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using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.Rendering;
public class BrushModel
{
public string Name { get; }
private readonly List<SubModel> subModels = new List<SubModel>();
// 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>();
public BrushModel(string name)
{
Name = name;
}
public int SubModelCount => subModels.Count;
public SubModel GetSubModel(int index)
{
return subModels[index];
}
public void ImportMeshData(QModel model)
{
var inSubModels = model.SubModels;
var inSurfaces = model.Surfaces;
for (int modelIdx = 0; modelIdx < inSubModels.Length; ++modelIdx)
{
var subModel = new SubModel($"SubModel_{modelIdx}");
subModels.Add(subModel);
// Traverse the BSP tree and group the surfaces based on their material properties
var headNode = inSubModels[modelIdx].GetHeadNode(model);
var surfaceGroups = new Dictionary<(IntPtr, int), List<QSurface>>();
GroupSurfaces(headNode, inSurfaces, surfaceGroups);
// Create a single mesh for each group of surfaces
foreach (var group in surfaceGroups)
{
var key = group.Key;
var mesh = CreateMeshFromSurfaces(group.Value, $"T{key.Item1}_L{key.Item2}");
subModel.AddSurfaceMesh(new SurfaceMesh(mesh, key.Item1, key.Item2));
}
}
}
public void Dispose()
{
foreach (var subModel in subModels)
{
subModel.Dispose();
}
subModels.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 Mesh CreateMeshFromSurfaces(List<QSurface> surfaces, string key)
{
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);
return mesh;
}
public class SubModel
{
public string Name { get; private set; }
public List<SurfaceMesh> SurfaceMeshes { get; } = new List<SurfaceMesh>();
public SubModel(string name)
{
Name = name;
}
public void AddSurfaceMesh(SurfaceMesh surfaceMesh)
{
SurfaceMeshes.Add(surfaceMesh);
}
public void Dispose()
{
foreach (var surfaceMesh in SurfaceMeshes)
{
surfaceMesh.Dispose();
}
}
}
public class SurfaceMesh
{
public Mesh Mesh { get; }
public QTexture Texture { get; }
public int Lightmap { get; }
public SurfaceMesh(Mesh mesh, IntPtr texturePtr, int lightmap)
{
Mesh = mesh;
Texture = Marshal.PtrToStructure<QTexture>(texturePtr);
Lightmap = lightmap;
}
public void Dispose()
{
UnityEngine.Object.Destroy(Mesh);
}
}
}