i < texDictNames.Length; i++) { // bool isLast = i == texDictNames.Length - 1; TextureDictionary.LoadAsync (texDictNames [i], (texDict) => { loadedTextDicts.Add (texDict); if (loadedTextDicts.Count == texDictNames.Length) { // finished loading all tex dicts LoadAsync (modelName, loadedTextDicts.ToArray (), onFinish); } }); } } public static GeometryParts Load(string modelName, params TextureDictionary[] txds) { modelName = modelName.ToLower(); if (s_asyncLoader.IsObjectLoaded(modelName)) { return s_asyncLoader.GetLoadedObject (modelName); } Profiler.BeginSample ("ReadClump"); var clump = ArchiveManager.ReadFile(modelName + ".dff"); Profiler.EndSample (); if (clump.GeometryList == null) { throw new Exception("Invalid mesh"); } Profiler.BeginSample ("Create GeometryParts"); var loaded = new GeometryParts(modelName, clump, txds); Profiler.EndSample (); s_asyncLoader.AddToLoadedObjects (modelName, loaded); return loaded; } public static void LoadAsync(string modelName, TextureDictionary[] txds, System.Action onFinish) { modelName = modelName.ToLower(); if (!s_asyncLoader.TryLoadObject (modelName, onFinish)) { // callback is either called or registered return; } GeometryParts loadedGeoms = null; LoadingThread.RegisterJob (new LoadingThread.Job () { action = () => { // read archive file in background thread var clump = ArchiveManager.ReadFile(modelName + ".dff"); return clump; }, callbackSuccess = (Clump clump) => { if (clump.GeometryList == null) { throw new Exception("Invalid mesh"); } // create geometry parts in main thread loadedGeoms = new GeometryParts(modelName, clump, txds); }, callbackFinish = (result) => { s_asyncLoader.OnObjectFinishedLoading( modelName, loadedGeoms, loadedGeoms != null ); } }); } public readonly Mesh Mesh; private readonly RenderWareStream.Geometry _geom; public readonly TextureDictionary[] _textureDictionaries; private readonly Dictionary _materials; public readonly UnityEngine.Matrix4x4[] SkinToBoneMatrices; private Geometry(RenderWareStream.Geometry geom, Mesh mesh, TextureDictionary[] textureDictionaries) { Mesh = mesh; if (geom.Skinning != null) { Mesh.boneWeights = Types.Convert(geom.Skinning.VertexBoneIndices, geom.Skinning.VertexBoneWeights); SkinToBoneMatrices = Types.Convert(geom.Skinning.SkinToBoneMatrices); } _geom = geom; _textureDictionaries = textureDictionaries; _materials = new Dictionary(); } public UnityEngine.Material[] GetMaterials(ObjectFlag flags) { return GetMaterials(flags, x => { }); } public UnityEngine.Material[] GetMaterials(ObjectFlag flags, Action setupMaterial) { var matFlags = MaterialFlags.Default | MaterialFlags.OverrideAlpha; if ((flags & ObjectFlag.NoBackCull) == ObjectFlag.NoBackCull) { matFlags |= MaterialFlags.NoBackCull; } if ((flags & (ObjectFlag.Alpha1 | ObjectFlag.Alpha2)) != 0 && (flags & ObjectFlag.DisableShadowMesh) == ObjectFlag.DisableShadowMesh) { matFlags |= MaterialFlags.Alpha; } return GetMaterials(matFlags, setupMaterial); } public UnityEngine.Material[] GetMaterials(MaterialFlags flags) { return GetMaterials(flags, x => { }); } public UnityEngine.Material[] GetMaterials(MaterialFlags flags, Action setupMaterial) { if (_materials.ContainsKey(flags)) { return _materials[flags]; } var mats = _geom.Materials.Select(x => { var mat = Convert(x, _textureDictionaries, flags); setupMaterial(mat); return mat; }).ToArray(); mats = _geom.MaterialSplits.Select(x => mats[x.MaterialIndex]).ToArray(); _materials.Add(flags, mats); return mats; } } }