Add loading of terrain geometry

This commit is contained in:
Ammar Askar 2023-02-15 19:18:51 -05:00
parent e07d862e6f
commit 9b4dd0eeb0
14 changed files with 610 additions and 58 deletions

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@ -0,0 +1,41 @@
using System;
using OpenTS2.Files.Formats.DBPF.Types;
using UnityEngine;
namespace OpenTS2.Content.DBPF
{
public class NeighborhoodTerrainAsset : AbstractAsset
{
public int Width { get; }
public int Height { get; }
public float SeaLevel { get; }
public string TerrainType { get; }
public FloatArray2D VertexHeights { get; }
public NeighborhoodTerrainAsset(int width, int height, float seaLevel, string terrainType,
FloatArray2D vertexHeights) =>
(Width, Height, SeaLevel, TerrainType, VertexHeights) =
(width, height, seaLevel, terrainType, vertexHeights);
public void ApplyToTerrain(Terrain terrain)
{
var heightMap = new float[VertexHeights.values.GetLength(1), VertexHeights.values.GetLength(0)];
for (var i = 0; i < VertexHeights.values.GetLength(0); i++)
{
for (var j = 0; j < VertexHeights.values.GetLength(1); j++)
{
// TODO: divide by the max-height here to get a proper 0 to 1 float. Picked 600 arbitrarily for now.
heightMap[j, i] = VertexHeights.values[i, j] / 600.0f;
}
}
terrain.terrainData = new TerrainData
{
size = new Vector3(4096, 4096, 4096),
heightmapResolution = Math.Max(VertexHeights.values.GetLength(0), VertexHeights.values.GetLength(1))
};
terrain.terrainData.SetHeights(0, 0, heightMap);
terrain.terrainData.SyncHeightmap();
}
}
}

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fileFormatVersion: 2
guid: 2a47e5fcb9ae45528d7838e6be7813a2
timeCreated: 1676439919

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using System.IO;
using OpenTS2.Common;
using OpenTS2.Content;
using OpenTS2.Content.DBPF;
using OpenTS2.Files.Formats.DBPF;
using UnityEngine;
public class TerrainTestScript : MonoBehaviour
{
public Terrain terrain;
public string PackageToLoad = "%UserDataDir%/Neighborhoods/N001/N001_Neighborhood.package";
// Start is called before the first frame update
void Start()
{
var contentProvider = ContentProvider.Get();
contentProvider.AddPackage(PackageToLoad);
// Use N001_Neighborhood etc as the group name.
var groupName = Path.GetFileNameWithoutExtension(PackageToLoad);
var terrainAsset =
contentProvider.GetAsset<NeighborhoodTerrainAsset>(
new ResourceKey(0x0, groupName, TypeIDs.NHOOD_TERRAIN));
terrainAsset.ApplyToTerrain(terrain);
}
}

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@ -20,6 +20,8 @@ namespace OpenTS2.Files.Formats.DBPF
/// </summary>
public const uint SCENEGRAPH_TXTR = Scenegraph.Block.ImageDataBlock.TYPE_ID;
public const uint SCENEGRAPH_LIFO = Scenegraph.Block.MipLevelInfoBlock.TYPE_ID;
public const uint NHOOD_TERRAIN = 0xABCB5DA4;
public const uint STR = 0x53545223;
public const uint IMG = 0x856DDBAC;

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@ -0,0 +1,50 @@
using System;
using System.IO;
using OpenTS2.Common;
using OpenTS2.Content;
using OpenTS2.Content.DBPF;
using OpenTS2.Files.Formats.DBPF.Types;
using OpenTS2.Files.Utils;
using UnityEngine;
namespace OpenTS2.Files.Formats.DBPF
{
/// <summary>
/// Neighborhood geometry/terrain file reading codec.
/// </summary>
[Codec(TypeIDs.NHOOD_TERRAIN)]
public class NeighborhoodTerrainCodec : AbstractCodec
{
public override AbstractAsset Deserialize(byte[] bytes, ResourceKey tgi, DBPFFile sourceFile)
{
var stream = new MemoryStream(bytes);
var reader = IoBuffer.FromStream(stream, ByteOrder.LITTLE_ENDIAN);
var classId = reader.ReadUInt32();
if (classId != TypeIDs.NHOOD_TERRAIN)
{
throw new ArgumentException($"Neighborhood terrain id not {TypeIDs.NHOOD_TERRAIN:X}");
}
var version = reader.ReadUInt32();
var width = reader.ReadInt32();
var height = reader.ReadInt32();
var seaLevel = reader.ReadFloat();
// Versions below this don't actually carry the terrain data! Don't think those exist
// in the wild so just throw an exception if we encounter one of them.
if (version <= 2)
{
throw new ArgumentException($"Neighorhood terrain version too old {version}");
}
var terrainType = reader.ReadUint32PrefixedString();
var vertexHeights = FloatArray2D.Deserialize(reader);
return new NeighborhoodTerrainAsset(width, height, seaLevel, terrainType, vertexHeights);
}
}
}

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fileFormatVersion: 2
guid: f8ca0187939346d2b6c3a983e8693900
timeCreated: 1676491071

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using System;
using OpenTS2.Files.Utils;
using UnityEngine;
namespace OpenTS2.Files.Formats.DBPF.Types
{
public struct FloatArray2D
{
private const uint TypeId = 0x6b943b43;
private const string TypeName = "c2DArray";
public readonly float[,] values;
public FloatArray2D(float[,] values)
{
this.values = values;
}
public override string ToString()
{
return $"FloatArray2D({nameof(values)}: {values})";
}
public static FloatArray2D Deserialize(IoBuffer reader)
{
var id = reader.ReadUInt32();
if (id != TypeId)
{
throw new ArgumentException($"FloatArray2D has wrong id {id:x}");
}
var version = reader.ReadUInt32();
Debug.Assert(version == 1, "Wrong version for FloatArray2D");
var name = reader.ReadUint32PrefixedString();
Debug.Assert(name == TypeName, "Wrong type name for FloatArray2D");
var width = reader.ReadInt32();
var height = reader.ReadInt32();
var values = new float[width, height];
for (var i = 0; i < width * height; i++)
{
values[i % width, i / width] = reader.ReadFloat();
}
return new FloatArray2D(values);
}
}
}

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fileFormatVersion: 2
guid: 08850cbef6834f8bb9509c0eed1c4966
timeCreated: 1676491104

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@ -246,6 +246,16 @@ namespace OpenTS2.Files.Utils
return Encoding.ASCII.GetString(Reader.ReadBytes(length));
}
/// <summary>
/// Reads a string whose length is prefixed by a uint32.
/// </summary>
/// <returns>A string.</returns>
public string ReadUint32PrefixedString()
{
var length = ReadInt32();
return Encoding.ASCII.GetString(Reader.ReadBytes(length));
}
/// <summary>
/// Reads a C string from the current stream.
/// </summary>