public static void CloneEntry(int n) { BF2LevelObject lo = objects[n]; BF2LevelObject nlo; switch (lo.type) { case BF2LevelObject.BF2LOTYPE.StaticObject: nlo = new BF2LevelObject(lo.position, lo.rotation, BF2LevelObject.BF2LOTYPE.StaticObject); nlo._data = lo._data.ToArray(); nlo._template = lo._template; nlo._name = lo._name; nlo.properties = new List <string>(lo.properties.ToArray()); BF2StaticMesh stm = new BF2StaticMesh(nlo._data); if (stm == null) { return; } nlo.staticMeshes = stm.ConvertForEngine(engine, true, 0); foreach (RenderObject ro in nlo.staticMeshes) { nlo.transform = lo.transform; } nlo._valid = true; objects.Add(nlo); break; case BF2LevelObject.BF2LOTYPE.Road: nlo = new BF2LevelObject(lo.position, lo.rotation, BF2LevelObject.BF2LOTYPE.Road); nlo._data = lo._data.ToArray(); nlo._template = lo._template; nlo._name = lo._name; nlo.properties = new List <string>(lo.properties.ToArray()); BF2Mesh mesh = new BF2Mesh(nlo._data); if (mesh == null) { return; } Texture2D tex = FindRoadTexture(nlo._name); nlo.meshes = mesh.ConvertForEngine(engine, tex); foreach (RenderObject ro in nlo.meshes) { ro.transform = nlo.transform; } nlo._valid = true; objects.Add(nlo); break; } }
private static void LoadRoadObject(List <string> infos) { string objectName = Helper.FindLineStartingWith(infos, "object.create"); if (objectName == null) { return; } string meshName = Helper.FindLineStartingWith(infos, "object.geometry.loadMesh"); if (meshName == null) { return; } string position = Helper.FindLineStartingWith(infos, "object.absolutePosition"); Vector3 pos = Vector3.Zero; Vector3 rot = Vector3.Zero; if (position != null) { pos = Helper.ParseVector3(position.Split(' ')[1]); } objectName = objectName.Split(' ')[1]; meshName = meshName.Split(' ')[1]; BF2LevelObject lo = null; bool foundCached = false; foreach (BF2LevelObject obj in objects) { if (obj._template == meshName && obj.type == BF2LevelObject.BF2LOTYPE.Road) { lo = new BF2LevelObject(pos, rot, obj.type); lo._template = meshName; lo._name = objectName; lo._data = obj._data.ToArray(); lo.properties = infos; switch (obj.type) { case BF2LevelObject.BF2LOTYPE.Road: BF2Mesh mesh = new BF2Mesh(lo._data); if (mesh == null) { return; } Texture2D tex = FindRoadTexture(lo._name); lo.meshes = mesh.ConvertForEngine(engine, tex); foreach (RenderObject ro in lo.meshes) { ro.transform = lo.transform; } lo._valid = true; foundCached = true; break; } break; } } if (!foundCached) { lo = new BF2LevelObject(pos, rot, BF2LevelObject.BF2LOTYPE.Road); BF2FileSystem.BF2FSEntry entry = BF2FileSystem.FindFirstEntry(meshName); lo._data = BF2FileSystem.GetFileFromEntry(entry); if (lo._data == null) { return; } lo._template = meshName; lo._name = objectName; lo.properties = infos; BF2Mesh mesh = new BF2Mesh(lo._data); if (mesh == null) { return; } Texture2D tex = FindRoadTexture(lo._name); lo.meshes = mesh.ConvertForEngine(engine, tex); foreach (RenderObject ro in lo.meshes) { ro.transform = lo.transform; } lo._valid = true; } if (lo != null && lo._valid) { objects.Add(lo); } }