using System.Text; using Common; using NResLib; namespace ParkanPlayground; public enum MshType { Unknown, Model, // Has component 06 (indices), 0D (batches), 07 Landscape // Has component 0B (per-triangle material), uses 15 directly } public class MshConverter { /// /// Detects mesh type based on which components are present in the archive. /// public static MshType DetectMeshType(NResArchive archive) { bool hasComponent06 = archive.Files.Any(f => f.FileType == "06 00 00 00"); bool hasComponent0B = archive.Files.Any(f => f.FileType == "0B 00 00 00"); bool hasComponent0D = archive.Files.Any(f => f.FileType == "0D 00 00 00"); // Model: Uses indexed triangles via component 06 and batches via 0D if (hasComponent06 && hasComponent0D) return MshType.Model; // Landscape: Uses direct triangles in component 15, with material data in 0B if (hasComponent0B && !hasComponent06) return MshType.Landscape; return MshType.Unknown; } /// /// Converts a .msh file to OBJ format, auto-detecting mesh type. /// /// Path to the .msh file /// Output OBJ path (optional, defaults to input name + .obj) /// LOD level to export (0 = highest detail) public void Convert(string mshPath, string? outputPath = null, int lodLevel = 0) { var mshNresResult = NResParser.ReadFile(mshPath); if (mshNresResult.Archive is null) { Console.WriteLine($"ERROR: Failed to read NRes archive: {mshNresResult.Error}"); return; } var archive = mshNresResult.Archive; var meshType = DetectMeshType(archive); outputPath ??= Path.ChangeExtension(mshPath, ".obj"); Console.WriteLine($"Converting: {Path.GetFileName(mshPath)}"); Console.WriteLine($"Detected type: {meshType}"); using var fs = new FileStream(mshPath, FileMode.Open, FileAccess.Read, FileShare.Read); switch (meshType) { case MshType.Model: ConvertModel(fs, archive, outputPath, lodLevel); break; case MshType.Landscape: ConvertLandscape(fs, archive, outputPath, lodLevel); break; default: Console.WriteLine("ERROR: Unknown mesh type, cannot convert."); break; } } /// /// Converts a model mesh (robots, buildings, etc.) to OBJ. /// Uses indexed triangles: 01 → 02 → 0D → 06 → 03 /// private void ConvertModel(FileStream fs, NResArchive archive, string outputPath, int lodLevel) { var component01 = Msh01.ReadComponent(fs, archive); var component02 = Msh02.ReadComponent(fs, archive); var component03 = Msh03.ReadComponent(fs, archive); var component06 = Msh06.ReadComponent(fs, archive); var component07 = Msh07.ReadComponent(fs, archive); var component0D = Msh0D.ReadComponent(fs, archive); Console.WriteLine($"Vertices: {component03.Count}"); Console.WriteLine($"Pieces: {component01.Elements.Count}"); Console.WriteLine($"Submeshes: {component02.Elements.Count}"); using var sw = new StreamWriter(outputPath, false, new UTF8Encoding(false)); sw.WriteLine($"# Model mesh converted from {Path.GetFileName(outputPath)}"); sw.WriteLine($"# LOD level: {lodLevel}"); // Write all vertices foreach (var v in component03) sw.WriteLine($"v {v.X:F6} {v.Y:F6} {v.Z:F6}"); int exportedFaces = 0; for (var pieceIndex = 0; pieceIndex < component01.Elements.Count; pieceIndex++) { var piece = component01.Elements[pieceIndex]; // Get submesh index for requested LOD if (lodLevel >= piece.Lod.Length) continue; var submeshIdx = piece.Lod[lodLevel]; if (submeshIdx == 0xFFFF || submeshIdx >= component02.Elements.Count) continue; sw.WriteLine($"g piece_{pieceIndex}"); var submesh = component02.Elements[submeshIdx]; var batchStart = submesh.StartOffsetIn0d; var batchCount = submesh.ByteLengthIn0D; for (var batchIdx = 0; batchIdx < batchCount; batchIdx++) { var batch = component0D[batchStart + batchIdx]; var baseVertex = batch.IndexInto03; var indexStart = batch.IndexInto06; var indexCount = batch.CountOf06; for (int i = 0; i < indexCount; i += 3) { var i1 = baseVertex + component06[indexStart + i]; var i2 = baseVertex + component06[indexStart + i + 1]; var i3 = baseVertex + component06[indexStart + i + 2]; sw.WriteLine($"f {i1 + 1} {i2 + 1} {i3 + 1}"); exportedFaces++; } } } Console.WriteLine($"Exported: {component03.Count} vertices, {exportedFaces} faces"); Console.WriteLine($"Output: {outputPath}"); } /// /// Converts a landscape mesh (terrain) to OBJ. /// Uses direct triangles: 01 → 02 → 15 (via StartIndexIn07/CountIn07) /// private void ConvertLandscape(FileStream fs, NResArchive archive, string outputPath, int lodLevel) { var component01 = Msh01.ReadComponent(fs, archive); var component02 = Msh02.ReadComponent(fs, archive); var component03 = Msh03.ReadComponent(fs, archive); var component15 = Msh15.ReadComponent(fs, archive); Console.WriteLine($"Vertices: {component03.Count}"); Console.WriteLine($"Triangles: {component15.Count}"); Console.WriteLine($"Tiles: {component01.Elements.Count}"); Console.WriteLine($"Submeshes: {component02.Elements.Count}"); using var sw = new StreamWriter(outputPath, false, new UTF8Encoding(false)); sw.WriteLine($"# Landscape mesh converted from {Path.GetFileName(outputPath)}"); sw.WriteLine($"# LOD level: {lodLevel}"); sw.WriteLine($"# Tile grid: {(int)Math.Sqrt(component01.Elements.Count)}x{(int)Math.Sqrt(component01.Elements.Count)}"); // Write all vertices foreach (var v in component03) sw.WriteLine($"v {v.X:F6} {v.Y:F6} {v.Z:F6}"); int exportedFaces = 0; for (var tileIdx = 0; tileIdx < component01.Elements.Count; tileIdx++) { var tile = component01.Elements[tileIdx]; // Get submesh index for requested LOD if (lodLevel >= tile.Lod.Length) continue; var submeshIdx = tile.Lod[lodLevel]; if (submeshIdx == 0xFFFF || submeshIdx >= component02.Elements.Count) continue; sw.WriteLine($"g tile_{tileIdx}"); var submesh = component02.Elements[submeshIdx]; // For landscape, StartIndexIn07 = triangle start index, CountIn07 = triangle count var triangleStart = submesh.StartIndexIn07; var triangleCount = submesh.CountIn07; for (var triOffset = 0; triOffset < triangleCount; triOffset++) { var triIdx = triangleStart + triOffset; if (triIdx >= component15.Count) { Console.WriteLine($"WARNING: Triangle index {triIdx} out of range for tile {tileIdx}"); continue; } var tri = component15[triIdx]; sw.WriteLine($"f {tri.Vertex1Index + 1} {tri.Vertex2Index + 1} {tri.Vertex3Index + 1}"); exportedFaces++; } } Console.WriteLine($"Exported: {component03.Count} vertices, {exportedFaces} faces"); Console.WriteLine($"Output: {outputPath}"); } public record Face(Vector3 P1, Vector3 P2, Vector3 P3); public static void ExportCube(string filePath, Vector3[] points) { if (points.Length != 8) throw new ArgumentException("Cube must have exactly 8 points."); using (StreamWriter writer = new StreamWriter(filePath)) { // Write vertices foreach (var p in points) { writer.WriteLine($"v {p.X} {p.Y} {p.Z}"); } // Write faces (each face defined by 4 vertices, using 1-based indices) int[][] faces = new int[][] { new int[] { 1, 2, 3, 4 }, // bottom new int[] { 5, 6, 7, 8 }, // top new int[] { 1, 2, 6, 5 }, // front new int[] { 2, 3, 7, 6 }, // right new int[] { 3, 4, 8, 7 }, // back new int[] { 4, 1, 5, 8 } // left }; foreach (var f in faces) { writer.WriteLine($"f {f[0]} {f[1]} {f[2]} {f[3]}"); } } } public static void ExportCubesAtPositions(string filePath, List centers, float size = 2f) { float half = size / 2f; using (StreamWriter writer = new StreamWriter(filePath)) { int vertexOffset = 0; foreach (var c in centers) { // Generate 8 vertices for this cube Vector3[] vertices = new Vector3[] { new Vector3(c.X - half, c.Y - half, c.Z - half), new Vector3(c.X + half, c.Y - half, c.Z - half), new Vector3(c.X + half, c.Y - half, c.Z + half), new Vector3(c.X - half, c.Y - half, c.Z + half), new Vector3(c.X - half, c.Y + half, c.Z - half), new Vector3(c.X + half, c.Y + half, c.Z - half), new Vector3(c.X + half, c.Y + half, c.Z + half), new Vector3(c.X - half, c.Y + half, c.Z + half) }; // Write vertices foreach (var v in vertices) { writer.WriteLine($"v {v.X} {v.Y} {v.Z}"); } // Define faces (1-based indices, counter-clockwise) int[][] faces = new int[][] { new int[] { 1, 2, 3, 4 }, // bottom new int[] { 5, 6, 7, 8 }, // top new int[] { 1, 2, 6, 5 }, // front new int[] { 2, 3, 7, 6 }, // right new int[] { 3, 4, 8, 7 }, // back new int[] { 4, 1, 5, 8 } // left }; // Write faces with offset foreach (var f in faces) { writer.WriteLine( $"f {f[0] + vertexOffset} {f[1] + vertexOffset} {f[2] + vertexOffset} {f[3] + vertexOffset}"); } vertexOffset += 8; } } } void Export(string filePath, IEnumerable vertices, List edges) { using (var writer = new StreamWriter(filePath)) { writer.WriteLine("# Exported OBJ file"); // Write vertices foreach (var v in vertices) { writer.WriteLine($"v {v.X:F2} {v.Y:F2} {v.Z:F2}"); } // Write edges as lines ("l" elements in .obj format) foreach (var e in edges) { // OBJ uses 1-based indexing writer.WriteLine($"l {e.Index1 + 1} {e.Index2 + 1}"); } } } }