Beispiel #1
0
        private static MDLObject LoadMDLMesh(System.IO.BinaryReader br)
        {
            MDLMesh mesh = new MDLMesh();

            mesh.nvertex  = br.ReadInt32();
            mesh.nfaces   = br.ReadInt32();
            mesh.vertices = new MDLVertice[mesh.nvertex];
            for (int n = 0; n < mesh.nvertex; n++)
            {
                // read vertice
                MDLVertice vert = new MDLVertice();
                vert.x           = br.ReadSingle();
                vert.y           = br.ReadSingle();;
                vert.z           = br.ReadSingle();;
                vert.mx          = br.ReadSingle();;
                vert.my          = br.ReadSingle();;
                vert.nx          = br.ReadSingle();;
                vert.ny          = br.ReadSingle();;
                vert.nz          = br.ReadSingle();;
                mesh.vertices[n] = vert;
            }
            mesh.faces = new ushort[mesh.nfaces];
            for (int n = 0; n < mesh.nfaces; n++)
            {
                mesh.faces[n] = br.ReadUInt16();
            }
            MDLObject mdlo = MDLFile.NewMDLObject();

            mdlo.mesh = mesh;
            mdlo.type = MDLType.mdl_mesh;
            return(mdlo);
        }
Beispiel #2
0
    private static Mesh GenerateMesh(MDLFile mdl, string destPath)
    {
        var geometry = mdl.geometry;

        var verts = geometry.frames[0].verts;

        Mesh mesh = new Mesh();

        var rotation = Quaternion.AngleAxis(-90, Vector3.up);

        Vector3[] vertices  = new Vector3[verts.Length];
        int[]     triangles = new int[verts.Length];
        for (int i = 0; i < verts.Length; i += 3)
        {
            vertices[i]      = rotation * BSPFile.TransformVector(verts[i]);
            vertices[i + 1]  = rotation * BSPFile.TransformVector(verts[i + 1]);
            vertices[i + 2]  = rotation * BSPFile.TransformVector(verts[i + 2]);
            triangles[i]     = i + 2;
            triangles[i + 1] = i + 1;
            triangles[i + 2] = i;
        }

        mesh.vertices  = vertices;
        mesh.triangles = triangles;
        mesh.uv        = geometry.uvs;
        mesh.RecalculateNormals();

        var meshPath = destPath + "/" + mdl.name + "_mesh.asset";

        AssetDatabase.CreateAsset(mesh, meshPath);

        return(AssetDatabase.LoadAssetAtPath <Mesh>(meshPath));
    }
Beispiel #3
0
        public Graph(MDLFile file)
        {
            //states
            var logicView = (from property in (from property in (from element in file.Elements.OfType <MdlReader.Object>()
                                                                 where element.Name == "\"Logical View\""
                                                                 select element.Properties).First()
                                               where property.Name == "root_category"
                                               select property.Value).Cast <ElementVal>()
                             select property.Value).Cast <MdlReader.Object>().First();
            var stateMachine = (MdlReader.Object)(from property in logicView.Properties
                                                  where property.Name == "statemachine"
                                                  select property.Value).Cast <MdlReader.ElementVal>().First().Value;
            var states = (MdlReader.List)(from property in stateMachine.Properties
                                          where property.Name == "states"
                                          select property.Value).Cast <MdlReader.ElementVal>().First().Value;
            var transitions = (MdlReader.List)(from property in stateMachine.Properties
                                               where property.Name == "transitions"
                                               select property.Value).Cast <MdlReader.ElementVal>().First().Value;

            Nodes = new Dictionary <string, Node>();
            //create node
            foreach (MdlReader.Object obj in states.Elements)
            {
                Node node = new Node();
                node.Name = obj.Name;
                node.Quid = (from property in obj.Properties
                             where property.Name == "quid"
                             select property.Value).Cast <StringVal>().First().Value;
                node.Type = (from property in obj.Properties
                             where property.Name == "type"
                             select property.Value).Cast <StringVal>().First().Value;
                if (node.Type == "\"StartState\"")
                {
                    Start = node;
                }
                else if (node.Type == "\"EndState\"")
                {
                    End = node;
                }
                Nodes.Add(node.Quid, node);
            }
            //create edges
            foreach (MdlReader.Object obj in transitions.Elements)
            {
                string supplier = (from property in obj.Properties
                                   where property.Name == "supplier_quidu"
                                   select property.Value).Cast <StringVal>().First().Value;
                string client = (from property in obj.Properties
                                 where property.Name == "client_quidu"
                                 select property.Value).Cast <StringVal>().First().Value;
                Nodes[client].To.Add(supplier);
                Nodes[supplier].From.Add(client);
                // //add in degree
                // ++Nodes[client].Out;
                // //add out degree
                // ++Nodes[supplier].In;
            }
        }
Beispiel #4
0
        private void ParseMdlFileButton_Click(object sender, EventArgs e)
        {
            MdlParser parser = new MdlParser(MdlFilePathTextBox.Text);
            MDLFile   file   = parser.Parse();
            // Graph graph = new Graph(file);
            // var verticesPaths = graph.VerticesCover();
            VerticesCover verticesCover = new VerticesCover(new Graph(file));

            OutPutTextBox.Text = "满足所有点覆盖情况下的最少路径\r\n" + string.Join("\r\n", verticesCover.VerticesCoverPaths());
            // var edgesPaths = graph.EdgesCover();
            EdgesCover edgesCover = new EdgesCover(new Graph(file));

            OutPutTextBox.Text += "\r\n满足所有边覆盖情况下的所有路径\r\n" + string.Join("\r\n", edgesCover.EdgesCoverPaths());
        }
Beispiel #5
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        private fileType LoadFile(System.IO.FileInfo fi, string requestedName, out string varname, out Bitmap output)
        {
            fileType returnType = fileType.ImageMdl;

            varname = "";
            output  = null;
            if (fi.Name.EndsWith(".mdl"))
            {
                MDL.MDLFile test  = new MDL.MDLFile();
                bool        valid = test.ReadFromFile(fi.FullName);
                if (valid)
                {
                    currentBinaryMDL = test;
                    returnType       = fileType.ModelMdl;
                    if (test.RootObject.Where(x => x.type == MDLType.mdl_image).Count() > 0)
                    {
                        output     = test.RootObject.First(x => x.type == MDLType.mdl_image).image.myBitmap;
                        returnType = fileType.ImageMdl;
                    }
                }
                else
                {
                    currentBinaryMDL = null;
                    System.IO.FileStream fs;
                    try
                    {
                        fs = fi.OpenRead();
                        using (System.IO.BinaryReader br = new System.IO.BinaryReader(fs))
                        {
                            br.BaseStream.Seek(0, System.IO.SeekOrigin.Begin);
                            output     = LoadTextBmpMDL(fi, out currentReferencedFiles, requestedName, out varname);
                            returnType = fileType.TextMdl;
                        }
                    }
                    catch (Exception ex)
                    {
                    }
                }
            }
            else
            {
                returnType       = fileType.Image;
                currentBinaryMDL = null;
                output           = (Bitmap)Bitmap.FromFile(fi.FullName);
            }

            return(returnType);
        }
Beispiel #6
0
    private static MDL CreateMDL(DataStream ds, string destPath, string name)
    {
        MDLFile mdl = new MDLFile(ds, name);

        var mesh  = GenerateMesh(mdl, destPath);
        var skins = GenerateSkins(mdl, destPath);

        GenerateAnimations(mdl, destPath);

        var asset = ScriptableObject.CreateInstance <MDL>();

        asset.name      = name;
        asset.mesh      = mesh;
        asset.materials = skins;
        return(asset);
    }
Beispiel #7
0
        private void GenerateStateDiagramButton_Click(object sender, EventArgs e)
        {
            MdlParser      parser = new MdlParser(MdlFilePathTextBox.Text);
            MDLFile        file   = parser.Parse();
            Graph          graph  = new Graph(file);
            SaveFileDialog dialog = new SaveFileDialog();

            dialog.Filter = "PlantUML file(*.wsd)|*.wsd";
            if (dialog.ShowDialog() == DialogResult.OK)
            {
                File.WriteAllText(dialog.FileName, graph.ToPlantuml());
                Process process = new Process();
                process.StartInfo.UseShellExecute = false;
                process.StartInfo.CreateNoWindow  = true;
                process.StartInfo.FileName        = "cmd.exe";
                process.StartInfo.Arguments       = "/c plantuml " + dialog.FileName;
                process.Start();
                process.WaitForExit();
                PlantUML plantUML = new PlantUML(dialog.FileName.Replace(".wsd", ".png"));
                plantUML.Show();
            }
        }
Beispiel #8
0
        private List <Bitmap> GetReferencedImages(MDLFile currentBinaryMDL)
        {
            List <Bitmap> retunvalue = new List <Bitmap>();
            List <string> possibleNS = currentBinaryMDL.header.NameSpaces.Where(x => x != "model" && x != "effect").ToList();

            // lets loop over our possible NS
            foreach (var imageNameSpace in possibleNS)
            {
                IEnumerable <FileInfo> myFiles = listBox1.Items.OfType <FileInfo>();
                foreach (var fileInfo in myFiles.Where(x => x.Name.ToLower() == imageNameSpace.ToLower() + ".mdl"))
                {
                    // lets try to load an image out of this file.
                    string fName = "";  // The namespace we got out of the file.
                    Bitmap resultImage; // The image that we loaded from the file.

                    fileType ft = LoadImage(fileInfo, imageNameSpace, out fName, out resultImage);
                    if (resultImage != null)
                    {// if we loaded an image lets add it to our list.
                        retunvalue.Add(resultImage);
                    }
                }
            }
            return(retunvalue);
        }
Beispiel #9
0
    private static MDLAnimation[] GenerateAnimations(MDLFile mdl, string destPath)
    {
        var frames = mdl.geometry.frames;

        if (frames.Length == 1)
        {
            return(null);                    // no animations
        }
        var animationsPath = destPath + "/animations";

        AssetUtils.CreateFolder(animationsPath);

        var animations = new List <MDLAnimation>(mdl.animations.Count);

        foreach (var e in mdl.animations)
        {
            var name = e.Key;
            var anim = e.Value;

            var rotation = Quaternion.AngleAxis(-90, Vector3.up);

            var animationFrames = new MDLAnimationFrame[anim.length];
            for (int frameIndex = 0; frameIndex < anim.length; ++frameIndex)
            {
                var       frame     = frames[anim.start + frameIndex];
                var       verts     = frame.verts;
                Vector3[] vertices  = new Vector3[verts.Length];
                int[]     triangles = new int[verts.Length];
                for (int vertexIndex = 0; vertexIndex < verts.Length; vertexIndex += 3)
                {
                    vertices[vertexIndex]      = rotation * BSPFile.TransformVector(verts[vertexIndex]);
                    vertices[vertexIndex + 1]  = rotation * BSPFile.TransformVector(verts[vertexIndex + 1]);
                    vertices[vertexIndex + 2]  = rotation * BSPFile.TransformVector(verts[vertexIndex + 2]);
                    triangles[vertexIndex]     = vertexIndex + 2;
                    triangles[vertexIndex + 1] = vertexIndex + 1;
                    triangles[vertexIndex + 2] = vertexIndex;
                }
                animationFrames[frameIndex] = new MDLAnimationFrame(frame.name, vertices, triangles);
            }

            var animation = ScriptableObject.CreateInstance <MDLAnimation>();
            animation.name   = name;
            animation.frames = animationFrames;
            animation.type   = GetAnimationType(name);

            if (name == "frame")
            {
                name = mdl.name;
            }
            if (name == "v_axe")
            {
                name = "shot";                  // dirty little hack
            }
            var animationPath = animationsPath + "/" + name + "_animation.asset";
            AssetDatabase.CreateAsset(animation, animationPath);

            animations.Add(AssetDatabase.LoadAssetAtPath <MDLAnimation>(animationPath));
        }

        AssetDatabase.SaveAssets();

        return(animations.ToArray());
    }
Beispiel #10
0
    static Material[] GenerateSkins(MDLFile mdl, string destPath)
    {
        List <string>   textures  = new List <string>();
        List <Material> materials = new List <Material>();

        var skinsPath = destPath + "/skins";

        AssetUtils.CreateFolder(skinsPath);

        int skinId = 0;

        foreach (var skin in mdl.skins)
        {
            var textureName = mdl.skins.Length > 1 ?
                              string.Format("{0}_skin_{1}.png", mdl.name, skinId++) :
                              string.Format("{0}_skin.png", mdl.name);
            var texturePath = skinsPath + "/" + textureName;
            if (!AssetUtils.AssetPathExists(texturePath))
            {
                Texture2D tex    = new Texture2D(skin.width, skin.height);
                Color32[] pixels = new Color32[skin.width * skin.height];
                for (int i = 0, j = 0; i < pixels.Length; ++i)
                {
                    pixels[i] = new Color32(skin.data[j++], skin.data[j++], skin.data[j++], skin.data[j++]);
                }

                for (int x = 0; x < skin.width; ++x)
                {
                    for (int y = 0; y < skin.height / 2; ++y)
                    {
                        int from = y * skin.width + x;
                        int to   = (skin.height - y - 1) * skin.width + x;
                        var temp = pixels[to];
                        pixels[to]   = pixels[from];
                        pixels[from] = temp;
                    }
                }

                tex.SetPixels32(pixels);
                File.WriteAllBytes(AssetUtils.GetAbsoluteAssetPath(texturePath), tex.EncodeToPNG());
            }

            textures.Add(texturePath);
        }
        AssetDatabase.Refresh();

        foreach (var texture in textures)
        {
            int    index        = texture.LastIndexOf('.');
            string materialPath = texture.Substring(0, index) + ".mat";
            if (!AssetUtils.AssetPathExists(materialPath))
            {
                TextureImporter importer = TextureImporter.GetAtPath(texture) as TextureImporter;
                importer.textureType    = TextureImporterType.Default;
                importer.wrapMode       = TextureWrapMode.Repeat;
                importer.filterMode     = FilterMode.Point;
                importer.maxTextureSize = 2048;
                importer.textureFormat  = TextureImporterFormat.DXT1;
                importer.SaveAndReimport();

                var material = new Material(Shader.Find("Standard"));
                material.mainTexture = AssetDatabase.LoadAssetAtPath <Texture2D>(texture);
                material.SetFloat("_Glossiness", 0.0f);

                AssetDatabase.CreateAsset(material, materialPath);
            }

            materials.Add(AssetDatabase.LoadAssetAtPath <Material>(materialPath));
        }

        AssetDatabase.SaveAssets();

        return(materials.ToArray());
    }
        public static Transform LoadModel(String ModelPath, Boolean WithAnims = false, Boolean withHitboxes = false, Boolean GenerateUV2 = false)
        {
            //Normalize path before do magic here
            //(Cuz some paths uses different separators or levels... so we normalize paths always)
            String TempPath = NormalizePath(ModelPath, ModelsSubFolder, ModelsExtension[0], false);

            //If model exist in cache, return it
            if (ModelCache.ContainsKey(TempPath))
            {
                return(UnityEngine.Object.Instantiate(ModelCache[TempPath]));
            }
            //Else begin try load model

            Transform Model;
            String    FileName = TempPath + ModelsExtension[0];

            try
            {
                #region Studio Model
                //Try load model
                MDLFile MDLFile;
                using (Stream mdlStream = OpenFile(FileName))
                {
                    if (mdlStream == null)
                    {
                        throw new FileLoadException(FileName + " NOT FOUND!");
                    }

                    MDLFile = new MDLFile(mdlStream, WithAnims, withHitboxes);
                }
                #endregion

                //Try load vertexes
                #region Vertexes (Vertices data)
                FileName = TempPath + ModelsExtension[1];
                VVDFile VVDFile;
                using (Stream vvdStream = OpenFile(FileName))
                {
                    if (vvdStream != null)
                    {
                        VVDFile = new VVDFile(vvdStream, MDLFile);
                    }
                    else
                    {
                        Debug.LogWarning(FileName + " NOT FOUND!");
                        MDLFile.BuildMesh = false;
                        VVDFile           = null;
                    }
                }
                #endregion

                #region Meshes
                VTXFile VTXFile = null;
                if (MDLFile.BuildMesh)
                {
                    if (VVDFile != null)
                    {
                        //Here we try find all vtx pattern, from high to low
                        for (Int32 TryVTXID = 0; TryVTXID < 4; TryVTXID++)
                        {
                            FileName = TempPath + ModelsExtension[2 + TryVTXID];
                            using (Stream vtxStream = OpenFile(FileName))
                            {
                                if (vtxStream != null)
                                {
                                    MDLFile.BuildMesh = true;
                                    VTXFile           = new VTXFile(vtxStream, MDLFile, VVDFile);
                                    break;
                                }
                            }
                        }

                        //If at least one VTX was not found, notify about that
                        if (VTXFile == null)
                        {
                            Debug.LogWarning(FileName + " NOT FOUND!");
                            MDLFile.BuildMesh = false;
                        }
                    }
                }
                #endregion

                //Try build model
                Model = MDLFile.BuildModel(GenerateUV2);

                //Reset all
                MDLFile = null;
                VVDFile = null;
                VTXFile = null;

                //Add model to cache (to load faster than rebuild models again, again and again...)
                ModelCache.Add(TempPath, Model);
            }
            catch (Exception ex)
            {
                Model = new GameObject(TempPath).transform;
                //notify about error
                Debug.LogError(String.Format("{0}: {1}", TempPath, ex));
                ModelCache.Add(TempPath, Model);
                return(Model);
            }

            return(Model);
        }
Beispiel #12
0
        /// <summary>
        /// The device has been created.  Resources that are not lost on
        /// Reset() can be created here -- resources in Pool.Managed,
        /// Pool.Scratch, or Pool.SystemMemory.  Image surfaces created via
        /// CreateImageSurface are never lost and can be created here.  Vertex
        /// shaders and pixel shaders can also be created here as they are not
        /// lost on Reset().
        /// </summary>
        protected override void InitializeDeviceObjects()
        {
            // Initialize the drawingFont's internal textures
            drawingFont.InitializeDeviceObjects(device);

            //ExtendedMaterial[] mtrl = null;
            mdlfile = new MDLFile();
            string path = DXUtil.FindMediaFile(initialDirectory, meshFilename);

            try
            {
                //systemMemoryMesh = Mesh.FromFile(path, MeshFlags.SystemMemory, device, out adjacency, out mtrl);
                if (!mdlfile.ReadFromFile(initialDirectory + "\\" + meshFilename))
                {
                    throw new FileLoadException("not a valide MDL file.", meshFilename);
                }
                MDLObject obj = mdlfile.RootObject;
                rootmdl = obj;

                CBLOD.Items.Clear();
                if (obj.type == MDLType.mdl_lod)
                {
                    CBLOD.Enabled = true;
                    for (int i = 0; i < obj.nchildren; i++)
                    {
                        CBLOD.Items.Add(obj.childrens[i].lodval);
                    }
                    obj = obj.childrens[0];
                    CBLOD.SelectedIndex = 0;
                }
                else
                {
                    CBLOD.Enabled = false;
                }

                //				while (obj.type != MDLType.mdl_mesh)
                //				{
                //					if (obj.childrens[0].type == MDLType.mdl_empty)
                //						obj = obj.childrens[1];
                //					else
                //						obj = obj.childrens[0];
                //
                //				}
                // process textures
                if (mdlfile.NumTextures > 0)
                {
                    meshMaterials = new Material[mdlfile.NumTextures];
                    meshTextures  = new Texture[mdlfile.NumTextures];
                    for (int i = 0; i < mdlfile.NumTextures; i++)
                    {
                        meshMaterials[i]         = new Direct3D.Material();
                        meshMaterials[i].Ambient = Color.White;
                        meshMaterials[i].Diffuse = Color.White;

                        MDLFile mdlbmp = new MDLFile();
                        if (mdlbmp.ReadFromFile(initialDirectory + "\\" + mdlfile.Textures[i] + ".mdl"))
                        {
                            if (mdlbmp.RootObject.type == MDLType.mdl_image)
                            {
                                MDLImage     mdlimg    = mdlbmp.RootObject.image;
                                MemoryStream memstream = new MemoryStream(mdlimg.bitmap);
                                try
                                {
                                    //meshTextures[i] = TextureLoader.FromStream(device,memstream,mdlimg.bitmap.Length,mdlimg.w,mdlimg.h,0,0,Format.R5G6B5,Pool.Managed,Filter.Linear,Filter.Linear,0);
                                    //meshTextures[i] = TextureLoader.FromStream(device,memstream,mdlimg.w,mdlimg.h,0,0,Format.R5G6B5,Pool.SystemMemory,Filter.Linear,Filter.Linear,1);
                                    Bitmap     bitmap = new Bitmap(mdlimg.w, mdlimg.h, PixelFormat.Format16bppRgb565);
                                    Rectangle  rect   = new Rectangle(0, 0, mdlimg.w, mdlimg.h);
                                    BitmapData bmdata = bitmap.LockBits(rect, ImageLockMode.WriteOnly, PixelFormat.Format16bppRgb565);
                                    IntPtr     pixels = bmdata.Scan0;
                                    unsafe
                                    {
                                        byte *pBits = (byte *)pixels.ToPointer();
                                        for (int p = 0; p < mdlimg.bitmap.Length; p++)
                                        {
                                            pBits[p] = mdlimg.bitmap[p];
                                        }
                                    }
                                    bitmap.UnlockBits(bmdata);
                                    //bitmap.RotateFlip(RotateFlipType.RotateNoneFlipX);
                                    meshTextures[i] = Texture.FromBitmap(device, bitmap, Usage.AutoGenerateMipMap, Pool.Managed);
                                }
                                catch (Exception e)
                                {
                                    string mess = e.Message;
                                    MessageBox.Show("error loading texture '" + mdlfile.Textures[i] + ".mdl'. " + e.Message);
                                }
                            }
                        }
                    }
                }

                ArrayList objs = FlattenChildren(obj);

                Meshes       = new Mesh[objs.Count];
                MeshesEnable = new bool[objs.Count];
                MeshesTex    = new int[objs.Count];
                objectRadius = 0;
                tvObj.Nodes.Clear();

                for (int oi = 0; oi < objs.Count; oi++)
                {
                    obj = (MDLObject)objs[oi];


                    TreeNode tn = new TreeNode("part " + oi.ToString());
                    tn.Tag     = oi;
                    tn.Checked = true;
                    tn.Nodes.Add("# vertices = " + obj.mesh.nvertex.ToString());
                    tn.Nodes.Add("# faces = " + (obj.mesh.nfaces / 3).ToString());
                    if (obj.textidx == -1)
                    {
                        tn.Nodes.Add("no texture");
                    }
                    else
                    {
                        tn.Nodes.Add("texture = " + mdlfile.Textures[obj.textidx]);
                    }
                    tvObj.Nodes.Add(tn);

                    // process mesh
                    systemMemoryMesh = new Mesh(obj.mesh.nfaces / 3, obj.mesh.nvertex, MeshFlags.SystemMemory, VertexFormats.Position | VertexFormats.Normal | VertexFormats.Texture1, device);

                    //systemMemoryMesh = Mesh.Box(device,12,15,2);
                    VertexBuffer pVB           = systemMemoryMesh.VertexBuffer;
                    int          dwNumVertices = systemMemoryMesh.NumberVertices;

                    CustomVertex.PositionNormalTextured [] dest =
                        (CustomVertex.PositionNormalTextured [])pVB.Lock(0,
                                                                         typeof(CustomVertex.PositionNormalTextured), 0, dwNumVertices);

                    for (int i = 0; i < dest.Length; i++)
                    {
                        dest[i].X = obj.mesh.vertices[i].x;
                        dest[i].Y = obj.mesh.vertices[i].y;
                        dest[i].Z = obj.mesh.vertices[i].z;

                        dest[i].Nx = obj.mesh.vertices[i].nx;
                        dest[i].Ny = obj.mesh.vertices[i].ny;
                        dest[i].Nz = obj.mesh.vertices[i].nz;

                        dest[i].Tu = obj.mesh.vertices[i].mx;
                        dest[i].Tv = obj.mesh.vertices[i].my;
                    }

                    pVB.Unlock();

                    int      dwNumFaces = systemMemoryMesh.NumberFaces * 3;
                    ushort[] idxs       = (ushort[])systemMemoryMesh.LockIndexBuffer(typeof(ushort), 0, dwNumFaces);

                    for (int i = 0; i < dwNumFaces; i += 3)
                    {
                        idxs[i]     = obj.mesh.faces[i];
                        idxs[i + 1] = obj.mesh.faces[i + 2];
                        idxs[i + 2] = obj.mesh.faces[i + 1];
                    }
                    systemMemoryMesh.UnlockIndexBuffer();
                    //systemMemoryMesh.SetIndexBufferData(obj.mesh.faces,LockFlags.None);
                    // Lock the vertex buffer, to generate a simple bounding sphere
                    VertexBuffer vb = null;
                    try
                    {
                        vb = systemMemoryMesh.VertexBuffer;
                        GraphicsStream vbStream = vb.Lock(0, 0, 0);
                        objectRadius = Math.Max(objectRadius, Geometry.ComputeBoundingSphere(vbStream, systemMemoryMesh.NumberVertices, systemMemoryMesh.VertexFormat, out objectCenter));
                    }
                    finally
                    {
                        // Make sure we unlock the buffer if we fail
                        if (vb != null)
                        {
                            vb.Unlock();
                        }
                    }
                    // Make sure there are normals, which are required for the tesselation
                    // enhancement
                    if ((systemMemoryMesh.VertexFormat & VertexFormats.Normal) != VertexFormats.Normal)
                    {
                        Mesh tempMesh = systemMemoryMesh.Clone(systemMemoryMesh.Options.Value, systemMemoryMesh.VertexFormat | VertexFormats.Normal, device);

                        tempMesh.ComputeNormals();
                        systemMemoryMesh.Dispose();
                        systemMemoryMesh = tempMesh;
                    }
                    Meshes[oi]       = systemMemoryMesh;
                    MeshesEnable[oi] = true;
                    MeshesTex[oi]    = obj.textidx;
                }                 // oi loop
                tvObj.ExpandAll();
                objectCenter = new Vector3(0, 0, 0);
            }             // try
            catch
            {
                // Hide the error so we display a blue screen
                return;
            }
        }