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mirror of https://github.com/sampletext32/ParkanPlayground.git synced 2025-12-11 00:41:20 +04:00
Files
parkan-playground/ParkanPlayground/MshConverter.cs
bird_egop fcfb8d0e8a feat: Add landscape mesh support to MshConverter
- Auto-detect Model vs Landscape mesh types
- Model: uses indexed triangles (06, 0D, 07)
- Landscape: uses direct triangles (0B, 15)
- Add MSH_FORMAT.md documentation (Russian)
- Add Ghidra decompiled code for CLandscape
2025-12-05 18:04:50 +03:00

314 lines
12 KiB
C#

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
{
/// <summary>
/// Detects mesh type based on which components are present in the archive.
/// </summary>
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;
}
/// <summary>
/// Converts a .msh file to OBJ format, auto-detecting mesh type.
/// </summary>
/// <param name="mshPath">Path to the .msh file</param>
/// <param name="outputPath">Output OBJ path (optional, defaults to input name + .obj)</param>
/// <param name="lodLevel">LOD level to export (0 = highest detail)</param>
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($"Detected type: {meshType}");
using var fs = new FileStream(mshPath, FileMode.Open, FileAccess.Read, FileShare.Read);
switch (meshType)
{
case MshType.Model:
ConvertModel(fs, archive, outputPath, lodLevel);
break;
case MshType.Landscape:
ConvertLandscape(fs, archive, outputPath, lodLevel);
break;
default:
Console.WriteLine("ERROR: Unknown mesh type, cannot convert.");
break;
}
}
/// <summary>
/// Converts a model mesh (robots, buildings, etc.) to OBJ.
/// Uses indexed triangles: 01 → 02 → 0D → 06 → 03
/// </summary>
private void ConvertModel(FileStream fs, NResArchive archive, string outputPath, int lodLevel)
{
var component01 = Msh01.ReadComponent(fs, archive);
var component02 = Msh02.ReadComponent(fs, archive);
var component03 = Msh03.ReadComponent(fs, archive);
var component06 = Msh06.ReadComponent(fs, archive);
var component07 = Msh07.ReadComponent(fs, archive);
var component0D = Msh0D.ReadComponent(fs, archive);
Console.WriteLine($"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($"Output: {outputPath}");
}
/// <summary>
/// Converts a landscape mesh (terrain) to OBJ.
/// Uses direct triangles: 01 → 02 → 15 (via StartIndexIn07/CountIn07)
/// </summary>
private void ConvertLandscape(FileStream fs, NResArchive archive, string outputPath, int lodLevel)
{
var component01 = Msh01.ReadComponent(fs, archive);
var component02 = Msh02.ReadComponent(fs, archive);
var component03 = Msh03.ReadComponent(fs, archive);
var component15 = Msh15.ReadComponent(fs, archive);
Console.WriteLine($"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<Vector3> 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(
$"f {f[0] + vertexOffset} {f[1] + vertexOffset} {f[2] + vertexOffset} {f[3] + vertexOffset}");
}
vertexOffset += 8;
}
}
}
void Export(string filePath, IEnumerable<Vector3> vertices, List<IndexedEdge> edges)
{
using (var writer = new StreamWriter(filePath))
{
writer.WriteLine("# Exported OBJ file");
// Write vertices
foreach (var v in vertices)
{
writer.WriteLine($"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}");
}
}
}
}