mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
167 lines
No EOL
5.2 KiB
C#
167 lines
No EOL
5.2 KiB
C#
using System;
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using System.IO;
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namespace SanAndreasUnity.Importing.RenderWareStream
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{
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public enum GeometryFlag : ushort
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{
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TriangleStrips = 1,
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VertexTranslation = 2,
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TexCoords = 4,
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Colors = 8,
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Normals = 16,
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DynamicVertexLighting = 32,
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ModulateMaterialColor = 64,
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TexCoords2 = 128,
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}
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public struct FaceInfo
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{
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public readonly GeometryFlag Flags;
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public readonly UInt16 Vertex0;
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public readonly UInt16 Vertex1;
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public readonly UInt16 Vertex2;
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public int[] Indices { get { return new int[] { Vertex0, Vertex1, Vertex2 }; } }
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public FaceInfo(BinaryReader reader)
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{
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Vertex1 = reader.ReadUInt16();
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Vertex0 = reader.ReadUInt16();
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Flags = (GeometryFlag)reader.ReadUInt16();
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Vertex2 = reader.ReadUInt16();
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}
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}
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public struct BoundingSphere
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{
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public readonly Vector3 Offset;
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public readonly float Radius;
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public BoundingSphere(BinaryReader reader)
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{
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Offset = new Vector3(reader);
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Radius = reader.ReadSingle();
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}
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}
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[SectionType(15)]
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public class Geometry : SectionData
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{
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public readonly GeometryFlag Flags;
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public readonly UInt32 FaceCount;
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public readonly UInt32 VertexCount;
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public readonly UInt32 FrameCount;
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public readonly float Ambient;
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public readonly float Diffuse;
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public readonly float Specular;
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public readonly UnityEngine.Color32[] Colours;
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public readonly UnityEngine.Vector2[][] TexCoords;
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public readonly FaceInfo[] Faces;
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public readonly BoundingSphere BoundingSphere;
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public readonly UInt32 HasPosition;
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public readonly UInt32 HasNormals;
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public readonly UnityEngine.Vector3[] Vertices;
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public readonly UnityEngine.Vector3[] Normals;
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public readonly Material[] Materials;
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public readonly MaterialSplit[] MaterialSplits;
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public readonly Skin Skinning;
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public readonly TwoDEffect TwoDEffect;
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public readonly ExtraVertColor ExtraVertColor;
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public Geometry(SectionHeader header, Stream stream)
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: base(header, stream)
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{
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var dataHeader = SectionHeader.Read(stream);
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var reader = new BinaryReader(stream);
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Flags = (GeometryFlag)reader.ReadUInt16();
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var uvCount = reader.ReadByte(); // uv count
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reader.ReadByte(); // native flags
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FaceCount = reader.ReadUInt32();
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VertexCount = reader.ReadUInt32();
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FrameCount = reader.ReadUInt32();
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if (dataHeader.Version == 4099)
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{
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Ambient = reader.ReadSingle();
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Diffuse = reader.ReadSingle();
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Specular = reader.ReadSingle();
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}
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if ((Flags & GeometryFlag.Colors) != 0)
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{
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Colours = new UnityEngine.Color32[VertexCount];
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for (var i = 0; i < VertexCount; ++i)
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{
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Colours[i] = Conversion.Types.Convert(new Color4(reader));
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}
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}
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if ((Flags & (GeometryFlag.TexCoords | GeometryFlag.TexCoords2)) != 0)
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{
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TexCoords = new UnityEngine.Vector2[uvCount][];
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for (var j = 0; j < uvCount; ++j)
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{
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var uvs = TexCoords[j] = new UnityEngine.Vector2[VertexCount];
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for (var i = 0; i < VertexCount; ++i)
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{
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uvs[i] = Conversion.Types.Convert(new Vector2(reader));
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}
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}
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}
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Faces = new FaceInfo[FaceCount];
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for (var i = 0; i < FaceCount; ++i)
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{
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Faces[i] = new FaceInfo(reader);
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}
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BoundingSphere = new BoundingSphere(reader);
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HasPosition = reader.ReadUInt32();
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HasNormals = reader.ReadUInt32();
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if (HasPosition > 1 || HasNormals > 1)
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{
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throw new Exception("Well there you go");
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}
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if ((Flags & GeometryFlag.VertexTranslation) != 0)
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{
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Vertices = new UnityEngine.Vector3[VertexCount];
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for (var i = 0; i < VertexCount; ++i)
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{
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Vertices[i] = Conversion.Types.Convert(new Vector3(reader));
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}
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}
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if ((Flags & GeometryFlag.Normals) != 0)
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{
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Normals = new UnityEngine.Vector3[VertexCount];
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for (var i = 0; i < VertexCount; ++i)
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{
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Normals[i] = Conversion.Types.Convert(new Vector3(reader));
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}
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}
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Materials = ReadSection<MaterialList>().Materials;
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var extensions = ReadSection<Extension>();
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MaterialSplits = extensions.FirstOrDefault<MaterialSplitList>().MaterialSplits;
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Skinning = extensions.FirstOrDefault<Skin>();
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TwoDEffect = extensions.FirstOrDefault<TwoDEffect>();
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ExtraVertColor = extensions.FirstOrDefault<ExtraVertColor>();
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}
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}
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} |