77 lines
2.5 KiB
C#
77 lines
2.5 KiB
C#
using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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namespace AcDream.Core.World;
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public static class LandblockLoader
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{
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private const uint GfxObjMask = 0x01000000u;
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private const uint SetupMask = 0x02000000u;
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private const uint TypeMask = 0xFF000000u;
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/// <summary>
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/// Load a single landblock (heightmap + static objects) from the dats.
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/// </summary>
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/// <returns>Null if the landblock is missing from the cell dat.</returns>
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public static LoadedLandblock? Load(DatCollection dats, uint landblockId)
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{
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var block = dats.Get<LandBlock>(landblockId);
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if (block is null)
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return null;
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var info = dats.Get<LandBlockInfo>((landblockId & 0xFFFF0000u) | 0xFFFEu);
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var entities = info is null
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? Array.Empty<WorldEntity>()
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: BuildEntitiesFromInfo(info);
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return new LoadedLandblock(landblockId, block, entities);
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}
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/// <summary>
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/// Pure mapping from a parsed LandBlockInfo to a list of WorldEntity.
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/// Each Stab and BuildingInfo becomes one entity. Unsupported id types
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/// (neither GfxObj 0x01xxxxxx nor Setup 0x02xxxxxx) are silently skipped.
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/// MeshRefs is left empty at this stage — Task 5 populates it.
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/// </summary>
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public static IReadOnlyList<WorldEntity> BuildEntitiesFromInfo(LandBlockInfo info)
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{
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var result = new List<WorldEntity>(info.Objects.Count + info.Buildings.Count);
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uint nextId = 1;
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foreach (var stab in info.Objects)
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{
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if (!IsSupported(stab.Id))
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continue;
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result.Add(new WorldEntity
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{
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Id = nextId++,
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SourceGfxObjOrSetupId = stab.Id,
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Position = stab.Frame.Origin,
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Rotation = stab.Frame.Orientation,
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MeshRefs = Array.Empty<MeshRef>(),
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});
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}
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foreach (var building in info.Buildings)
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{
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if (!IsSupported(building.ModelId))
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continue;
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result.Add(new WorldEntity
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{
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Id = nextId++,
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SourceGfxObjOrSetupId = building.ModelId,
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Position = building.Frame.Origin,
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Rotation = building.Frame.Orientation,
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MeshRefs = Array.Empty<MeshRef>(),
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});
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}
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return result;
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}
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private static bool IsSupported(uint id)
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{
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var type = id & TypeMask;
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return type == GfxObjMask || type == SetupMask;
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}
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}
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