mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
147 lines
No EOL
5.6 KiB
C#
147 lines
No EOL
5.6 KiB
C#
using SanAndreasUnity.Importing.Items;
|
|
using SanAndreasUnity.Importing.Items.Placements;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
|
|
namespace SanAndreasUnity.Behaviours.World
|
|
{
|
|
public class Water : MonoBehaviour
|
|
{
|
|
public GameObject WaterPrefab;
|
|
|
|
|
|
public void Initialize(WaterFile file, Vector2 worldSize)
|
|
{
|
|
if (this.WaterPrefab == null)
|
|
{
|
|
Debug.LogError("No water prefab set, skipping load!");
|
|
return;
|
|
}
|
|
|
|
// TODO: what to do with faces that don't have WaterFlags.Visible flag ?
|
|
|
|
var faces = file.Faces.Where(f => (f.Flags & WaterFlags.Visible) == WaterFlags.Visible);
|
|
|
|
// we need total of 4 quads for "infinite" water:
|
|
// - upper side (from upper world boundary to positive infinity)
|
|
// - lower side (from lower world boundary to negative infinity)
|
|
// - left side (between first 2 quads)
|
|
// - right side (between first 2 quads)
|
|
|
|
const int numQuadsForInfiniteWater = 4;
|
|
|
|
int totalNumVertexes = faces.Sum(f => f.Vertices.Length) + numQuadsForInfiniteWater * GetNumVertexesForQuad();
|
|
int totalNumIndexes = faces.Sum(f => (f.Vertices.Length - 2) * 3) + numQuadsForInfiniteWater * GetNumIndexesForQuad();
|
|
|
|
Vector3[] vertices = new Vector3[totalNumVertexes];
|
|
Vector3[] normals = new Vector3[totalNumVertexes];
|
|
int[] indices = new int[totalNumIndexes];
|
|
|
|
int verticesIndex = 0;
|
|
int indicesIndex = 0;
|
|
|
|
foreach (var face in faces)
|
|
{
|
|
for (int j = 0; j < face.Vertices.Length; j++)
|
|
{
|
|
vertices[verticesIndex + j] = face.Vertices[j].Position;
|
|
normals[verticesIndex + j] = Vector3.up;
|
|
}
|
|
|
|
for (var j = 0; j < face.Vertices.Length - 2; ++j)
|
|
{
|
|
var flip = j & 1;
|
|
indices[indicesIndex + j * 3 + 0] = verticesIndex + j + 1 - flip;
|
|
indices[indicesIndex + j * 3 + 1] = verticesIndex + j + 0 + flip;
|
|
indices[indicesIndex + j * 3 + 2] = verticesIndex + j + 2;
|
|
}
|
|
|
|
verticesIndex += face.Vertices.Length;
|
|
indicesIndex += (face.Vertices.Length - 2) * 3;
|
|
}
|
|
|
|
// add "infinite" water
|
|
|
|
const float infiniteWaterOffset = 20000f;
|
|
// upper quad
|
|
CreateQuad(
|
|
new Vector2( -worldSize.x / 2f - infiniteWaterOffset, worldSize.y / 2f),
|
|
new Vector2(worldSize.x / 2f + infiniteWaterOffset, worldSize.y / 2f + infiniteWaterOffset),
|
|
vertices,
|
|
normals,
|
|
ref verticesIndex,
|
|
indices,
|
|
ref indicesIndex);
|
|
// lower quad
|
|
CreateQuad(
|
|
new Vector2( -worldSize.x / 2f - infiniteWaterOffset, - worldSize.y / 2f - infiniteWaterOffset),
|
|
new Vector2(worldSize.x / 2f + infiniteWaterOffset, - worldSize.y / 2f),
|
|
vertices,
|
|
normals,
|
|
ref verticesIndex,
|
|
indices,
|
|
ref indicesIndex);
|
|
// left quad
|
|
CreateQuad(
|
|
new Vector2( -worldSize.x / 2f - infiniteWaterOffset, - worldSize.y / 2f),
|
|
new Vector2(- worldSize.x / 2f, worldSize.y / 2f),
|
|
vertices,
|
|
normals,
|
|
ref verticesIndex,
|
|
indices,
|
|
ref indicesIndex);
|
|
// right quad
|
|
CreateQuad(
|
|
new Vector2( worldSize.x / 2f, - worldSize.y / 2f),
|
|
new Vector2(worldSize.x / 2f + infiniteWaterOffset, worldSize.y / 2f),
|
|
vertices,
|
|
normals,
|
|
ref verticesIndex,
|
|
indices,
|
|
ref indicesIndex);
|
|
|
|
var mesh = new Mesh();
|
|
|
|
mesh.vertices = vertices;
|
|
mesh.normals = normals;
|
|
mesh.SetIndices(indices, MeshTopology.Triangles, 0);
|
|
|
|
var go = Instantiate(this.WaterPrefab, this.transform);
|
|
go.transform.localPosition = Vector3.zero;
|
|
go.transform.localRotation = Quaternion.identity;
|
|
|
|
go.name = "Water mesh";
|
|
|
|
go.GetComponent<MeshFilter>().sharedMesh = mesh;
|
|
}
|
|
|
|
void CreateQuad(Vector2 min, Vector2 max, Vector3[] vertexes, Vector3[] normals, ref int vertexIndex, int[] indexes, ref int indexesIndex)
|
|
{
|
|
vertexes[vertexIndex++] = new Vector3(min.x, 0f, min.y); // low left
|
|
vertexes[vertexIndex++] = new Vector3(max.x, 0f, min.y); // low right
|
|
vertexes[vertexIndex++] = new Vector3(min.x, 0f, max.y); // up left
|
|
vertexes[vertexIndex++] = new Vector3(max.x, 0f, max.y); // up right
|
|
|
|
normals[vertexIndex - 4] = Vector3.up;
|
|
normals[vertexIndex - 3] = Vector3.up;
|
|
normals[vertexIndex - 2] = Vector3.up;
|
|
normals[vertexIndex - 1] = Vector3.up;
|
|
|
|
int lowLeft = vertexIndex - 4;
|
|
int lowRight = vertexIndex - 3;
|
|
int upLeft = vertexIndex - 2;
|
|
int upRight = vertexIndex - 1;
|
|
|
|
indexes[indexesIndex++] = upRight;
|
|
indexes[indexesIndex++] = lowRight;
|
|
indexes[indexesIndex++] = lowLeft;
|
|
indexes[indexesIndex++] = upLeft;
|
|
indexes[indexesIndex++] = upRight;
|
|
indexes[indexesIndex++] = lowLeft;
|
|
}
|
|
|
|
int GetNumVertexesForQuad() => 4;
|
|
|
|
int GetNumIndexesForQuad() => 6;
|
|
}
|
|
} |