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	update docs on wea. correctly parse msh
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		@@ -26,7 +26,8 @@ public static class Msh0D
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        var elements = elementBytes.Select(x => new Msh0DElement()
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        {
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            Flags = BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0)),
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            Magic04 = BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(4)),
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            Magic04 = x.AsSpan(4)[0],
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            Magic05 = x.AsSpan(5)[0],
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            Magic06 = BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(6)),
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            CountOf06 = BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(8)),
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            IndexInto06 = BinaryPrimitives.ReadInt32LittleEndian(x.AsSpan(0xA)),
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@@ -43,7 +44,8 @@ public static class Msh0D
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        // Magic04 и Magic06 обрабатываются вместе
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        public ushort Magic04 { get; set; }
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        public byte Magic04 { get; set; }
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        public byte Magic05 { get; set; }
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        public ushort Magic06 { get; set; }
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        public ushort CountOf06 { get; set; }
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        public int IndexInto06 { get; set; }
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@@ -1,5 +1,3 @@
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using System.Buffers.Binary;
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using System.Globalization;
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using System.Text;
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using Common;
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using NResLib;
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@@ -41,6 +39,7 @@ public class MshConverter
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        // 01 - это части меша (Piece)
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        for (var pieceIndex = 0; pieceIndex < component01.Elements.Count; pieceIndex++)
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        {
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            Console.WriteLine($"Piece {pieceIndex}");
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            var piece01 = component01.Elements[pieceIndex];
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            // var state = (piece.State00 == 0xffff) ? 0 : piece.State00;
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@@ -49,7 +48,7 @@ public class MshConverter
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                var lod = piece01.Lod[lodIndex];
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                if (lod == 0xffff)
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                {
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                    Console.WriteLine($"Piece {pieceIndex} has lod -1 at {lodIndex}. Skipping");
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                    // Console.WriteLine($"Piece {pieceIndex} has lod -1 at {lodIndex}. Skipping");
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                    continue;
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                }
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@@ -58,6 +57,9 @@ public class MshConverter
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                var part02 = component02.Elements[lod];
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                int indexInto07 = part02.StartIndexIn07;
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                var comp07 = component07[indexInto07];
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                Console.WriteLine($"Lod {lodIndex}");
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                Console.WriteLine($"Comp07: {comp07.OffsetX}, {comp07.OffsetY}, {comp07.OffsetZ}");
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                var element0Dstart = part02.StartOffsetIn0d;
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                var element0Dcount = part02.ByteLengthIn0D;
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@@ -88,7 +90,6 @@ public class MshConverter
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                            // sw.WriteLine($"o piece_{pieceIndex}_of_mesh_{comp0Dindex}_tri_{ind}");
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                            var comp07 = component07[indexInto07];
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                            var i1 = indexInto03 + component06[indexInto06];
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                            var i2 = indexInto03 + component06[indexInto06 + 1];
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@@ -120,86 +121,6 @@ public class MshConverter
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        }
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    }
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    public void Convert2(string mshPath)
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    {
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        var mshNresResult = NResParser.ReadFile(mshPath);
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        var mshNres = mshNresResult.Archive!;
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        using var mshFs = new FileStream(mshPath, FileMode.Open, FileAccess.Read, FileShare.Read);
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        var component01 = Msh01.ReadComponent(mshFs, mshNres);
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        var component02 = Msh02.ReadComponent(mshFs, mshNres);
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        var component0A = Msh0A.ReadComponent(mshFs, mshNres);
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        var component07 = Msh07.ReadComponent(mshFs, mshNres);
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        var component0D = Msh0D.ReadComponent(mshFs, mshNres);
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        // Triangle Vertex Indices
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        var component06 = Msh06.ReadComponent(mshFs, mshNres);
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        // vertices
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        var component03 = Msh03.ReadComponent(mshFs, mshNres);
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        var csv06 = new StreamWriter("06.csv", false, Encoding.UTF8);
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        for (var i = 0; i < component06.Count; i += 3)
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        {
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            // csv06.WriteLine($"{component06[i]}");
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            csv06.WriteLine($"{component06[i]}, {component06[i + 1]}, {component06[i + 2]}");
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        }
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        csv06.Dispose();
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        var csv03 = new StreamWriter("03.obj", false, Encoding.UTF8);
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        csv03.WriteLine();
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        for (var i = 7525; i < component03.Count; i++)
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        {
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            // csv06.WriteLine($"{component06[i]}");
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            // csv03.WriteAsync($"o {i - 7525}");
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            csv03.WriteLine(
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                $"v {component03[i].X.ToString("F2", CultureInfo.InvariantCulture)} {component03[i].Y.ToString("F2", CultureInfo.InvariantCulture)} {component03[i].Z.ToString("F2", CultureInfo.InvariantCulture)}");
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        }
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        for (var i = 10485; i < component06.Count; i += 3)
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        {
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            csv03.WriteLine($"f {component06[i] + 1} {component06[i + 1] + 1} {component06[i + 2] + 1}");
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        }
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        csv03.Dispose();
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        // --- Write OBJ ---
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        using var sw = new StreamWriter("test.obj", false, Encoding.UTF8);
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        for (var index = 0; index < component03.Count; index++)
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        {
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            var v = component03[index];
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            sw.WriteLine($"v {v.X:F8} {v.Y:F8} {v.Z:F8}");
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        }
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        for (var i = 0; i < 1; i++)
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        {
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            sw.WriteLine($"o elem_0d_{i}");
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            var element0D = component0D[i];
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            Console.WriteLine($"Processing element 0D [{i}]:");
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            var elementsOf06 = component06
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                .Skip(element0D.IndexInto06)
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                .Take(element0D.CountOf06)
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                .ToList();
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            Console.WriteLine($"\tCount of 06: {elementsOf06.Count}, starting from {element0D.IndexInto06}");
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            var indexInto03 = element0D.IndexInto03;
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            Console.WriteLine($"\tIndexInto03: {indexInto03}");
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            if (elementsOf06.Count < 3)
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            {
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                throw new Exception("Less than 3 points");
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            }
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        }
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    }
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    public record Face(Vector3 P1, Vector3 P2, Vector3 P3);
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    public static void ExportCube(string filePath, Vector3[] points)
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@@ -10,6 +10,7 @@ using ParkanPlayground;
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var converter = new MshConverter();
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converter.Convert("E:\\ParkanUnpacked\\fortif.rlb\\133_fr_m_bunker.msh");
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// converter.Convert("C:\\Program Files (x86)\\Nikita\\Iron Strategy\\DATA\\MAPS\\SC_1\\Land.msh");
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// converter.Convert("E:\\ParkanUnpacked\\fortif.rlb\\73_fr_m_brige.msh");
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// converter.Convert("E:\\ParkanUnpacked\\intsys.rlb\\277_MESH_o_pws_l_01.msh");
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// converter.Convert("E:\\ParkanUnpacked\\static.rlb\\2_MESH_s_stn_0_01.msh");
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										22
									
								
								README.md
									
									
									
									
									
								
							
							
						
						
									
										22
									
								
								README.md
									
									
									
									
									
								
							@@ -213,6 +213,9 @@ IComponent ** LoadSomething(undefined4, undefined4, undefined4, undefined4)
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## `.msh`
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### Описание ниже валидно только для моделей роботов и зданий.
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##### Land.msh использует другой формат, хотя 03 файл это всё ещё точки.
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Загружается в `AniMesh.dll/LoadAniMesh`
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- Тип 01 - заголовок. Он хранит список деталей (submesh) в разных LOD
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@@ -277,6 +280,22 @@ IComponent ** LoadSomething(undefined4, undefined4, undefined4, undefined4)
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Загружается в `World3D.dll/LoadMatManager`
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По сути это текстовый файл состоящий из 2 частей:
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- Материалы
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  ```
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  {count}
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  {id} {name}
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  ```
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- Карты освещения
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  ```
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  LIGHTMAPS
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  {count}
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  {id} {name}
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  ```
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Может как-то анимироваться. Как - пока не понятно.
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# Внутренняя система ID
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- `1` - 
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@@ -309,6 +328,7 @@ IComponent ** LoadSomething(undefined4, undefined4, undefined4, undefined4)
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- `0x28` - ICollObject
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- `0x101` - 3DRender
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- `0x105` - NResFile
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- `0x106` - NResFileMetadata
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- `0x201` - IWizard
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- `0x202` - IItemManager
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- `0x203` - ICollManager
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@@ -317,8 +337,6 @@ IComponent ** LoadSomething(undefined4, undefined4, undefined4, undefined4)
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- `0x303` - IHallway
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- `0x304` - Distributor
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- `0x401` - ISuperAI
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- `0x105` - NResFile
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- `0x106` - NResFileMetadata
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- `0x501` - MissionData
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- `0x502` - ResTree
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- `0x700` - NetWatcher
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