/// <summary>
        ///     Creates a Index Buffer for a Mesh, trying to repeat as less Vertices as possible.
        /// </summary>
        /// <param name="mesh">The Mesh that should be optimized</param>
        /// <returns></returns>
        public static optimizedMesh optimizeMesh(RenderBase.OMesh mesh)
        {
            optimizedMesh output = new optimizedMesh();

            output.hasNormal  = mesh.hasNormal;
            output.hasTangent = mesh.hasTangent;
            output.hasColor   = mesh.hasColor;
            output.hasNode    = mesh.hasNode;
            output.hasWeight  = mesh.hasWeight;
            output.texUVCount = mesh.texUVCount;

            for (int i = 0; i < mesh.vertices.Count; i++)
            {
                bool found = false;
                for (int j = 1; j <= optimizerLookBack; j++)
                {
                    int p = output.vertices.Count - j;
                    if (p < 0 || p >= output.vertices.Count)
                    {
                        break;
                    }
                    if (output.vertices[p].Equals(mesh.vertices[i]))
                    {
                        output.indices.Add((uint)p);
                        found = true;
                        break;
                    }
                }

                if (!found)
                {
                    output.vertices.Add(mesh.vertices[i]);
                    output.indices.Add((uint)(output.vertices.Count - 1));
                }
            }

            return(output);
        }
        /// <summary>
        ///     Imports a Source Model from file.
        /// </summary>
        /// <param name="fileName">The complete file name</param>
        /// <returns></returns>
        public static RenderBase.OModelGroup import(string fileName)
        {
            StreamReader reader = File.OpenText(fileName);

            RenderBase.OModelGroup model = new RenderBase.OModelGroup();
            RenderBase.OModel      mdl   = new RenderBase.OModel();
            mdl.name      = Path.GetFileNameWithoutExtension(fileName);
            mdl.transform = new RenderBase.OMatrix();

            List <smdNode> nodeList = new List <smdNode>();

            while (reader.BaseStream.Position < reader.BaseStream.Length)
            {
                string   line       = readLine(reader);
                string[] parameters = Regex.Split(line, "\\s+");

                switch (parameters[0])
                {
                case "version":
                    if (parameters.Length == 1)
                    {
                        MessageBox.Show(
                            "Corrupted SMD file! The version isn't specified!",
                            "SMD Importer",
                            MessageBoxButtons.OK,
                            MessageBoxIcon.Error);
                        return(null);
                    }
                    else if (parameters[1] != "1")
                    {
                        MessageBox.Show("Unknow SMD version!", "SMD Importer", MessageBoxButtons.OK, MessageBoxIcon.Error);
                        return(null);
                    }
                    break;

                case "nodes":
                    line = readLine(reader);

                    parameters = Regex.Split(line, "\\s+");

                    while (parameters[0] != "end")
                    {
                        if (parameters.Length == 3)
                        {
                            smdNode node = new smdNode();
                            node.index = int.Parse(parameters[0]);
                            int nameStart = parameters[1].IndexOf("\"") + 1;
                            node.name     = parameters[1].Substring(nameStart, parameters[1].LastIndexOf("\"") - nameStart);
                            node.parentId = int.Parse(parameters[2]);
                            nodeList.Add(node);
                        }

                        line       = readLine(reader);
                        parameters = Regex.Split(line, "\\s+");
                    }

                    break;

                case "skeleton":
                    bool isReference = false;
                    int  timeIndex   = -1;

                    line       = readLine(reader);
                    parameters = Regex.Split(line, "\\s+");

                    RenderBase.OSkeletalAnimationBone[] boneArray = null;

                    while (parameters[0] != "end")
                    {
                        if (parameters[0] == "time")
                        {
                            timeIndex = int.Parse(parameters[1]);
                        }
                        else
                        {
                            if (timeIndex > -1 && parameters.Length == 7)
                            {
                                int   nodeIndex    = int.Parse(parameters[0]);
                                float translationX = float.Parse(parameters[1], CultureInfo.InvariantCulture);
                                float translationY = float.Parse(parameters[2], CultureInfo.InvariantCulture);
                                float translationZ = float.Parse(parameters[3], CultureInfo.InvariantCulture);
                                float rotationX    = float.Parse(parameters[4], CultureInfo.InvariantCulture);
                                float rotationY    = float.Parse(parameters[5], CultureInfo.InvariantCulture);
                                float rotationZ    = float.Parse(parameters[6], CultureInfo.InvariantCulture);

                                if (timeIndex == 0)
                                {
                                    RenderBase.OBone bone = new RenderBase.OBone();
                                    foreach (smdNode node in nodeList)
                                    {
                                        if (node.index == nodeIndex)
                                        {
                                            bone.name = node.name; bone.parentId = (short)node.parentId;
                                        }
                                    }

                                    bone.translation   = new RenderBase.OVector3(translationX, translationY, translationZ);
                                    bone.rotation      = new RenderBase.OVector3(rotationX, rotationY, rotationZ);
                                    bone.scale         = new RenderBase.OVector3(1, 1, 1);
                                    bone.absoluteScale = new RenderBase.OVector3(bone.scale);

                                    mdl.skeleton.Add(bone);
                                }
                                else
                                {
                                    if (!isReference)
                                    {
                                        boneArray = new RenderBase.OSkeletalAnimationBone[mdl.skeleton.Count];

                                        int index = 0;
                                        foreach (RenderBase.OBone b in mdl.skeleton)
                                        {
                                            RenderBase.OSkeletalAnimationBone bone = new RenderBase.OSkeletalAnimationBone();

                                            bone.name = b.name;

                                            bone.translationX.exists = true;
                                            bone.translationY.exists = true;
                                            bone.translationZ.exists = true;

                                            bone.rotationX.exists = true;
                                            bone.rotationY.exists = true;
                                            bone.rotationZ.exists = true;

                                            //Translation
                                            bone.translationX.interpolation = bone.translationY.interpolation = bone.translationZ.interpolation = RenderBase.OInterpolationMode.linear;
                                            bone.translationX.keyFrames.Add(new RenderBase.OAnimationKeyFrame(b.translation.x, 0));
                                            bone.translationY.keyFrames.Add(new RenderBase.OAnimationKeyFrame(b.translation.y, 0));
                                            bone.translationZ.keyFrames.Add(new RenderBase.OAnimationKeyFrame(b.translation.z, 0));

                                            //Rotation
                                            bone.rotationX.interpolation = bone.rotationY.interpolation = bone.rotationZ.interpolation = RenderBase.OInterpolationMode.linear;
                                            bone.rotationX.keyFrames.Add(new RenderBase.OAnimationKeyFrame(b.rotation.x, 0));
                                            bone.rotationY.keyFrames.Add(new RenderBase.OAnimationKeyFrame(b.rotation.y, 0));
                                            bone.rotationZ.keyFrames.Add(new RenderBase.OAnimationKeyFrame(b.rotation.z, 0));

                                            boneArray[index++] = bone;
                                        }

                                        isReference = true;
                                    }

                                    boneArray[nodeIndex].translationX.keyFrames.Add(new RenderBase.OAnimationKeyFrame(translationX, timeIndex));
                                    boneArray[nodeIndex].translationY.keyFrames.Add(new RenderBase.OAnimationKeyFrame(translationY, timeIndex));
                                    boneArray[nodeIndex].translationZ.keyFrames.Add(new RenderBase.OAnimationKeyFrame(translationZ, timeIndex));

                                    boneArray[nodeIndex].rotationX.keyFrames.Add(new RenderBase.OAnimationKeyFrame(rotationX, timeIndex));
                                    boneArray[nodeIndex].rotationY.keyFrames.Add(new RenderBase.OAnimationKeyFrame(rotationY, timeIndex));
                                    boneArray[nodeIndex].rotationZ.keyFrames.Add(new RenderBase.OAnimationKeyFrame(rotationZ, timeIndex));
                                }
                            }
                        }

                        line       = readLine(reader);
                        parameters = Regex.Split(line, "\\s+");
                    }

                    if (isReference)
                    {
                        RenderBase.OSkeletalAnimation anim = new RenderBase.OSkeletalAnimation();
                        anim.frameSize = timeIndex;
                        anim.name      = Path.GetFileNameWithoutExtension(fileName);
                        for (int i = 0; i < boneArray.Length; i++)
                        {
                            boneArray[i].translationX.endFrame = timeIndex;
                            boneArray[i].translationY.endFrame = timeIndex;
                            boneArray[i].translationZ.endFrame = timeIndex;
                            boneArray[i].rotationX.endFrame    = timeIndex;
                            boneArray[i].rotationY.endFrame    = timeIndex;
                            boneArray[i].rotationZ.endFrame    = timeIndex;
                        }
                        anim.bone.AddRange(boneArray);
                        model.skeletalAnimation.list.Add(anim);
                    }

                    break;

                case "triangles":
                    line       = readLine(reader);
                    parameters = Regex.Split(line, "\\s+");

                    RenderBase.OMesh obj = new RenderBase.OMesh();
                    int    materialId    = 0;
                    string oldTexture    = null;

                    obj.hasNormal = true;

                    int count = 0;
                    while (parameters[0] != "end")
                    {
                        if (count == 0)
                        {
                            string texture = parameters[0];

                            if (texture != oldTexture && oldTexture != null)
                            {
                                mdl.material.Add(getMaterial(oldTexture));
                                obj.materialId = (ushort)materialId++;
                                mdl.mesh.Add(obj);
                                obj = new RenderBase.OMesh();
                            }
                            oldTexture = texture;
                        }
                        else
                        {
                            if (parameters.Length >= 10)
                            {
                                int   parentBone;
                                float x, y, z;
                                float nx, ny, nz;
                                float u, v;
                                int   joints;

                                parentBone = int.Parse(parameters[0]);
                                x          = float.Parse(parameters[1], CultureInfo.InvariantCulture);
                                y          = float.Parse(parameters[2], CultureInfo.InvariantCulture);
                                z          = float.Parse(parameters[3], CultureInfo.InvariantCulture);
                                nx         = float.Parse(parameters[4], CultureInfo.InvariantCulture);
                                ny         = float.Parse(parameters[5], CultureInfo.InvariantCulture);
                                nz         = float.Parse(parameters[6], CultureInfo.InvariantCulture);
                                u          = float.Parse(parameters[7], CultureInfo.InvariantCulture);
                                v          = float.Parse(parameters[8], CultureInfo.InvariantCulture);
                                joints     = int.Parse(parameters[9]);

                                RenderBase.OVertex vertex = new RenderBase.OVertex();
                                vertex.diffuseColor = 0xffffffff;

                                int j = 10;
                                for (int i = 0; i < joints; i++)
                                {
                                    int   joint  = int.Parse(parameters[j++]);
                                    float weight = float.Parse(parameters[j++], CultureInfo.InvariantCulture);

                                    vertex.node.Add(joint);
                                    vertex.weight.Add(weight);

                                    obj.hasNode   = true;
                                    obj.hasWeight = true;
                                }

                                vertex.position = new RenderBase.OVector3(x, y, z);
                                vertex.normal   = new RenderBase.OVector3(nx, ny, nz);
                                vertex.texture0 = new RenderBase.OVector2(u, v);

                                obj.vertices.Add(vertex);
                            }
                        }

                        line       = readLine(reader);
                        parameters = Regex.Split(line, "\\s+");

                        count = (count + 1) % 4;
                    }

                    //Add the last object
                    mdl.material.Add(getMaterial(oldTexture));
                    obj.materialId = (ushort)materialId++;
                    mdl.mesh.Add(obj);

                    break;
                }
            }

            model.model.Add(mdl);
            return(model);
        }
        /// <summary>
        ///     Loads a CGFX file.
        ///     Note that CGFX must start at offset 0x0 (don't try using it for CGFXs inside containers).
        /// </summary>
        /// <param name="data">Stream of the CGFX file.</param>
        /// <returns></returns>
        public static RenderBase.OModelGroup load(Stream data)
        {
            BinaryReader input = new BinaryReader(data);

            RenderBase.OModelGroup models = new RenderBase.OModelGroup();

            cgfxHeader header = new cgfxHeader();
            header.magic = IOUtils.readString(input, 0, 4);
            header.endian = input.ReadUInt16();
            header.length = input.ReadUInt16();
            header.revision = input.ReadUInt32();
            header.fileLength = input.ReadUInt32();
            header.entries = input.ReadUInt32();

            data.Seek(header.length, SeekOrigin.Begin);
            dataHeader dataHeader = new dataHeader();
            dataHeader.magic = IOUtils.readString(input, (uint)data.Position, 4);
            dataHeader.length = input.ReadUInt32();
            dataHeader.models = getDictionary(input);
            dataHeader.textures = getDictionary(input);
            dataHeader.lookUpTables = getDictionary(input);
            dataHeader.materials = getDictionary(input);
            dataHeader.shaders = getDictionary(input);
            dataHeader.cameras = getDictionary(input);
            dataHeader.lights = getDictionary(input);
            dataHeader.fogs = getDictionary(input);
            dataHeader.scenes = getDictionary(input);
            dataHeader.skeletalAnimations = getDictionary(input);
            dataHeader.materialAnimations = getDictionary(input);
            dataHeader.visibilityAnimations = getDictionary(input);
            dataHeader.cameraAnimations = getDictionary(input);
            dataHeader.lightAnimations = getDictionary(input);
            dataHeader.emitters = getDictionary(input);

            //Textures
            foreach (dictEntry textureEntry in dataHeader.textures)
            {
                data.Seek(textureEntry.dataOffset, SeekOrigin.Begin);

                uint type = input.ReadUInt32();
                string txobMagic = IOUtils.readString(input, (uint)data.Position, 4);
                uint revision = input.ReadUInt32();
                string name = IOUtils.readString(input, getRelativeOffset(input));
                uint userDataEntries = input.ReadUInt32();
                uint userDataOffset = getRelativeOffset(input);
                int height = (int)input.ReadUInt32();
                int width = (int)input.ReadUInt32();
                uint openGLFormat = input.ReadUInt32();
                uint openGLType = input.ReadUInt32();
                uint mipmapLevels = input.ReadUInt32();
                uint textureObject = input.ReadUInt32();
                uint locationFlags = input.ReadUInt32();
                RenderBase.OTextureFormat format = (RenderBase.OTextureFormat)input.ReadUInt32();
                input.ReadUInt32();
                input.ReadUInt32();
                input.ReadUInt32();
                uint dataLength = input.ReadUInt32();
                uint dataOffset = getRelativeOffset(input);
                uint dynamicAllocator = input.ReadUInt32();
                uint bitsPerPixel = input.ReadUInt32();
                uint locationAddress = input.ReadUInt32();
                uint memoryAddress = input.ReadUInt32();

                byte[] buffer = new byte[dataLength];
                data.Seek(dataOffset, SeekOrigin.Begin);
                input.Read(buffer, 0, buffer.Length);
                models.texture.Add(new RenderBase.OTexture(TextureCodec.decode(buffer, width, height, format), name));
            }

            //Skeletal animations
            foreach (dictEntry skeletalAnimationEntry in dataHeader.skeletalAnimations)
            {
                data.Seek(skeletalAnimationEntry.dataOffset, SeekOrigin.Begin);

                RenderBase.OSkeletalAnimation skeletalAnimation = new RenderBase.OSkeletalAnimation();

                string canmMagic = IOUtils.readString(input, (uint)input.BaseStream.Position, 4);
                uint revision = input.ReadUInt32();
                skeletalAnimation.name = IOUtils.readString(input, getRelativeOffset(input));
                string targetAnimationGroupName = IOUtils.readString(input, getRelativeOffset(input));
                skeletalAnimation.loopMode = (RenderBase.OLoopMode)input.ReadUInt32();
                skeletalAnimation.frameSize = input.ReadSingle();
                List<dictEntry> memberAnimationDataDictionary = getDictionary(input);
                uint userDataEntries = input.ReadUInt32();
                uint userDataOffset = getRelativeOffset(input);

                foreach (dictEntry entry in memberAnimationDataDictionary)
                {
                    RenderBase.OSkeletalAnimationBone bone = new RenderBase.OSkeletalAnimationBone();
                    bone.name = IOUtils.readString(input, entry.nameOffset);
                    data.Seek(entry.dataOffset, SeekOrigin.Begin);

                    uint boneFlags = input.ReadUInt32();
                    string bonePath = IOUtils.readString(input, getRelativeOffset(input));
                    if ((revision >> 24) < 7) data.Seek(8, SeekOrigin.Current);
                    cgfxSegmentType segmentType = (cgfxSegmentType)input.ReadUInt32();

                    switch (segmentType)
                    {
                        case cgfxSegmentType.transform:
                            data.Seek(0xc, SeekOrigin.Current);
                            uint notExistMask = 0x80000;
                            uint constantMask = 0x200;

                            for (int j = 0; j < 2; j++)
                            {
                                for (int axis = 0; axis < 3; axis++)
                                {
                                    bool notExist = (boneFlags & notExistMask) > 0;
                                    bool constant = (boneFlags & constantMask) > 0;

                                    RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();
                                    frame.exists = !notExist;
                                    if (frame.exists)
                                    {
                                        if (constant)
                                        {
                                            frame.interpolation = RenderBase.OInterpolationMode.linear;
                                            frame.keyFrames.Add(new RenderBase.OAnimationKeyFrame(input.ReadSingle(), 0));
                                        }
                                        else
                                        {
                                            uint frameOffset = getRelativeOffset(input);
                                            long position = data.Position;
                                            data.Seek(frameOffset, SeekOrigin.Begin);
                                            getAnimationKeyFrame(input, frame);
                                            data.Seek(position, SeekOrigin.Begin);
                                        }
                                    }
                                    else
                                        data.Seek(4, SeekOrigin.Current);

                                    if (j == 0)
                                    {
                                        switch (axis)
                                        {
                                            case 0: bone.rotationX = frame; break;
                                            case 1: bone.rotationY = frame; break;
                                            case 2: bone.rotationZ = frame; break;
                                        }
                                    }
                                    else
                                    {
                                        switch (axis)
                                        {
                                            case 0: bone.translationX = frame; break;
                                            case 1: bone.translationY = frame; break;
                                            case 2: bone.translationZ = frame; break;
                                        }
                                    }

                                    notExistMask <<= 1;
                                    constantMask <<= 1;
                                }

                                notExistMask <<= 1;
                                constantMask <<= 1;
                                data.Seek(4, SeekOrigin.Current);
                            }
                            break;
                        case cgfxSegmentType.transformQuaternion:
                            bone.isFrameFormat = true;
                            uint rotationOffset = getRelativeOffset(input);
                            uint translationOffset = getRelativeOffset(input);
                            uint scaleOffset = getRelativeOffset(input);

                            if ((boneFlags & 0x10) == 0)
                            {
                                bone.rotationQuaternion.exists = true;
                                data.Seek(rotationOffset, SeekOrigin.Begin);
                                bone.rotationQuaternion.startFrame = input.ReadSingle();
                                bone.rotationQuaternion.endFrame = input.ReadSingle();
                                input.ReadUInt32();
                                uint constantFlags = input.ReadUInt32();

                                if ((constantFlags & 1) > 0)
                                {
                                    bone.rotationQuaternion.vector.Add(new RenderBase.OVector4(
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        input.ReadSingle()));
                                }
                                else
                                {
                                    uint rotationEntries = (uint)(bone.rotationQuaternion.endFrame - bone.rotationQuaternion.startFrame);

                                    for (int j = 0; j < rotationEntries; j++)
                                    {
                                        bone.rotationQuaternion.vector.Add(new RenderBase.OVector4(
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            input.ReadSingle()));
                                        uint flags = input.ReadUInt32();
                                    }
                                }
                            }
                            else
                                data.Seek(4, SeekOrigin.Current);

                            if ((boneFlags & 8) == 0)
                            {
                                bone.translation.exists = true;
                                data.Seek(translationOffset, SeekOrigin.Begin);
                                bone.translation.startFrame = input.ReadSingle();
                                bone.translation.endFrame = input.ReadSingle();
                                input.ReadUInt32();
                                uint constantFlags = input.ReadUInt32();

                                if ((constantFlags & 1) > 0)
                                {
                                    bone.translation.vector.Add(new RenderBase.OVector4(
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        0));
                                }
                                else
                                {
                                    uint translationEntries = (uint)(bone.rotationQuaternion.endFrame - bone.rotationQuaternion.startFrame);

                                    for (int j = 0; j < translationEntries; j++)
                                    {
                                        bone.translation.vector.Add(new RenderBase.OVector4(
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            0));
                                        uint flags = input.ReadUInt32();
                                    }
                                }
                            }
                            else
                                data.Seek(4, SeekOrigin.Current);

                            break;
                    }

                    skeletalAnimation.bone.Add(bone);
                }

                models.skeletalAnimation.list.Add(skeletalAnimation);
            }

            //Models
            foreach (dictEntry modelEntry in dataHeader.models)
            {
                data.Seek(modelEntry.dataOffset, SeekOrigin.Begin);

                cmdlHeader cmdlHeader = new cmdlHeader();

                uint flags = input.ReadUInt32();
                cmdlHeader.hasSkeleton = (flags & 0x80) > 0;
                string cmdlMagic = IOUtils.readString(input, (uint)input.BaseStream.Position, 4);
                uint revision = input.ReadUInt32();
                cmdlHeader.modelName = IOUtils.readString(input, getRelativeOffset(input));
                cmdlHeader.userDataEntries = input.ReadUInt32();
                cmdlHeader.userDataDictionaryOffset = getRelativeOffset(input);
                input.ReadUInt32();
                flags = input.ReadUInt32();
                cmdlHeader.isBranchVisible = (flags & 1) > 0;
                cmdlHeader.childCount = input.ReadUInt32();
                input.ReadUInt32(); //Unused
                cmdlHeader.animationGroupEntries = input.ReadUInt32();
                cmdlHeader.animationGroupDictionaryOffset = getRelativeOffset(input);
                cmdlHeader.transformScale = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                cmdlHeader.transformRotate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                cmdlHeader.transformTranslate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                cmdlHeader.localMatrix = getMatrix(input);
                cmdlHeader.worldMatrix = getMatrix(input);
                cmdlHeader.objectEntries = input.ReadUInt32();
                cmdlHeader.objectPointerTableOffset = getRelativeOffset(input);
                cmdlHeader.materials = getDictionary(input);
                cmdlHeader.shapeEntries = input.ReadUInt32();
                cmdlHeader.shapePointerTableOffset = getRelativeOffset(input);
                cmdlHeader.objectNodes = getDictionary(input);
                flags = input.ReadUInt32();
                cmdlHeader.isVisible = (flags & 1) > 0;
                cmdlHeader.isNonUniformScalable = (flags & 0x100) > 0;
                cmdlHeader.cullMode = (RenderBase.OModelCullingMode)input.ReadUInt32();
                cmdlHeader.layerId = input.ReadUInt32();
                if (cmdlHeader.hasSkeleton) cmdlHeader.skeletonOffset = getRelativeOffset(input);

                RenderBase.OModel model = new RenderBase.OModel();
                model.name = cmdlHeader.modelName;
                model.transform = cmdlHeader.worldMatrix;

                //Materials
                foreach (dictEntry materialEntry in cmdlHeader.materials)
                {
                    data.Seek(materialEntry.dataOffset, SeekOrigin.Begin);

                    RenderBase.OMaterial material = new RenderBase.OMaterial();

                    flags = input.ReadUInt32();
                    string mtobMagic = IOUtils.readString(input, (uint)input.BaseStream.Position, 4);
                    revision = input.ReadUInt32();
                    material.name = IOUtils.readString(input, getRelativeOffset(input));
                    uint userDataEntries = input.ReadUInt32();
                    uint userDataOffset = getRelativeOffset(input);

                    flags = input.ReadUInt32();
                    material.isFragmentLightEnabled = (flags & 1) > 0;
                    material.isVertexLightEnabled = (flags & 2) > 0;
                    material.isHemiSphereLightEnabled = (flags & 4) > 0;
                    material.isHemiSphereOcclusionEnabled = (flags & 8) > 0;
                    material.isFogEnabled = (flags & 0x10) > 0;
                    material.rasterization.isPolygonOffsetEnabled = (flags & 0x20) > 0;

                    uint textureCoordinatesConfig = input.ReadUInt32();
                    uint translucencyKind = input.ReadUInt32();

                    /*
                     * Material color
                     */
                    MeshUtils.getColorFloat(input); //Emission (stored as float4)
                    MeshUtils.getColorFloat(input); //Ambient (stored as float4)
                    MeshUtils.getColorFloat(input); //Diffuse (stored as float4)
                    MeshUtils.getColorFloat(input); //Specular 0 (stored as float4)
                    MeshUtils.getColorFloat(input); //Specular 1 (stored as float4)
                    MeshUtils.getColorFloat(input); //Constant 0 (stored as float4)
                    MeshUtils.getColorFloat(input); //Constant 1 (stored as float4)
                    MeshUtils.getColorFloat(input); //Constant 2 (stored as float4)
                    MeshUtils.getColorFloat(input); //Constant 3 (stored as float4)
                    MeshUtils.getColorFloat(input); //Constant 4 (stored as float4)
                    MeshUtils.getColorFloat(input); //Constant 5 (stored as float4)

                    material.materialColor.emission = MeshUtils.getColor(input);
                    material.materialColor.ambient = MeshUtils.getColor(input);
                    material.materialColor.diffuse = MeshUtils.getColor(input);
                    material.materialColor.specular0 = MeshUtils.getColor(input);
                    material.materialColor.specular1 = MeshUtils.getColor(input);
                    material.materialColor.constant0 = MeshUtils.getColor(input);
                    material.materialColor.constant1 = MeshUtils.getColor(input);
                    material.materialColor.constant2 = MeshUtils.getColor(input);
                    material.materialColor.constant3 = MeshUtils.getColor(input);
                    material.materialColor.constant4 = MeshUtils.getColor(input);
                    material.materialColor.constant5 = MeshUtils.getColor(input);

                    /*
                     * Rasterization
                     */
                    material.rasterization.isPolygonOffsetEnabled = (input.ReadUInt32() & 1) > 0;
                    material.rasterization.cullMode = (RenderBase.OCullMode)input.ReadUInt32();
                    material.rasterization.polygonOffsetUnit = input.ReadSingle();
                    data.Seek(0xc, SeekOrigin.Current);

                    /*
                     * Fragment operation
                     */

                    //Depth operation
                    flags = input.ReadUInt32();
                    PICACommandReader depthCommands = new PICACommandReader(data, 4, true);
                    material.fragmentOperation.depth = depthCommands.getDepthTest();
                    material.fragmentOperation.depth.isTestEnabled = (flags & 1) > 0;
                    material.fragmentOperation.depth.isMaskEnabled = (flags & 2) > 0;

                    //Blend operation
                    RenderBase.OBlendMode blendMode = RenderBase.OBlendMode.notUsed;
                    switch (input.ReadUInt32())
                    {
                        case 0: blendMode = RenderBase.OBlendMode.notUsed; break;
                        case 1: blendMode = RenderBase.OBlendMode.blend; break;
                        case 2: blendMode = RenderBase.OBlendMode.blend; break; //Separate blend
                        case 3: blendMode = RenderBase.OBlendMode.logical; break;
                    }
                    Color blendColor = MeshUtils.getColorFloat(input);
                    PICACommandReader blendCommands = new PICACommandReader(data, 5, true);
                    material.fragmentOperation.blend = blendCommands.getBlendOperation();
                    material.fragmentOperation.blend.mode = blendMode;
                    material.fragmentOperation.blend.blendColor = blendColor;

                    //Stencil operation
                    input.ReadUInt32();
                    PICACommandReader stencilCommands = new PICACommandReader(data, 4, true);
                    material.fragmentOperation.stencil = stencilCommands.getStencilTest();

                    /*
                     * Texture coordinates
                     */
                    uint usedTextureCoordinates = input.ReadUInt32();

                    for (int i = 0; i < 3; i++)
                    {
                        RenderBase.OTextureCoordinator coordinator = new RenderBase.OTextureCoordinator();

                        uint sourceCoordinate = input.ReadUInt32();
                        coordinator.projection = (RenderBase.OTextureProjection)input.ReadUInt32();
                        coordinator.referenceCamera = input.ReadUInt32();
                        uint matrixMode = input.ReadUInt32();
                        coordinator.scaleU = input.ReadSingle();
                        coordinator.scaleV = input.ReadSingle();
                        coordinator.rotate = input.ReadSingle();
                        coordinator.translateU = input.ReadSingle();
                        coordinator.translateV = input.ReadSingle();
                        bool isEnabled = (input.ReadUInt32() & 1) > 0;
                        RenderBase.OMatrix transformMatrix = getMatrix(input);

                        material.textureCoordinator[i] = coordinator;
                    }

                    /*
                     * Texture mappers
                     */
                    uint[] mapperOffsets = new uint[4];
                    mapperOffsets[0] = getRelativeOffset(input);
                    mapperOffsets[1] = getRelativeOffset(input);
                    mapperOffsets[2] = getRelativeOffset(input);
                    mapperOffsets[3] = getRelativeOffset(input);
                    long position = data.Position;

                    for (int i = 0; i < 3; i++)
                    {
                        if (mapperOffsets[i] != 0)
                        {
                            data.Seek(mapperOffsets[i], SeekOrigin.Begin);

                            flags = input.ReadUInt32();
                            uint dynamicAllocator = input.ReadUInt32();
                            uint textureHeaderOffset = getRelativeOffset(input);
                            uint samplerOffset = getRelativeOffset(input);
                            PICACommandReader textureCommands = new PICACommandReader(data, 13, true);

                            switch (i)
                            {
                                case 0:
                                    material.textureMapper[i] = textureCommands.getTexUnit0Mapper();
                                    material.textureMapper[i].borderColor = textureCommands.getTexUnit0BorderColor();
                                    data.Seek(textureHeaderOffset + 0x18, SeekOrigin.Begin);
                                    material.name0 = IOUtils.readString(input, getRelativeOffset(input));
                                    break;
                                case 1:
                                    material.textureMapper[i] = textureCommands.getTexUnit1Mapper();
                                    material.textureMapper[i].borderColor = textureCommands.getTexUnit1BorderColor();
                                    data.Seek(textureHeaderOffset + 0x18, SeekOrigin.Begin);
                                    material.name1 = IOUtils.readString(input, getRelativeOffset(input));
                                    break;
                                case 2:
                                    material.textureMapper[i] = textureCommands.getTexUnit2Mapper();
                                    material.textureMapper[i].borderColor = textureCommands.getTexUnit2BorderColor();
                                    data.Seek(textureHeaderOffset + 0x18, SeekOrigin.Begin);
                                    material.name2 = IOUtils.readString(input, getRelativeOffset(input));
                                    break;
                            }

                            data.Seek(samplerOffset, SeekOrigin.Begin);
                            Color borderColor = MeshUtils.getColorFloat(input); //Not needed, we already got from Commands buffer
                            material.textureMapper[i].LODBias = input.ReadSingle();
                        }
                    }

                    data.Seek(position, SeekOrigin.Begin);
                    uint shaderOffset = getRelativeOffset(input);
                    uint fragmentShaderOffset = getRelativeOffset(input);
                    uint shaderProgramDescriptionIndex = input.ReadUInt32();
                    uint shaderParametersCount = input.ReadUInt32();
                    uint shaderParametersPointerTableOffset = getRelativeOffset(input);
                    material.lightSetIndex = input.ReadUInt32();
                    material.fogIndex = input.ReadUInt32();

                    uint shadingParametersHash = input.ReadUInt32();
                    uint shaderParametersHash = input.ReadUInt32();
                    uint textureCoordinatorsHash = input.ReadUInt32();
                    uint textureSamplersHash = input.ReadUInt32();
                    uint textureMappersHash = input.ReadUInt32();
                    uint materialColorHash = input.ReadUInt32();
                    uint rasterizationHash = input.ReadUInt32();
                    uint fragmentLightingHash = input.ReadUInt32();
                    uint fragmentLightingTableHash = input.ReadUInt32();
                    uint fragmentLightingTableParametersHash = input.ReadUInt32();
                    uint textureCombinersHash = input.ReadUInt32();
                    uint alphaTestHash = input.ReadUInt32();
                    uint fragmentOperationHash = input.ReadUInt32();
                    uint materialId = input.ReadUInt32();

                    /*
                     * Shader
                     */
                    if (shaderOffset != 0)
                    {
                        data.Seek(shaderOffset, SeekOrigin.Begin);

                        flags = input.ReadUInt32();
                        string shdrMagic = IOUtils.readString(input, (uint)data.Position, 4);
                        revision = input.ReadUInt32();
                        string shaderName = IOUtils.readString(input, getRelativeOffset(input));
                        userDataEntries = input.ReadUInt32();
                        userDataOffset = getRelativeOffset(input);
                        string referenceShaderName = IOUtils.readString(input, getRelativeOffset(input));
                        input.ReadUInt32();

                        material.shaderReference = new RenderBase.OReference(shaderName, referenceShaderName);
                    }

                    /*
                     * Fragment shader
                     */
                    if (fragmentShaderOffset != 0)
                    {
                        data.Seek(fragmentShaderOffset, SeekOrigin.Begin);

                        material.fragmentShader.bufferColor = MeshUtils.getColorFloat(input);

                        flags = input.ReadUInt32();
                        material.fragmentShader.lighting.isClampHighLight = (flags & 1) > 0;
                        material.fragmentShader.lighting.isDistribution0Enabled = (flags & 2) > 0;
                        material.fragmentShader.lighting.isDistribution1Enabled = (flags & 4) > 0;
                        material.fragmentShader.lighting.isGeometryFactor0Enabled = (flags & 8) > 0;
                        material.fragmentShader.lighting.isGeometryFactor1Enabled = (flags & 0x10) > 0;
                        material.fragmentShader.lighting.isReflectionEnabled = (flags & 0x20) > 0;

                        material.fragmentShader.layerConfig = input.ReadUInt32();
                        material.fragmentShader.lighting.fresnelConfig = (RenderBase.OFresnelConfig)input.ReadUInt32();
                        material.fragmentShader.bump.texture = (RenderBase.OBumpTexture)input.ReadUInt32();
                        material.fragmentShader.bump.mode = (RenderBase.OBumpMode)input.ReadUInt32();

                        flags = input.ReadUInt32();
                        material.fragmentShader.bump.isBumpRenormalize = (flags & 1) > 0;

                        uint fragmentLightingTableOffset = getRelativeOffset(input);
                        position = data.Position;

                        data.Seek(fragmentLightingTableOffset, SeekOrigin.Begin);
                        material.fragmentShader.lighting.reflectanceRSampler = getFragmentSampler(input, getRelativeOffset(input));
                        material.fragmentShader.lighting.reflectanceGSampler = getFragmentSampler(input, getRelativeOffset(input));
                        material.fragmentShader.lighting.reflectanceBSampler = getFragmentSampler(input, getRelativeOffset(input));
                        material.fragmentShader.lighting.distribution0Sampler = getFragmentSampler(input, getRelativeOffset(input));
                        material.fragmentShader.lighting.distribution1Sampler = getFragmentSampler(input, getRelativeOffset(input));
                        material.fragmentShader.lighting.fresnelSampler = getFragmentSampler(input, getRelativeOffset(input));

                        data.Seek(position, SeekOrigin.Begin);
                        input.ReadUInt32();

                        PICACommandReader combiner0Commands = new PICACommandReader(data, 6, true); input.ReadUInt32();
                        PICACommandReader combiner1Commands = new PICACommandReader(data, 6, true); input.ReadUInt32();
                        PICACommandReader combiner2Commands = new PICACommandReader(data, 6, true); input.ReadUInt32();
                        PICACommandReader combiner3Commands = new PICACommandReader(data, 6, true); input.ReadUInt32();
                        PICACommandReader combiner4Commands = new PICACommandReader(data, 6, true); input.ReadUInt32();
                        PICACommandReader combiner5Commands = new PICACommandReader(data, 6, true);

                        material.fragmentShader.textureCombiner[0] = combiner0Commands.getTevStage(0);
                        material.fragmentShader.textureCombiner[1] = combiner1Commands.getTevStage(1);
                        material.fragmentShader.textureCombiner[2] = combiner2Commands.getTevStage(2);
                        material.fragmentShader.textureCombiner[3] = combiner3Commands.getTevStage(3);
                        material.fragmentShader.textureCombiner[4] = combiner4Commands.getTevStage(4);
                        material.fragmentShader.textureCombiner[5] = combiner5Commands.getTevStage(5);

                        PICACommandReader alphaCommands = new PICACommandReader(data, 2, true);
                        material.fragmentShader.alphaTest = alphaCommands.getAlphaTest();
                    }

                    model.material.Add(material);
                }

                //Skeleton
                bool isSkeletonTranslateAnimationEnabled;
                if (cmdlHeader.hasSkeleton)
                {
                    data.Seek(cmdlHeader.skeletonOffset, SeekOrigin.Begin);

                    flags = input.ReadUInt32();
                    string skeletonMagic = IOUtils.readString(input, (uint)input.BaseStream.Position, 4); //SOBJ
                    revision = input.ReadUInt32();
                    string name = IOUtils.readString(input, getRelativeOffset(input));
                    input.ReadUInt32();
                    input.ReadUInt32();
                    List<dictEntry> skeletonDictionary = getDictionary(input);
                    uint rootBoneOffset = getRelativeOffset(input);
                    cgfxSkeletonScalingRule scalingRule = (cgfxSkeletonScalingRule)input.ReadUInt32();
                    isSkeletonTranslateAnimationEnabled = (input.ReadUInt32() & 1) > 0;

                    foreach (dictEntry boneEntry in skeletonDictionary)
                    {
                        data.Seek(boneEntry.dataOffset, SeekOrigin.Begin);

                        RenderBase.OBone bone = new RenderBase.OBone();

                        bone.name = IOUtils.readString(input, getRelativeOffset(input));
                        uint boneFlags = input.ReadUInt32();

                        bone.isSegmentScaleCompensate = (boneFlags & 0x20) > 0;

                        uint boneId = input.ReadUInt32();
                        bone.parentId = (short)input.ReadInt32();
                        int parentOffset = input.ReadInt32();
                        int childOffset = input.ReadInt32();
                        int previousSiblingOffset = input.ReadInt32();
                        int nextSiblingOffset = input.ReadInt32();
                        bone.scale = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                        bone.rotation = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                        bone.translation = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                        bone.absoluteScale = new RenderBase.OVector3(bone.scale);
                        RenderBase.OMatrix localMatrix = getMatrix(input);
                        RenderBase.OMatrix worldMatrix = getMatrix(input);
                        RenderBase.OMatrix invBaseMatrix = getMatrix(input);
                        bone.billboardMode = (RenderBase.OBillboardMode)input.ReadInt32();

                        uint userDataEntries = input.ReadUInt32();
                        uint userDataOffset = getRelativeOffset(input);

                        model.skeleton.Add(bone);
                    }
                }

                List<RenderBase.OMatrix> skeletonTransform = new List<RenderBase.OMatrix>();
                for (int index = 0; index < model.skeleton.Count; index++)
                {
                    RenderBase.OMatrix transform = new RenderBase.OMatrix();
                    transformSkeleton(model.skeleton, index, ref transform);
                    skeletonTransform.Add(transform);
                }

                //Shapes
                List<cgfxShapeEntry> shapeHeader = new List<cgfxShapeEntry>();
                for (int i = 0; i < cmdlHeader.shapeEntries; i++)
                {
                    data.Seek(cmdlHeader.shapePointerTableOffset + (i * 4), SeekOrigin.Begin);
                    data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                    cgfxShapeEntry shape = new cgfxShapeEntry();

                    flags = input.ReadUInt32();
                    string sobjMagic = IOUtils.readString(input, (uint)input.BaseStream.Position, 4);
                    revision = input.ReadUInt32();
                    shape.name = IOUtils.readString(input, getRelativeOffset(input));
                    shape.userDataEntries = input.ReadUInt32();
                    shape.userDataDictionaryOffset = getRelativeOffset(input);
                    flags = input.ReadUInt32();
                    shape.boundingBoxOffset = getRelativeOffset(input);
                    shape.positionOffset = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                    shape.facesGroupEntries = input.ReadUInt32();
                    shape.facesGroupOffset = getRelativeOffset(input);
                    input.ReadUInt32();
                    shape.vertexGroupEntries = input.ReadUInt32();
                    shape.vertexGroupOffset = getRelativeOffset(input);
                    shape.blendShapeOffset = getRelativeOffset(input);

                    shapeHeader.Add(shape);
                }

                List<RenderBase.OMesh> shapes = new List<RenderBase.OMesh>();
                foreach (cgfxShapeEntry shapeEntry in shapeHeader)
                {
                    RenderBase.OMesh shape = new RenderBase.OMesh();

                    data.Seek(shapeEntry.vertexGroupOffset, SeekOrigin.Begin);
                    data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                    input.ReadUInt32(); //Useless name offset
                    input.ReadUInt32(); //Useless User Data entries
                    input.ReadUInt32(); //Useless User Data offset
                    uint bufferObject = input.ReadUInt32();
                    uint locationFlag = input.ReadUInt32();
                    uint vshAttributesBufferLength = input.ReadUInt32();
                    uint vshAttributesBufferOffset = getRelativeOffset(input);
                    uint locationAddress = input.ReadUInt32();
                    uint memoryArea = input.ReadUInt32();
                    uint vshAttributesBufferStride = input.ReadUInt32();
                    uint vshAttributesBufferComponentsEntries = input.ReadUInt32();
                    uint vshAttributesBufferComponentsOffset = getRelativeOffset(input);

                    List<attributeFormat> vshAttributeFormats = new List<attributeFormat>();
                    for (int i = 0; i < vshAttributesBufferComponentsEntries; i++)
                    {
                        data.Seek(vshAttributesBufferComponentsOffset + (i * 4), SeekOrigin.Begin);
                        data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                        attributeFormat format = new attributeFormat();

                        flags = input.ReadUInt32();
                        format.attribute = (PICACommand.vshAttribute)input.ReadUInt32();
                        format.isInterleaved = input.ReadUInt32() == 2;
                        bufferObject = input.ReadUInt32();
                        locationFlag = input.ReadUInt32();
                        uint attributesStreamLength = input.ReadUInt32();
                        uint attributesStreamOffset = getRelativeOffset(input);
                        locationAddress = input.ReadUInt32();
                        memoryArea = input.ReadUInt32();
                        format.type = (attributeFormatType)(input.ReadUInt32() & 0xf);
                        format.attributeLength = input.ReadUInt32();
                        format.scale = input.ReadSingle();
                        format.offset = input.ReadUInt32();

                        vshAttributeFormats.Add(format);
                    }

                    //Faces
                    for (int faceIndex = 0; faceIndex < shapeEntry.facesGroupEntries; faceIndex++)
                    {
                        data.Seek(shapeEntry.facesGroupOffset + (faceIndex * 4), SeekOrigin.Begin);
                        data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                        uint nodeListEntries = input.ReadUInt32();
                        uint nodeListOffset = getRelativeOffset(input);
                        RenderBase.OSkinningMode skinningMode = RenderBase.OSkinningMode.none;
                        switch (input.ReadUInt32()) //Skinning Mode
                        {
                            case 0: skinningMode = RenderBase.OSkinningMode.none; break;
                            case 1: skinningMode = RenderBase.OSkinningMode.rigidSkinning; break;
                            case 2: skinningMode = RenderBase.OSkinningMode.smoothSkinning; break;
                        }
                        uint faceMainHeaderEntries = input.ReadUInt32();
                        uint faceMainHeaderOffset = getRelativeOffset(input);

                        //Bone nodes
                        List<uint> nodeList = new List<uint>();
                        data.Seek(nodeListOffset, SeekOrigin.Begin);
                        for (int i = 0; i < nodeListEntries; i++) nodeList.Add(input.ReadUInt32());

                        //Face-related stuff
                        data.Seek(faceMainHeaderOffset, SeekOrigin.Begin);
                        data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                        uint faceDescriptorEntries = input.ReadUInt32();
                        uint faceDescriptorOffset = getRelativeOffset(input);
                        input.ReadUInt32();
                        input.ReadUInt32();
                        input.ReadUInt32();

                        data.Seek(faceDescriptorOffset, SeekOrigin.Begin);
                        data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                        PICACommand.indexBufferFormat idxBufferFormat = (PICACommand.indexBufferFormat)((input.ReadUInt32() & 2) >> 1);
                        input.ReadUInt32();
                        uint idxBufferLength = input.ReadUInt32();
                        uint idxBufferOffset = getRelativeOffset(input);

                        for (int attribute = 0; attribute < vshAttributeFormats.Count; attribute++)
                        {
                            attributeFormat format = vshAttributeFormats[attribute];

                            switch (format.attribute)
                            {
                                case PICACommand.vshAttribute.normal: shape.hasNormal = true; break;
                                case PICACommand.vshAttribute.tangent: shape.hasTangent = true; break;
                                case PICACommand.vshAttribute.color: shape.hasColor = true; break;
                                case PICACommand.vshAttribute.textureCoordinate0: shape.texUVCount = Math.Max(shape.texUVCount, 1); break;
                                case PICACommand.vshAttribute.textureCoordinate1: shape.texUVCount = Math.Max(shape.texUVCount, 2); break;
                                case PICACommand.vshAttribute.textureCoordinate2: shape.texUVCount = Math.Max(shape.texUVCount, 3); break;
                            }
                        }

                        if (nodeList.Count > 0)
                        {
                            shape.hasNode = true;
                            shape.hasWeight = true;
                        }

                        data.Seek(idxBufferOffset, SeekOrigin.Begin);
                        for (int i = 0; i < idxBufferLength; i++)
                        {
                            ushort index = 0;

                            switch (idxBufferFormat)
                            {
                                case PICACommand.indexBufferFormat.unsignedShort: index = input.ReadUInt16(); i++; break;
                                case PICACommand.indexBufferFormat.unsignedByte: index = input.ReadByte(); break;
                            }

                            long dataPosition = data.Position;
                            long vertexOffset = vshAttributesBufferOffset + (index * vshAttributesBufferStride);

                            RenderBase.OVertex vertex = new RenderBase.OVertex();
                            vertex.diffuseColor = 0xffffffff;

                            for (int attribute = 0; attribute < vshAttributeFormats.Count; attribute++)
                            {
                                attributeFormat format = vshAttributeFormats[attribute];
                                if (format.attribute == PICACommand.vshAttribute.boneWeight) format.type = attributeFormatType.unsignedByte;
                                data.Seek(vertexOffset + format.offset, SeekOrigin.Begin);
                                RenderBase.OVector4 vector =  getVector(input, format);

                                switch (format.attribute)
                                {
                                    case PICACommand.vshAttribute.position:
                                        float x = (vector.x * format.scale) + shapeEntry.positionOffset.x;
                                        float y = (vector.y * format.scale) + shapeEntry.positionOffset.y;
                                        float z = (vector.z * format.scale) + shapeEntry.positionOffset.z;
                                        vertex.position = new RenderBase.OVector3(x, y, z);
                                        break;
                                    case PICACommand.vshAttribute.normal:
                                        vertex.normal = new RenderBase.OVector3(vector.x * format.scale, vector.y * format.scale, vector.z * format.scale);
                                        break;
                                    case PICACommand.vshAttribute.tangent:
                                        vertex.tangent = new RenderBase.OVector3(vector.x * format.scale, vector.y * format.scale, vector.z * format.scale);
                                        break;
                                    case PICACommand.vshAttribute.color:
                                        uint r = MeshUtils.saturate((vector.x * format.scale) * 0xff);
                                        uint g = MeshUtils.saturate((vector.y * format.scale) * 0xff);
                                        uint b = MeshUtils.saturate((vector.z * format.scale) * 0xff);
                                        uint a = MeshUtils.saturate((vector.w * format.scale) * 0xff);
                                        vertex.diffuseColor = b | (g << 8) | (r << 16) | (a << 24);
                                        break;
                                    case PICACommand.vshAttribute.textureCoordinate0:
                                        vertex.texture0 = new RenderBase.OVector2(vector.x * format.scale, vector.y * format.scale);
                                        break;
                                    case PICACommand.vshAttribute.textureCoordinate1:
                                        vertex.texture1 = new RenderBase.OVector2(vector.x * format.scale, vector.y * format.scale);
                                        break;
                                    case PICACommand.vshAttribute.textureCoordinate2:
                                        vertex.texture2 = new RenderBase.OVector2(vector.x * format.scale, vector.y * format.scale);
                                        break;
                                    case PICACommand.vshAttribute.boneIndex:
                                        int b0 = (int)vector.x;
                                        int b1 = (int)vector.y;
                                        int b2 = (int)vector.z;
                                        int b3 = (int)vector.w;

                                        if (b0 < nodeList.Count && format.attributeLength > 0) vertex.node.Add((int)nodeList[b0]);
                                        if (skinningMode == RenderBase.OSkinningMode.smoothSkinning)
                                        {
                                            if (b1 < nodeList.Count && format.attributeLength > 1) vertex.node.Add((int)nodeList[b1]);
                                            if (b2 < nodeList.Count && format.attributeLength > 2) vertex.node.Add((int)nodeList[b2]);
                                            if (b3 < nodeList.Count && format.attributeLength > 3) vertex.node.Add((int)nodeList[b3]);
                                        }

                                        break;
                                    case PICACommand.vshAttribute.boneWeight:
                                        if (format.attributeLength > 0) vertex.weight.Add(vector.x * format.scale);
                                        if (skinningMode == RenderBase.OSkinningMode.smoothSkinning)
                                        {
                                            if (format.attributeLength > 1) vertex.weight.Add(vector.y * format.scale);
                                            if (format.attributeLength > 2) vertex.weight.Add(vector.z * format.scale);
                                            if (format.attributeLength > 3) vertex.weight.Add(vector.w * format.scale);
                                        }
                                        break;
                                }
                            }

                            //If the node list have 4 or less bones, then there is no need to store the indices per vertex
                            //Instead, the entire list is used, since it supports up to 4 bones.
                            if (vertex.node.Count == 0 && nodeList.Count <= 4)
                            {
                                for (int n = 0; n < nodeList.Count; n++) vertex.node.Add((int)nodeList[n]);
                                if (vertex.weight.Count == 0) vertex.weight.Add(1);
                            }

                            if (skinningMode != RenderBase.OSkinningMode.smoothSkinning && vertex.node.Count > 0)
                            {
                                //Note: Rigid skinning can have only one bone per vertex
                                //Note2: Vertex with Rigid skinning seems to be always have meshes centered, so is necessary to make them follow the skeleton
                                if (vertex.node[0] < skeletonTransform.Count)
                                {
                                    if (vertex.weight.Count == 0) vertex.weight.Add(1);
                                    vertex.position = RenderBase.OVector3.transform(vertex.position, skeletonTransform[vertex.node[0]]);
                                }
                            }

                            MeshUtils.calculateBounds(model, vertex);
                            shape.vertices.Add(vertex);

                            data.Seek(dataPosition, SeekOrigin.Begin);
                        }
                    }

                    shapes.Add(shape);
                }

                //Objects
                List<cgfxObjectEntry> objectHeader = new List<cgfxObjectEntry>();
                for (int i = 0; i < cmdlHeader.objectEntries; i++)
                {
                    data.Seek(cmdlHeader.objectPointerTableOffset + (i * 4), SeekOrigin.Begin);
                    data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                    cgfxObjectEntry obj = new cgfxObjectEntry();

                    flags = input.ReadUInt32();
                    string msobMagic = IOUtils.readString(input, (uint)input.BaseStream.Position, 4);
                    revision = input.ReadUInt32();
                    obj.name = IOUtils.readString(input, getRelativeOffset(input));
                    obj.userDataEntries = input.ReadUInt32();
                    obj.userDataDictionaryOffset = getRelativeOffset(input);
                    obj.shapeIndex = input.ReadUInt32();
                    obj.materialId = input.ReadUInt32();
                    obj.ownerModelOffset = getRelativeOffset(input);
                    obj.isVisible = (input.ReadByte() & 1) > 0;
                    obj.renderPriority = input.ReadByte();
                    obj.objectNodeVisibilityIndex = input.ReadUInt16();
                    obj.currentPrimitiveIndex = input.ReadUInt16();
                    //Theres still a bunch of stuff after this, but isn't really needed

                    objectHeader.Add(obj);
                }

                List<objectNode> objectNodeList = new List<objectNode>();
                foreach (dictEntry objectNodeEntry in cmdlHeader.objectNodes)
                {
                    objectNode node = new objectNode();

                    data.Seek(objectNodeEntry.dataOffset, SeekOrigin.Begin);
                    node.name = IOUtils.readString(input, getRelativeOffset(input));
                    node.isVisible = input.ReadUInt32() == 1;

                    objectNodeList.Add(node);
                }

                foreach (cgfxObjectEntry obj in objectHeader)
                {
                    RenderBase.OMesh modelObject = shapes[(int)obj.shapeIndex];

                    if (objectNodeList.Count > 0)
                    {
                        modelObject.name = objectNodeList[obj.objectNodeVisibilityIndex].name ;
                        modelObject.isVisible = objectNodeList[obj.objectNodeVisibilityIndex].isVisible;
                    }
                    modelObject.materialId = (ushort)obj.materialId;
                    modelObject.renderPriority = obj.renderPriority;

                    model.mesh.Add(modelObject);
                }

                models.model.Add(model);
            }

            data.Close();

            return models;
        }
Exemple #4
0
        /// <summary>
        ///     Loads a BCH file.
        ///     Note that BCH must start at offset 0x0 (don't try using it for BCHs inside containers).
        /// </summary>
        /// <param name="data">Memory Stream of the BCH file. The Stream will not be usable after</param>
        /// <returns></returns>
        public static RenderBase.OModelGroup load(MemoryStream data)
        {
            BinaryReader input = new BinaryReader(data);
            BinaryWriter writer = new BinaryWriter(data);

            RenderBase.OModelGroup models = new RenderBase.OModelGroup();

            //Primary header
            bchHeader header = new bchHeader();
            header.magic = IOUtils.readString(input, 0);
            data.Seek(4, SeekOrigin.Current);
            header.backwardCompatibility = input.ReadByte();
            header.forwardCompatibility = input.ReadByte();
            header.version = input.ReadUInt16();

            header.mainHeaderOffset = input.ReadUInt32();
            header.stringTableOffset = input.ReadUInt32();
            header.gpuCommandsOffset = input.ReadUInt32();
            header.dataOffset = input.ReadUInt32();
            if (header.backwardCompatibility > 0x20) header.dataExtendedOffset = input.ReadUInt32();
            header.relocationTableOffset = input.ReadUInt32();

            header.mainHeaderLength = input.ReadUInt32();
            header.stringTableLength = input.ReadUInt32();
            header.gpuCommandsLength = input.ReadUInt32();
            header.dataLength = input.ReadUInt32();
            if (header.backwardCompatibility > 0x20) header.dataExtendedLength = input.ReadUInt32();
            header.relocationTableLength = input.ReadUInt32();

            header.uninitializedDataSectionLength = input.ReadUInt32();
            header.uninitializedDescriptionSectionLength = input.ReadUInt32();

            if (header.backwardCompatibility > 7)
            {
                header.flags = input.ReadUInt16();
                header.addressCount = input.ReadUInt16();
            }

            //Transform relative offsets to absolute offsets, also add extra bits if necessary.
            //The game does this on RAM after the BCH is loaded, so offsets to data is absolute and points to VRAM.
            for (uint o = header.relocationTableOffset; o < header.relocationTableOffset + header.relocationTableLength; o += 4)
            {
                data.Seek(o, SeekOrigin.Begin);
                uint value = input.ReadUInt32();
                uint offset = value & 0x1ffffff;
                byte flags = (byte)(value >> 25);

                switch (flags)
                {
                    case 0:
                        data.Seek((offset * 4) + header.mainHeaderOffset, SeekOrigin.Begin);
                        writer.Write(peek(input) + header.mainHeaderOffset);
                        break;

                    case 1:
                        data.Seek(offset + header.mainHeaderOffset, SeekOrigin.Begin);
                        writer.Write(peek(input) + header.stringTableOffset);
                        break;

                    case 2:
                        data.Seek((offset * 4) + header.mainHeaderOffset, SeekOrigin.Begin);
                        writer.Write(peek(input) + header.gpuCommandsOffset);
                        break;

                    case 7:
                    case 0xc:
                        data.Seek((offset * 4) + header.mainHeaderOffset, SeekOrigin.Begin);
                        writer.Write(peek(input) + header.dataOffset);
                        break;
                }

                //The moron that designed the format used different flags on different versions, instead of keeping compatibility.
                data.Seek((offset * 4) + header.gpuCommandsOffset, SeekOrigin.Begin);
                if (header.backwardCompatibility < 6)
                {
                    switch (flags)
                    {
                        case 0x23: writer.Write(peek(input) + header.dataOffset); break; //Texture
                        case 0x25: writer.Write(peek(input) + header.dataOffset); break; //Vertex
                        case 0x26: writer.Write(((peek(input) + header.dataOffset) & 0x7fffffff) | 0x80000000); break; //Index 16 bits mode
                        case 0x27: writer.Write((peek(input) + header.dataOffset) & 0x7fffffff); break; //Index 8 bits mode
                    }
                }
                else if (header.backwardCompatibility < 8)
                {
                    switch (flags)
                    {
                        case 0x24: writer.Write(peek(input) + header.dataOffset); break; //Texture
                        case 0x26: writer.Write(peek(input) + header.dataOffset); break; //Vertex
                        case 0x27: writer.Write(((peek(input) + header.dataOffset) & 0x7fffffff) | 0x80000000); break; //Index 16 bits mode
                        case 0x28: writer.Write((peek(input) + header.dataOffset) & 0x7fffffff); break; //Index 8 bits mode
                    }
                }
                else if (header.backwardCompatibility < 0x21)
                {
                    switch (flags)
                    {
                        case 0x25: writer.Write(peek(input) + header.dataOffset); break; //Texture
                        case 0x27: writer.Write(peek(input) + header.dataOffset); break; //Vertex
                        case 0x28: writer.Write(((peek(input) + header.dataOffset) & 0x7fffffff) | 0x80000000); break; //Index 16 bits mode
                        case 0x29: writer.Write((peek(input) + header.dataOffset) & 0x7fffffff); break; //Index 8 bits mode
                    }
                }
                else
                {
                    switch (flags)
                    {
                        case 0x25: writer.Write(peek(input) + header.dataOffset); break; //Texture
                        case 0x26: writer.Write(peek(input) + header.dataOffset); break; //Vertex relative to Data Offset
                        case 0x27: writer.Write(((peek(input) + header.dataOffset) & 0x7fffffff) | 0x80000000); break; //Index 16 bits mode relative to Data Offset
                        case 0x28: writer.Write((peek(input) + header.dataOffset) & 0x7fffffff); break; //Index 8 bits mode relative to Data Offset
                        case 0x2b: writer.Write(peek(input) + header.dataExtendedOffset); break; //Vertex relative to Data Extended Offset
                        case 0x2c: writer.Write(((peek(input) + header.dataExtendedOffset) & 0x7fffffff) | 0x80000000); break; //Index 16 bits mode relative to Data Extended Offset
                        case 0x2d: writer.Write((peek(input) + header.dataExtendedOffset) & 0x7fffffff); break; //Index 8 bits mode relative to Data Extended Offset
                    }
                }
            }

            //Content header
            data.Seek(header.mainHeaderOffset, SeekOrigin.Begin);
            bchContentHeader contentHeader = new bchContentHeader
            {
                modelsPointerTableOffset = input.ReadUInt32(),
                modelsPointerTableEntries = input.ReadUInt32(),
                modelsNameOffset = input.ReadUInt32(),
                materialsPointerTableOffset = input.ReadUInt32(),
                materialsPointerTableEntries = input.ReadUInt32(),
                materialsNameOffset = input.ReadUInt32(),
                shadersPointerTableOffset = input.ReadUInt32(),
                shadersPointerTableEntries = input.ReadUInt32(),
                shadersNameOffset = input.ReadUInt32(),
                texturesPointerTableOffset = input.ReadUInt32(),
                texturesPointerTableEntries = input.ReadUInt32(),
                texturesNameOffset = input.ReadUInt32(),
                materialsLUTPointerTableOffset = input.ReadUInt32(),
                materialsLUTPointerTableEntries = input.ReadUInt32(),
                materialsLUTNameOffset = input.ReadUInt32(),
                lightsPointerTableOffset = input.ReadUInt32(),
                lightsPointerTableEntries = input.ReadUInt32(),
                lightsNameOffset = input.ReadUInt32(),
                camerasPointerTableOffset = input.ReadUInt32(),
                camerasPointerTableEntries = input.ReadUInt32(),
                camerasNameOffset = input.ReadUInt32(),
                fogsPointerTableOffset = input.ReadUInt32(),
                fogsPointerTableEntries = input.ReadUInt32(),
                fogsNameOffset = input.ReadUInt32(),
                skeletalAnimationsPointerTableOffset = input.ReadUInt32(),
                skeletalAnimationsPointerTableEntries = input.ReadUInt32(),
                skeletalAnimationsNameOffset = input.ReadUInt32(),
                materialAnimationsPointerTableOffset = input.ReadUInt32(),
                materialAnimationsPointerTableEntries = input.ReadUInt32(),
                materialAnimationsNameOffset = input.ReadUInt32(),
                visibilityAnimationsPointerTableOffset = input.ReadUInt32(),
                visibilityAnimationsPointerTableEntries = input.ReadUInt32(),
                visibilityAnimationsNameOffset = input.ReadUInt32(),
                lightAnimationsPointerTableOffset = input.ReadUInt32(),
                lightAnimationsPointerTableEntries = input.ReadUInt32(),
                lightAnimationsNameOffset = input.ReadUInt32(),
                cameraAnimationsPointerTableOffset = input.ReadUInt32(),
                cameraAnimationsPointerTableEntries = input.ReadUInt32(),
                cameraAnimationsNameOffset = input.ReadUInt32(),
                fogAnimationsPointerTableOffset = input.ReadUInt32(),
                fogAnimationsPointerTableEntries = input.ReadUInt32(),
                fogAnimationsNameOffset = input.ReadUInt32(),
                scenePointerTableOffset = input.ReadUInt32(),
                scenePointerTableEntries = input.ReadUInt32(),
                sceneNameOffset = input.ReadUInt32()
            };
            //Note: NameOffset are PATRICIA trees

            //Shaders
            for (int index = 0; index < contentHeader.shadersPointerTableEntries; index++)
            {
                data.Seek(contentHeader.shadersPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                uint shaderDataOffset = input.ReadUInt32();
                uint shaderDataLength = input.ReadUInt32();
            }

            //Textures
            for (int index = 0; index < contentHeader.texturesPointerTableEntries; index++)
            {
                data.Seek(contentHeader.texturesPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                uint textureCommandsOffset = input.ReadUInt32();
                uint textureCommandsWordCount = input.ReadUInt32();
                data.Seek(0x14, SeekOrigin.Current);
                string textureName = readString(input);

                data.Seek(textureCommandsOffset, SeekOrigin.Begin);
                PICACommandReader textureCommands = new PICACommandReader(data, textureCommandsWordCount);

                //Note: It have textures for the 3 texture units.
                //The other texture units are used with textureCoordinate1 and 2.
                data.Seek(textureCommands.getTexUnit0Address(), SeekOrigin.Begin);
                Size textureSize = textureCommands.getTexUnit0Size();
                byte[] buffer = new byte[textureSize.Width * textureSize.Height * 4];
                input.Read(buffer, 0, buffer.Length);
                Bitmap texture = TextureCodec.decode(
                    buffer,
                    textureSize.Width,
                    textureSize.Height,
                    textureCommands.getTexUnit0Format());

                models.texture.Add(new RenderBase.OTexture(texture, textureName));
            }

            //LookUp Tables
            for (int index = 0; index < contentHeader.materialsLUTPointerTableEntries; index++)
            {
                data.Seek(contentHeader.materialsLUTPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                input.ReadUInt32();
                uint samplersCount = input.ReadUInt32();
                string name = readString(input);

                RenderBase.OLookUpTable table = new RenderBase.OLookUpTable();
                table.name = name;
                for (int i = 0; i < samplersCount; i++)
                {
                    RenderBase.OLookUpTableSampler sampler = new RenderBase.OLookUpTableSampler();

                    input.ReadUInt32();
                    uint tableOffset = input.ReadUInt32();
                    uint tableWordCount = input.ReadUInt32();
                    sampler.name = readString(input);

                    long dataPosition = data.Position;
                    data.Seek(tableOffset, SeekOrigin.Begin);
                    PICACommandReader lutCommands = new PICACommandReader(data, tableWordCount);
                    sampler.table = lutCommands.getFSHLookUpTable();
                    table.sampler.Add(sampler);

                    data.Seek(dataPosition, SeekOrigin.Begin);
                }

                models.lookUpTable.Add(table);
            }

            //Lights
            for (int index = 0; index < contentHeader.lightsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.lightsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OLight light = new RenderBase.OLight();
                light.name = readString(input);
                light.transformScale = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                light.transformRotate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                light.transformTranslate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());

                uint lightFlags = input.ReadUInt32();
                switch (lightFlags & 0xf)
                {
                    case 1: light.lightUse = RenderBase.OLightUse.hemiSphere; break;
                    case 2: light.lightUse = RenderBase.OLightUse.ambient; break;
                    case 5:
                    case 6:
                    case 7:
                        light.lightUse = RenderBase.OLightUse.vertex;
                        switch (lightFlags & 0xf)
                        {
                            case 5: light.lightType = RenderBase.OLightType.directional; break;
                            case 6: light.lightType = RenderBase.OLightType.point; break;
                            case 7: light.lightType = RenderBase.OLightType.spot; break;
                        }
                        break;
                    case 9:
                    case 0xa:
                    case 0xb:
                        light.lightUse = RenderBase.OLightUse.fragment;
                        switch (lightFlags & 0xf)
                        {
                            case 9: light.lightType = RenderBase.OLightType.directional; break;
                            case 0xa: light.lightType = RenderBase.OLightType.point; break;
                            case 0xb: light.lightType = RenderBase.OLightType.spot; break;
                        }
                        break;
                    default: Debug.WriteLine(string.Format("BCH: Warning - Unknow Light Flags {0}", lightFlags.ToString("X8"))); break;
                }
                light.isLightEnabled = (lightFlags & 0x100) > 0;
                light.isTwoSideDiffuse = (lightFlags & 0x10000) > 0;
                light.isDistanceAttenuationEnabled = (lightFlags & 0x20000) > 0;
                light.angleSampler.input = (RenderBase.OFragmentSamplerInput)((lightFlags >> 24) & 0xf);
                light.angleSampler.scale = (RenderBase.OFragmentSamplerScale)((lightFlags >> 28) & 0xf);

                input.ReadUInt32();
                switch (light.lightUse)
                {
                    case RenderBase.OLightUse.hemiSphere:
                        light.groundColor = MeshUtils.getColorFloat(input);
                        light.skyColor = MeshUtils.getColorFloat(input);
                        light.direction = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                        light.lerpFactor = input.ReadSingle();
                        break;
                    case RenderBase.OLightUse.ambient: light.ambient = MeshUtils.getColor(input); break;
                    case RenderBase.OLightUse.vertex:
                        light.ambient = MeshUtils.getColorFloat(input);
                        light.diffuse = MeshUtils.getColorFloat(input);
                        light.direction = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                        light.distanceAttenuationConstant = input.ReadSingle();
                        light.distanceAttenuationLinear = input.ReadSingle();
                        light.distanceAttenuationQuadratic = input.ReadSingle();
                        light.spotExponent = input.ReadSingle();
                        light.spotCutoffAngle = input.ReadSingle();
                        break;
                    case RenderBase.OLightUse.fragment:
                        light.ambient = MeshUtils.getColor(input);
                        light.diffuse = MeshUtils.getColor(input);
                        light.specular0 = MeshUtils.getColor(input);
                        light.specular1 = MeshUtils.getColor(input);
                        light.direction = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                        input.ReadUInt32();
                        input.ReadUInt32();
                        light.attenuationStart = input.ReadSingle();
                        light.attenuationEnd = input.ReadSingle();

                        light.distanceSampler.tableName = readString(input);
                        light.distanceSampler.samplerName = readString(input);

                        light.angleSampler.tableName = readString(input);
                        light.angleSampler.samplerName = readString(input);
                        break;
                }

                models.light.Add(light);
            }

            //Cameras
            for (int index = 0; index < contentHeader.camerasPointerTableEntries; index++)
            {
                data.Seek(contentHeader.camerasPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OCamera camera = new RenderBase.OCamera();
                camera.name = readString(input);
                camera.transformScale = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                camera.transformRotate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                camera.transformTranslate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());

                uint cameraFlags = input.ReadUInt32();
                camera.isInheritingTargetRotate = (cameraFlags & 0x10000) > 0;
                camera.isInheritingTargetTranslate = (cameraFlags & 0x20000) > 0;
                camera.isInheritingUpRotate = (cameraFlags & 0x40000) > 0;
                camera.view = (RenderBase.OCameraView)(cameraFlags & 0xf);
                camera.projection = (RenderBase.OCameraProjection)((cameraFlags >> 8) & 0xf);

                input.ReadSingle();
                uint viewOffset = input.ReadUInt32();
                uint projectionOffset = input.ReadUInt32();

                data.Seek(viewOffset, SeekOrigin.Begin);
                camera.target = new RenderBase.OVector3();
                camera.rotation = new RenderBase.OVector3();
                camera.upVector = new RenderBase.OVector3();
                RenderBase.OVector3 target = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                switch (camera.view)
                {
                    case RenderBase.OCameraView.aimTarget: camera.target = target; camera.twist = input.ReadSingle(); break;
                    case RenderBase.OCameraView.lookAtTarget: camera.target = target; camera.upVector = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle()); break;
                    case RenderBase.OCameraView.rotate: camera.rotation = target; break;
                }

                data.Seek(projectionOffset, SeekOrigin.Begin);
                camera.zNear = input.ReadSingle();
                camera.zFar = input.ReadSingle();
                camera.aspectRatio = input.ReadSingle();
                switch (camera.projection)
                {
                    case RenderBase.OCameraProjection.perspective: camera.fieldOfViewY = input.ReadSingle(); break;
                    case RenderBase.OCameraProjection.orthogonal: camera.height = input.ReadSingle(); break;
                }

                models.camera.Add(camera);
            }

            //Fogs
            for (int index = 0; index < contentHeader.fogsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.fogsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OFog fog = new RenderBase.OFog();
                fog.name = readString(input);
                fog.transformScale = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                fog.transformRotate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                fog.transformTranslate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());

                uint fogFlags = input.ReadUInt32();
                fog.fogUpdater = (RenderBase.OFogUpdater)(fogFlags & 0xf);
                fog.isZFlip = (fogFlags & 0x100) > 0;
                fog.isAttenuateDistance = (fogFlags & 0x200) > 0;

                fog.fogColor = MeshUtils.getColor(input);

                fog.minFogDepth = input.ReadSingle();
                fog.maxFogDepth = input.ReadSingle();
                fog.fogDensity = input.ReadSingle();

                models.fog.Add(fog);
            }

            //Skeletal Animations
            for (int index = 0; index < contentHeader.skeletalAnimationsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.skeletalAnimationsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OSkeletalAnimation skeletalAnimation = new RenderBase.OSkeletalAnimation();

                skeletalAnimation.name = readString(input);
                uint animationFlags = input.ReadUInt32();
                skeletalAnimation.loopMode = (RenderBase.OLoopMode)(animationFlags & 1);
                skeletalAnimation.frameSize = input.ReadSingle();
                uint boneTableOffset = input.ReadUInt32();
                uint boneTableEntries = input.ReadUInt32();
                uint metaDataPointerOffset = input.ReadUInt32();

                if (metaDataPointerOffset != 0)
                {
                    data.Seek(metaDataPointerOffset, SeekOrigin.Begin);
                    skeletalAnimation.userData = getMetaData(input);
                }

                for (int i = 0; i < boneTableEntries; i++)
                {
                    data.Seek(boneTableOffset + (i * 4), SeekOrigin.Begin);
                    uint offset = input.ReadUInt32();

                    RenderBase.OSkeletalAnimationBone bone = new RenderBase.OSkeletalAnimationBone();

                    data.Seek(offset, SeekOrigin.Begin);
                    bone.name = readString(input);
                    uint animationTypeFlags = input.ReadUInt32();
                    uint flags = input.ReadUInt32();
                    input.ReadUInt32();

                    RenderBase.OSegmentType segmentType = (RenderBase.OSegmentType)((animationTypeFlags >> 16) & 0xf);
                    switch (segmentType)
                    {
                        case RenderBase.OSegmentType.transform:
                            data.Seek(offset + 0x18, SeekOrigin.Begin);

                            uint notExistMask = 0x80000;
                            uint constantMask = 0x200;

                            for (int j = 0; j < 2; j++)
                            {
                                for (int axis = 0; axis < 3; axis++)
                                {
                                    bool notExist = (flags & notExistMask) > 0;
                                    bool constant = (flags & constantMask) > 0;

                                    RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();
                                    frame.exists = !notExist;
                                    if (frame.exists)
                                    {
                                        if (constant)
                                        {
                                            frame.interpolation = RenderBase.OInterpolationMode.linear;
                                            frame.keyFrames.Add(new RenderBase.OAnimationKeyFrame(input.ReadSingle(), 0));
                                        }
                                        else
                                        {
                                            uint frameOffset = input.ReadUInt32();
                                            long position = data.Position;
                                            data.Seek(frameOffset, SeekOrigin.Begin);
                                            getAnimationKeyFrame(input, frame);
                                            data.Seek(position, SeekOrigin.Begin);
                                        }
                                    }
                                    else
                                        data.Seek(4, SeekOrigin.Current);

                                    if (j == 0)
                                    {
                                        switch (axis)
                                        {
                                            case 0: bone.rotationX = frame; break;
                                            case 1: bone.rotationY = frame; break;
                                            case 2: bone.rotationZ = frame; break;
                                        }
                                    }
                                    else
                                    {
                                        switch (axis)
                                        {
                                            case 0: bone.translationX = frame; break;
                                            case 1: bone.translationY = frame; break;
                                            case 2: bone.translationZ = frame; break;
                                        }
                                    }

                                    notExistMask <<= 1;
                                    constantMask <<= 1;
                                }

                                constantMask <<= 1;
                            }

                            break;
                        case RenderBase.OSegmentType.transformQuaternion:
                            bone.isFrameFormat = true;

                            long originalPos = data.Position;
                            uint rotationOffset = input.ReadUInt32();
                            uint translationOffset = input.ReadUInt32();

                            if ((flags & 0x10) == 0)
                            {
                                bone.rotationQuaternion.exists = true;
                                data.Seek(rotationOffset, SeekOrigin.Begin);

                                if ((flags & 2) > 0)
                                {
                                    bone.rotationQuaternion.vector.Add(new RenderBase.OVector4(
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        input.ReadSingle()));
                                }
                                else
                                {
                                    bone.rotationQuaternion.startFrame = input.ReadSingle();
                                    bone.rotationQuaternion.endFrame = input.ReadSingle();

                                    uint rotationFlags = input.ReadUInt32();
                                    uint rotationDataOffset = input.ReadUInt32();
                                    uint rotationEntries = input.ReadUInt32();

                                    data.Seek(rotationDataOffset, SeekOrigin.Begin);
                                    for (int j = 0; j < rotationEntries; j++)
                                    {
                                        bone.rotationQuaternion.vector.Add(new RenderBase.OVector4(
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            input.ReadSingle()));
                                    }
                                }
                            }

                            if ((flags & 8) == 0)
                            {
                                bone.translation.exists = true;
                                data.Seek(translationOffset, SeekOrigin.Begin);

                                if ((flags & 1) > 0)
                                {
                                    bone.translation.vector.Add(new RenderBase.OVector4(
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        0));
                                }
                                else
                                {
                                    bone.translation.startFrame = input.ReadSingle();
                                    bone.translation.endFrame = input.ReadSingle();

                                    uint translationFlags = input.ReadUInt32();
                                    uint translationDataOffset = input.ReadUInt32();
                                    uint translationEntries = input.ReadUInt32();

                                    data.Seek(translationDataOffset, SeekOrigin.Begin);
                                    for (int j = 0; j < translationEntries; j++)
                                    {
                                        bone.translation.vector.Add(new RenderBase.OVector4(
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            0));
                                    }
                                }
                            }

                            break;
                        case RenderBase.OSegmentType.transformMatrix:
                            bone.isFullBakedFormat = true;

                            input.ReadUInt32();
                            uint matrixOffset = input.ReadUInt32();
                            uint entries = input.ReadUInt32();

                            data.Seek(matrixOffset, SeekOrigin.Begin);
                            for (int j = 0; j < entries; j++)
                            {
                                RenderBase.OMatrix transform = new RenderBase.OMatrix();
                                transform.M11 = input.ReadSingle();
                                transform.M21 = input.ReadSingle();
                                transform.M31 = input.ReadSingle();
                                transform.M41 = input.ReadSingle();

                                transform.M12 = input.ReadSingle();
                                transform.M22 = input.ReadSingle();
                                transform.M32 = input.ReadSingle();
                                transform.M42 = input.ReadSingle();

                                transform.M13 = input.ReadSingle();
                                transform.M23 = input.ReadSingle();
                                transform.M33 = input.ReadSingle();
                                transform.M43 = input.ReadSingle();

                                bone.transform.Add(transform);
                            }

                            break;
                        default: throw new Exception(string.Format("BCH: Unknow Segment Type {0} on Skeletal Animation bone {1}! STOP!", segmentType, bone.name));
                    }

                    skeletalAnimation.bone.Add(bone);
                }

                models.skeletalAnimation.list.Add(skeletalAnimation);
            }

            //Material Animations
            for (int index = 0; index < contentHeader.materialAnimationsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.materialAnimationsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OMaterialAnimation materialAnimation = new RenderBase.OMaterialAnimation();

                materialAnimation.name = readString(input);
                uint animationFlags = input.ReadUInt32();
                materialAnimation.loopMode = (RenderBase.OLoopMode)(animationFlags & 1);
                materialAnimation.frameSize = input.ReadSingle();
                uint dataTableOffset = input.ReadUInt32();
                uint dataTableEntries = input.ReadUInt32();
                input.ReadUInt32();
                uint textureNameTableOffset = input.ReadUInt32();
                uint textureNameTableEntries = input.ReadUInt32();

                data.Seek(textureNameTableOffset, SeekOrigin.Begin);
                for (int i = 0; i < textureNameTableEntries; i++)
                {
                    string name = readString(input);
                    materialAnimation.textureName.Add(name);
                }

                for (int i = 0; i < dataTableEntries; i++)
                {
                    data.Seek(dataTableOffset + (i * 4), SeekOrigin.Begin);
                    uint offset = input.ReadUInt32();

                    RenderBase.OMaterialAnimationData animationData = new RenderBase.OMaterialAnimationData();

                    data.Seek(offset, SeekOrigin.Begin);
                    animationData.name = readString(input);
                    uint animationTypeFlags = input.ReadUInt32();
                    uint flags = input.ReadUInt32();

                    animationData.type = (RenderBase.OMaterialAnimationType)(animationTypeFlags & 0xff);
                    RenderBase.OSegmentType segmentType = (RenderBase.OSegmentType)((animationTypeFlags >> 16) & 0xf);

                    int segmentCount = 0;
                    switch (segmentType)
                    {
                        case RenderBase.OSegmentType.rgbaColor: segmentCount = 4; break;
                        case RenderBase.OSegmentType.vector2: segmentCount = 2; break;
                        case RenderBase.OSegmentType.single: segmentCount = 1; break;
                        case RenderBase.OSegmentType.integer: segmentCount = 1; break;
                    }

                    for (int j = 0; j < segmentCount; j++)
                    {
                        RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();

                        data.Seek(offset + 0xc + (j * 4), SeekOrigin.Begin);

                        frame.exists = (flags & (0x100 << j)) == 0;
                        bool constant = (flags & (1 << j)) > 0;

                        if (frame.exists)
                        {
                            if (constant)
                            {
                                frame.interpolation = RenderBase.OInterpolationMode.linear;
                                frame.keyFrames.Add(new RenderBase.OAnimationKeyFrame(input.ReadSingle(), 0));
                            }
                            else
                            {
                                uint frameOffset = input.ReadUInt32();
                                data.Seek(frameOffset, SeekOrigin.Begin);
                                getAnimationKeyFrame(input, frame);
                            }
                        }

                        animationData.frameList.Add(frame);
                    }

                    materialAnimation.data.Add(animationData);
                }

                models.materialAnimation.list.Add(materialAnimation);
            }

            //Visibility Animations
            for (int index = 0; index < contentHeader.visibilityAnimationsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.visibilityAnimationsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OVisibilityAnimation visibilityAnimation = new RenderBase.OVisibilityAnimation();

                visibilityAnimation.name = readString(input);
                uint animationFlags = input.ReadUInt32();
                visibilityAnimation.loopMode = (RenderBase.OLoopMode)(animationFlags & 1);
                visibilityAnimation.frameSize = input.ReadSingle();
                uint dataTableOffset = input.ReadUInt32();
                uint dataTableEntries = input.ReadUInt32();
                input.ReadUInt32();
                input.ReadUInt32();

                for (int i = 0; i < dataTableEntries; i++)
                {
                    data.Seek(dataTableOffset + (i * 4), SeekOrigin.Begin);
                    uint offset = input.ReadUInt32();

                    RenderBase.OVisibilityAnimationData animationData = new RenderBase.OVisibilityAnimationData();

                    data.Seek(offset, SeekOrigin.Begin);
                    animationData.name = readString(input);
                    uint animationTypeFlags = input.ReadUInt32();
                    uint flags = input.ReadUInt32();

                    RenderBase.OSegmentType segmentType = (RenderBase.OSegmentType)((animationTypeFlags >> 16) & 0xf);
                    if (segmentType == RenderBase.OSegmentType.boolean)
                    {
                        RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();
                        if (segmentType == RenderBase.OSegmentType.boolean) frame = getAnimationKeyFrameBool(input);
                        animationData.visibilityList = frame;
                    }

                    visibilityAnimation.data.Add(animationData);
                }

                models.visibilityAnimation.list.Add(visibilityAnimation);
            }

            //Light Animations
            for (int index = 0; index < contentHeader.lightAnimationsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.lightAnimationsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OLightAnimation lightAnimation = new RenderBase.OLightAnimation();

                lightAnimation.name = readString(input);
                uint animationFlags = input.ReadUInt32();
                lightAnimation.loopMode = (RenderBase.OLoopMode)(animationFlags & 1);
                lightAnimation.frameSize = input.ReadSingle();
                uint dataTableOffset = input.ReadUInt32();
                uint dataTableEntries = input.ReadUInt32();
                input.ReadUInt32();
                uint typeFlags = input.ReadUInt32();
                lightAnimation.lightType = (RenderBase.OLightType)((typeFlags & 3) - 1);
                lightAnimation.lightUse = (RenderBase.OLightUse)((typeFlags >> 2) & 3);

                for (int i = 0; i < dataTableEntries; i++)
                {
                    data.Seek(dataTableOffset + (i * 4), SeekOrigin.Begin);
                    uint offset = input.ReadUInt32();

                    RenderBase.OLightAnimationData animationData = new RenderBase.OLightAnimationData();

                    data.Seek(offset, SeekOrigin.Begin);
                    animationData.name = readString(input);
                    uint animationTypeFlags = input.ReadUInt32();
                    uint flags = input.ReadUInt32();

                    animationData.type = (RenderBase.OLightAnimationType)(animationTypeFlags & 0xff);
                    RenderBase.OSegmentType segmentType = (RenderBase.OSegmentType)((animationTypeFlags >> 16) & 0xf);

                    int segmentCount = 0;
                    switch (segmentType)
                    {
                        case RenderBase.OSegmentType.transform: segmentCount = 9; break;
                        case RenderBase.OSegmentType.rgbaColor: segmentCount = 4; break;
                        case RenderBase.OSegmentType.vector3: segmentCount = 3; break;
                        case RenderBase.OSegmentType.single: segmentCount = 1; break;
                        case RenderBase.OSegmentType.boolean: segmentCount = 1; break;
                    }

                    uint constantMask = 0x40;
                    for (int j = 0; j < segmentCount; j++)
                    {
                        RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();

                        data.Seek(offset + 0xc + (j * 4), SeekOrigin.Begin);

                        frame.exists = ((flags >> (segmentType == RenderBase.OSegmentType.transform ? 16 : 8)) & (1 << j)) == 0;

                        if (frame.exists)
                        {
                            if (segmentType == RenderBase.OSegmentType.boolean)
                            {
                                frame = getAnimationKeyFrameBool(input);
                            }
                            else
                            {
                                bool constant;
                                if (segmentType == RenderBase.OSegmentType.transform)
                                {
                                    constant = (flags & constantMask) > 0;
                                    if (j == 5)
                                        constantMask <<= 2;
                                    else
                                        constantMask <<= 1;
                                }
                                else
                                    constant = (flags & (1 << j)) > 0;

                                if (constant)
                                {
                                    frame.interpolation = RenderBase.OInterpolationMode.linear;
                                    frame.keyFrames.Add(new RenderBase.OAnimationKeyFrame(input.ReadSingle(), 0.0f));
                                }
                                else
                                {
                                    uint frameOffset = input.ReadUInt32();
                                    data.Seek(frameOffset, SeekOrigin.Begin);
                                    getAnimationKeyFrame(input, frame);
                                }
                            }
                        }

                        animationData.frameList.Add(frame);
                    }

                    lightAnimation.data.Add(animationData);
                }

                models.lightAnimation.list.Add(lightAnimation);
            }

            //Camera Animations
            for (int index = 0; index < contentHeader.cameraAnimationsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.cameraAnimationsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OCameraAnimation cameraAnimation = new RenderBase.OCameraAnimation();

                cameraAnimation.name = readString(input);
                uint animationFlags = input.ReadUInt32();
                cameraAnimation.loopMode = (RenderBase.OLoopMode)(animationFlags & 1);
                cameraAnimation.frameSize = input.ReadSingle();
                uint dataTableOffset = input.ReadUInt32();
                uint dataTableEntries = input.ReadUInt32();
                input.ReadUInt32();
                uint modeFlags = input.ReadUInt32();
                cameraAnimation.viewMode = (RenderBase.OCameraView)(modeFlags & 0xf);
                cameraAnimation.projectionMode = (RenderBase.OCameraProjection)((modeFlags >> 8) & 0xf);

                for (int i = 0; i < dataTableEntries; i++)
                {
                    data.Seek(dataTableOffset + (i * 4), SeekOrigin.Begin);
                    uint offset = input.ReadUInt32();

                    RenderBase.OCameraAnimationData animationData = new RenderBase.OCameraAnimationData();

                    data.Seek(offset, SeekOrigin.Begin);
                    animationData.name = readString(input);
                    uint animationTypeFlags = input.ReadUInt32();
                    uint flags = input.ReadUInt32();

                    animationData.type = (RenderBase.OCameraAnimationType)(animationTypeFlags & 0xff);
                    RenderBase.OSegmentType segmentType = (RenderBase.OSegmentType)((animationTypeFlags >> 16) & 0xf);

                    int segmentCount = 0;
                    switch (segmentType)
                    {
                        case RenderBase.OSegmentType.transform: segmentCount = 9; break;
                        case RenderBase.OSegmentType.vector3: segmentCount = 3; break;
                        case RenderBase.OSegmentType.single: segmentCount = 1; break;
                    }

                    uint constantMask = 0x40;
                    for (int j = 0; j < segmentCount; j++)
                    {
                        RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();

                        data.Seek(offset + 0xc + (j * 4), SeekOrigin.Begin);

                        frame.exists = ((flags >> (segmentType == RenderBase.OSegmentType.transform ? 16 : 8)) & (1 << j)) == 0;
                        bool constant;
                        if (segmentType == RenderBase.OSegmentType.transform)
                        {
                            constant = (flags & constantMask) > 0;
                            if (j == 5)
                                constantMask <<= 2;
                            else
                                constantMask <<= 1;
                        }
                        else
                            constant = (flags & (1 << j)) > 0;

                        if (frame.exists)
                        {
                            if (constant)
                            {
                                frame.interpolation = RenderBase.OInterpolationMode.linear;
                                frame.keyFrames.Add(new RenderBase.OAnimationKeyFrame(input.ReadSingle(), 0.0f));
                            }
                            else
                            {
                                uint frameOffset = input.ReadUInt32();
                                data.Seek(frameOffset, SeekOrigin.Begin);
                                getAnimationKeyFrame(input, frame);
                            }
                        }

                        animationData.frameList.Add(frame);
                    }

                    cameraAnimation.data.Add(animationData);
                }

                models.cameraAnimation.list.Add(cameraAnimation);
            }

            //Fog Animations
            for (int index = 0; index < contentHeader.fogAnimationsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.fogAnimationsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OFogAnimation fogAnimation = new RenderBase.OFogAnimation();

                fogAnimation.name = readString(input);
                uint animationFlags = input.ReadUInt32();
                fogAnimation.loopMode = (RenderBase.OLoopMode)(animationFlags & 1);
                fogAnimation.frameSize = input.ReadSingle();
                uint dataTableOffset = input.ReadUInt32();
                uint dataTableEntries = input.ReadUInt32();
                input.ReadUInt32();
                input.ReadUInt32();

                for (int i = 0; i < dataTableEntries; i++)
                {
                    data.Seek(dataTableOffset + (i * 4), SeekOrigin.Begin);
                    uint offset = input.ReadUInt32();

                    RenderBase.OFogAnimationData animationData = new RenderBase.OFogAnimationData();

                    data.Seek(offset, SeekOrigin.Begin);
                    animationData.name = readString(input);
                    uint animationTypeFlags = input.ReadUInt32();
                    uint flags = input.ReadUInt32();

                    RenderBase.OSegmentType segmentType = (RenderBase.OSegmentType)((animationTypeFlags >> 16) & 0xf);
                    int segmentCount = segmentType == RenderBase.OSegmentType.rgbaColor ? 4 : 0;

                    for (int j = 0; j < segmentCount; j++)
                    {
                        RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();

                        data.Seek(offset + 0xc + (j * 4), SeekOrigin.Begin);

                        frame.exists = ((flags >> 8) & (1 << j)) == 0;

                        if (frame.exists)
                        {
                            bool constant = (flags & (1 << j)) > 0;

                            if (constant)
                            {
                                frame.interpolation = RenderBase.OInterpolationMode.linear;
                                frame.keyFrames.Add(new RenderBase.OAnimationKeyFrame(input.ReadSingle(), 0.0f));
                            }
                            else
                            {
                                uint frameOffset = input.ReadUInt32();
                                data.Seek(frameOffset, SeekOrigin.Begin);
                                getAnimationKeyFrame(input, frame);
                            }
                        }

                        animationData.colorList.Add(frame);
                    }

                    fogAnimation.data.Add(animationData);
                }

                models.fogAnimation.list.Add(fogAnimation);
            }

            //Scene Environment
            for (int index = 0; index < contentHeader.scenePointerTableEntries; index++)
            {
                data.Seek(contentHeader.scenePointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OScene scene = new RenderBase.OScene();
                scene.name = readString(input);

                uint cameraReferenceOffset = input.ReadUInt32();
                uint cameraReferenceEntries = input.ReadUInt32();
                uint lightReferenceOffset = input.ReadUInt32();
                uint lightReferenceEntries = input.ReadUInt32();
                uint fogReferenceOffset = input.ReadUInt32();
                uint fogReferenceEntries = input.ReadUInt32();

                data.Seek(cameraReferenceOffset, SeekOrigin.Begin);
                for (int i = 0; i < cameraReferenceEntries; i++)
                {
                    RenderBase.OSceneReference reference = new RenderBase.OSceneReference();
                    reference.slotIndex = input.ReadUInt32();
                    reference.name = readString(input);
                    scene.cameras.Add(reference);
                }

                data.Seek(lightReferenceOffset, SeekOrigin.Begin);
                for (int i = 0; i < lightReferenceEntries; i++)
                {
                    RenderBase.OSceneReference reference = new RenderBase.OSceneReference();
                    reference.slotIndex = input.ReadUInt32();
                    reference.name = readString(input);
                    scene.lights.Add(reference);
                }

                data.Seek(fogReferenceOffset, SeekOrigin.Begin);
                for (int i = 0; i < fogReferenceEntries; i++)
                {
                    RenderBase.OSceneReference reference = new RenderBase.OSceneReference();
                    reference.slotIndex = input.ReadUInt32();
                    reference.name = readString(input);
                    scene.fogs.Add(reference);
                }
            }

            //Models
            for (int modelIndex = 0; modelIndex < contentHeader.modelsPointerTableEntries; modelIndex++)
            {
                RenderBase.OModel model = new RenderBase.OModel();

                data.Seek(contentHeader.modelsPointerTableOffset + (modelIndex * 4), SeekOrigin.Begin);
                uint objectsHeaderOffset = input.ReadUInt32();

                //Objects header
                data.Seek(objectsHeaderOffset, SeekOrigin.Begin);
                bchModelHeader modelHeader;
                modelHeader.flags = input.ReadByte();
                modelHeader.skeletonScalingType = input.ReadByte();
                modelHeader.silhouetteMaterialEntries = input.ReadUInt16();

                modelHeader.worldTransform = new RenderBase.OMatrix();
                modelHeader.worldTransform.M11 = input.ReadSingle();
                modelHeader.worldTransform.M21 = input.ReadSingle();
                modelHeader.worldTransform.M31 = input.ReadSingle();
                modelHeader.worldTransform.M41 = input.ReadSingle();

                modelHeader.worldTransform.M12 = input.ReadSingle();
                modelHeader.worldTransform.M22 = input.ReadSingle();
                modelHeader.worldTransform.M32 = input.ReadSingle();
                modelHeader.worldTransform.M42 = input.ReadSingle();

                modelHeader.worldTransform.M13 = input.ReadSingle();
                modelHeader.worldTransform.M23 = input.ReadSingle();
                modelHeader.worldTransform.M33 = input.ReadSingle();
                modelHeader.worldTransform.M43 = input.ReadSingle();

                modelHeader.materialsTableOffset = input.ReadUInt32();
                modelHeader.materialsTableEntries = input.ReadUInt32();
                modelHeader.materialsNameOffset = input.ReadUInt32();
                modelHeader.verticesTableOffset = input.ReadUInt32();
                modelHeader.verticesTableEntries = input.ReadUInt32();
                data.Seek(header.backwardCompatibility > 6 ? 0x28 : 0x20, SeekOrigin.Current);
                modelHeader.skeletonOffset = input.ReadUInt32();
                modelHeader.skeletonEntries = input.ReadUInt32();
                modelHeader.skeletonNameOffset = input.ReadUInt32();
                modelHeader.objectsNodeVisibilityOffset = input.ReadUInt32();
                modelHeader.objectsNodeCount = input.ReadUInt32();
                modelHeader.modelName = readString(input);
                modelHeader.objectsNodeNameEntries = input.ReadUInt32();
                modelHeader.objectsNodeNameOffset = input.ReadUInt32();
                input.ReadUInt32(); //0x0
                modelHeader.metaDataPointerOffset = input.ReadUInt32();

                model.transform = modelHeader.worldTransform;
                model.name = modelHeader.modelName;

                string[] objectName = new string[modelHeader.objectsNodeNameEntries];
                data.Seek(modelHeader.objectsNodeNameOffset, SeekOrigin.Begin);
                int rootReferenceBit = input.ReadInt32(); //Radix tree
                uint rootLeftNode = input.ReadUInt16();
                uint rootRightNode = input.ReadUInt16();
                uint rootNameOffset = input.ReadUInt32();
                for (int i = 0; i < modelHeader.objectsNodeNameEntries; i++)
                {
                    int referenceBit = input.ReadInt32();
                    ushort leftNode = input.ReadUInt16();
                    ushort rightNode = input.ReadUInt16();
                    objectName[i] = readString(input);
                }

                //Materials
                for (int index = 0; index < modelHeader.materialsTableEntries; index++)
                {
                    //Nota: As versões mais antigas tinham o Coordinator já no header do material.
                    //As versões mais recentes tem uma seção reservada só pra ele, por isso possuem tamanho do header menor.
                    if (header.backwardCompatibility < 0x21)
                        data.Seek(modelHeader.materialsTableOffset + (index * 0x58), SeekOrigin.Begin);
                    else
                        data.Seek(modelHeader.materialsTableOffset + (index * 0x2c), SeekOrigin.Begin);

                    RenderBase.OMaterial material = new RenderBase.OMaterial();

                    uint materialParametersOffset = input.ReadUInt32();
                    input.ReadUInt32(); //TODO
                    input.ReadUInt32();
                    input.ReadUInt32();
                    uint textureCommandsOffset = input.ReadUInt32();
                    uint textureCommandsWordCount = input.ReadUInt32();

                    uint materialMapperOffset = 0;
                    if (header.backwardCompatibility < 0x21)
                    {
                        materialMapperOffset = (uint)data.Position;
                        data.Seek(0x30, SeekOrigin.Current);
                    }
                    else
                        materialMapperOffset = input.ReadUInt32();

                    material.name0 = readString(input);
                    material.name1 = readString(input);
                    material.name2 = readString(input);
                    material.name = readString(input);

                    //Parameters
                    //Same pointer of Materials section. Why?
                    if (materialParametersOffset != 0)
                    {
                        data.Seek(materialParametersOffset, SeekOrigin.Begin);
                        uint hash = input.ReadUInt32();

                        ushort materialFlags = input.ReadUInt16();
                        material.isFragmentLightEnabled = (materialFlags & 1) > 0;
                        material.isVertexLightEnabled = (materialFlags & 2) > 0;
                        material.isHemiSphereLightEnabled = (materialFlags & 4) > 0;
                        material.isHemiSphereOcclusionEnabled = (materialFlags & 8) > 0;
                        material.isFogEnabled = (materialFlags & 0x10) > 0;
                        material.rasterization.isPolygonOffsetEnabled = (materialFlags & 0x20) > 0;

                        ushort fragmentFlags = input.ReadUInt16();
                        material.fragmentShader.bump.isBumpRenormalize = (fragmentFlags & 1) > 0;
                        material.fragmentShader.lighting.isClampHighLight = (fragmentFlags & 2) > 0;
                        material.fragmentShader.lighting.isDistribution0Enabled = (fragmentFlags & 4) > 0;
                        material.fragmentShader.lighting.isDistribution1Enabled = (fragmentFlags & 8) > 0;
                        material.fragmentShader.lighting.isGeometryFactor0Enabled = (fragmentFlags & 0x10) > 0;
                        material.fragmentShader.lighting.isGeometryFactor1Enabled = (fragmentFlags & 0x20) > 0;
                        material.fragmentShader.lighting.isReflectionEnabled = (fragmentFlags & 0x40) > 0;
                        RenderBase.OBlendMode blendMode = (RenderBase.OBlendMode)((fragmentFlags >> 10) & 3);

                        input.ReadUInt32();
                        for (int i = 0; i < 3; i++)
                        {
                            RenderBase.OTextureCoordinator coordinator;
                            uint projectionAndCamera = input.ReadUInt32();
                            coordinator.projection = (RenderBase.OTextureProjection)((projectionAndCamera >> 16) & 0xff);
                            coordinator.referenceCamera = projectionAndCamera >> 24;
                            coordinator.scaleU = input.ReadSingle();
                            coordinator.scaleV = input.ReadSingle();
                            coordinator.rotate = input.ReadSingle();
                            coordinator.translateU = input.ReadSingle();
                            coordinator.translateV = input.ReadSingle();

                            material.textureCoordinator[i] = coordinator;
                        }

                        material.lightSetIndex = input.ReadUInt16();
                        material.fogIndex = input.ReadUInt16();

                        material.materialColor.emission = MeshUtils.getColor(input);
                        material.materialColor.ambient = MeshUtils.getColor(input);
                        material.materialColor.diffuse = MeshUtils.getColor(input);
                        material.materialColor.specular0 = MeshUtils.getColor(input);
                        material.materialColor.specular1 = MeshUtils.getColor(input);
                        material.materialColor.constant0 = MeshUtils.getColor(input);
                        material.materialColor.constant1 = MeshUtils.getColor(input);
                        material.materialColor.constant2 = MeshUtils.getColor(input);
                        material.materialColor.constant3 = MeshUtils.getColor(input);
                        material.materialColor.constant4 = MeshUtils.getColor(input);
                        material.materialColor.constant5 = MeshUtils.getColor(input);
                        material.fragmentOperation.blend.blendColor = MeshUtils.getColor(input);
                        material.materialColor.colorScale = input.ReadSingle();

                        input.ReadUInt32(); //TODO: Figure out
                        input.ReadUInt32();
                        input.ReadUInt32();
                        input.ReadUInt32();
                        input.ReadUInt32();
                        input.ReadUInt32();

                        uint fragmentData = input.ReadUInt32();
                        material.fragmentShader.bump.texture = (RenderBase.OBumpTexture)(fragmentData >> 24);
                        material.fragmentShader.bump.mode = (RenderBase.OBumpMode)((fragmentData >> 16) & 0xff);
                        material.fragmentShader.lighting.fresnelConfig = (RenderBase.OFresnelConfig)((fragmentData >> 8) & 0xff);
                        material.fragmentShader.layerConfig = fragmentData & 0xff;

                        //Some Fragment Lighting related commands... This seems a bit out of place.
                        long position = data.Position;
                        PICACommandReader fshLightingCommands = new PICACommandReader(data, 6, true);

                        PICACommand.fragmentSamplerAbsolute sAbs = fshLightingCommands.getReflectanceSamplerAbsolute();
                        material.fragmentShader.lighting.reflectanceRSampler.isAbsolute = sAbs.r;
                        material.fragmentShader.lighting.reflectanceGSampler.isAbsolute = sAbs.g;
                        material.fragmentShader.lighting.reflectanceBSampler.isAbsolute = sAbs.b;
                        material.fragmentShader.lighting.distribution0Sampler.isAbsolute = sAbs.d0;
                        material.fragmentShader.lighting.distribution1Sampler.isAbsolute = sAbs.d1;
                        material.fragmentShader.lighting.fresnelSampler.isAbsolute = sAbs.fresnel;

                        PICACommand.fragmentSamplerInput sInput = fshLightingCommands.getReflectanceSamplerInput();
                        material.fragmentShader.lighting.reflectanceRSampler.input = sInput.r;
                        material.fragmentShader.lighting.reflectanceGSampler.input = sInput.g;
                        material.fragmentShader.lighting.reflectanceBSampler.input = sInput.b;
                        material.fragmentShader.lighting.distribution0Sampler.input = sInput.d0;
                        material.fragmentShader.lighting.distribution1Sampler.input = sInput.d1;
                        material.fragmentShader.lighting.fresnelSampler.input = sInput.fresnel;

                        PICACommand.fragmentSamplerScale sScale = fshLightingCommands.getReflectanceSamplerScale();
                        material.fragmentShader.lighting.reflectanceRSampler.scale = sScale.r;
                        material.fragmentShader.lighting.reflectanceGSampler.scale = sScale.g;
                        material.fragmentShader.lighting.reflectanceBSampler.scale = sScale.b;
                        material.fragmentShader.lighting.distribution0Sampler.scale = sScale.d0;
                        material.fragmentShader.lighting.distribution1Sampler.scale = sScale.d1;
                        material.fragmentShader.lighting.fresnelSampler.scale = sScale.fresnel;
                        data.Seek(position + (4 * 6), SeekOrigin.Begin); //Just to be sure ;)

                        RenderBase.OConstantColor[] constantList = new RenderBase.OConstantColor[6];
                        uint constantColor = input.ReadUInt32();
                        for (int i = 0; i < 6; i++) constantList[i] = (RenderBase.OConstantColor)((constantColor >> (i * 4)) & 0xf);
                        material.rasterization.polygonOffsetUnit = input.ReadSingle();
                        uint fshCommandsOffset = input.ReadUInt32();
                        uint fshCommandsWordCount = input.ReadUInt32();
                        input.ReadUInt32();

                        material.fragmentShader.lighting.distribution0Sampler.tableName = readString(input);
                        material.fragmentShader.lighting.distribution1Sampler.tableName = readString(input);
                        material.fragmentShader.lighting.fresnelSampler.tableName = readString(input);
                        material.fragmentShader.lighting.reflectanceRSampler.tableName = readString(input);
                        material.fragmentShader.lighting.reflectanceGSampler.tableName = readString(input);
                        material.fragmentShader.lighting.reflectanceBSampler.tableName = readString(input);

                        material.fragmentShader.lighting.distribution0Sampler.samplerName = readString(input);
                        material.fragmentShader.lighting.distribution1Sampler.samplerName = readString(input);
                        material.fragmentShader.lighting.fresnelSampler.samplerName = readString(input);
                        material.fragmentShader.lighting.reflectanceRSampler.samplerName = readString(input);
                        material.fragmentShader.lighting.reflectanceGSampler.samplerName = readString(input);
                        material.fragmentShader.lighting.reflectanceBSampler.samplerName = readString(input);

                        material.shaderReference = new RenderBase.OReference(readString(input));
                        material.modelReference = new RenderBase.OReference(readString(input));

                        //User Data
                        if (header.backwardCompatibility > 6)
                        {
                            uint metaDataPointerOffset = input.ReadUInt32();
                            if (metaDataPointerOffset != 0)
                            {
                                data.Seek(metaDataPointerOffset, SeekOrigin.Begin);
                                material.userData = getMetaData(input);
                            }
                        }

                        //Mapper
                        data.Seek(materialMapperOffset, SeekOrigin.Begin);
                        for (int i = 0; i < 3; i++)
                        {
                            RenderBase.OTextureMapper mapper;
                            uint wrapAndMagFilter = input.ReadUInt32();
                            uint levelOfDetailAndMinFilter = input.ReadUInt32();
                            mapper.wrapU = (RenderBase.OTextureWrap)((wrapAndMagFilter >> 8) & 0xff);
                            mapper.wrapV = (RenderBase.OTextureWrap)((wrapAndMagFilter >> 16) & 0xff);
                            mapper.magFilter = (RenderBase.OTextureMagFilter)(wrapAndMagFilter >> 24);
                            mapper.minFilter = (RenderBase.OTextureMinFilter)(levelOfDetailAndMinFilter & 0xff);
                            mapper.minLOD = (levelOfDetailAndMinFilter >> 8) & 0xff; //max 232
                            mapper.LODBias = input.ReadSingle();
                            mapper.borderColor = MeshUtils.getColor(input);

                            material.textureMapper[i] = mapper;
                        }

                        //Fragment Shader commands
                        data.Seek(fshCommandsOffset, SeekOrigin.Begin);
                        PICACommandReader fshCommands = new PICACommandReader(data, fshCommandsWordCount);
                        for (byte stage = 0; stage < 6; stage++) material.fragmentShader.textureCombiner[stage] = fshCommands.getTevStage(stage);
                        material.fragmentShader.bufferColor = fshCommands.getFragmentBufferColor();
                        material.fragmentOperation.blend = fshCommands.getBlendOperation();
                        material.fragmentOperation.blend.logicalOperation = fshCommands.getColorLogicOperation();
                        material.fragmentShader.alphaTest = fshCommands.getAlphaTest();
                        material.fragmentOperation.stencil = fshCommands.getStencilTest();
                        material.fragmentOperation.depth = fshCommands.getDepthTest();
                        material.rasterization.cullMode = fshCommands.getCullMode();
                        material.fragmentOperation.blend.mode = blendMode;
                    }

                    model.material.Add(material);
                }

                //Skeleton
                data.Seek(modelHeader.skeletonOffset, SeekOrigin.Begin);
                for (int index = 0; index < modelHeader.skeletonEntries; index++)
                {
                    RenderBase.OBone bone = new RenderBase.OBone();

                    uint boneFlags = input.ReadUInt32();
                    bone.billboardMode = (RenderBase.OBillboardMode)((boneFlags >> 16) & 0xf);
                    bone.isSegmentScaleCompensate = (boneFlags & 0x00400000) > 0;
                    bone.parentId = input.ReadInt16();
                    ushort boneSpacer = input.ReadUInt16();
                    bone.scale = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                    bone.rotation = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                    bone.translation = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                    bone.absoluteScale = new RenderBase.OVector3(bone.scale);

                    RenderBase.OMatrix boneMatrix = new RenderBase.OMatrix();
                    boneMatrix.M11 = input.ReadSingle();
                    boneMatrix.M21 = input.ReadSingle();
                    boneMatrix.M31 = input.ReadSingle();
                    boneMatrix.M41 = input.ReadSingle();

                    boneMatrix.M12 = input.ReadSingle();
                    boneMatrix.M22 = input.ReadSingle();
                    boneMatrix.M32 = input.ReadSingle();
                    boneMatrix.M42 = input.ReadSingle();

                    boneMatrix.M13 = input.ReadSingle();
                    boneMatrix.M23 = input.ReadSingle();
                    boneMatrix.M33 = input.ReadSingle();
                    boneMatrix.M43 = input.ReadSingle();

                    bone.name = readString(input);

                    uint metaDataPointerOffset = input.ReadUInt32();
                    if (metaDataPointerOffset != 0)
                    {
                        long position = data.Position;
                        data.Seek(metaDataPointerOffset, SeekOrigin.Begin);
                        bone.userData = getMetaData(input);
                        data.Seek(position, SeekOrigin.Begin);
                    }

                    model.skeleton.Add(bone);
                }

                List<RenderBase.OMatrix> skeletonTransform = new List<RenderBase.OMatrix>();
                for (int index = 0; index < modelHeader.skeletonEntries; index++)
                {
                    RenderBase.OMatrix transform = new RenderBase.OMatrix();
                    transformSkeleton(model.skeleton, index, ref transform);
                    skeletonTransform.Add(transform);
                }

                data.Seek(modelHeader.objectsNodeVisibilityOffset, SeekOrigin.Begin);
                uint nodeVisibility = input.ReadUInt32();

                //Vertices header
                data.Seek(modelHeader.verticesTableOffset, SeekOrigin.Begin);
                List<bchObjectEntry> objects = new List<bchObjectEntry>();

                for (int index = 0; index < modelHeader.verticesTableEntries; index++)
                {
                    bchObjectEntry objectEntry = new bchObjectEntry();
                    objectEntry.materialId = input.ReadUInt16();
                    ushort flags = input.ReadUInt16();

                    if (header.backwardCompatibility != 8) objectEntry.isSilhouette = (flags & 1) > 0;
                    objectEntry.nodeId = input.ReadUInt16();
                    objectEntry.renderPriority = input.ReadUInt16();
                    objectEntry.vshAttributesBufferCommandsOffset = input.ReadUInt32(); //Buffer 0
                    objectEntry.vshAttributesBufferCommandsWordCount = input.ReadUInt32();
                    objectEntry.facesHeaderOffset = input.ReadUInt32();
                    objectEntry.facesHeaderEntries = input.ReadUInt32();
                    objectEntry.vshExtraAttributesBufferCommandsOffset = input.ReadUInt32(); //Buffers 1-11
                    objectEntry.vshExtraAttributesBufferCommandsWordCount = input.ReadUInt32();
                    objectEntry.centerVector = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                    objectEntry.flagsOffset = input.ReadUInt32();
                    input.ReadUInt32(); //ex: 0x0 fixo
                    objectEntry.boundingBoxOffset = input.ReadUInt32();

                    objects.Add(objectEntry);
                }

                for (int objIndex = 0; objIndex < objects.Count; objIndex++)
                {
                    if (objects[objIndex].isSilhouette) continue; //TODO: Figure out for what "Silhouette" is used.

                    RenderBase.OMesh obj = new RenderBase.OMesh();
                    obj.materialId = objects[objIndex].materialId;
                    obj.renderPriority = objects[objIndex].renderPriority;
                    if (objects[objIndex].nodeId < objectName.Length) obj.name = objectName[objects[objIndex].nodeId]; else obj.name = "mesh" + objIndex.ToString();
                    obj.isVisible = (nodeVisibility & (1 << objects[objIndex].nodeId)) > 0;

                    //Vertices
                    data.Seek(objects[objIndex].vshAttributesBufferCommandsOffset, SeekOrigin.Begin);
                    PICACommandReader vshCommands = new PICACommandReader(data, objects[objIndex].vshAttributesBufferCommandsWordCount);

                    Stack<float> vshAttributesUniformReg6 = vshCommands.getVSHFloatUniformData(6);
                    Stack<float> vshAttributesUniformReg7 = vshCommands.getVSHFloatUniformData(7);
                    RenderBase.OVector4 positionOffset = new RenderBase.OVector4(
                        vshAttributesUniformReg6.Pop(),
                        vshAttributesUniformReg6.Pop(),
                        vshAttributesUniformReg6.Pop(),
                        vshAttributesUniformReg6.Pop());
                    float texture0Scale = vshAttributesUniformReg7.Pop();
                    float texture1Scale = vshAttributesUniformReg7.Pop();
                    float texture2Scale = vshAttributesUniformReg7.Pop();
                    float boneWeightScale = vshAttributesUniformReg7.Pop();
                    float positionScale = vshAttributesUniformReg7.Pop();
                    float normalScale = vshAttributesUniformReg7.Pop();
                    float tangentScale = vshAttributesUniformReg7.Pop();
                    float colorScale = vshAttributesUniformReg7.Pop();

                    //Faces
                    uint facesCount = objects[objIndex].facesHeaderEntries;
                    bool hasFaces = facesCount > 0;
                    uint facesTableOffset = 0;
                    if (!hasFaces)
                    {
                        data.Seek(modelHeader.verticesTableOffset + modelHeader.verticesTableEntries * 0x38, SeekOrigin.Begin);
                        data.Seek(objIndex * 0x1c + 0x10, SeekOrigin.Current);

                        facesTableOffset = input.ReadUInt32();
                        facesCount = input.ReadUInt32();
                    }

                    for (uint f = 0; f < facesCount; f++)
                    {
                        RenderBase.OSkinningMode skinningMode = RenderBase.OSkinningMode.none;
                        List<ushort> nodeList = new List<ushort>();
                        uint idxBufferOffset;
                        PICACommand.indexBufferFormat idxBufferFormat;
                        uint idxBufferTotalVertices;

                        if (hasFaces)
                        {
                            uint baseOffset = objects[objIndex].facesHeaderOffset + f * 0x34;
                            data.Seek(baseOffset, SeekOrigin.Begin);
                            skinningMode = (RenderBase.OSkinningMode)input.ReadUInt16();
                            ushort nodeIdEntries = input.ReadUInt16();
                            for (int n = 0; n < nodeIdEntries; n++) nodeList.Add(input.ReadUInt16());

                            data.Seek(baseOffset + 0x2c, SeekOrigin.Begin);
                            uint faceHeaderOffset = input.ReadUInt32();
                            uint faceHeaderWordCount = input.ReadUInt32();
                            data.Seek(faceHeaderOffset, SeekOrigin.Begin);
                            PICACommandReader idxCommands = new PICACommandReader(data, faceHeaderWordCount);
                            idxBufferOffset = idxCommands.getIndexBufferAddress();
                            idxBufferFormat = idxCommands.getIndexBufferFormat();
                            idxBufferTotalVertices = idxCommands.getIndexBufferTotalVertices();
                        }
                        else
                        {
                            data.Seek(facesTableOffset + f * 8, SeekOrigin.Begin);
                            
                            idxBufferOffset = input.ReadUInt32();
                            idxBufferFormat = PICACommand.indexBufferFormat.unsignedShort;
                            idxBufferTotalVertices = input.ReadUInt32();
                        }

                        //Carregamento de dados relacionados ao Vertex Shader
                        uint vshAttributesBufferOffset = vshCommands.getVSHAttributesBufferAddress(0);
                        uint vshAttributesBufferStride = vshCommands.getVSHAttributesBufferStride(0);
                        uint vshTotalAttributes = vshCommands.getVSHTotalAttributes(0);
                        PICACommand.vshAttribute[] vshMainAttributesBufferPermutation = vshCommands.getVSHAttributesBufferPermutation();
                        uint[] vshAttributesBufferPermutation = vshCommands.getVSHAttributesBufferPermutation(0);
                        PICACommand.attributeFormat[] vshAttributesBufferFormat = vshCommands.getVSHAttributesBufferFormat();

                        for (int attribute = 0; attribute < vshTotalAttributes; attribute++)
                        {
                            switch (vshMainAttributesBufferPermutation[vshAttributesBufferPermutation[attribute]])
                            {
                                case PICACommand.vshAttribute.normal: obj.hasNormal = true; break;
                                case PICACommand.vshAttribute.tangent: obj.hasTangent = true; break;
                                case PICACommand.vshAttribute.color: obj.hasColor = true; break;
                                case PICACommand.vshAttribute.textureCoordinate0: obj.texUVCount = Math.Max(obj.texUVCount, 1); break;
                                case PICACommand.vshAttribute.textureCoordinate1: obj.texUVCount = Math.Max(obj.texUVCount, 2); break;
                                case PICACommand.vshAttribute.textureCoordinate2: obj.texUVCount = Math.Max(obj.texUVCount, 3); break;
                            }
                        }

                        if (nodeList.Count > 0)
                        {
                            obj.hasNode = true;
                            obj.hasWeight = true;
                        }

                        data.Seek(idxBufferOffset, SeekOrigin.Begin);
                        for (int faceIndex = 0; faceIndex < idxBufferTotalVertices; faceIndex++)
                        {
                            ushort index = 0;

                            switch (idxBufferFormat)
                            {
                                case PICACommand.indexBufferFormat.unsignedShort: index = input.ReadUInt16(); break;
                                case PICACommand.indexBufferFormat.unsignedByte: index = input.ReadByte(); break;
                            }

                            long dataPosition = data.Position;
                            long vertexOffset = vshAttributesBufferOffset + (index * vshAttributesBufferStride);
                            data.Seek(vertexOffset, SeekOrigin.Begin);

                            RenderBase.OVertex vertex = new RenderBase.OVertex();
                            vertex.diffuseColor = 0xffffffff;
                            for (int attribute = 0; attribute < vshTotalAttributes; attribute++)
                            {
                                //gdkchan self note: The Attribute type flags are used for something else on Bone Weight (and bone index?)
                                PICACommand.vshAttribute att = vshMainAttributesBufferPermutation[vshAttributesBufferPermutation[attribute]];
                                PICACommand.attributeFormat format = vshAttributesBufferFormat[vshAttributesBufferPermutation[attribute]];
                                if (att == PICACommand.vshAttribute.boneWeight) format.type = PICACommand.attributeFormatType.unsignedByte;
                                RenderBase.OVector4 vector = getVector(input, format);

                                switch (att)
                                {
                                    case PICACommand.vshAttribute.position:
                                        float x = (vector.x * positionScale) + positionOffset.x;
                                        float y = (vector.y * positionScale) + positionOffset.y;
                                        float z = (vector.z * positionScale) + positionOffset.z;
                                        vertex.position = new RenderBase.OVector3(x, y, z);
                                        break;
                                    case PICACommand.vshAttribute.normal:
                                        vertex.normal = new RenderBase.OVector3(vector.x * normalScale, vector.y * normalScale, vector.z * normalScale);
                                        break;
                                    case PICACommand.vshAttribute.tangent:
                                        vertex.tangent = new RenderBase.OVector3(vector.x * tangentScale, vector.y * tangentScale, vector.z * tangentScale);
                                        break;
                                    case PICACommand.vshAttribute.color:
                                        uint r = MeshUtils.saturate((vector.x * colorScale) * 0xff);
                                        uint g = MeshUtils.saturate((vector.y * colorScale) * 0xff);
                                        uint b = MeshUtils.saturate((vector.z * colorScale) * 0xff);
                                        uint a = MeshUtils.saturate((vector.w * colorScale) * 0xff);
                                        vertex.diffuseColor = b | (g << 8) | (r << 16) | (a << 24);
                                        break;
                                    case PICACommand.vshAttribute.textureCoordinate0:
                                        vertex.texture0 = new RenderBase.OVector2(vector.x * texture0Scale, vector.y * texture0Scale);
                                        break;
                                    case PICACommand.vshAttribute.textureCoordinate1:
                                        vertex.texture1 = new RenderBase.OVector2(vector.x * texture1Scale, vector.y * texture1Scale);
                                        break;
                                    case PICACommand.vshAttribute.textureCoordinate2:
                                        vertex.texture2 = new RenderBase.OVector2(vector.x * texture2Scale, vector.y * texture2Scale);
                                        break;
                                    case PICACommand.vshAttribute.boneIndex:
                                        vertex.node.Add(nodeList[(int)vector.x]);
                                        if (skinningMode == RenderBase.OSkinningMode.smoothSkinning)
                                        {
                                            if (format.attributeLength > 0) vertex.node.Add(nodeList[(int)vector.y]);
                                            if (format.attributeLength > 1) vertex.node.Add(nodeList[(int)vector.z]);
                                            if (format.attributeLength > 2) vertex.node.Add(nodeList[(int)vector.w]);
                                        }
                                        break;
                                    case PICACommand.vshAttribute.boneWeight:
                                        vertex.weight.Add(vector.x * boneWeightScale);
                                        if (skinningMode == RenderBase.OSkinningMode.smoothSkinning)
                                        {
                                            if (format.attributeLength > 0) vertex.weight.Add(vector.y * boneWeightScale);
                                            if (format.attributeLength > 1) vertex.weight.Add(vector.z * boneWeightScale);
                                            if (format.attributeLength > 2) vertex.weight.Add(vector.w * boneWeightScale);
                                        }
                                        break;
                                }
                            }

                            //If the node list have 4 or less bones, then there is no need to store the indices per vertex
                            //Instead, the entire list is used, since it supports up to 4 bones.
                            if (vertex.node.Count == 0 && nodeList.Count <= 4)
                            {
                                for (int n = 0; n < nodeList.Count; n++) vertex.node.Add(nodeList[n]);
                                if (vertex.weight.Count == 0) vertex.weight.Add(1);
                            }

                            if (skinningMode != RenderBase.OSkinningMode.smoothSkinning && vertex.node.Count > 0)
                            {
                                //Note: Rigid skinning can have only one bone per vertex
                                //Note2: Vertex with Rigid skinning seems to be always have meshes centered, so is necessary to make them follow the skeleton
                                if (vertex.weight.Count == 0) vertex.weight.Add(1);
                                vertex.position = RenderBase.OVector3.transform(vertex.position, skeletonTransform[vertex.node[0]]);
                            }

                            MeshUtils.calculateBounds(model, vertex);
                            obj.vertices.Add(vertex);

                            data.Seek(dataPosition, SeekOrigin.Begin);
                        }
                    }

                    //Bounding box
                    if (objects[objIndex].boundingBoxOffset != 0)
                    {
                        data.Seek(objects[objIndex].boundingBoxOffset, SeekOrigin.Begin);
                        uint bBoxDataOffset = input.ReadUInt32();
                        uint bBoxEntries = input.ReadUInt32();
                        uint bBoxNameOffset = input.ReadUInt32();

                        for (int index = 0; index < bBoxEntries; index++)
                        {
                            data.Seek(bBoxDataOffset + (index * 0xc), SeekOrigin.Begin);

                            RenderBase.OOrientedBoundingBox bBox = new RenderBase.OOrientedBoundingBox();

                            bBox.name = readString(input);
                            uint flags = input.ReadUInt32();
                            uint dataOffset = input.ReadUInt32();

                            data.Seek(dataOffset, SeekOrigin.Begin);
                            bBox.centerPosition = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());

                            bBox.orientationMatrix.M11 = input.ReadSingle();
                            bBox.orientationMatrix.M21 = input.ReadSingle();
                            bBox.orientationMatrix.M31 = input.ReadSingle();

                            bBox.orientationMatrix.M12 = input.ReadSingle();
                            bBox.orientationMatrix.M22 = input.ReadSingle();
                            bBox.orientationMatrix.M32 = input.ReadSingle();

                            bBox.orientationMatrix.M13 = input.ReadSingle();
                            bBox.orientationMatrix.M23 = input.ReadSingle();
                            bBox.orientationMatrix.M33 = input.ReadSingle();

                            bBox.size = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());

                            obj.boundingBox.Add(bBox);
                        }
                    }
    
                    model.mesh.Add(obj);
                }

                if (modelHeader.metaDataPointerOffset != 0)
                {
                    data.Seek(modelHeader.metaDataPointerOffset, SeekOrigin.Begin);
                    model.userData = getMetaData(input);
                }

                for (int index = 0; index < modelHeader.skeletonEntries; index++)
                {
                    scaleSkeleton(model.skeleton, index, index);
                }

                models.model.Add(model);
            }

            data.Close();

            return models;
        }
Exemple #5
0
        public static RenderBase.OModel loadModel(Stream data, bool keepOpen = false)
        {
            RenderBase.OModel mdl   = new RenderBase.OModel();
            BinaryReader      input = new BinaryReader(data);

            mdl.name = "model";

            long mdlStart = data.Position;

            data.Seek(0x10, SeekOrigin.Current);
            ulong mdlMagic  = input.ReadUInt64(); //gfmodel string
            uint  mdlLength = input.ReadUInt32();

            input.ReadUInt32(); //-1

            string[] effectNames   = getStrTable(input);
            string[] textureNames  = getStrTable(input);
            string[] materialNames = getStrTable(input);
            string[] meshNames     = getStrTable(input);

            input.BaseStream.Seek(0x20, SeekOrigin.Current); //2 float4 (Maybe 2 Quaternions?)

            mdl.transform     = new RenderBase.OMatrix();
            mdl.transform.M11 = input.ReadSingle();
            mdl.transform.M12 = input.ReadSingle();
            mdl.transform.M13 = input.ReadSingle();
            mdl.transform.M14 = input.ReadSingle();

            mdl.transform.M21 = input.ReadSingle();
            mdl.transform.M22 = input.ReadSingle();
            mdl.transform.M23 = input.ReadSingle();
            mdl.transform.M24 = input.ReadSingle();

            mdl.transform.M31 = input.ReadSingle();
            mdl.transform.M32 = input.ReadSingle();
            mdl.transform.M33 = input.ReadSingle();
            mdl.transform.M34 = input.ReadSingle();

            mdl.transform.M41 = input.ReadSingle();
            mdl.transform.M42 = input.ReadSingle();
            mdl.transform.M43 = input.ReadSingle();
            mdl.transform.M44 = input.ReadSingle();

            uint unkDataLen      = input.ReadUInt32();
            uint unkDataRelStart = input.ReadUInt32();

            input.ReadUInt32();
            input.ReadUInt32();

            input.BaseStream.Seek(unkDataRelStart + unkDataLen, SeekOrigin.Current); //???

            uint bonesCount = input.ReadUInt32();

            input.BaseStream.Seek(0xc, SeekOrigin.Current);

            List <string> boneNames = new List <string>();

            for (int b = 0; b < bonesCount; b++)
            {
                string boneName   = IOUtils.readStringWithLength(input, input.ReadByte());
                string parentName = IOUtils.readStringWithLength(input, input.ReadByte());
                byte   flags      = input.ReadByte();

                RenderBase.OBone bone = new RenderBase.OBone();

                bone.name     = boneName;
                bone.parentId = (short)boneNames.IndexOf(parentName);

                bone.scale = new RenderBase.OVector3(
                    input.ReadSingle(),
                    input.ReadSingle(),
                    input.ReadSingle());

                bone.rotation = new RenderBase.OVector3(
                    input.ReadSingle(),
                    input.ReadSingle(),
                    input.ReadSingle());

                bone.translation = new RenderBase.OVector3(
                    input.ReadSingle(),
                    input.ReadSingle(),
                    input.ReadSingle());

                bone.absoluteScale = new RenderBase.OVector3(bone.scale);

                mdl.skeleton.Add(bone);
                boneNames.Add(boneName);
            }

            //Materials
            List <string> matMeshBinding = new List <string>();

            input.BaseStream.Seek(mdlStart + mdlLength + 0x20, SeekOrigin.Begin);

            for (int m = 0; m < materialNames.Length; m++)
            {
                RenderBase.OMaterial mat = new RenderBase.OMaterial();

                mat.name = materialNames[m];

                ulong matMagic  = input.ReadUInt64(); //material string
                uint  matLength = input.ReadUInt32();
                input.ReadUInt32();                   //-1

                long matStart = data.Position;

                string[] unkNames = new string[4];

                for (int n = 0; n < 4; n++)
                {
                    uint maybeHash = input.ReadUInt32();
                    byte nameLen   = input.ReadByte();

                    unkNames[n] = IOUtils.readStringWithLength(input, nameLen);
                }

                matMeshBinding.Add(unkNames[0]);

                data.Seek(0xac, SeekOrigin.Current);

                long textureCoordsStart = data.Position;

                for (int unit = 0; unit < 3; unit++)
                {
                    data.Seek(textureCoordsStart + unit * 0x42, SeekOrigin.Begin);

                    uint   maybeHash = input.ReadUInt32();
                    string texName   = IOUtils.readStringWithLength(input, input.ReadByte());

                    if (texName == string.Empty)
                    {
                        break;
                    }

                    switch (unit)
                    {
                    case 0: mat.name0 = texName; break;

                    case 1: mat.name1 = texName; break;

                    case 2: mat.name2 = texName; break;
                    }

                    ushort unitIdx = input.ReadUInt16();

                    mat.textureCoordinator[unit].scaleU     = input.ReadSingle();
                    mat.textureCoordinator[unit].scaleV     = input.ReadSingle();
                    mat.textureCoordinator[unit].rotate     = input.ReadSingle();
                    mat.textureCoordinator[unit].translateU = input.ReadSingle();
                    mat.textureCoordinator[unit].translateV = input.ReadSingle();

                    uint texMapperU = input.ReadUInt32();
                    uint texMapperV = input.ReadUInt32();

                    mat.textureMapper[unit].wrapU = (RenderBase.OTextureWrap)(texMapperU & 7);
                    mat.textureMapper[unit].wrapV = (RenderBase.OTextureWrap)(texMapperV & 7);
                }

                mdl.material.Add(mat);

                input.BaseStream.Seek(matStart + matLength, SeekOrigin.Begin);
            }

            //Meshes
            for (int m = 0; m < meshNames.Length; m++)
            {
                ulong meshMagic  = input.ReadUInt64(); //mesh string
                uint  meshLength = input.ReadUInt32();
                input.ReadUInt32();                    //-1

                long meshStart = data.Position;
                //Mesh name and other stuff goes here

                input.BaseStream.Seek(0x80, SeekOrigin.Current);

                subMeshInfo info = getSubMeshInfo(input);

                for (int sm = 0; sm < info.count; sm++)
                {
                    RenderBase.OMesh obj = new RenderBase.OMesh();

                    obj.isVisible  = true;
                    obj.name       = info.names[sm];
                    obj.materialId = (ushort)matMeshBinding.IndexOf(obj.name);

                    ushort[] nodeList = info.nodeLists[sm];

                    //NOTE: All Addresses on commands are set to 0x99999999 and are probably relocated by game engine
                    PICACommandReader vtxCmdReader = info.cmdBuffers[sm * 3 + 0];
                    PICACommandReader idxCmdReader = info.cmdBuffers[sm * 3 + 2];

                    uint vshAttributesBufferStride = vtxCmdReader.getVSHAttributesBufferStride(0);
                    uint vshTotalAttributes        = vtxCmdReader.getVSHTotalAttributes(0);
                    PICACommand.vshAttribute[] vshMainAttributesBufferPermutation = vtxCmdReader.getVSHAttributesBufferPermutation();
                    uint[] vshAttributesBufferPermutation = vtxCmdReader.getVSHAttributesBufferPermutation(0);
                    PICACommand.attributeFormat[] vshAttributesBufferFormat = vtxCmdReader.getVSHAttributesBufferFormat();

                    for (int attribute = 0; attribute < vshTotalAttributes; attribute++)
                    {
                        switch (vshMainAttributesBufferPermutation[vshAttributesBufferPermutation[attribute]])
                        {
                        case PICACommand.vshAttribute.normal: obj.hasNormal = true; break;

                        case PICACommand.vshAttribute.tangent: obj.hasTangent = true; break;

                        case PICACommand.vshAttribute.color: obj.hasColor = true; break;

                        case PICACommand.vshAttribute.textureCoordinate0: obj.texUVCount = Math.Max(obj.texUVCount, 1); break;

                        case PICACommand.vshAttribute.textureCoordinate1: obj.texUVCount = Math.Max(obj.texUVCount, 2); break;

                        case PICACommand.vshAttribute.textureCoordinate2: obj.texUVCount = Math.Max(obj.texUVCount, 3); break;
                        }
                    }

                    PICACommand.indexBufferFormat idxBufferFormat = idxCmdReader.getIndexBufferFormat();
                    uint idxBufferTotalVertices = idxCmdReader.getIndexBufferTotalVertices();

                    obj.hasNode   = true;
                    obj.hasWeight = true;

                    long vtxBufferStart = data.Position;

                    input.BaseStream.Seek(info.vtxLengths[sm], SeekOrigin.Current);

                    long idxBufferStart = data.Position;

                    for (int faceIndex = 0; faceIndex < idxBufferTotalVertices; faceIndex++)
                    {
                        ushort index = 0;

                        switch (idxBufferFormat)
                        {
                        case PICACommand.indexBufferFormat.unsignedShort: index = input.ReadUInt16(); break;

                        case PICACommand.indexBufferFormat.unsignedByte: index = input.ReadByte(); break;
                        }

                        long dataPosition = data.Position;
                        long vertexOffset = vtxBufferStart + (index * vshAttributesBufferStride);
                        data.Seek(vertexOffset, SeekOrigin.Begin);

                        RenderBase.OVertex vertex = new RenderBase.OVertex();
                        vertex.diffuseColor = 0xffffffff;
                        // Fix weight problems
                        vertex.weight.Add(1);
                        vertex.weight.Add(0);
                        vertex.weight.Add(0);
                        vertex.weight.Add(0);

                        for (int attribute = 0; attribute < vshTotalAttributes; attribute++)
                        {
                            //gdkchan self note: The Attribute type flags are used for something else on Bone Weight (and bone index?)
                            PICACommand.vshAttribute    att    = vshMainAttributesBufferPermutation[vshAttributesBufferPermutation[attribute]];
                            PICACommand.attributeFormat format = vshAttributesBufferFormat[vshAttributesBufferPermutation[attribute]];
                            if (att == PICACommand.vshAttribute.boneWeight)
                            {
                                format.type = PICACommand.attributeFormatType.unsignedByte;
                            }
                            RenderBase.OVector4 vector = getVector(input, format);

                            switch (att)
                            {
                            case PICACommand.vshAttribute.position:
                                vertex.position = new RenderBase.OVector3(vector.x, vector.y, vector.z);
                                break;

                            case PICACommand.vshAttribute.normal:
                                vertex.normal = new RenderBase.OVector3(vector.x, vector.y, vector.z);
                                break;

                            case PICACommand.vshAttribute.tangent:
                                vertex.tangent = new RenderBase.OVector3(vector.x, vector.y, vector.z);
                                break;

                            case PICACommand.vshAttribute.color:
                                uint r = MeshUtils.saturate(vector.x);
                                uint g = MeshUtils.saturate(vector.y);
                                uint b = MeshUtils.saturate(vector.z);
                                uint a = MeshUtils.saturate(vector.w);
                                vertex.diffuseColor = b | (g << 8) | (r << 16) | (a << 24);
                                break;

                            case PICACommand.vshAttribute.textureCoordinate0:
                                vertex.texture0 = new RenderBase.OVector2(vector.x, vector.y);
                                break;

                            case PICACommand.vshAttribute.textureCoordinate1:
                                vertex.texture1 = new RenderBase.OVector2(vector.x, vector.y);
                                break;

                            case PICACommand.vshAttribute.textureCoordinate2:
                                vertex.texture2 = new RenderBase.OVector2(vector.x, vector.y);
                                break;

                            case PICACommand.vshAttribute.boneIndex:
                                addNode(vertex.node, nodeList, (int)vector.x);
                                if (format.attributeLength > 0)
                                {
                                    addNode(vertex.node, nodeList, (int)vector.y);
                                }
                                if (format.attributeLength > 1)
                                {
                                    addNode(vertex.node, nodeList, (int)vector.z);
                                }
                                if (format.attributeLength > 2)
                                {
                                    addNode(vertex.node, nodeList, (int)vector.w);
                                }
                                break;

                            case PICACommand.vshAttribute.boneWeight:
                                vertex.weight[0] = (vector.x / 255f);
                                if (format.attributeLength > 0)
                                {
                                    vertex.weight[1] = (vector.y / 255f);
                                }
                                if (format.attributeLength > 1)
                                {
                                    vertex.weight[2] = (vector.z / 255f);
                                }
                                if (format.attributeLength > 2)
                                {
                                    vertex.weight[3] = (vector.w / 255f);
                                }
                                break;
                            }
                        }

                        //If the node list have 4 or less bones, then there is no need to store the indices per vertex
                        //Instead, the entire list is used, since it supports up to 4 bones.
                        if (vertex.node.Count == 0 && nodeList.Length <= 4)
                        {
                            for (int n = 0; n < nodeList.Length; n++)
                            {
                                vertex.node.Add(nodeList[n]);
                            }
                            if (vertex.weight.Count == 0)
                            {
                                vertex.weight.Add(1);
                            }
                        }

                        MeshUtils.calculateBounds(mdl, vertex);
                        obj.vertices.Add(vertex);

                        data.Seek(dataPosition, SeekOrigin.Begin);
                    }

                    input.BaseStream.Seek(idxBufferStart + info.idxLengths[sm], SeekOrigin.Begin);

                    mdl.mesh.Add(obj);
                }

                input.BaseStream.Seek(meshStart + meshLength, SeekOrigin.Begin);
            }

            if (!keepOpen)
            {
                data.Close();
            }

            return(mdl);
        }
Exemple #6
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        /// <summary>
        ///     Imports a Wavefront OBJ model from file.
        /// </summary>
        /// <param name="fileName">The complete file name</param>
        /// <returns></returns>
        public RenderBase.OModelGroup import(string fileName)
        {
            RenderBase.OModelGroup output = new RenderBase.OModelGroup();
            RenderBase.OModel      model  = new RenderBase.OModel();

            string obj = File.ReadAllText(fileName);

            List <RenderBase.OVector3> vertices     = new List <RenderBase.OVector3>();
            List <RenderBase.OVector3> normals      = new List <RenderBase.OVector3>();
            List <RenderBase.OVector2> uvs          = new List <RenderBase.OVector2>();
            List <RenderBase.OVertex>  currVertices = new List <RenderBase.OVertex>();

            string name = string.Empty, oldName;

            string[] lines = obj.Split((char)0xa);
            foreach (string l in lines)
            {
                string   line       = l.Trim();
                string[] lineParams = Regex.Split(line, "\\s+");

                switch (lineParams[0])
                {
                case "v":
                case "vn":
                    RenderBase.OVector3 pvec = new RenderBase.OVector3();
                    pvec.x = float.Parse(lineParams[1], CultureInfo.InvariantCulture);
                    pvec.y = float.Parse(lineParams[2], CultureInfo.InvariantCulture);
                    pvec.z = float.Parse(lineParams[3], CultureInfo.InvariantCulture);
                    if (lineParams[0] == "v")
                    {
                        vertices.Add(pvec);
                    }
                    else
                    {
                        normals.Add(pvec);
                    }
                    break;

                case "vt":
                    RenderBase.OVector2 tvec = new RenderBase.OVector2();
                    tvec.x = float.Parse(lineParams[1], CultureInfo.InvariantCulture);
                    tvec.y = float.Parse(lineParams[2], CultureInfo.InvariantCulture);
                    uvs.Add(tvec);
                    break;

                case "f":
                    string[][] vtx = new string[lineParams.Length - 1][];
                    for (int i = 0; i < lineParams.Length - 1; i++)
                    {
                        vtx[i] = lineParams[i + 1].Split('/');
                    }

                    for (int i = 0; i < lineParams.Length - 1; i++)
                    {
                        RenderBase.OVertex vertex = new RenderBase.OVertex();

                        vertex.position = vertices[int.Parse(vtx[i][0]) - 1];
                        if (vtx[i].Length > 1 && vtx[i][1] != string.Empty)
                        {
                            vertex.texture0 = uvs[int.Parse(vtx[i][1]) - 1];
                        }
                        if (vtx[i].Length > 2)
                        {
                            vertex.normal = normals[int.Parse(vtx[i][2]) - 1];
                        }
                        vertex.diffuseColor = 0xffffffff;

                        if (i > 2)
                        {
                            currVertices.Add(currVertices[currVertices.Count - 3]);
                            currVertices.Add(currVertices[currVertices.Count - 2]);
                            currVertices.Add(vertex);
                        }
                        else
                        {
                            currVertices.Add(vertex);
                        }
                    }
                    break;

                case "g":
                    oldName = name;
                    if (lineParams.Length > 1)
                    {
                        name = lineParams[1];
                    }
                    else
                    {
                        name = "mesh";
                    }

                    if (currVertices.Count > 0)
                    {
                        RenderBase.OMesh mesh = new RenderBase.OMesh();
                        mesh.vertices   = currVertices;
                        mesh.name       = oldName;
                        mesh.hasNormal  = true;
                        mesh.texUVCount = 1;
                        model.mesh.Add(mesh);

                        currVertices = new List <RenderBase.OVertex>();
                    }
                    break;
                }
            }

            if (currVertices.Count > 0)
            {
                RenderBase.OMesh mesh = new RenderBase.OMesh();
                mesh.vertices   = currVertices;
                mesh.name       = name;
                mesh.hasNormal  = true;
                mesh.texUVCount = 1;
                model.mesh.Add(mesh);
            }

            model.material.Add(new RenderBase.OMaterial());
            output.model.Add(model);
            return(output);
        }
        /// <summary>
        ///     Imports a Source Model from file.
        /// </summary>
        /// <param name="fileName">The complete file name</param>
        /// <returns></returns>
        public static RenderBase.OModelGroup import(string fileName)
        {
            StreamReader reader = File.OpenText(fileName);

            RenderBase.OModelGroup model = new RenderBase.OModelGroup();
            RenderBase.OModel mdl = new RenderBase.OModel();
            mdl.name = Path.GetFileNameWithoutExtension(fileName);
            mdl.transform = new RenderBase.OMatrix();

            List<smdNode> nodeList = new List<smdNode>();
            while (reader.BaseStream.Position < reader.BaseStream.Length)
            {
                string line = readLine(reader);
                string[] parameters = Regex.Split(line, "\\s+");

                switch (parameters[0])
                {
                    case "version":
                        if (parameters.Length == 1)
                        {
                            MessageBox.Show(
                                "Corrupted SMD file! The version isn't specified!",
                                "SMD Importer",
                                MessageBoxButtons.OK,
                                MessageBoxIcon.Error);
                            return null;
                        }
                        else if (parameters[1] != "1")
                        {
                            MessageBox.Show("Unknow SMD version!", "SMD Importer", MessageBoxButtons.OK, MessageBoxIcon.Error);
                            return null;
                        }
                        break;
                    case "nodes":
                        line = readLine(reader);

                        parameters = Regex.Split(line, "\\s+");

                        while (parameters[0] != "end")
                        {
                            if (parameters.Length == 3)
                            {
                                smdNode node = new smdNode();
                                node.index = int.Parse(parameters[0]);
                                int nameStart = parameters[1].IndexOf("\"") + 1;
                                node.name = parameters[1].Substring(nameStart, parameters[1].LastIndexOf("\"") - nameStart);
                                node.parentId = int.Parse(parameters[2]);
                                nodeList.Add(node);
                            }

                            line = readLine(reader);
                            parameters = Regex.Split(line, "\\s+");
                        }

                        break;
                    case "skeleton":
                        bool isReference = false;
                        int timeIndex = -1;

                        line = readLine(reader);
                        parameters = Regex.Split(line, "\\s+");

                        RenderBase.OSkeletalAnimationBone[] boneArray = null;

                        while (parameters[0] != "end")
                        {
                            if (parameters[0] == "time")
                            {
                                timeIndex = int.Parse(parameters[1]);
                            }
                            else
                            {
                                if (timeIndex > -1 && parameters.Length == 7)
                                {
                                    int nodeIndex = int.Parse(parameters[0]);
                                    float translationX = float.Parse(parameters[1], CultureInfo.InvariantCulture);
                                    float translationY = float.Parse(parameters[2], CultureInfo.InvariantCulture);
                                    float translationZ = float.Parse(parameters[3], CultureInfo.InvariantCulture);
                                    float rotationX = float.Parse(parameters[4], CultureInfo.InvariantCulture);
                                    float rotationY = float.Parse(parameters[5], CultureInfo.InvariantCulture);
                                    float rotationZ = float.Parse(parameters[6], CultureInfo.InvariantCulture);

                                    if (timeIndex == 0)
                                    {
                                        RenderBase.OBone bone = new RenderBase.OBone();
                                        foreach (smdNode node in nodeList) if (node.index == nodeIndex) { bone.name = node.name; bone.parentId = (short)node.parentId; }

                                        bone.translation = new RenderBase.OVector3(translationX, translationY, translationZ);
                                        bone.rotation = new RenderBase.OVector3(rotationX, rotationY, rotationZ);
                                        bone.scale = new RenderBase.OVector3(1, 1, 1);
                                        bone.absoluteScale = new RenderBase.OVector3(bone.scale);

                                        mdl.skeleton.Add(bone);
                                    }
                                    else
                                    {
                                        if (!isReference)
                                        {
                                            boneArray = new RenderBase.OSkeletalAnimationBone[mdl.skeleton.Count];

                                            int index = 0;
                                            foreach (RenderBase.OBone b in mdl.skeleton)
                                            {
                                                RenderBase.OSkeletalAnimationBone bone = new RenderBase.OSkeletalAnimationBone();

                                                bone.name = b.name;

                                                bone.translationX.exists = true;
                                                bone.translationY.exists = true;
                                                bone.translationZ.exists = true;

                                                bone.rotationX.exists = true;
                                                bone.rotationY.exists = true;
                                                bone.rotationZ.exists = true;

                                                //Translation
                                                bone.translationX.interpolation = bone.translationY.interpolation = bone.translationZ.interpolation = RenderBase.OInterpolationMode.linear;
                                                bone.translationX.keyFrames.Add(new RenderBase.OAnimationKeyFrame(b.translation.x, 0));
                                                bone.translationY.keyFrames.Add(new RenderBase.OAnimationKeyFrame(b.translation.y, 0));
                                                bone.translationZ.keyFrames.Add(new RenderBase.OAnimationKeyFrame(b.translation.z, 0));

                                                //Rotation
                                                bone.rotationX.interpolation = bone.rotationY.interpolation = bone.rotationZ.interpolation = RenderBase.OInterpolationMode.linear;
                                                bone.rotationX.keyFrames.Add(new RenderBase.OAnimationKeyFrame(b.rotation.x, 0));
                                                bone.rotationY.keyFrames.Add(new RenderBase.OAnimationKeyFrame(b.rotation.y, 0));
                                                bone.rotationZ.keyFrames.Add(new RenderBase.OAnimationKeyFrame(b.rotation.z, 0));

                                                boneArray[index++] = bone;
                                            }

                                            isReference = true;
                                        }

                                        boneArray[nodeIndex].translationX.keyFrames.Add(new RenderBase.OAnimationKeyFrame(translationX, timeIndex));
                                        boneArray[nodeIndex].translationY.keyFrames.Add(new RenderBase.OAnimationKeyFrame(translationY, timeIndex));
                                        boneArray[nodeIndex].translationZ.keyFrames.Add(new RenderBase.OAnimationKeyFrame(translationZ, timeIndex));

                                        boneArray[nodeIndex].rotationX.keyFrames.Add(new RenderBase.OAnimationKeyFrame(rotationX, timeIndex));
                                        boneArray[nodeIndex].rotationY.keyFrames.Add(new RenderBase.OAnimationKeyFrame(rotationY, timeIndex));
                                        boneArray[nodeIndex].rotationZ.keyFrames.Add(new RenderBase.OAnimationKeyFrame(rotationZ, timeIndex));
                                    }
                                }
                            }

                            line = readLine(reader);
                            parameters = Regex.Split(line, "\\s+");
                        }

                        if (isReference)
                        {
                            RenderBase.OSkeletalAnimation anim = new RenderBase.OSkeletalAnimation();
                            anim.frameSize = timeIndex;
                            anim.name = Path.GetFileNameWithoutExtension(fileName);
                            for (int i = 0; i < boneArray.Length; i++)
                            {
                                boneArray[i].translationX.endFrame = timeIndex;
                                boneArray[i].translationY.endFrame = timeIndex;
                                boneArray[i].translationZ.endFrame = timeIndex;
                                boneArray[i].rotationX.endFrame = timeIndex;
                                boneArray[i].rotationY.endFrame = timeIndex;
                                boneArray[i].rotationZ.endFrame = timeIndex;
                            }
                            anim.bone.AddRange(boneArray);
                            model.skeletalAnimation.list.Add(anim);
                        }

                        break;
                    case "triangles":
                        line = readLine(reader);
                        parameters = Regex.Split(line, "\\s+");

                        RenderBase.OMesh obj = new RenderBase.OMesh();
                        int materialId = 0;
                        string oldTexture = null;

                        obj.hasNormal = true;

                        int count = 0;
                        while (parameters[0] != "end")
                        {
                            if (count == 0)
                            {
                                string texture = parameters[0];

                                if (texture != oldTexture && oldTexture != null)
                                {
                                    mdl.material.Add(getMaterial(oldTexture));
                                    obj.materialId = (ushort)materialId++;
                                    mdl.mesh.Add(obj);
                                    obj = new RenderBase.OMesh();
                                }
                                oldTexture = texture;
                            }
                            else
                            {
                                if (parameters.Length >= 10)
                                {
                                    int parentBone;
                                    float x, y, z;
                                    float nx, ny, nz;
                                    float u, v;
                                    int joints;

                                    parentBone = int.Parse(parameters[0]);
                                    x = float.Parse(parameters[1], CultureInfo.InvariantCulture);
                                    y = float.Parse(parameters[2], CultureInfo.InvariantCulture);
                                    z = float.Parse(parameters[3], CultureInfo.InvariantCulture);
                                    nx = float.Parse(parameters[4], CultureInfo.InvariantCulture);
                                    ny = float.Parse(parameters[5], CultureInfo.InvariantCulture);
                                    nz = float.Parse(parameters[6], CultureInfo.InvariantCulture);
                                    u = float.Parse(parameters[7], CultureInfo.InvariantCulture);
                                    v = float.Parse(parameters[8], CultureInfo.InvariantCulture);
                                    joints = int.Parse(parameters[9]);

                                    RenderBase.OVertex vertex = new RenderBase.OVertex();
                                    vertex.diffuseColor = 0xffffffff;

                                    int j = 10;
                                    for (int i = 0; i < joints; i++)
                                    {
                                        int joint = int.Parse(parameters[j++]);
                                        float weight = float.Parse(parameters[j++], CultureInfo.InvariantCulture);

                                        vertex.node.Add(joint);
                                        vertex.weight.Add(weight);

                                        obj.hasNode = true;
                                        obj.hasWeight = true;
                                    }

                                    vertex.position = new RenderBase.OVector3(x, y, z);
                                    vertex.normal = new RenderBase.OVector3(nx, ny, nz);
                                    vertex.texture0 = new RenderBase.OVector2(u, v);

                                    obj.vertices.Add(vertex);
                                }
                            }

                            line = readLine(reader);
                            parameters = Regex.Split(line, "\\s+");

                            count = (count + 1) % 4;
                        }

                        //Add the last object
                        mdl.material.Add(getMaterial(oldTexture));
                        obj.materialId = (ushort)materialId++;
                        mdl.mesh.Add(obj);

                        break;
                }
            }

            model.model.Add(mdl);
            return model;
        }
        /// <summary>
        ///     Loads a SMES file.
        ///     Note that SMES must start at offset 0x0.
        /// </summary>
        /// <param name="data">Stream of the SMES file.</param>
        /// <returns></returns>
        public static void load(Stream data, RenderBase.OModel model, bool ignoreMaterial = false)
        {
            BinaryReader input = new BinaryReader(data);

            //The node indices points to the index directly relative to the tree index on the Skeleton
            //Therefore, we must build a table to translate from the Skeleton Index to the absolute Bone Tree Index
            List<int> nodeBinding = new List<int>();
            buildNodeBinding(model.skeleton, 0, ref nodeBinding);

            string smesMagic = IOUtils.readStringWithLength(input, 4);
            uint dataTableOffset = input.ReadUInt32();
            uint meshCount = input.ReadUInt32();
            for (int meshIndex = 0; meshIndex < meshCount; meshIndex++)
            {
                //Mesh descriptor
                data.Seek(0xc + meshIndex * 0x20, SeekOrigin.Begin);
                uint vector3TableEntries = input.ReadUInt32();
                uint vector3TableOffset = input.ReadUInt32();
                uint attributesCount = input.ReadUInt32();
                uint primitiveCount = input.ReadUInt32();
                uint vertexBufferOffset = input.ReadUInt32();
                uint indexSectionOffset = input.ReadUInt32();
                uint renderPriority = input.ReadUInt32();
                uint materialIndex = input.ReadUInt32();

                //Index Buffer section
                data.Seek(indexSectionOffset, SeekOrigin.Begin);

                RenderBase.OMesh obj = new RenderBase.OMesh();
                if (!ignoreMaterial) obj.materialId = (ushort)materialIndex;
                obj.isVisible = true;
                obj.hasNormal = true;
                obj.hasTangent = true;
                obj.texUVCount = 1;

                ushort[] nodes = null;
                uint skinningMode = 0;
                bool hasData = true;
                while (hasData)
                {
                    string magic = IOUtils.readStringWithLength(input, 4);
                    uint sectionLength = input.ReadUInt32();
                    long startOffset = data.Position;
                    
                    switch (magic)
                    {
                        case "SKIN": skinningMode = input.ReadUInt32(); break; //0 = rigid, 1 = smooth
                        case "BONI":
                            nodes = new ushort[input.ReadUInt16()];
                            for (int n = 0; n < nodes.Length; n++) nodes[n] = input.ReadUInt16();
                            obj.hasNode = true;
                            obj.hasWeight = true;
                            break;
                        case "IDX ":
                            input.ReadUInt16();
                            ushort indicesCount = input.ReadUInt16();

                            //Note: The Stride seems to always be 0x40
                            uint vertexStride = (indexSectionOffset - vertexBufferOffset) / primitiveCount;
                            for (int i = 0; i < indicesCount; i++)
                            {
                                ushort index = input.ReadUInt16();

                                long position = data.Position;
                                data.Seek(vertexBufferOffset + index * vertexStride, SeekOrigin.Begin);

                                RenderBase.OVertex vertex = new RenderBase.OVertex();
                                vertex.diffuseColor = 0xffffffff;
                                vertex.position = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                                vertex.normal = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                                vertex.tangent = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                                vertex.texture0 = new RenderBase.OVector2(input.ReadSingle(), input.ReadSingle());

                                if (model.skeleton.Count > 0)
                                {
                                    if (nodes != null && nodes.Length > 0)
                                    {
                                        byte b0 = input.ReadByte();
                                        byte b1 = input.ReadByte();
                                        byte b2 = input.ReadByte();
                                        byte b3 = input.ReadByte();

                                        if (b0 < nodes.Length) vertex.node.Add(nodeBinding[nodes[b0]]);
                                        if (skinningMode > 0)
                                        {
                                            if (b1 < nodes.Length) vertex.node.Add(nodeBinding[nodes[b1]]);
                                            if (b2 < nodes.Length) vertex.node.Add(nodeBinding[nodes[b2]]);
                                            if (b3 < nodes.Length) vertex.node.Add(nodeBinding[nodes[b3]]);
                                        }
                                    }

                                    vertex.weight.Add(input.ReadSingle());
                                    if (skinningMode > 0)
                                    {
                                        vertex.weight.Add(input.ReadSingle());
                                        vertex.weight.Add(input.ReadSingle());
                                        vertex.weight.Add(input.ReadSingle());
                                    }
                                }

                                MeshUtils.calculateBounds(model, vertex);
                                obj.vertices.Add(vertex);

                                data.Seek(position, SeekOrigin.Begin);
                            }
                            break;
                        default: hasData = false; break;
                    }

                    data.Seek(startOffset + sectionLength, SeekOrigin.Begin);
                }

                model.mesh.Add(obj);
            }

            data.Close();
        }
        public static RenderBase.OModelGroup load(string fileName)
        {
            FileStream data = new FileStream(fileName, FileMode.Open);
            BinaryReader input = new BinaryReader(data);

            RenderBase.OModelGroup models;
            RenderBase.OModel model;

            string extension = Path.GetExtension(fileName).ToLower();
            string bchFile = fileName.Replace(extension, ".bch");
            bool isBCHLoaded = false;
            if (File.Exists(bchFile))
            {
                models = BCH.load(bchFile);
                model = models.model[0];
                models.model.Clear();
                isBCHLoaded = true;
            }
            else
            {
                models = new RenderBase.OModelGroup();
                model = new RenderBase.OModel();
                model.name = "model";
                model.material.Add(new RenderBase.OMaterial());
            }

            ushort format = input.ReadUInt16();
            bool isDataWithinHeader = format == 4;
            input.ReadUInt16(); //-1?
            uint contentFlags = input.ReadUInt32();
            bool hasNameTable = (contentFlags & 2) > 0;
            uint mode = input.ReadUInt32();
            uint meshCount = input.ReadUInt32();

            List<vtxEntry> vtxDescriptors = new List<vtxEntry>();
            List<idxEntry> idxDescriptors = new List<idxEntry>();

            for (int i = 0; i < meshCount; i++)
            {
                if (mode == 1 && i == 0) vtxDescriptors.Add(getVtxDescriptor(input));

                uint facesCount = input.ReadUInt32();
                for (int j = 0; j < facesCount; j++)
                {
                    idxEntry face = new idxEntry();
                    face.meshIndex = i;
                    uint nodesCount = input.ReadUInt32();
                    for (int k = 0; k < nodesCount; k++) face.nodeList.Add(input.ReadUInt32());
                    face.primitiveCount = input.ReadUInt32();
                    if (hasNameTable) face.nameId = input.ReadUInt32();
                    if (isDataWithinHeader)
                    {
                        face.buffer = new ushort[face.primitiveCount];
                        for (int k = 0; k < face.primitiveCount; k++) face.buffer[k] = input.ReadUInt16();
                        alignWord(input);
                    }

                    idxDescriptors.Add(face);
                }

                if (mode == 0)
                {
                    if (isDataWithinHeader)
                    {
                        vtxEntry desc = getVtxDescriptor(input);
                        desc.buffer = new byte[desc.length];
                        input.Read(desc.buffer, 0, desc.buffer.Length);
                        vtxDescriptors.Add(desc);
                        alignWord(input);
                    }
                    else
                        vtxDescriptors.Add(getVtxDescriptor(input));
                }
            }

            List<string> objNameTable = new List<string>();
            
            if (hasNameTable)
            {
                for (int i = 0; i < meshCount; i++)
                {
                    byte index = input.ReadByte();
                    objNameTable.Add(IOUtils.readString(input, (uint)data.Position, true));
                }
            }

            if (!isDataWithinHeader) align(input);
            byte[] vtxBuffer = null;
            vtxEntry currVertex = null;
            int faceIndex = 0;

            for (int i = 0; i < meshCount; i++)
            {
                if (mode == 0 || i == 0)
                {
                    currVertex = vtxDescriptors[i];
                    if (!isDataWithinHeader)
                    {
                        vtxBuffer = new byte[vtxDescriptors[i].length];
                        input.Read(vtxBuffer, 0, vtxBuffer.Length);
                        align(input);
                    }
                    else
                        vtxBuffer = currVertex.buffer;
                }

                RenderBase.OMesh obj;
                if (isBCHLoaded)
                {
                    obj = model.mesh[0];
                    model.mesh.RemoveAt(0);
                }
                else
                {
                    obj = new RenderBase.OMesh();
                    obj.name = "mesh_" + i.ToString();
                }

                for (int j = 0; j < currVertex.attributes.Count; j++)
                {
                    switch (currVertex.attributes[j].type)
                    {
                        case vtxAttributeType.normal: obj.hasNormal = true; break;
                        case vtxAttributeType.color: obj.hasColor = true; break;
                        case vtxAttributeType.textureCoordinate0: obj.texUVCount = 1; break;
                        case vtxAttributeType.textureCoordinate1: obj.texUVCount = 2; break;
                        case vtxAttributeType.boneIndex: obj.hasNode = true; break;
                        case vtxAttributeType.boneWeight: obj.hasWeight = true; break;
                    }
                }

                for (;;)
                {
                    int indexBufferPos = 0;
                    for (int j = 0; j < idxDescriptors[faceIndex].primitiveCount; j++)
                    {
                        ushort index;
                        if (isDataWithinHeader)
                            index = idxDescriptors[faceIndex].buffer[indexBufferPos++];
                        else
                            index = input.ReadUInt16();

                        RenderBase.OVertex vertex = new RenderBase.OVertex();
                        vertex.diffuseColor = 0xffffffff;
                        for (int k = 0; k < currVertex.attributes.Count; k++)
                        {
                            vtxAttribute att = currVertex.attributes[k];
                            int pos = (int)(index * currVertex.stride + att.offset);
                            float scale = att.scale;
                            switch (currVertex.attributes[k].type)
                            {
                                case vtxAttributeType.position: vertex.position = getVector3(vtxBuffer, pos, att.format, scale); break;
                                case vtxAttributeType.normal: vertex.normal = getVector3(vtxBuffer, pos, att.format, scale); break;
                                case vtxAttributeType.color:
                                    RenderBase.OVector4 c = getVector4(vtxBuffer, pos, att.format, scale);
                                    uint r = MeshUtils.saturate(c.x * 0xff);
                                    uint g = MeshUtils.saturate(c.y * 0xff);
                                    uint b = MeshUtils.saturate(c.z * 0xff);
                                    uint a = MeshUtils.saturate(c.w * 0xff);
                                    vertex.diffuseColor = b | (g << 8) | (r << 16) | (a << 24);
                                    break;
                                case vtxAttributeType.textureCoordinate0: vertex.texture0 = getVector2(vtxBuffer, pos, att.format, scale); break;
                                case vtxAttributeType.textureCoordinate1: vertex.texture1 = getVector2(vtxBuffer, pos, att.format, scale); break;
                                case vtxAttributeType.boneIndex:
                                    byte n0 = vtxBuffer[pos];
                                    byte n1 = vtxBuffer[pos + 1];
                                    vertex.node.Add((int)idxDescriptors[faceIndex].nodeList[n0]);
                                    vertex.node.Add((int)idxDescriptors[faceIndex].nodeList[n1]);
                                    break;
                                case vtxAttributeType.boneWeight:
                                    RenderBase.OVector2 w = getVector2(vtxBuffer, pos, att.format, scale);
                                    vertex.weight.Add(w.x);
                                    vertex.weight.Add(w.y);
                                    break;
                            }
                        }

                        MeshUtils.calculateBounds(model, vertex);
                        obj.vertices.Add(vertex);
                    }

                    faceIndex++;
                    if (!isDataWithinHeader) align(input);
                    if (faceIndex >= idxDescriptors.Count) break;
                    if (idxDescriptors[faceIndex].meshIndex == i) continue;
                    break;
                }

                model.mesh.Add(obj);
            }

            models.model.Add(model);

            data.Close();
            return models;
        }
        private mesh createMesh(RenderBase.OMesh input)
        {
            mesh output;

            output.descriptor.nodes      = new List <uint>();
            output.descriptor.attributes = new List <attributeDescriptor>();

            output.descriptor.attributes.Add(new attributeDescriptor(0, 0, 1f)); //Position
            if (input.hasNormal)
            {
                output.descriptor.attributes.Add(new attributeDescriptor(1, 0, 1f));
            }
            if (input.texUVCount > 0)
            {
                output.descriptor.attributes.Add(new attributeDescriptor(3, 0, 1f));
            }
            if (input.hasNode)
            {
                output.descriptor.attributes.Add(new attributeDescriptor(5, 1, 1f));
            }
            if (input.hasWeight)
            {
                output.descriptor.attributes.Add(new attributeDescriptor(6, 1, 0.00392156862f));
            }

            MeshUtils.optimizedMesh optimized = MeshUtils.optimizeMesh(input);
            using (MemoryStream vertexStream = new MemoryStream())
            {
                BinaryWriter writer = new BinaryWriter(vertexStream);

                foreach (RenderBase.OVertex vtx in optimized.vertices)
                {
                    writer.Write(vtx.position.x);
                    writer.Write(vtx.position.y);
                    writer.Write(vtx.position.z);

                    if (optimized.hasNormal)
                    {
                        writer.Write(vtx.normal.x);
                        writer.Write(vtx.normal.y);
                        writer.Write(vtx.normal.z);
                    }

                    if (optimized.texUVCount > 0)
                    {
                        writer.Write(vtx.texture0.x);
                        writer.Write(vtx.texture0.y);
                    }

                    if (optimized.hasNode)
                    {
                        for (int i = 0; i < 2; i++)
                        {
                            if (i < vtx.node.Count)
                            {
                                int nodeIndex = output.descriptor.nodes.IndexOf((uint)vtx.node[i]);
                                if (nodeIndex == -1)
                                {
                                    writer.Write((byte)output.descriptor.nodes.Count);
                                    output.descriptor.nodes.Add((uint)vtx.node[i]);
                                }
                                else
                                {
                                    writer.Write((byte)nodeIndex);
                                }
                            }
                            else
                            {
                                writer.Write((byte)0);
                            }
                        }
                    }

                    if (optimized.hasWeight)
                    {
                        for (int i = 0; i < 2; i++)
                        {
                            if (i < vtx.weight.Count)
                            {
                                writer.Write((byte)(vtx.weight[i] * byte.MaxValue));
                            }
                            else
                            {
                                writer.Write((byte)0);
                            }
                        }
                    }
                }

                output.vertexBuffer = vertexStream.ToArray();
            }

            using (MemoryStream indexStream = new MemoryStream())
            {
                BinaryWriter writer = new BinaryWriter(indexStream);
                foreach (uint index in optimized.indices)
                {
                    writer.Write((ushort)index);
                }
                output.indexBuffer = indexStream.ToArray();
            }

            return(output);
        }
Exemple #11
0
        public static RenderBase.OModelGroup load(string fileName)
        {
            FileStream   data  = new FileStream(fileName, FileMode.Open);
            BinaryReader input = new BinaryReader(data);

            RenderBase.OModelGroup models;
            RenderBase.OModel      model;

            string extension   = Path.GetExtension(fileName).ToLower();
            string bchFile     = fileName.Replace(extension, ".bch");
            bool   isBCHLoaded = false;

            if (File.Exists(bchFile))
            {
                models = BCH.load(bchFile);
                model  = models.model[0];
                models.model.Clear();
                isBCHLoaded = true;
            }
            else
            {
                models     = new RenderBase.OModelGroup();
                model      = new RenderBase.OModel();
                model.name = "model";
                model.material.Add(new RenderBase.OMaterial());
            }

            ushort format             = input.ReadUInt16();
            bool   isDataWithinHeader = format == 4;

            input.ReadUInt16(); //-1?
            uint contentFlags = input.ReadUInt32();
            bool hasNameTable = (contentFlags & 2) > 0;
            uint mode         = input.ReadUInt32();
            uint meshCount    = input.ReadUInt32();

            List <vtxEntry> vtxDescriptors = new List <vtxEntry>();
            List <idxEntry> idxDescriptors = new List <idxEntry>();

            for (int i = 0; i < meshCount; i++)
            {
                if (mode == 1 && i == 0)
                {
                    vtxDescriptors.Add(getVtxDescriptor(input));
                }

                uint facesCount = input.ReadUInt32();
                for (int j = 0; j < facesCount; j++)
                {
                    idxEntry face = new idxEntry();
                    face.meshIndex = i;
                    uint nodesCount = input.ReadUInt32();
                    for (int k = 0; k < nodesCount; k++)
                    {
                        face.nodeList.Add(input.ReadUInt32());
                    }
                    face.primitiveCount = input.ReadUInt32();
                    if (hasNameTable)
                    {
                        face.nameId = input.ReadUInt32();
                    }
                    if (isDataWithinHeader)
                    {
                        face.buffer = new ushort[face.primitiveCount];
                        for (int k = 0; k < face.primitiveCount; k++)
                        {
                            face.buffer[k] = input.ReadUInt16();
                        }
                        alignWord(input);
                    }

                    idxDescriptors.Add(face);
                }

                if (mode == 0)
                {
                    if (isDataWithinHeader)
                    {
                        vtxEntry desc = getVtxDescriptor(input);
                        desc.buffer = new byte[desc.length];
                        input.Read(desc.buffer, 0, desc.buffer.Length);
                        vtxDescriptors.Add(desc);
                        alignWord(input);
                    }
                    else
                    {
                        vtxDescriptors.Add(getVtxDescriptor(input));
                    }
                }
            }

            List <string> objNameTable = new List <string>();

            if (hasNameTable)
            {
                for (int i = 0; i < meshCount; i++)
                {
                    byte index = input.ReadByte();
                    objNameTable.Add(IOUtils.readString(input, (uint)data.Position, true));
                }
            }

            if (!isDataWithinHeader)
            {
                align(input);
            }
            byte[]   vtxBuffer  = null;
            vtxEntry currVertex = null;
            int      faceIndex  = 0;

            for (int i = 0; i < meshCount; i++)
            {
                if (mode == 0 || i == 0)
                {
                    currVertex = vtxDescriptors[i];
                    if (!isDataWithinHeader)
                    {
                        vtxBuffer = new byte[vtxDescriptors[i].length];
                        input.Read(vtxBuffer, 0, vtxBuffer.Length);
                        align(input);
                    }
                    else
                    {
                        vtxBuffer = currVertex.buffer;
                    }
                }

                RenderBase.OMesh obj;
                if (isBCHLoaded)
                {
                    obj = model.mesh[0];
                    model.mesh.RemoveAt(0);
                }
                else
                {
                    obj      = new RenderBase.OMesh();
                    obj.name = "mesh_" + i.ToString();
                }

                for (int j = 0; j < currVertex.attributes.Count; j++)
                {
                    switch (currVertex.attributes[j].type)
                    {
                    case vtxAttributeType.normal: obj.hasNormal = true; break;

                    case vtxAttributeType.color: obj.hasColor = true; break;

                    case vtxAttributeType.textureCoordinate0: obj.texUVCount = 1; break;

                    case vtxAttributeType.textureCoordinate1: obj.texUVCount = 2; break;

                    case vtxAttributeType.boneIndex: obj.hasNode = true; break;

                    case vtxAttributeType.boneWeight: obj.hasWeight = true; break;
                    }
                }

                for (;;)
                {
                    int indexBufferPos = 0;
                    for (int j = 0; j < idxDescriptors[faceIndex].primitiveCount; j++)
                    {
                        ushort index;
                        if (isDataWithinHeader)
                        {
                            index = idxDescriptors[faceIndex].buffer[indexBufferPos++];
                        }
                        else
                        {
                            index = input.ReadUInt16();
                        }

                        RenderBase.OVertex vertex = new RenderBase.OVertex();
                        vertex.diffuseColor = 0xffffffff;
                        for (int k = 0; k < currVertex.attributes.Count; k++)
                        {
                            vtxAttribute att   = currVertex.attributes[k];
                            int          pos   = (int)(index * currVertex.stride + att.offset);
                            float        scale = att.scale;
                            switch (currVertex.attributes[k].type)
                            {
                            case vtxAttributeType.position: vertex.position = getVector3(vtxBuffer, pos, att.format, scale); break;

                            case vtxAttributeType.normal: vertex.normal = getVector3(vtxBuffer, pos, att.format, scale); break;

                            case vtxAttributeType.color:
                                RenderBase.OVector4 c = getVector4(vtxBuffer, pos, att.format, scale);
                                uint r = MeshUtils.saturate(c.x * 0xff);
                                uint g = MeshUtils.saturate(c.y * 0xff);
                                uint b = MeshUtils.saturate(c.z * 0xff);
                                uint a = MeshUtils.saturate(c.w * 0xff);
                                vertex.diffuseColor = b | (g << 8) | (r << 16) | (a << 24);
                                break;

                            case vtxAttributeType.textureCoordinate0: vertex.texture0 = getVector2(vtxBuffer, pos, att.format, scale); break;

                            case vtxAttributeType.textureCoordinate1: vertex.texture1 = getVector2(vtxBuffer, pos, att.format, scale); break;

                            case vtxAttributeType.boneIndex:
                                byte n0 = vtxBuffer[pos];
                                byte n1 = vtxBuffer[pos + 1];
                                vertex.node.Add((int)idxDescriptors[faceIndex].nodeList[n0]);
                                vertex.node.Add((int)idxDescriptors[faceIndex].nodeList[n1]);
                                break;

                            case vtxAttributeType.boneWeight:
                                RenderBase.OVector2 w = getVector2(vtxBuffer, pos, att.format, scale);
                                vertex.weight.Add(w.x);
                                vertex.weight.Add(w.y);
                                break;
                            }
                        }

                        MeshUtils.calculateBounds(model, vertex);
                        obj.vertices.Add(vertex);
                    }

                    faceIndex++;
                    if (!isDataWithinHeader)
                    {
                        align(input);
                    }
                    if (faceIndex >= idxDescriptors.Count)
                    {
                        break;
                    }
                    if (idxDescriptors[faceIndex].meshIndex == i)
                    {
                        continue;
                    }
                    break;
                }

                model.mesh.Add(obj);
            }

            models.model.Add(model);

            data.Close();
            return(models);
        }
Exemple #12
0
        /// <summary>
        ///     Loads a Fantasy Life ZMDL model.
        ///     Note that ZMDL must start at offset 0x0 (don't try using it for ZMDLs inside containers).
        /// </summary>
        /// <param name="data">Stream of the ZMDL file.</param>
        /// <returns></returns>
        public static RenderBase.OModelGroup load(Stream data)
        {
            BinaryReader input = new BinaryReader(data);

            RenderBase.OModelGroup models = new RenderBase.OModelGroup();
            RenderBase.OModel      model  = new RenderBase.OModel();
            model.name = "model";

            string zmdlMagic = IOUtils.readString(input, 0, 4);

            data.Seek(0x20, SeekOrigin.Begin);
            uint   materialsOffset   = input.ReadUInt32();
            uint   skeletonOffset    = input.ReadUInt32();
            uint   modelOffset       = input.ReadUInt32();
            ushort materialsCount    = input.ReadUInt16();
            ushort bonesCount        = input.ReadUInt16();
            ushort modelObjectsCount = input.ReadUInt16();
            ushort unknowCount       = input.ReadUInt16();

            //Materials
            List <byte> materialObjectBinding = new List <byte>();

            for (int materialIndex = 0; materialIndex < materialsCount; materialIndex++)
            {
                RenderBase.OMaterial material = new RenderBase.OMaterial();

                material.name = IOUtils.readString(input, (uint)(materialsOffset + materialIndex * 0xb4));
                data.Seek(materialsOffset + (materialIndex * 0xb4) + 0x94, SeekOrigin.Begin);
                uint textureReferenceOffset     = input.ReadUInt32();
                uint objectReferenceIndexOffset = input.ReadUInt32();

                data.Seek(objectReferenceIndexOffset, SeekOrigin.Begin);
                materialObjectBinding.Add(input.ReadByte());

                material.name0 = IOUtils.readString(input, textureReferenceOffset);
                data.Seek(textureReferenceOffset + 0x40, SeekOrigin.Begin);
                while ((data.Position & 3) != 0)
                {
                    input.ReadByte();                //Align Word
                }
                data.Seek(0x30, SeekOrigin.Current); //Unknown matrix (possibly UV transform)
                input.ReadUInt32();
                input.ReadByte();
                input.ReadByte();
                byte wrap = input.ReadByte();
                input.ReadByte();

                model.material.Add(material);
            }

            //Skeleton
            for (int boneIndex = 0; boneIndex < bonesCount; boneIndex++)
            {
                RenderBase.OBone bone = new RenderBase.OBone();
                bone.name = IOUtils.readString(input, (uint)(skeletonOffset + boneIndex * 0xcc));

                data.Seek(skeletonOffset + (boneIndex * 0xcc) + 0x40, SeekOrigin.Begin);
                data.Seek(0x64, SeekOrigin.Current); //Unknow matrices, probably transform and other stuff

                bone.translation   = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                bone.rotation      = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                bone.scale         = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                bone.absoluteScale = new RenderBase.OVector3(bone.scale);

                bone.parentId = input.ReadInt16();
                input.ReadUInt16();

                model.skeleton.Add(bone);
            }

            //Meshes
            for (int objIndex = 0; objIndex < modelObjectsCount; objIndex++)
            {
                RenderBase.OMesh obj = new RenderBase.OMesh();
                obj.name = string.Format("mesh_{0}", objIndex);

                data.Seek(modelOffset + objIndex * 0xc4, SeekOrigin.Begin);

                attributeEntry[] attributes = new attributeEntry[9];
                for (int attribute = 0; attribute < 9; attribute++)
                {
                    attributes[attribute].floats = new RenderBase.OVector4(
                        input.ReadSingle(),
                        input.ReadSingle(),
                        input.ReadSingle(),
                        input.ReadSingle());
                    attributes[attribute].offset          = input.ReadByte() * 4;
                    attributes[attribute].attributeLength = input.ReadByte();
                    attributes[attribute].stride          = input.ReadUInt16() * 4;

                    if (attributes[attribute].attributeLength > 0)
                    {
                        switch (attribute)
                        {
                        case aNormal: obj.hasNormal = true; break;

                        case aColor: obj.hasColor = true; break;

                        case aTex0: obj.texUVCount = 1; break;

                        case aNode: obj.hasNode = true; break;

                        case aWeight: obj.hasWeight = true; break;
                        }
                    }
                }

                int  vertexStride       = attributes[8].stride;
                uint facesHeaderOffset  = input.ReadUInt32();
                uint facesHeaderEntries = input.ReadUInt32();
                uint vertexBufferOffset = input.ReadUInt32();
                uint vertexBufferLength = input.ReadUInt32() * 4;

                for (int faceIndex = 0; faceIndex < facesHeaderEntries; faceIndex++)
                {
                    data.Seek(facesHeaderOffset + faceIndex * 0x14, SeekOrigin.Begin);

                    uint boneNodesOffset           = input.ReadUInt32();
                    uint boneNodesEntries          = input.ReadUInt32();
                    uint indexBufferOffset         = input.ReadUInt32();
                    uint indexBufferPrimitiveCount = input.ReadUInt32();
                    input.ReadUInt32();

                    data.Seek(boneNodesOffset, SeekOrigin.Begin);
                    List <byte> nodeList = new List <byte>();
                    for (int n = 0; n < boneNodesEntries; n++)
                    {
                        nodeList.Add(input.ReadByte());
                    }

                    data.Seek(indexBufferOffset, SeekOrigin.Begin);
                    for (int face = 0; face < indexBufferPrimitiveCount; face++)
                    {
                        ushort index = input.ReadUInt16();

                        RenderBase.OVertex vertex = new RenderBase.OVertex();
                        vertex.diffuseColor = 0xffffffff;

                        long position     = data.Position;
                        long vertexOffset = vertexBufferOffset + index * vertexStride;
                        data.Seek(vertexOffset + attributes[aPosition].offset, SeekOrigin.Begin);
                        vertex.position = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());

                        if (attributes[aNormal].attributeLength > 0)
                        {
                            data.Seek(vertexOffset + attributes[aNormal].offset, SeekOrigin.Begin);
                            vertex.normal = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                        }

                        if (attributes[aColor].attributeLength > 0)
                        {
                            data.Seek(vertexOffset + attributes[aColor].offset, SeekOrigin.Begin);
                            uint r = MeshUtils.saturate(input.ReadSingle() * 0xff);
                            uint g = MeshUtils.saturate(input.ReadSingle() * 0xff);
                            uint b = MeshUtils.saturate(input.ReadSingle() * 0xff);
                            uint a = MeshUtils.saturate(input.ReadSingle() * 0xff);
                            vertex.diffuseColor = b | (g << 8) | (r << 16) | (a << 24);
                        }

                        if (attributes[aTex0].attributeLength > 0)
                        {
                            data.Seek(vertexOffset + attributes[aTex0].offset, SeekOrigin.Begin);
                            vertex.texture0 = new RenderBase.OVector2(input.ReadSingle(), input.ReadSingle());
                        }

                        for (int boneIndex = 0; boneIndex < attributes[aNode].attributeLength; boneIndex++)
                        {
                            data.Seek(vertexOffset + attributes[aNode].offset + (boneIndex * 4), SeekOrigin.Begin);
                            vertex.node.Add(nodeList[(int)input.ReadSingle()]);
                        }

                        for (int boneWeight = 0; boneWeight < attributes[aWeight].attributeLength; boneWeight++)
                        {
                            data.Seek(vertexOffset + attributes[aWeight].offset + (boneWeight * 4), SeekOrigin.Begin);
                            vertex.weight.Add(input.ReadSingle());
                        }

                        MeshUtils.calculateBounds(model, vertex);
                        obj.vertices.Add(vertex);

                        data.Seek(position, SeekOrigin.Begin);
                    }
                }

                int materialId = materialObjectBinding.IndexOf((byte)objIndex);
                if (materialId > -1)
                {
                    obj.materialId = (ushort)materialId;
                }
                model.mesh.Add(obj);
            }

            data.Close();

            models.model.Add(model);
            return(models);
        }
        /// <summary>
        ///     Loads a Fantasy Life ZMDL model.
        ///     Note that ZMDL must start at offset 0x0 (don't try using it for ZMDLs inside containers).
        /// </summary>
        /// <param name="data">Stream of the ZMDL file.</param>
        /// <returns></returns>
        public static RenderBase.OModelGroup load(Stream data)
        {
            BinaryReader input = new BinaryReader(data);

            RenderBase.OModelGroup models = new RenderBase.OModelGroup();
            RenderBase.OModel model = new RenderBase.OModel();
            model.name = "model";

            string zmdlMagic = IOUtils.readString(input, 0, 4);
            data.Seek(0x20, SeekOrigin.Begin);
            uint materialsOffset = input.ReadUInt32();
            uint skeletonOffset = input.ReadUInt32();
            uint modelOffset = input.ReadUInt32();
            ushort materialsCount = input.ReadUInt16();
            ushort bonesCount = input.ReadUInt16();
            ushort modelObjectsCount = input.ReadUInt16();
            ushort unknowCount = input.ReadUInt16();

            //Materials
            List<byte> materialObjectBinding = new List<byte>();
            for (int materialIndex = 0; materialIndex < materialsCount; materialIndex++)
            {
                RenderBase.OMaterial material = new RenderBase.OMaterial();

                material.name = IOUtils.readString(input, (uint)(materialsOffset + materialIndex * 0xb4));
                data.Seek(materialsOffset + (materialIndex * 0xb4) + 0x94, SeekOrigin.Begin);
                uint textureReferenceOffset = input.ReadUInt32();
                uint objectReferenceIndexOffset = input.ReadUInt32();

                data.Seek(objectReferenceIndexOffset, SeekOrigin.Begin);
                materialObjectBinding.Add(input.ReadByte());

                material.name0 = IOUtils.readString(input, textureReferenceOffset);
                data.Seek(textureReferenceOffset + 0x40, SeekOrigin.Begin);
                while ((data.Position & 3) != 0) input.ReadByte(); //Align Word
                data.Seek(0x30, SeekOrigin.Current); //Unknown matrix (possibly UV transform)
                input.ReadUInt32();
                input.ReadByte();
                input.ReadByte();
                byte wrap = input.ReadByte();
                input.ReadByte();

                model.material.Add(material);
            }

            //Skeleton
            for (int boneIndex = 0; boneIndex < bonesCount; boneIndex++)
            {
                RenderBase.OBone bone = new RenderBase.OBone();
                bone.name = IOUtils.readString(input, (uint)(skeletonOffset + boneIndex * 0xcc));

                data.Seek(skeletonOffset + (boneIndex * 0xcc) + 0x40, SeekOrigin.Begin);
                data.Seek(0x64, SeekOrigin.Current); //Unknow matrices, probably transform and other stuff

                bone.translation = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                bone.rotation = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                bone.scale = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                bone.absoluteScale = new RenderBase.OVector3(bone.scale);

                bone.parentId = input.ReadInt16();
                input.ReadUInt16();

                model.skeleton.Add(bone);
            }

            //Meshes
            for (int objIndex = 0; objIndex < modelObjectsCount; objIndex++)
            {
                RenderBase.OMesh obj = new RenderBase.OMesh();
                obj.name = string.Format("mesh_{0}", objIndex);

                data.Seek(modelOffset + objIndex * 0xc4, SeekOrigin.Begin);

                attributeEntry[] attributes = new attributeEntry[9];
                for (int attribute = 0; attribute < 9; attribute++)
                {
                    attributes[attribute].floats = new RenderBase.OVector4(
                        input.ReadSingle(),
                        input.ReadSingle(),
                        input.ReadSingle(),
                        input.ReadSingle());
                    attributes[attribute].offset = input.ReadByte() * 4;
                    attributes[attribute].attributeLength = input.ReadByte();
                    attributes[attribute].stride = input.ReadUInt16() * 4;

                    if (attributes[attribute].attributeLength > 0)
                    {
                        switch (attribute)
                        {
                            case aNormal: obj.hasNormal = true; break;
                            case aColor: obj.hasColor = true; break;
                            case aTex0: obj.texUVCount = 1; break;
                            case aNode: obj.hasNode = true; break;
                            case aWeight: obj.hasWeight = true; break;
                        }
                    }
                }

                int vertexStride = attributes[8].stride;
                uint facesHeaderOffset = input.ReadUInt32();
                uint facesHeaderEntries = input.ReadUInt32();
                uint vertexBufferOffset = input.ReadUInt32();
                uint vertexBufferLength = input.ReadUInt32() * 4;

                for (int faceIndex = 0; faceIndex < facesHeaderEntries; faceIndex++)
                {
                    data.Seek(facesHeaderOffset + faceIndex * 0x14, SeekOrigin.Begin);

                    uint boneNodesOffset = input.ReadUInt32();
                    uint boneNodesEntries = input.ReadUInt32();
                    uint indexBufferOffset = input.ReadUInt32();
                    uint indexBufferPrimitiveCount = input.ReadUInt32();
                    input.ReadUInt32();

                    data.Seek(boneNodesOffset, SeekOrigin.Begin);
                    List<byte> nodeList = new List<byte>();
                    for (int n = 0; n < boneNodesEntries; n++) nodeList.Add(input.ReadByte());

                    data.Seek(indexBufferOffset, SeekOrigin.Begin);
                    for (int face = 0; face < indexBufferPrimitiveCount; face++)
                    {
                        ushort index = input.ReadUInt16();

                        RenderBase.OVertex vertex = new RenderBase.OVertex();
                        vertex.diffuseColor = 0xffffffff;

                        long position = data.Position;
                        long vertexOffset = vertexBufferOffset + index * vertexStride;
                        data.Seek(vertexOffset + attributes[aPosition].offset, SeekOrigin.Begin);
                        vertex.position = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());

                        if (attributes[aNormal].attributeLength > 0)
                        {
                            data.Seek(vertexOffset + attributes[aNormal].offset, SeekOrigin.Begin);
                            vertex.normal = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                        }

                        if (attributes[aColor].attributeLength > 0)
                        {
                            data.Seek(vertexOffset + attributes[aColor].offset, SeekOrigin.Begin);
                            uint r = MeshUtils.saturate(input.ReadSingle() * 0xff);
                            uint g = MeshUtils.saturate(input.ReadSingle() * 0xff);
                            uint b = MeshUtils.saturate(input.ReadSingle() * 0xff);
                            uint a = MeshUtils.saturate(input.ReadSingle() * 0xff);
                            vertex.diffuseColor = b | (g << 8) | (r << 16) | (a << 24);
                        }

                        if (attributes[aTex0].attributeLength > 0)
                        {
                            data.Seek(vertexOffset + attributes[aTex0].offset, SeekOrigin.Begin);
                            vertex.texture0 = new RenderBase.OVector2(input.ReadSingle(), input.ReadSingle());
                        }

                        for (int boneIndex = 0; boneIndex < attributes[aNode].attributeLength; boneIndex++)
                        {
                            data.Seek(vertexOffset + attributes[aNode].offset + (boneIndex * 4), SeekOrigin.Begin);
                            vertex.node.Add(nodeList[(int)input.ReadSingle()]);
                        }

                        for (int boneWeight = 0; boneWeight < attributes[aWeight].attributeLength; boneWeight++)
                        {
                            data.Seek(vertexOffset + attributes[aWeight].offset + (boneWeight * 4), SeekOrigin.Begin);
                            vertex.weight.Add(input.ReadSingle());
                        }

                        MeshUtils.calculateBounds(model, vertex);
                        obj.vertices.Add(vertex);

                        data.Seek(position, SeekOrigin.Begin);
                    }
                }

                int materialId = materialObjectBinding.IndexOf((byte)objIndex);
                if (materialId > -1) obj.materialId = (ushort)materialId;
                model.mesh.Add(obj);
            }

            data.Close();

            models.model.Add(model);
            return models;
        }
Exemple #14
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        /// <summary>
        ///     Loads a SMES file.
        ///     Note that SMES must start at offset 0x0.
        /// </summary>
        /// <param name="data">Stream of the SMES file.</param>
        /// <returns></returns>
        public static void load(Stream data, RenderBase.OModel model, bool ignoreMaterial = false)
        {
            BinaryReader input = new BinaryReader(data);

            //The node indices points to the index directly relative to the tree index on the Skeleton
            //Therefore, we must build a table to translate from the Skeleton Index to the absolute Bone Tree Index
            List <int> nodeBinding = new List <int>();

            buildNodeBinding(model.skeleton, 0, ref nodeBinding);

            string smesMagic       = IOUtils.readStringWithLength(input, 4);
            uint   dataTableOffset = input.ReadUInt32();
            uint   meshCount       = input.ReadUInt32();

            for (int meshIndex = 0; meshIndex < meshCount; meshIndex++)
            {
                //Mesh descriptor
                data.Seek(0xc + meshIndex * 0x20, SeekOrigin.Begin);
                uint vector3TableEntries = input.ReadUInt32();
                uint vector3TableOffset  = input.ReadUInt32();
                uint attributesCount     = input.ReadUInt32();
                uint primitiveCount      = input.ReadUInt32();
                uint vertexBufferOffset  = input.ReadUInt32();
                uint indexSectionOffset  = input.ReadUInt32();
                uint renderPriority      = input.ReadUInt32();
                uint materialIndex       = input.ReadUInt32();

                //Index Buffer section
                data.Seek(indexSectionOffset, SeekOrigin.Begin);

                RenderBase.OMesh obj = new RenderBase.OMesh();
                if (!ignoreMaterial)
                {
                    obj.materialId = (ushort)materialIndex;
                }
                obj.isVisible  = true;
                obj.hasNormal  = true;
                obj.hasTangent = true;
                obj.texUVCount = 1;

                ushort[] nodes        = null;
                uint     skinningMode = 0;
                bool     hasData      = true;
                while (hasData)
                {
                    string magic         = IOUtils.readStringWithLength(input, 4);
                    uint   sectionLength = input.ReadUInt32();
                    long   startOffset   = data.Position;

                    switch (magic)
                    {
                    case "SKIN": skinningMode = input.ReadUInt32(); break;     //0 = rigid, 1 = smooth

                    case "BONI":
                        nodes = new ushort[input.ReadUInt16()];
                        for (int n = 0; n < nodes.Length; n++)
                        {
                            nodes[n] = input.ReadUInt16();
                        }
                        obj.hasNode   = true;
                        obj.hasWeight = true;
                        break;

                    case "IDX ":
                        input.ReadUInt16();
                        ushort indicesCount = input.ReadUInt16();

                        //Note: The Stride seems to always be 0x40
                        uint vertexStride = (indexSectionOffset - vertexBufferOffset) / primitiveCount;
                        for (int i = 0; i < indicesCount; i++)
                        {
                            ushort index = input.ReadUInt16();

                            long position = data.Position;
                            data.Seek(vertexBufferOffset + index * vertexStride, SeekOrigin.Begin);

                            RenderBase.OVertex vertex = new RenderBase.OVertex();
                            vertex.diffuseColor = 0xffffffff;
                            vertex.position     = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                            vertex.normal       = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                            vertex.tangent      = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                            vertex.texture0     = new RenderBase.OVector2(input.ReadSingle(), input.ReadSingle());

                            if (model.skeleton.Count > 0)
                            {
                                if (nodes != null && nodes.Length > 0)
                                {
                                    byte b0 = input.ReadByte();
                                    byte b1 = input.ReadByte();
                                    byte b2 = input.ReadByte();
                                    byte b3 = input.ReadByte();

                                    if (b0 < nodes.Length)
                                    {
                                        vertex.node.Add(nodeBinding[nodes[b0]]);
                                    }
                                    if (skinningMode > 0)
                                    {
                                        if (b1 < nodes.Length)
                                        {
                                            vertex.node.Add(nodeBinding[nodes[b1]]);
                                        }
                                        if (b2 < nodes.Length)
                                        {
                                            vertex.node.Add(nodeBinding[nodes[b2]]);
                                        }
                                        if (b3 < nodes.Length)
                                        {
                                            vertex.node.Add(nodeBinding[nodes[b3]]);
                                        }
                                    }
                                }

                                vertex.weight.Add(input.ReadSingle());
                                if (skinningMode > 0)
                                {
                                    vertex.weight.Add(input.ReadSingle());
                                    vertex.weight.Add(input.ReadSingle());
                                    vertex.weight.Add(input.ReadSingle());
                                }
                            }

                            MeshUtils.calculateBounds(model, vertex);
                            obj.vertices.Add(vertex);

                            data.Seek(position, SeekOrigin.Begin);
                        }
                        break;

                    default: hasData = false; break;
                    }

                    data.Seek(startOffset + sectionLength, SeekOrigin.Begin);
                }

                model.mesh.Add(obj);
            }

            data.Close();
        }
        /// <summary>
        ///     Imports a Wavefront OBJ model from file.
        /// </summary>
        /// <param name="fileName">The complete file name</param>
        /// <returns></returns>
        public static RenderBase.OModelGroup import(string fileName)
        {
            RenderBase.OModelGroup output = new RenderBase.OModelGroup();
            RenderBase.OModel model = new RenderBase.OModel();

            string obj = File.ReadAllText(fileName);

            List<RenderBase.OVector3> vertices = new List<RenderBase.OVector3>();
            List<RenderBase.OVector3> normals = new List<RenderBase.OVector3>();
            List<RenderBase.OVector2> uvs = new List<RenderBase.OVector2>();
            List<RenderBase.OVertex> currVertices = new List<RenderBase.OVertex>();

            string name = string.Empty, oldName;
            string[] lines = obj.Split((char)0xa);
            foreach (string l in lines)
            {
                string line = l.Trim();
                string[] lineParams = Regex.Split(line, "\\s+");

                switch (lineParams[0])
                {
                    case "v":
                    case "vn":
                        RenderBase.OVector3 pvec = new RenderBase.OVector3();
                        pvec.x = float.Parse(lineParams[1], CultureInfo.InvariantCulture);
                        pvec.y = float.Parse(lineParams[2], CultureInfo.InvariantCulture);
                        pvec.z = float.Parse(lineParams[3], CultureInfo.InvariantCulture);
                        if (lineParams[0] == "v") vertices.Add(pvec); else normals.Add(pvec);
                        break;
                    case "vt":
                        RenderBase.OVector2 tvec = new RenderBase.OVector2();
                        tvec.x = float.Parse(lineParams[1], CultureInfo.InvariantCulture);
                        tvec.y = float.Parse(lineParams[2], CultureInfo.InvariantCulture);
                        uvs.Add(tvec);
                        break;
                    case "f":
                        string[][] vtx = new string[lineParams.Length - 1][];
                        for (int i = 0; i < lineParams.Length - 1; i++)
                        {
                            vtx[i] = lineParams[i + 1].Split('/');
                        }

                        for (int i = 0; i < lineParams.Length - 1; i++)
                        {
                            RenderBase.OVertex vertex = new RenderBase.OVertex();

                            vertex.position = vertices[int.Parse(vtx[i][0]) - 1];
                            if (vtx[i].Length > 1 && vtx[i][1] != string.Empty) vertex.texture0 = uvs[int.Parse(vtx[i][1]) - 1];
                            if (vtx[i].Length > 2) vertex.normal = normals[int.Parse(vtx[i][2]) - 1];
                            vertex.diffuseColor = 0xffffffff;

                            if (i > 2)
                            {
                                currVertices.Add(currVertices[currVertices.Count - 3]);
                                currVertices.Add(currVertices[currVertices.Count - 2]);
                                currVertices.Add(vertex);
                            }
                            else
                                currVertices.Add(vertex);
                        }
                        break;
                    case "g":
                        oldName = name;
                        if (lineParams.Length > 1)
                            name = lineParams[1];
                        else
                            name = "mesh";

                        if (currVertices.Count > 0)
                        {
                            RenderBase.OMesh mesh = new RenderBase.OMesh();
                            mesh.vertices = currVertices;
                            mesh.name = oldName;
                            mesh.hasNormal = true;
                            mesh.texUVCount = 1;
                            model.mesh.Add(mesh);

                            currVertices = new List<RenderBase.OVertex>();
                        }
                        break;
                }
            }

            if (currVertices.Count > 0)
            {
                RenderBase.OMesh mesh = new RenderBase.OMesh();
                mesh.vertices = currVertices;
                mesh.name = name;
                mesh.hasNormal = true;
                mesh.texUVCount = 1;
                model.mesh.Add(mesh);
            }

            model.material.Add(new RenderBase.OMaterial());
            output.model.Add(model);
            return output;
        }