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mirror of https://github.com/sampletext32/ParkanPlayground.git synced 2025-09-13 10:20:28 +03:00

update docs on wea. correctly parse msh

This commit is contained in:
bird_egop
2025-09-03 01:30:54 +03:00
parent 055694a4b4
commit 7f0246f996
4 changed files with 30 additions and 88 deletions

View File

@@ -26,7 +26,8 @@ public static class Msh0D
var elements = elementBytes.Select(x => new Msh0DElement()
{
Flags = BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0)),
Magic04 = BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(4)),
Magic04 = x.AsSpan(4)[0],
Magic05 = x.AsSpan(5)[0],
Magic06 = BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(6)),
CountOf06 = BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(8)),
IndexInto06 = BinaryPrimitives.ReadInt32LittleEndian(x.AsSpan(0xA)),
@@ -43,7 +44,8 @@ public static class Msh0D
// Magic04 и Magic06 обрабатываются вместе
public ushort Magic04 { get; set; }
public byte Magic04 { get; set; }
public byte Magic05 { get; set; }
public ushort Magic06 { get; set; }
public ushort CountOf06 { get; set; }
public int IndexInto06 { get; set; }

View File

@@ -1,5 +1,3 @@
using System.Buffers.Binary;
using System.Globalization;
using System.Text;
using Common;
using NResLib;
@@ -41,6 +39,7 @@ public class MshConverter
// 01 - это части меша (Piece)
for (var pieceIndex = 0; pieceIndex < component01.Elements.Count; pieceIndex++)
{
Console.WriteLine($"Piece {pieceIndex}");
var piece01 = component01.Elements[pieceIndex];
// var state = (piece.State00 == 0xffff) ? 0 : piece.State00;
@@ -49,7 +48,7 @@ public class MshConverter
var lod = piece01.Lod[lodIndex];
if (lod == 0xffff)
{
Console.WriteLine($"Piece {pieceIndex} has lod -1 at {lodIndex}. Skipping");
// Console.WriteLine($"Piece {pieceIndex} has lod -1 at {lodIndex}. Skipping");
continue;
}
@@ -58,6 +57,9 @@ public class MshConverter
var part02 = component02.Elements[lod];
int indexInto07 = part02.StartIndexIn07;
var comp07 = component07[indexInto07];
Console.WriteLine($"Lod {lodIndex}");
Console.WriteLine($"Comp07: {comp07.OffsetX}, {comp07.OffsetY}, {comp07.OffsetZ}");
var element0Dstart = part02.StartOffsetIn0d;
var element0Dcount = part02.ByteLengthIn0D;
@@ -88,7 +90,6 @@ public class MshConverter
// sw.WriteLine($"o piece_{pieceIndex}_of_mesh_{comp0Dindex}_tri_{ind}");
var comp07 = component07[indexInto07];
var i1 = indexInto03 + component06[indexInto06];
var i2 = indexInto03 + component06[indexInto06 + 1];
@@ -120,86 +121,6 @@ public class MshConverter
}
}
public void Convert2(string mshPath)
{
var mshNresResult = NResParser.ReadFile(mshPath);
var mshNres = mshNresResult.Archive!;
using var mshFs = new FileStream(mshPath, FileMode.Open, FileAccess.Read, FileShare.Read);
var component01 = Msh01.ReadComponent(mshFs, mshNres);
var component02 = Msh02.ReadComponent(mshFs, mshNres);
var component0A = Msh0A.ReadComponent(mshFs, mshNres);
var component07 = Msh07.ReadComponent(mshFs, mshNres);
var component0D = Msh0D.ReadComponent(mshFs, mshNres);
// Triangle Vertex Indices
var component06 = Msh06.ReadComponent(mshFs, mshNres);
// vertices
var component03 = Msh03.ReadComponent(mshFs, mshNres);
var csv06 = new StreamWriter("06.csv", false, Encoding.UTF8);
for (var i = 0; i < component06.Count; i += 3)
{
// csv06.WriteLine($"{component06[i]}");
csv06.WriteLine($"{component06[i]}, {component06[i + 1]}, {component06[i + 2]}");
}
csv06.Dispose();
var csv03 = new StreamWriter("03.obj", false, Encoding.UTF8);
csv03.WriteLine();
for (var i = 7525; i < component03.Count; i++)
{
// csv06.WriteLine($"{component06[i]}");
// csv03.WriteAsync($"o {i - 7525}");
csv03.WriteLine(
$"v {component03[i].X.ToString("F2", CultureInfo.InvariantCulture)} {component03[i].Y.ToString("F2", CultureInfo.InvariantCulture)} {component03[i].Z.ToString("F2", CultureInfo.InvariantCulture)}");
}
for (var i = 10485; i < component06.Count; i += 3)
{
csv03.WriteLine($"f {component06[i] + 1} {component06[i + 1] + 1} {component06[i + 2] + 1}");
}
csv03.Dispose();
// --- Write OBJ ---
using var sw = new StreamWriter("test.obj", false, Encoding.UTF8);
for (var index = 0; index < component03.Count; index++)
{
var v = component03[index];
sw.WriteLine($"v {v.X:F8} {v.Y:F8} {v.Z:F8}");
}
for (var i = 0; i < 1; i++)
{
sw.WriteLine($"o elem_0d_{i}");
var element0D = component0D[i];
Console.WriteLine($"Processing element 0D [{i}]:");
var elementsOf06 = component06
.Skip(element0D.IndexInto06)
.Take(element0D.CountOf06)
.ToList();
Console.WriteLine($"\tCount of 06: {elementsOf06.Count}, starting from {element0D.IndexInto06}");
var indexInto03 = element0D.IndexInto03;
Console.WriteLine($"\tIndexInto03: {indexInto03}");
if (elementsOf06.Count < 3)
{
throw new Exception("Less than 3 points");
}
}
}
public record Face(Vector3 P1, Vector3 P2, Vector3 P3);
public static void ExportCube(string filePath, Vector3[] points)

View File

@@ -10,6 +10,7 @@ using ParkanPlayground;
var converter = new MshConverter();
converter.Convert("E:\\ParkanUnpacked\\fortif.rlb\\133_fr_m_bunker.msh");
// converter.Convert("C:\\Program Files (x86)\\Nikita\\Iron Strategy\\DATA\\MAPS\\SC_1\\Land.msh");
// converter.Convert("E:\\ParkanUnpacked\\fortif.rlb\\73_fr_m_brige.msh");
// converter.Convert("E:\\ParkanUnpacked\\intsys.rlb\\277_MESH_o_pws_l_01.msh");
// converter.Convert("E:\\ParkanUnpacked\\static.rlb\\2_MESH_s_stn_0_01.msh");

View File

@@ -213,6 +213,9 @@ IComponent ** LoadSomething(undefined4, undefined4, undefined4, undefined4)
## `.msh`
### Описание ниже валидно только для моделей роботов и зданий.
##### Land.msh использует другой формат, хотя 03 файл это всё ещё точки.
Загружается в `AniMesh.dll/LoadAniMesh`
- Тип 01 - заголовок. Он хранит список деталей (submesh) в разных LOD
@@ -277,6 +280,22 @@ IComponent ** LoadSomething(undefined4, undefined4, undefined4, undefined4)
Загружается в `World3D.dll/LoadMatManager`
По сути это текстовый файл состоящий из 2 частей:
- Материалы
```
{count}
{id} {name}
```
- Карты освещения
```
LIGHTMAPS
{count}
{id} {name}
```
Может как-то анимироваться. Как - пока не понятно.
# Внутренняя система ID
- `1` -
@@ -309,6 +328,7 @@ IComponent ** LoadSomething(undefined4, undefined4, undefined4, undefined4)
- `0x28` - ICollObject
- `0x101` - 3DRender
- `0x105` - NResFile
- `0x106` - NResFileMetadata
- `0x201` - IWizard
- `0x202` - IItemManager
- `0x203` - ICollManager
@@ -317,8 +337,6 @@ IComponent ** LoadSomething(undefined4, undefined4, undefined4, undefined4)
- `0x303` - IHallway
- `0x304` - Distributor
- `0x401` - ISuperAI
- `0x105` - NResFile
- `0x106` - NResFileMetadata
- `0x501` - MissionData
- `0x502` - ResTree
- `0x700` - NetWatcher