Beispiel #1
0
        private void AddS3DMesh(Model3DGroup group, Node obj, Node.Submesh submesh, bool force)
        {
            try
            {
                var geom = new MeshGeometry3D();

                int[]    indcs = obj.Indices.Data;
                Vertex[] vrtcs = obj.Vertices.Data;

                var iList = ModelFunctions.GetTriangleList(indcs, submesh.FaceStart * 3, submesh.FaceLength * 3, 3);

                int min = iList.Min();
                int max = iList.Max();

                for (int i = 0; i < iList.Count; i++)
                {
                    iList[i] -= min;
                }

                var vArray = new Vertex[(max - min) + 1];
                Array.Copy(ModelFunctions.DeepClone(vrtcs), min, vArray, 0, (max - min) + 1);

                foreach (var vertex in vArray)
                {
                    if (vertex == null)
                    {
                        continue;
                    }
                    VertexValue pos, tex, norm;
                    vertex.TryGetValue("position", 0, out pos);
                    vertex.TryGetValue("texcoords", 0, out tex);

                    var texSize = (obj._2F01 != null) ? obj._2F01.unkC0 : 1;

                    geom.Positions.Add(new Point3D(pos.Data.x, pos.Data.y, pos.Data.z));
                    geom.TextureCoordinates.Add(new System.Windows.Point(tex.Data.x * texSize, tex.Data.y * texSize));
                    if (vertex.TryGetValue("normal", 0, out norm))
                    {
                        geom.Normals.Add(new Vector3D(norm.Data.x, norm.Data.y, norm.Data.z));
                    }
                }

                foreach (var index in iList)
                {
                    geom.TriangleIndices.Add(index);
                }

                GeometryModel3D modeld = new GeometryModel3D(geom, shaders[submesh.MaterialIndex + 1])
                {
                    BackMaterial = shaders[submesh.MaterialIndex + 1]
                };

                group.Children.Add(modeld);
            }
            catch (Exception ex) { if (!force)
                                   {
                                       throw ex;
                                   }
            }
        }
Beispiel #2
0
        private void AddMesh(Model3DGroup group, render_model.ModelSection part, render_model.ModelSection.Submesh submesh, bool force)
        {
            try
            {
                var geom = new MeshGeometry3D();

                var iList = ModelFunctions.GetTriangleList(part.Indices, submesh.FaceIndex, submesh.FaceCount, mode.IndexInfoList[part.FacesIndex].FaceFormat);

                int min = iList.Min();
                int max = iList.Max();

                for (int i = 0; i < iList.Count; i++)
                {
                    iList[i] -= min;
                }

                var vArray = new Vertex[(max - min) + 1];
                Array.Copy(part.Vertices.ToArray(), min, vArray, 0, (max - min) + 1);

                foreach (var vertex in vArray)
                {
                    if (vertex == null)
                    {
                        continue;
                    }
                    VertexValue pos, tex, norm;
                    vertex.TryGetValue("position", 0, out pos);
                    vertex.TryGetValue("texcoords", 0, out tex);

                    geom.Positions.Add(new Point3D(pos.Data.x, pos.Data.y, pos.Data.z));
                    geom.TextureCoordinates.Add(new System.Windows.Point(tex.Data.x, 1f - tex.Data.y));
                    if (vertex.TryGetValue("normal", 0, out norm))
                    {
                        geom.Normals.Add(new Vector3D(norm.Data.x, norm.Data.y, norm.Data.z));
                    }
                }

                foreach (var index in iList)
                {
                    geom.TriangleIndices.Add(index);
                }

                GeometryModel3D modeld = new GeometryModel3D(geom, shaders[submesh.ShaderIndex])
                {
                    BackMaterial = shaders[submesh.ShaderIndex]
                };

                group.Children.Add(modeld);
            }
            catch (Exception ex) { if (!force)
                                   {
                                       throw ex;
                                   }
            }
        }
Beispiel #3
0
        private void AddS3DMesh(Model3DGroup group, Node obj, Node.Submesh submesh, bool force)
        {
            try
            {
                var pObj    = (obj._2901 == null) ? obj : atpl.ObjectByID(obj._2901.InheritID);
                var iOffset = (obj._2901 == null) ? 0 : obj._2901.IndexOffset;
                var vOffset = (obj._2901 == null) ? 0 : obj._2901.VertexOffset;

                var geom  = new MeshGeometry3D();
                var iList = ModelFunctions.GetTriangleList(pObj.Indices.Data, (iOffset + submesh.FaceStart) * 3, submesh.FaceLength * 3, 3);

                var vArray = new Vertex[submesh.VertLength];
                Array.Copy(pObj.Vertices.Data, (vOffset + submesh.VertStart), vArray, 0, submesh.VertLength);

                foreach (var vertex in vArray)
                {
                    if (vertex == null)
                    {
                        continue;
                    }
                    VertexValue pos, tex, norm;
                    vertex.TryGetValue("position", 0, out pos);
                    vertex.TryGetValue("texcoords", 0, out tex);

                    var texSize = (obj._2F01 != null) ? obj._2F01.unkC0 : 1;

                    geom.Positions.Add(new Point3D(pos.Data.x, pos.Data.y, pos.Data.z));
                    geom.TextureCoordinates.Add(new System.Windows.Point(tex.Data.x * texSize, tex.Data.y * texSize));
                    if (vertex.TryGetValue("normal", 0, out norm))
                    {
                        geom.Normals.Add(new Vector3D(norm.Data.x, norm.Data.y, norm.Data.z));
                    }
                }

                foreach (var index in iList)
                {
                    geom.TriangleIndices.Add(index);
                }

                GeometryModel3D modeld = new GeometryModel3D(geom, shaders[submesh.MaterialIndex + 1])
                {
                    //BackMaterial = shaders[submesh.MaterialIndex + 1]
                };

                group.Children.Add(modeld);
            }
            catch (Exception ex) { if (!force)
                                   {
                                       throw ex;
                                   }
            }
        }
Beispiel #4
0
        public override void LoadRaw()
        {
            if (RawLoaded)
            {
                return;
            }

            var bb     = BoundingBoxes[0];
            var IH     = (Halo1PC.CacheFile.CacheIndexHeader)cache.IndexHeader;
            var reader = cache.Reader;

            for (int i = 0; i < ModelSections.Count; i++)
            {
                var section = ModelSections[i];

                List <int>    tIndices  = new List <int>();
                List <Vertex> tVertices = new List <Vertex>();

                for (int j = 0; j < section.Submeshes.Count; j++)
                {
                    var submesh = (Halo1PC.gbxmodel.ModelSection.Submesh)section.Submeshes[j];

                    #region Read Indices
                    submesh.FaceIndex = tIndices.Count;
                    var strip = new List <int>();

                    reader.SeekTo(submesh.FaceOffset + IH.vertDataOffset + IH.indexDataOffset);
                    for (int k = 0; k < submesh.FaceCount; k++)
                    {
                        strip.Add(reader.ReadUInt16() + tVertices.Count);
                    }

                    strip = ModelFunctions.GetTriangleList(strip.ToArray(), 0, strip.Count, 5);
                    strip.Reverse();
                    submesh.FaceCount = strip.Count;
                    tIndices.AddRange(strip);
                    #endregion

                    #region Read Vertices
                    reader.SeekTo(submesh.VertOffset + IH.vertDataOffset);
                    for (int k = 0; k < submesh.VertexCount; k++)
                    {
                        var v = new Vertex()
                        {
                            FormatName = "Halo1PC_Skinned"
                        };
                        var position = new RealQuat(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
                        var normal   = new RealQuat(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
                        var binormal = new RealQuat(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
                        var tangent  = new RealQuat(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
                        var texcoord = new RealQuat(reader.ReadSingle() * uScale, 1f - reader.ReadSingle() * vScale);
                        var nodes    = (Flags.Values[1]) ?
                                       new RealQuat(submesh.LocalNodes[reader.ReadInt16()], submesh.LocalNodes[reader.ReadInt16()], 0, 0) :
                                       new RealQuat(reader.ReadInt16(), reader.ReadInt16(), 0, 0);
                        var weights = new RealQuat(reader.ReadSingle(), reader.ReadSingle(), 0, 0);

                        v.Values.Add(new VertexValue(position, VertexValue.ValueType.Float32_3, "position", 0));
                        v.Values.Add(new VertexValue(normal, VertexValue.ValueType.Float32_3, "normal", 0));
                        v.Values.Add(new VertexValue(binormal, VertexValue.ValueType.Float32_3, "binormal", 0));
                        v.Values.Add(new VertexValue(tangent, VertexValue.ValueType.Float32_3, "tangent", 0));
                        v.Values.Add(new VertexValue(texcoord, VertexValue.ValueType.Float32_2, "texcoords", 0));
                        v.Values.Add(new VertexValue(nodes, VertexValue.ValueType.Int16_N2, "blendindices", 0));
                        v.Values.Add(new VertexValue(weights, VertexValue.ValueType.Float32_2, "blendweight", 0));

                        tVertices.Add(v);

                        bb.XBounds.Min = Math.Min(bb.XBounds.Min, position.x);
                        bb.XBounds.Max = Math.Max(bb.XBounds.Max, position.x);
                        bb.YBounds.Min = Math.Min(bb.YBounds.Min, position.y);
                        bb.YBounds.Max = Math.Max(bb.YBounds.Max, position.y);
                        bb.ZBounds.Min = Math.Min(bb.ZBounds.Min, position.z);
                        bb.ZBounds.Max = Math.Max(bb.ZBounds.Max, position.z);
                    }
                    #endregion
                }

                section.Indices  = tIndices.ToArray();
                section.Vertices = tVertices.ToArray();

                IndexInfoList.Add(new IndexBufferInfo()
                {
                    FaceFormat = 3
                });
                VertInfoList.Add(new VertexBufferInfo()
                {
                    VertexCount = section.TotalVertexCount
                });
            }

            RawLoaded = true;
        }
Beispiel #5
0
        private void LoadSections()
        {
            for (int x = 0; x < sbsp.ModelSections.Count; x++)
            {
                try
                {
                    var part = sbsp.ModelSections[x];

                    if (part.Submeshes.Count == 0)
                    {
                        sectList.Add(null);
                        continue;
                    }

                    var group = new Model3DGroup();
                    var verts = part.Vertices;

                    for (int i = 0; i < part.Submeshes.Count; i++)
                    {
                        var submesh = part.Submeshes[i];
                        var geom    = new MeshGeometry3D();

                        var iList = ModelFunctions.GetTriangleList(part.Indices, submesh.FaceIndex, submesh.FaceCount, sbsp.IndexInfoList[part.FacesIndex].FaceFormat);

                        int min = iList.Min();
                        int max = iList.Max();

                        for (int j = 0; j < iList.Count; j++)
                        {
                            iList[j] -= min;
                        }

                        var vArray = new Vertex[(max - min) + 1];
                        Array.Copy(verts, min, vArray, 0, (max - min) + 1);

                        foreach (var vertex in vArray)
                        {
                            VertexValue pos, tex, norm;
                            vertex.TryGetValue("position", 0, out pos);
                            vertex.TryGetValue("texcoords", 0, out tex);

                            geom.Positions.Add(new Point3D(pos.Data.x, pos.Data.y, pos.Data.z));
                            geom.TextureCoordinates.Add(new System.Windows.Point(tex.Data.x, 1f - tex.Data.y));
                            if (vertex.TryGetValue("normal", 0, out norm))
                            {
                                geom.Normals.Add(new Vector3D(norm.Data.x, norm.Data.y, norm.Data.z));
                            }
                        }

                        foreach (var index in iList)
                        {
                            geom.TriangleIndices.Add(index);
                        }

                        GeometryModel3D modeld = new GeometryModel3D(geom, shaders[submesh.ShaderIndex])
                        {
                            //BackMaterial = shaders[submesh.ShaderIndex]
                        };

                        group.Children.Add(modeld);
                    }
                    sectList.Add(group);
                }
                catch {
                    sectList.Add(null);
                }
            }
        }
Beispiel #6
0
        protected void LoadModelExtras()
        {
            var mode = this;

            #region Mesh Merging
            foreach (var reg in mode.Regions)
            {
                foreach (var perm in reg.Permutations)
                {
                    if (perm.PieceCount < 2)
                    {
                        continue;
                    }

                    var firstPart = mode.ModelSections[perm.PieceIndex];

                    if (firstPart.Submeshes.Count == 0)
                    {
                        continue;
                    }

                    var verts   = firstPart.Vertices.ToList();
                    var indices = firstPart.Indices.ToList();

                    for (int i = 1; i < perm.PieceCount; i++)
                    {
                        var nextPart = mode.ModelSections[perm.PieceIndex + i];

                        foreach (var mesh in nextPart.Submeshes)
                        {
                            firstPart.Submeshes.Add(mesh);
                            mesh.FaceIndex += indices.Count;
                        }

                        for (int j = 0; j < nextPart.Indices.Length; j++)
                        {
                            nextPart.Indices[j] += verts.Count;
                        }

                        verts.AddRange(nextPart.Vertices);
                        indices.AddRange(nextPart.Indices);
                        nextPart.UnloadRaw(); //save memory seeing as it wont be used now
                    }

                    firstPart.Vertices = verts.ToArray();
                    firstPart.Indices  = indices.ToArray();
                }
            }
            #endregion

            #region Mesh Splitting
            if (mode.InstancedGeometryIndex == -1)
            {
                return;
            }

            var part = mode.ModelSections[mode.InstancedGeometryIndex];
            var list = new List <mode.ModelSection>();

            for (int i = 0; i < part.Submeshes.Count; i++)
            {
                var submesh = part.Submeshes[i];

                for (int j = submesh.SubsetIndex; j < (submesh.SubsetIndex + submesh.SubsetCount); j++)
                {
                    var set   = part.Subsets[j];
                    var vList = ModelFunctions.GetTriangleList(part.Indices, set.FaceIndex, set.FaceCount, mode.IndexInfoList[part.FacesIndex].FaceFormat);

                    var newStrip = vList.ToArray();

                    var min = vList.Min();
                    var max = vList.Max();

                    //adjust faces to start at 0, seeing as
                    //we're going to use a new set of vertices
                    for (int k = 0; k < newStrip.Length; k++)
                    {
                        newStrip[k] -= min;
                    }

                    var verts = new Vertex[(max - min) + 1];
                    for (int k = 0; k < verts.Length; k++)                                   //need to deep clone in case the vertices need to be
                    {
                        verts[k] = (Vertex)ModelFunctions.DeepClone(part.Vertices[k + min]); //transformed, so it doesnt transform all instances
                    }
                    #region Make new instances
                    var newPart = new mode.ModelSection()
                    {
                        Vertices             = verts,
                        Indices              = newStrip,
                        Submeshes            = new List <mode.ModelSection.Submesh>(),
                        Subsets              = new List <mode.ModelSection.Subset>(),
                        VertexFormat         = 1,
                        OpaqueNodesPerVertex = part.OpaqueNodesPerVertex,
                        NodeIndex            = mode.GeomInstances[j].NodeIndex,
                        VertsIndex           = mode.VertInfoList.Count,
                        FacesIndex           = mode.IndexInfoList.Count
                    };

                    mode.VertInfoList.Add(new mode.VertexBufferInfo()
                    {
                        VertexCount = verts.Length //dont need the rest
                    });

                    mode.IndexInfoList.Add(new mode.IndexBufferInfo()
                    {
                        FaceFormat = 3 //dont need the rest
                    });

                    var newMesh = new mode.ModelSection.Submesh()
                    {
                        SubsetCount = 1,
                        SubsetIndex = 0,
                        FaceIndex   = 0,
                        FaceCount   = newStrip.Length,
                        ShaderIndex = submesh.ShaderIndex,
                        VertexCount = verts.Length
                    };

                    var newSet = new mode.ModelSection.Subset()
                    {
                        SubmeshIndex = 0,
                        FaceIndex    = 0,
                        FaceCount    = newStrip.Length,
                        VertexCount  = verts.Length
                    };
                    #endregion

                    newPart.Submeshes.Add(newMesh);
                    newPart.Subsets.Add(newSet);

                    list.Add(newPart);
                }
            }

            //clear raw to save memory seeing as it wont be used anymore
            mode.ModelSections[mode.InstancedGeometryIndex].UnloadRaw();

            mode.ModelSections.AddRange(list.ToArray());

            var newRegion = new mode.Region()
            {
                Name         = "Instances",
                Permutations = new List <mode.Region.Permutation>()
            };

            for (int i = 0; i < list.Count; i++)
            {
                var newPerm = new mode.Region.Permutation()
                {
                    Name       = mode.GeomInstances[i].Name,
                    PieceIndex = mode.InstancedGeometryIndex + i + 1,
                    PieceCount = 1
                };

                newRegion.Permutations.Add(newPerm);
            }

            for (int i = 0; i < newRegion.Permutations.Count; i++)
            {
                var modelPart = mode.ModelSections[newRegion.Permutations[i].PieceIndex];
                var instance  = mode.GeomInstances[i];

                //negative scale flips the faces after transform, fix it
                if (instance.TransformScale < 0)
                {
                    Array.Reverse(modelPart.Indices);
                }

                for (int j = 0; j < modelPart.Vertices.Length; j++)
                {
                    var         vert = modelPart.Vertices[j];
                    VertexValue p, n, v, w;

                    vert.TryGetValue("position", 0, out p);
                    vert.TryGetValue("normal", 0, out n);

                    p.Data *= instance.TransformScale;
                    p.Data.Point3DTransform(instance.TransformMatrix);

                    n.Data *= instance.TransformScale;
                    n.Data.Vector3DTransform(instance.TransformMatrix);

                    if (vert.TryGetValue("blendindices", 0, out v))
                    {
                        v.Data = new Vector(instance.NodeIndex, 0, 0, 0);
                    }
                    else
                    {
                        vert.Values.Add(new VertexValue(new Vector(instance.NodeIndex, 0, 0, 0), VertexValue.ValueType.Int8_N4, "blendindices", 0));
                    }

                    if (vert.TryGetValue("blendweight", 0, out w))
                    {
                        w.Data = new Vector(instance.NodeIndex, 0, 0, 0);
                    }
                    else
                    {
                        vert.Values.Add(new VertexValue(new Vector(1, 0, 0, 0), VertexValue.ValueType.Int8_N4, "blendweight", 0));
                    }
                }
            }

            mode.Regions.Add(newRegion);
            #endregion
        }