Ejemplo n.º 1
0
        public void ReadFromFile(MemoryStream reader, bool isBigEndian)
        {
            header = new FrameHeader();
            header.ReadFromFile(reader, isBigEndian);

            int j = 0;

            for (int i = 0; i != header.SceneFolders.Count; i++)
            {
                frameScenes.Add(header.SceneFolders[i].RefID, header.SceneFolders[i]);
                NewFrames.Add(new FrameHolder(j++, header.SceneFolders[i]));
            }
            for (int i = 0; i != header.NumGeometries; i++)
            {
                FrameGeometry geo = new FrameGeometry(reader, isBigEndian);
                frameGeometries.Add(geo.RefID, geo);
                NewFrames.Add(new FrameHolder(j++, geo));
            }
            for (int i = 0; i != header.NumMaterialResources; i++)
            {
                FrameMaterial mat = new FrameMaterial(reader, isBigEndian);
                frameMaterials.Add(mat.RefID, mat);
                NewFrames.Add(new FrameHolder(j++, mat));
            }
            for (int i = 0; i != header.NumBlendInfos; i++)
            {
                FrameBlendInfo blendInfo = new FrameBlendInfo(reader, isBigEndian);
                frameBlendInfos.Add(blendInfo.RefID, blendInfo);
                NewFrames.Add(new FrameHolder(j++, blendInfo));
            }
            for (int i = 0; i != header.NumSkeletons; i++)
            {
                FrameSkeleton skeleton = new FrameSkeleton(reader, isBigEndian);
                frameSkeletons.Add(skeleton.RefID, skeleton);
                NewFrames.Add(new FrameHolder(j++, skeleton));
            }
            for (int i = 0; i != header.NumSkelHierachies; i++)
            {
                FrameSkeletonHierachy skeletonHierachy = new FrameSkeletonHierachy(reader, isBigEndian);
                frameSkeletonHierachies.Add(skeletonHierachy.RefID, skeletonHierachy);
                NewFrames.Add(new FrameHolder(j++, skeletonHierachy));
            }

            int[] objectTypes = new int[header.NumObjects];
            int   numBlocks   = header.NumFolderNames + header.NumGeometries + header.NumMaterialResources + header.NumBlendInfos + header.NumSkeletons + header.NumSkelHierachies;

            if (header.NumObjects > 0)
            {
                for (int i = 0; i != header.NumObjects; i++)
                {
                    objectTypes[i] = reader.ReadInt32(isBigEndian);
                }

                for (int i = 0; i != header.NumObjects; i++)
                {
                    FrameObjectBase newObject = new FrameObjectBase();
                    if (objectTypes[i] == (int)ObjectType.Joint)
                    {
                        newObject = new FrameObjectJoint(reader, isBigEndian);
                    }

                    else if (objectTypes[i] == (int)ObjectType.SingleMesh)
                    {
                        newObject = new FrameObjectSingleMesh(reader, isBigEndian);
                        FrameObjectSingleMesh mesh = newObject as FrameObjectSingleMesh;

                        if (mesh.MeshIndex != -1)
                        {
                            mesh.AddRef(FrameEntryRefTypes.Mesh, GetEntryFromIdx(mesh.MeshIndex).Data.RefID);
                            mesh.Geometry = frameGeometries[mesh.Refs["Mesh"]];
                        }

                        if (mesh.MaterialIndex != -1)
                        {
                            mesh.AddRef(FrameEntryRefTypes.Material, GetEntryFromIdx(mesh.MaterialIndex).Data.RefID);
                            mesh.Material = frameMaterials[mesh.Refs["Material"]];
                        }
                    }
                    else if (objectTypes[i] == (int)ObjectType.Frame)
                    {
                        newObject = new FrameObjectFrame(reader, isBigEndian);
                    }

                    else if (objectTypes[i] == (int)ObjectType.Light)
                    {
                        newObject = new FrameObjectLight(reader, isBigEndian);
                    }

                    else if (objectTypes[i] == (int)ObjectType.Camera)
                    {
                        newObject = new FrameObjectCamera(reader, isBigEndian);
                    }

                    else if (objectTypes[i] == (int)ObjectType.Component_U00000005)
                    {
                        newObject = new FrameObjectComponent_U005(reader, isBigEndian);
                    }

                    else if (objectTypes[i] == (int)ObjectType.Sector)
                    {
                        newObject = new FrameObjectSector(reader, isBigEndian);
                    }

                    else if (objectTypes[i] == (int)ObjectType.Dummy)
                    {
                        newObject = new FrameObjectDummy(reader, isBigEndian);
                    }

                    else if (objectTypes[i] == (int)ObjectType.ParticleDeflector)
                    {
                        newObject = new FrameObjectDeflector(reader, isBigEndian);
                    }

                    else if (objectTypes[i] == (int)ObjectType.Area)
                    {
                        newObject = new FrameObjectArea(reader, isBigEndian);
                    }

                    else if (objectTypes[i] == (int)ObjectType.Target)
                    {
                        newObject = new FrameObjectTarget(reader, isBigEndian);
                    }

                    else if (objectTypes[i] == (int)ObjectType.Model)
                    {
                        FrameObjectModel mesh = new FrameObjectModel(reader, isBigEndian);
                        mesh.ReadFromFile(reader, isBigEndian);
                        mesh.ReadFromFilePart2(reader, isBigEndian, (FrameSkeleton)GetEntryFromIdx(mesh.SkeletonIndex).Data, (FrameBlendInfo)GetEntryFromIdx(mesh.BlendInfoIndex).Data);
                        mesh.AddRef(FrameEntryRefTypes.Mesh, GetEntryFromIdx(mesh.MeshIndex).Data.RefID);
                        mesh.Geometry = frameGeometries[mesh.Refs[FrameEntry.MeshRef]];
                        mesh.AddRef(FrameEntryRefTypes.Material, GetEntryFromIdx(mesh.MaterialIndex).Data.RefID);
                        mesh.Material = frameMaterials[mesh.Refs[FrameEntry.MaterialRef]];
                        mesh.AddRef(FrameEntryRefTypes.BlendInfo, GetEntryFromIdx(mesh.BlendInfoIndex).Data.RefID);
                        mesh.BlendInfo = frameBlendInfos[mesh.Refs[FrameEntry.BlendInfoRef]];
                        mesh.AddRef(FrameEntryRefTypes.Skeleton, GetEntryFromIdx(mesh.SkeletonIndex).Data.RefID);
                        mesh.Skeleton = frameSkeletons[mesh.Refs[FrameEntry.SkeletonRef]];
                        mesh.AddRef(FrameEntryRefTypes.SkeletonHierachy, GetEntryFromIdx(mesh.SkeletonHierachyIndex).Data.RefID);
                        mesh.SkeletonHierarchy = frameSkeletonHierachies[mesh.Refs[FrameEntry.SkeletonHierRef]];
                        newObject = mesh;
                    }
                    else if (objectTypes[i] == (int)ObjectType.Collision)
                    {
                        newObject = new FrameObjectCollision(reader, isBigEndian);
                    }

                    frameObjects.Add(newObject.RefID, newObject);
                    NewFrames.Add(new FrameHolder(i + numBlocks, newObject));
                }
            }
            objectTypes = null;
            DefineFrameBlockParents();
        }
Ejemplo n.º 2
0
        private FrameObjectBase ReadFrame(MemoryStream stream)
        {
            ObjectType      frameType = (ObjectType)stream.ReadInt16(false);
            FrameObjectBase parent    = FrameFactory.ReadFrameByObjectID(stream, frameType, false);

            Debug.WriteLine(parent.ToString());

            if (parent is FrameObjectSingleMesh || parent is FrameObjectModel)
            {
                // Read the required blocks;
                FrameGeometry geometry = new FrameGeometry();
                geometry.ReadFromFile(stream, false);
                FrameMaterial material = new FrameMaterial();
                material.ReadFromFile(stream, false);

                // Add them into our pool of blocks
                frameGeometries.Add(geometry.RefID, geometry);
                frameMaterials.Add(material.RefID, material);

                // Add our references onto our mesh
                FrameObjectSingleMesh mesh = (parent as FrameObjectSingleMesh);
                mesh.AddRef(FrameEntryRefTypes.Geometry, geometry.RefID);
                mesh.Geometry = frameGeometries[geometry.RefID];
                mesh.AddRef(FrameEntryRefTypes.Material, material.RefID);
                mesh.Material = frameMaterials[material.RefID];

                //mesh.Parent.ParentIndex1

                if (parent is FrameObjectModel)
                {
                    // Read the rigged specific blocks
                    FrameBlendInfo blendInfo = new FrameBlendInfo();
                    blendInfo.ReadFromFile(stream, false);
                    FrameSkeleton skeleton = new FrameSkeleton();
                    skeleton.ReadFromFile(stream, false);
                    FrameSkeletonHierachy hierarchy = new FrameSkeletonHierachy();
                    hierarchy.ReadFromFile(stream, false);

                    // Add our new rigged specific blocks into our pools
                    frameBlendInfos.Add(blendInfo.RefID, blendInfo);
                    frameSkeletons.Add(skeleton.RefID, skeleton);
                    frameSkeletonHierachies.Add(hierarchy.RefID, hierarchy);

                    // Finally, add our references to the model.
                    FrameObjectModel model = (parent as FrameObjectModel);
                    model.AddRef(FrameEntryRefTypes.BlendInfo, blendInfo.RefID);
                    model.BlendInfo = frameBlendInfos[blendInfo.RefID];
                    model.AddRef(FrameEntryRefTypes.Skeleton, skeleton.RefID);
                    model.Skeleton = frameSkeletons[skeleton.RefID];
                    model.AddRef(FrameEntryRefTypes.SkeletonHierachy, hierarchy.RefID);
                    model.SkeletonHierarchy = frameSkeletonHierachies[hierarchy.RefID];
                }

                // Read the buffers;
                IndexBuffer  indexBuffer  = new IndexBuffer(stream, false);
                VertexBuffer vertexBuffer = new VertexBuffer(stream, false);

                // We have to make sure we have index and buffer pools available
                // We have to do it for all LODs too; if any more than 1.
                foreach (var lod in geometry.LOD)
                {
                    SceneData.IndexBufferPool.TryAddBuffer(indexBuffer);
                    SceneData.VertexBufferPool.TryAddBuffer(vertexBuffer);
                }
            }

            // We can finally add our new frame object
            frameObjects.Add(parent.RefID, parent);

            // Read how many children this frame has, and proceed to read them too.
            int count = stream.ReadInt32(false);

            for (int i = 0; i < count; i++)
            {
                FrameObjectBase child = ReadFrame(stream);

                // Add References early..
                child.AddRef(FrameEntryRefTypes.Parent1, parent.RefID);
                child.AddRef(FrameEntryRefTypes.Parent2, parent.RefID);

                SetParentOfObject(0, child, parent);
                SetParentOfObject(1, child, parent);
            }

            return(parent);
        }
Ejemplo n.º 3
0
        private FrameObjectBase ReadFrame(MemoryStream stream)
        {
            int OldRefID = stream.ReadInt32(false); // read old RefID so we can make lookup dictionary

            ObjectType      frameType = (ObjectType)stream.ReadInt16(false);
            FrameObjectBase parent    = FrameFactory.ReadFrameByObjectID(stream, frameType, false);

            Debug.WriteLine(parent.ToString());

            if (parent is FrameObjectSingleMesh || parent is FrameObjectModel)
            {
                // Read the required blocks;
                FrameGeometry geometry = new FrameGeometry();
                geometry.ReadFromFile(stream, false);
                FrameMaterial material = new FrameMaterial();
                material.ReadFromFile(stream, false);

                // Add them into our pool of blocks
                FrameGeometries.Add(geometry.RefID, geometry);
                FrameMaterials.Add(material.RefID, material);

                // Add our references onto our mesh
                FrameObjectSingleMesh mesh = (parent as FrameObjectSingleMesh);
                mesh.AddRef(FrameEntryRefTypes.Geometry, geometry.RefID);
                mesh.Geometry = FrameGeometries[geometry.RefID];
                mesh.AddRef(FrameEntryRefTypes.Material, material.RefID);
                mesh.Material = FrameMaterials[material.RefID];

                if (parent is FrameObjectModel)
                {
                    // Read the rigged specific blocks
                    FrameBlendInfo blendInfo = new FrameBlendInfo();
                    blendInfo.ReadFromFile(stream, false);
                    FrameSkeleton skeleton = new FrameSkeleton();
                    skeleton.ReadFromFile(stream, false);
                    FrameSkeletonHierachy hierarchy = new FrameSkeletonHierachy();
                    hierarchy.ReadFromFile(stream, false);

                    // Add our new rigged specific blocks into our pools
                    FrameBlendInfos.Add(blendInfo.RefID, blendInfo);
                    FrameSkeletons.Add(skeleton.RefID, skeleton);
                    FrameSkeletonHierarchy.Add(hierarchy.RefID, hierarchy);

                    // Finally, add our references to the model.
                    FrameObjectModel model = (parent as FrameObjectModel);
                    model.AddRef(FrameEntryRefTypes.BlendInfo, blendInfo.RefID);
                    model.BlendInfo = FrameBlendInfos[blendInfo.RefID];
                    model.AddRef(FrameEntryRefTypes.Skeleton, skeleton.RefID);
                    model.Skeleton = FrameSkeletons[skeleton.RefID];
                    model.AddRef(FrameEntryRefTypes.SkeletonHierachy, hierarchy.RefID);
                    model.SkeletonHierarchy = FrameSkeletonHierarchy[hierarchy.RefID];
                    model.ReadFromFilePart2(stream, false);
                }

                // We have to make sure we have index and buffer pools available
                // We have to do it for all LODs too; if any more than 1.
                foreach (var lod in geometry.LOD)
                {
                    IndexBuffer  indexBuffer  = new IndexBuffer(stream, false);
                    VertexBuffer vertexBuffer = new VertexBuffer(stream, false);

                    SceneData.IndexBufferPool.TryAddBuffer(indexBuffer);
                    SceneData.VertexBufferPool.TryAddBuffer(vertexBuffer);
                }
            }

            // Read FrameNameTable data
            parent.IsOnFrameTable      = stream.ReadBoolean();
            parent.FrameNameTableFlags = (FrameNameTable.NameTableFlags)stream.ReadUInt32(false);

            // Read ParentIndex from previous SDS
            int OldParentIndex1RefId = stream.ReadInt32(false);
            int OldParentIndex2RefId = stream.ReadInt32(false);

            // Temporarily store it as a reference.
            parent.AddRef(FrameEntryRefTypes.Parent1, OldParentIndex1RefId);
            parent.AddRef(FrameEntryRefTypes.Parent2, OldParentIndex2RefId);

            // We can finally add our new frame object
            FrameObjects.Add(parent.RefID, parent);

            // Push new FrameObject int OldRefLookupTable
            OldRefIDLookupTable.Add(OldRefID, parent);

            // Read how many children this frame has, and proceed to read them too.
            int count = stream.ReadInt32(false);

            for (int i = 0; i < count; i++)
            {
                FrameObjectBase child = ReadFrame(stream);
            }

            return(parent);
        }
Ejemplo n.º 4
0
        public void ReadFromFile(MemoryStream reader, bool isBigEndian)
        {
            header = new FrameHeader();
            header.ReadFromFile(reader, isBigEndian);
            List <int> refs = new List <int>();

            for (int i = 0; i != header.SceneFolders.Count; i++)
            {
                frameScenes.Add(header.SceneFolders[i].RefID, header.SceneFolders[i]);
                refs.Add(header.SceneFolders[i].RefID);
            }
            for (int i = 0; i != header.NumGeometries; i++)
            {
                FrameGeometry geo = new FrameGeometry(reader, isBigEndian);
                frameGeometries.Add(geo.RefID, geo);
                refs.Add(geo.RefID);
            }
            for (int i = 0; i != header.NumMaterialResources; i++)
            {
                FrameMaterial mat = new FrameMaterial(reader, isBigEndian);
                frameMaterials.Add(mat.RefID, mat);
                refs.Add(mat.RefID);
            }
            for (int i = 0; i != header.NumBlendInfos; i++)
            {
                FrameBlendInfo blendInfo = new FrameBlendInfo(reader, isBigEndian);
                frameBlendInfos.Add(blendInfo.RefID, blendInfo);
                refs.Add(blendInfo.RefID);
            }
            for (int i = 0; i != header.NumSkeletons; i++)
            {
                FrameSkeleton skeleton = new FrameSkeleton(reader, isBigEndian);
                frameSkeletons.Add(skeleton.RefID, skeleton);
                refs.Add(skeleton.RefID);
            }
            for (int i = 0; i != header.NumSkelHierachies; i++)
            {
                FrameSkeletonHierachy skeletonHierachy = new FrameSkeletonHierachy(reader, isBigEndian);
                frameSkeletonHierachies.Add(skeletonHierachy.RefID, skeletonHierachy);
                refs.Add(skeletonHierachy.RefID);
            }

            int[] objectTypes = new int[header.NumObjects];

            if (header.NumObjects > 0)
            {
                for (int i = 0; i != header.NumObjects; i++)
                {
                    objectTypes[i] = reader.ReadInt32(isBigEndian);
                }

                for (int i = 0; i != header.NumObjects; i++)
                {
                    FrameObjectBase newObject = FrameFactory.ReadFrameByObjectID(reader, (ObjectType)objectTypes[i], isBigEndian);

                    if (objectTypes[i] == (int)ObjectType.SingleMesh)
                    {
                        FrameObjectSingleMesh mesh = newObject as FrameObjectSingleMesh;

                        if (mesh.MeshIndex != -1)
                        {
                            mesh.AddRef(FrameEntryRefTypes.Geometry, refs[mesh.MeshIndex]);
                            mesh.Geometry = frameGeometries[mesh.Refs[FrameEntry.GeometryRef]];
                        }

                        if (mesh.MaterialIndex != -1)
                        {
                            mesh.AddRef(FrameEntryRefTypes.Material, refs[mesh.MaterialIndex]);
                            mesh.Material = frameMaterials[mesh.Refs[FrameEntry.MaterialRef]];
                        }
                    }
                    else if (objectTypes[i] == (int)ObjectType.Model)
                    {
                        FrameObjectModel mesh = newObject as FrameObjectModel;
                        mesh.AddRef(FrameEntryRefTypes.Geometry, refs[mesh.MeshIndex]);
                        mesh.Geometry = frameGeometries[mesh.Refs[FrameEntry.GeometryRef]];
                        mesh.AddRef(FrameEntryRefTypes.Material, refs[mesh.MaterialIndex]);
                        mesh.Material = frameMaterials[mesh.Refs[FrameEntry.MaterialRef]];
                        mesh.AddRef(FrameEntryRefTypes.BlendInfo, refs[mesh.BlendInfoIndex]);
                        mesh.BlendInfo = frameBlendInfos[mesh.Refs[FrameEntry.BlendInfoRef]];
                        mesh.AddRef(FrameEntryRefTypes.Skeleton, refs[mesh.SkeletonIndex]);
                        mesh.Skeleton = frameSkeletons[mesh.Refs[FrameEntry.SkeletonRef]];
                        mesh.AddRef(FrameEntryRefTypes.SkeletonHierachy, refs[mesh.SkeletonHierachyIndex]);
                        mesh.SkeletonHierarchy = frameSkeletonHierachies[mesh.Refs[FrameEntry.SkeletonHierRef]];

                        mesh.ReadFromFilePart2(reader, isBigEndian);

                        newObject = mesh;
                    }

                    frameObjects.Add(newObject.RefID, newObject);
                }
            }
            objectTypes = null;
            DefineFrameBlockParents();
        }