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@@ -13,9 +13,7 @@ public enum MshType
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public class MshConverter
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{
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/// <summary>
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/// Detects mesh type based on which components are present in the archive.
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/// </summary>
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/// <summary>Определяет тип MSH по набору hex-компонентов архива.</summary>
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public static MshType DetectMeshType(NResArchive archive)
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{
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bool hasComponent06 = archive.Files.Any(f => f.FileType == "06 00 00 00");
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@@ -33,13 +31,12 @@ public class MshConverter
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return MshType.Unknown;
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}
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/// <summary>
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/// Converts a .msh file to OBJ format, auto-detecting mesh type.
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/// </summary>
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/// <param name="mshPath">Path to the .msh file</param>
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/// <param name="outputPath">Output OBJ path (optional, defaults to input name + .obj)</param>
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/// <param name="lodLevel">LOD level to export (0 = highest detail)</param>
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public void Convert(string mshPath, string? outputPath = null, int lodLevel = 0)
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/// <summary>Конвертирует .msh в OBJ с автоопределением типа меша.</summary>
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/// <param name="mshPath">Путь к .msh файлу.</param>
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/// <param name="outputPath">Путь к OBJ, по умолчанию рядом с исходным файлом.</param>
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/// <param name="lodLevel">LOD для экспорта.</param>
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/// <param name="group">Группа slot внутри LOD. slotIndex[lod * 5 + group].</param>
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public void Convert(string mshPath, string? outputPath = null, int lodLevel = 0, int group = 0)
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{
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var mshNresResult = NResParser.ReadFile(mshPath);
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if (mshNresResult.Archive is null)
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@@ -61,10 +58,10 @@ public class MshConverter
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switch (meshType)
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{
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case MshType.Model:
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ConvertModel(fs, archive, outputPath, lodLevel);
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ConvertModel(fs, archive, outputPath, lodLevel, group);
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break;
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case MshType.Landscape:
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ConvertLandscape(fs, archive, outputPath, lodLevel);
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ConvertLandscape(fs, archive, outputPath, lodLevel, group);
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break;
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default:
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Console.WriteLine("ERROR: Unknown mesh type, cannot convert.");
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@@ -73,17 +70,17 @@ public class MshConverter
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}
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/// <summary>
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/// Converts a model mesh (robots, buildings, etc.) to OBJ.
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/// Uses indexed triangles: 01 → 02 → 0D → 06 → 03
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/// Конвертирует обычную модель в OBJ.
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/// Путь данных: 0x01 -> 0x02 -> 0x0D -> 0x06 -> 0x03.
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/// </summary>
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private void ConvertModel(FileStream fs, NResArchive archive, string outputPath, int lodLevel)
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private void ConvertModel(FileStream fs, NResArchive archive, string outputPath, int lodLevel, int group)
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{
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var component01 = Msh01.ReadComponent(fs, archive);
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var component02 = Msh02.ReadComponent(fs, archive);
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var component03 = Msh03.ReadComponent(fs, archive);
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var component06 = Msh06.ReadComponent(fs, archive);
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var component07 = Msh07.ReadComponent(fs, archive);
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var component0D = Msh0D.ReadComponent(fs, archive);
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var component01 = Msh0x01.ReadComponent(fs, archive);
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var component02 = Msh0x02.ReadComponent(fs, archive);
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var component03 = Msh0x03.ReadComponent(fs, archive);
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var component06 = Msh0x06.ReadComponent(fs, archive);
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var component07 = Msh0x07.ReadComponent(fs, archive);
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var component0D = Msh0x0D.ReadComponent(fs, archive);
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Console.WriteLine($"Vertices: {component03.Count}");
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Console.WriteLine($"Pieces: {component01.Elements.Count}");
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@@ -93,9 +90,10 @@ public class MshConverter
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sw.WriteLine($"# Model mesh converted from {Path.GetFileName(outputPath)}");
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sw.WriteLine($"# LOD level: {lodLevel}");
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// Write all vertices
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foreach (var v in component03)
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sw.WriteLine($"v {v.X:F6} {v.Y:F6} {v.Z:F6}");
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{
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sw.WriteLine(FormattableString.Invariant($"v {v.X:F6} {v.Y:F6} {v.Z:F6}"));
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}
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int exportedFaces = 0;
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@@ -103,32 +101,49 @@ public class MshConverter
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{
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var piece = component01.Elements[pieceIndex];
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// Get submesh index for requested LOD
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if (lodLevel >= piece.Lod.Length)
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continue;
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var submeshIdx = piece.Lod[lodLevel];
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var submeshIdx = piece.ResolveSlotIndex(lodLevel, group);
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if (submeshIdx == 0xFFFF || submeshIdx >= component02.Elements.Count)
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continue;
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sw.WriteLine($"g piece_{pieceIndex}");
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var submesh = component02.Elements[submeshIdx];
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var batchStart = submesh.StartOffsetIn0d;
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var batchCount = submesh.ByteLengthIn0D;
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var batchStart = submesh.BatchStart;
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var batchCount = submesh.BatchCount;
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if (batchStart + batchCount > component0D.Count)
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{
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Console.WriteLine($"WARNING: Batch range {batchStart}:{batchCount} out of range for piece {pieceIndex}");
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continue;
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}
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for (var batchIdx = 0; batchIdx < batchCount; batchIdx++)
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{
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var batch = component0D[batchStart + batchIdx];
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var baseVertex = batch.IndexInto03;
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var indexStart = batch.IndexInto06;
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var indexCount = batch.CountOf06;
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var baseVertex = (int)batch.BaseVertex;
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var indexStart = (int)batch.IndexStart;
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var indexCount = batch.IndexCount;
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if (indexStart + indexCount > component06.Count)
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{
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Console.WriteLine($"WARNING: Index range {indexStart}:{indexCount} out of range for piece {pieceIndex}");
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continue;
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}
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for (int i = 0; i < indexCount; i += 3)
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{
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if (i + 2 >= indexCount)
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{
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Console.WriteLine($"WARNING: Batch has non-triangle index tail in piece {pieceIndex}");
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break;
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}
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var i1 = baseVertex + component06[indexStart + i];
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var i2 = baseVertex + component06[indexStart + i + 1];
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var i3 = baseVertex + component06[indexStart + i + 2];
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if (i1 >= component03.Count || i2 >= component03.Count || i3 >= component03.Count)
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{
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Console.WriteLine($"WARNING: Vertex index out of range in piece {pieceIndex}");
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continue;
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}
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sw.WriteLine($"f {i1 + 1} {i2 + 1} {i3 + 1}");
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exportedFaces++;
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@@ -141,15 +156,15 @@ public class MshConverter
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}
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/// <summary>
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/// Converts a landscape mesh (terrain) to OBJ.
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/// Uses direct triangles: 01 → 02 → 15 (via StartIndexIn07/CountIn07)
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/// Конвертирует terrain mesh в OBJ.
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/// Путь данных является terrain-гипотезой проекта: 0x01 -> 0x02 -> 0x15.
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/// </summary>
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private void ConvertLandscape(FileStream fs, NResArchive archive, string outputPath, int lodLevel)
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private void ConvertLandscape(FileStream fs, NResArchive archive, string outputPath, int lodLevel, int group)
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{
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var component01 = Msh01.ReadComponent(fs, archive);
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var component02 = Msh02.ReadComponent(fs, archive);
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var component03 = Msh03.ReadComponent(fs, archive);
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var component15 = Msh15.ReadComponent(fs, archive);
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var component01 = Msh0x01.ReadComponent(fs, archive);
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var component02 = Msh0x02.ReadComponent(fs, archive);
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var component03 = Msh0x03.ReadComponent(fs, archive);
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var component15 = Msh0x15.ReadComponent(fs, archive);
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Console.WriteLine($"Vertices: {component03.Count}");
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Console.WriteLine($"Triangles: {component15.Count}");
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@@ -161,9 +176,10 @@ public class MshConverter
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sw.WriteLine($"# LOD level: {lodLevel}");
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sw.WriteLine($"# Tile grid: {(int)Math.Sqrt(component01.Elements.Count)}x{(int)Math.Sqrt(component01.Elements.Count)}");
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// Write all vertices
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foreach (var v in component03)
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sw.WriteLine($"v {v.X:F6} {v.Y:F6} {v.Z:F6}");
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{
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sw.WriteLine(FormattableString.Invariant($"v {v.X:F6} {v.Y:F6} {v.Z:F6}"));
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}
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int exportedFaces = 0;
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@@ -171,11 +187,7 @@ public class MshConverter
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{
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var tile = component01.Elements[tileIdx];
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// Get submesh index for requested LOD
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if (lodLevel >= tile.Lod.Length)
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continue;
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var submeshIdx = tile.Lod[lodLevel];
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var submeshIdx = tile.ResolveSlotIndex(lodLevel, group);
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if (submeshIdx == 0xFFFF || submeshIdx >= component02.Elements.Count)
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continue;
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@@ -183,9 +195,8 @@ public class MshConverter
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var submesh = component02.Elements[submeshIdx];
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// For landscape, StartIndexIn07 = triangle start index, CountIn07 = triangle count
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var triangleStart = submesh.StartIndexIn07;
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var triangleCount = submesh.CountIn07;
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var triangleStart = submesh.TriStart;
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var triangleCount = submesh.TriCount;
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for (var triOffset = 0; triOffset < triangleCount; triOffset++)
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{
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@@ -197,6 +208,12 @@ public class MshConverter
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}
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var tri = component15[triIdx];
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if (tri.Vertex1Index >= component03.Count || tri.Vertex2Index >= component03.Count || tri.Vertex3Index >= component03.Count)
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{
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Console.WriteLine($"WARNING: Vertex index out of range for tile {tileIdx}");
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continue;
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}
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sw.WriteLine($"f {tri.Vertex1Index + 1} {tri.Vertex2Index + 1} {tri.Vertex3Index + 1}");
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exportedFaces++;
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}
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@@ -215,21 +232,21 @@ public class MshConverter
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using (StreamWriter writer = new StreamWriter(filePath))
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{
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// Write vertices
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// Запись вершин.
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foreach (var p in points)
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{
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writer.WriteLine($"v {p.X} {p.Y} {p.Z}");
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}
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// Write faces (each face defined by 4 vertices, using 1-based indices)
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// Запись граней: каждая грань задается четырьмя вершинами, OBJ использует индексацию с 1.
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int[][] faces = new int[][]
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{
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new int[] { 1, 2, 3, 4 }, // bottom
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new int[] { 5, 6, 7, 8 }, // top
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new int[] { 1, 2, 6, 5 }, // front
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new int[] { 2, 3, 7, 6 }, // right
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new int[] { 3, 4, 8, 7 }, // back
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new int[] { 4, 1, 5, 8 } // left
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new int[] { 1, 2, 3, 4 }, // низ
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new int[] { 5, 6, 7, 8 }, // верх
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new int[] { 1, 2, 6, 5 }, // перед
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new int[] { 2, 3, 7, 6 }, // право
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new int[] { 3, 4, 8, 7 }, // зад
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new int[] { 4, 1, 5, 8 } // лево
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};
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foreach (var f in faces)
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@@ -248,7 +265,7 @@ public class MshConverter
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foreach (var c in centers)
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{
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// Generate 8 vertices for this cube
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// Генерация восьми вершин куба.
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Vector3[] vertices = new Vector3[]
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{
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new Vector3(c.X - half, c.Y - half, c.Z - half),
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@@ -262,24 +279,24 @@ public class MshConverter
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new Vector3(c.X - half, c.Y + half, c.Z + half)
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};
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// Write vertices
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// Запись вершин.
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foreach (var v in vertices)
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{
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writer.WriteLine($"v {v.X} {v.Y} {v.Z}");
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}
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// Define faces (1-based indices, counter-clockwise)
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// Описание граней: индексация с 1, порядок против часовой стрелки.
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int[][] faces = new int[][]
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{
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new int[] { 1, 2, 3, 4 }, // bottom
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new int[] { 5, 6, 7, 8 }, // top
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new int[] { 1, 2, 6, 5 }, // front
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new int[] { 2, 3, 7, 6 }, // right
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new int[] { 3, 4, 8, 7 }, // back
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new int[] { 4, 1, 5, 8 } // left
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new int[] { 1, 2, 3, 4 }, // низ
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new int[] { 5, 6, 7, 8 }, // верх
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new int[] { 1, 2, 6, 5 }, // перед
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new int[] { 2, 3, 7, 6 }, // право
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new int[] { 3, 4, 8, 7 }, // зад
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new int[] { 4, 1, 5, 8 } // лево
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};
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// Write faces with offset
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// Запись граней со смещением индексов.
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foreach (var f in faces)
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{
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writer.WriteLine(
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@@ -297,18 +314,18 @@ public class MshConverter
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{
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writer.WriteLine("# Exported OBJ file");
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// Write vertices
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// Запись вершин.
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foreach (var v in vertices)
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{
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writer.WriteLine($"v {v.X:F2} {v.Y:F2} {v.Z:F2}");
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}
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// Write edges as lines ("l" elements in .obj format)
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// Запись ребер как line-элементов OBJ.
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foreach (var e in edges)
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{
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// OBJ uses 1-based indexing
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// OBJ использует индексацию с 1.
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writer.WriteLine($"l {e.Index1 + 1} {e.Index2 + 1}");
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}
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}
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}
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}
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}
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