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