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Group surfaces based on texture and lightmap, while keeping them grouped inside each brush submodel

console
Nico de Poel 5 years ago
parent
commit
5598ceeeed
  1. 58
      Assets/Scripts/Modules/BrushModel.cs

58
Assets/Scripts/Modules/BrushModel.cs

@ -37,32 +37,71 @@ public class BrushModel
modelGO.transform.SetParent(rootGameObject.transform);
var headNode = subModels[modelIdx].GetHeadNode(model);
CreateNodeMeshes(headNode, surfaces, modelGO);
var surfaceGroups = new Dictionary<(string, int), List<QSurface>>();
GroupSurfaces(headNode, surfaces, surfaceGroups);
foreach (var group in surfaceGroups)
{
var key = group.Key;
var groupGO = new GameObject($"T{key.Item1}_L{key.Item2}");
groupGO.transform.SetParent(modelGO.transform);
for (int i = 0; i < group.Value.Count; ++i)
{
CreateSurfaceMeshes(group.Value[i], $"{i}", groupGO);
}
}
}
}
private void CreateNodeMeshes(QNode node, QSurface[] surfaces, GameObject parentGO)
private void GroupSurfaces(QNode node, QSurface[] surfaces, Dictionary<(string, int), List<QSurface>> surfaceGroups)
{
if (node.contents < 0) // Leaf node
return;
var nodeGO = new GameObject("Node");
nodeGO.transform.SetParent(parentGO.transform);
for (int surfIdx = 0; surfIdx < node.numSurfaces; ++surfIdx)
{
var surface = surfaces[node.firstSurface + surfIdx];
CreateSurfaceMeshes(node, surfaces, nodeGO);
string texName = surface.TextureInfo.Texture.name;
int lightNum = surface.lightmapTextureNum;
var key = (texName, lightNum);
if (!surfaceGroups.ContainsKey(key))
surfaceGroups[key] = new List<QSurface>();
surfaceGroups[key].Add(surface);
}
foreach (var childNode in node.Children)
{
CreateNodeMeshes(childNode, surfaces, nodeGO);
GroupSurfaces(childNode, surfaces, surfaceGroups);
}
}
private void CreateSurfaceMeshes(QNode node, QSurface[] surfaces, GameObject nodeGO)
private void CreateNodeMeshes(QNode node, QSurface[] surfaces, GameObject parentGO)
{
if (node.contents < 0) // Leaf node
return;
var nodeGO = new GameObject("Node");
nodeGO.transform.SetParent(parentGO.transform);
for (int surfIdx = 0; surfIdx < node.numSurfaces; ++surfIdx)
{
var surface = surfaces[node.firstSurface + surfIdx];
CreateSurfaceMeshes(surface, $"{node.firstSurface + surfIdx}", nodeGO);
}
foreach (var childNode in node.Children)
{
CreateNodeMeshes(childNode, surfaces, nodeGO);
}
}
private void CreateSurfaceMeshes(QSurface surface, string key, GameObject nodeGO)
{
foreach (var polyVerts in surface.GetPolygons())
{
tempVertices.Clear();
@ -86,7 +125,7 @@ public class BrushModel
}
Mesh mesh = new Mesh();
mesh.name = $"Surface_{node.firstSurface + surfIdx}";
mesh.name = $"Surface_{key}";
mesh.SetVertices(tempVertices);
mesh.SetUVs(0, tempTextureUVs);
mesh.SetUVs(1, tempLightmapUVs);
@ -97,9 +136,6 @@ public class BrushModel
CreateMeshObject(mesh, nodeGO);
}
var texNum = surface.TextureInfo.Texture.TextureNum;
}
}
private void CreateMeshObject(Mesh mesh, GameObject parentGO)

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