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148 lines
4.9 KiB
148 lines
4.9 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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public class BrushModel
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{
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private readonly string name;
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private readonly List<Mesh> meshes = new List<Mesh>();
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// Reusable temporary data containers
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private readonly List<Vector3> tempVertices = new List<Vector3>();
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private readonly List<Vector2> tempTextureUVs = new List<Vector2>();
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private readonly List<Vector2> tempLightmapUVs = new List<Vector2>();
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private readonly List<ushort> tempIndices = new List<ushort>();
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private readonly GameObject rootGameObject;
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private readonly Material debugMaterial;
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public BrushModel(string name)
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{
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this.name = name;
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rootGameObject = new GameObject(name);
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rootGameObject.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);
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debugMaterial = new Material(Shader.Find("Universal Render Pipeline/Simple Lit"));
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}
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public void ImportMeshData(QModel model)
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{
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var subModels = model.SubModels;
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var surfaces = model.Surfaces;
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for (int modelIdx = 0; modelIdx < subModels.Length; ++modelIdx)
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{
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var modelGO = new GameObject($"SubModel_{modelIdx}");
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modelGO.transform.SetParent(rootGameObject.transform);
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var headNode = subModels[modelIdx].GetHeadNode(model);
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var surfaceGroups = new Dictionary<(IntPtr, int), List<QSurface>>();
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GroupSurfaces(headNode, surfaces, surfaceGroups);
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foreach (var group in surfaceGroups)
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{
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var key = group.Key;
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var groupGO = new GameObject($"T{key.Item1}_L{key.Item2}");
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groupGO.transform.SetParent(modelGO.transform);
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CreateMeshFromSurfaces(group.Value, groupGO.name, groupGO);
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}
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}
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}
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public void Dispose()
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{
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foreach (var mesh in meshes)
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{
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UnityEngine.Object.Destroy(mesh);
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}
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meshes.Clear();
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}
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private void GroupSurfaces(QNode node, QSurface[] surfaces, Dictionary<(IntPtr, int), List<QSurface>> surfaceGroups)
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{
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if (node.contents < 0) // Leaf node
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return;
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for (int surfIdx = 0; surfIdx < node.numSurfaces; ++surfIdx)
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{
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var surface = surfaces[node.firstSurface + surfIdx];
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IntPtr texPtr = surface.TextureInfo.texture;
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int lightNum = surface.lightmapTextureNum;
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var key = (texPtr, lightNum);
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if (!surfaceGroups.ContainsKey(key))
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surfaceGroups[key] = new List<QSurface>();
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surfaceGroups[key].Add(surface);
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}
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foreach (var childNode in node.Children)
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{
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GroupSurfaces(childNode, surfaces, surfaceGroups);
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}
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}
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private void CreateMeshFromSurfaces(List<QSurface> surfaces, string key, GameObject parentGO)
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{
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tempVertices.Clear();
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tempTextureUVs.Clear();
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tempLightmapUVs.Clear();
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tempIndices.Clear();
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int vertOffset = 0;
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for (int surfIdx = 0; surfIdx < surfaces.Count; ++surfIdx)
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{
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foreach (var polyVerts in surfaces[surfIdx].GetPolygons())
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{
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for (int vertIdx = 0; vertIdx < polyVerts.Length; ++vertIdx)
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{
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tempVertices.Add(polyVerts[vertIdx].position.ToVector3().ToUnity());
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tempTextureUVs.Add(polyVerts[vertIdx].textureUV.ToVector2());
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tempLightmapUVs.Add(polyVerts[vertIdx].lightmapUV.ToVector2());
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}
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// Reconstruct triangle fan
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for (ushort index = 2; index < polyVerts.Length; ++index)
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{
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tempIndices.Add((ushort)vertOffset);
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tempIndices.Add((ushort)(vertOffset + index - 1));
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tempIndices.Add((ushort)(vertOffset + index));
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}
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vertOffset += polyVerts.Length;
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}
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}
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Mesh mesh = new Mesh();
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mesh.name = $"Surfaces_{key}";
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mesh.SetVertices(tempVertices);
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mesh.SetUVs(0, tempTextureUVs);
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mesh.SetUVs(1, tempLightmapUVs);
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mesh.SetIndices(tempIndices, MeshTopology.Triangles, 0);
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mesh.RecalculateNormals();
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mesh.UploadMeshData(true);
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meshes.Add(mesh);
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CreateMeshObject(mesh, parentGO);
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}
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private void CreateMeshObject(Mesh mesh, GameObject parentGO)
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{
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var mf = parentGO.AddComponent<MeshFilter>();
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mf.sharedMesh = mesh;
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var mr = parentGO.AddComponent<MeshRenderer>();
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mr.sharedMaterial = debugMaterial;
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mr.shadowCastingMode = ShadowCastingMode.Off;
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mr.receiveShadows = false;
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mr.lightProbeUsage = LightProbeUsage.Off;
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mr.reflectionProbeUsage = ReflectionProbeUsage.Off;
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}
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}
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