Exemple #1
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 /*! NIFLIB_HIDDEN function.  For internal use only. */
 internal override void FixLinks(Dictionary <uint, NiObject> objects, List <uint> link_stack, List <NiObject> missing_link_stack, NifInfo info)
 {
     base.FixLinks(objects, link_stack, missing_link_stack, info);
     skin           = FixLink <NiObject>(objects, link_stack, missing_link_stack, info);
     shaderProperty = FixLink <BSShaderProperty>(objects, link_stack, missing_link_stack, info);
     alphaProperty  = FixLink <NiAlphaProperty>(objects, link_stack, missing_link_stack, info);
 }
Exemple #2
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 public NiGeometry()
 {
     skin           = null;
     data           = null;
     skinInstance   = null;
     shaderProperty = null;
     alphaProperty  = null;
 }
Exemple #3
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 public BSTriShape()
 {
     skin             = null;
     shaderProperty   = null;
     alphaProperty    = null;
     numTriangles     = (uint)0;
     numVertices      = (ushort)0;
     dataSize         = (uint)0;
     particleDataSize = (uint)0;
 }
Exemple #4
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 /*! NIFLIB_HIDDEN function.  For internal use only. */
 internal MaterialWrapper(NiMaterialProperty mat, NiTexturingProperty texing, NiTextureProperty tex, NiMultiTextureProperty multi, NiSpecularProperty spec, NiAlphaProperty alpha, NiStencilProperty stencil, MatTexCollection creator)
 {
     mat_prop     = mat;
     texing_prop  = texing;
     tex_prop     = tex;
     multi_prop   = multi;
     spec_prop    = spec;
     alpha_prop   = alpha;
     stencil_prop = stencil;
     _creator     = creator;
 }
Exemple #5
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        /*
         * Creates a new material and adds it to the end of the array of materials
         * contained in this collection.  The type of material data that will
         * appear in the new material must be specified, and a version number can be
         * used to determine how the data will be stored in the eventual NIF file.
         * Note that the multi_tex option is only a suggestion, as later NIF versions
         * combine the texture and multi-texture data into one NIF object.
         * \param[in] color Whether or not to include color data in the new
         * material.
         * \param[in] texture Whether or not to include base texture data in the
         * new material.
         * \param[in] multi_tex Whether or not to include multi-texture data in the
         * new material.
         * \param[in] multi_tex Whether or not to include multi-texture data in the
         * new material.  This is only a suggestion as some NIF versions cannot
         * separate this from base texture information.
         * \param[in] specular Whether or not to include specular lighting data in
         * the new material.
         * \param[in] translucenty Whether or not to include alpha translucenty
         * data in the new material.
         * \param[in] version The NIF version to target when creating the underlying NIF
         * objects that store the requested types of data.
         * \return The index of the newly created material.
         */
        public uint CreateMaterial(bool color, bool texture, bool multi_tex, bool specular, bool translucency, uint version)
        {
            //Make sure at least one option is set to true
            if (!color && !texture && !multi_tex && !specular && !translucency)
            {
                throw new Exception("At least one of the types of texture/material info needs to be stored in a new material.  All the argumetns to MatTexCollection::CreateMaterial cannot be false.");
            }

            NiMaterialProperty     mat     = null;
            NiTexturingProperty    texing  = null;
            NiTextureProperty      tex     = null;
            NiMultiTextureProperty multi   = null;
            NiSpecularProperty     spec    = null;
            NiAlphaProperty        alpha   = null;
            NiStencilProperty      stencil = null;

            if (color)
            {
                mat = new NiMaterialProperty();
            }
            if (specular)
            {
                spec = new NiSpecularProperty();
            }
            if (translucency)
            {
                alpha = new NiAlphaProperty();
            }
            if (version < Nif.VER_3_3_0_13)
            {
                //Old texturing property style
                if (texture)
                {
                    tex = new NiTextureProperty();
                }
                if (multi_tex)
                {
                    multi = new NiMultiTextureProperty();
                }
            }
            //New texturing property style
            else if (texture)
            {
                texing = new NiTexturingProperty();
            }

            //Create Material and add it to the array
            materials.Add(new MaterialWrapper(mat, texing, tex, multi, spec, alpha, stencil, this));

            //Return the index of the newly created material
            return(materials.Length - 1);
        }
Exemple #6
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        /*
         * Retrieves the material index of the material that matches the given list
         * of properties, if any.
         * \param[in] properties An unsorted list of properties that is thought to contain some related to materials.
         * \return The index of the material that matches the given properties,
         * or NO_MATERIAL if no match is found.
         */
        public uint GetMaterialIndex(NiProperty[] properties)
        {
            //Get Material and Texturing properties, if any
            NiMaterialProperty     mat     = null;
            NiTexturingProperty    texing  = null;
            NiTextureProperty      tex     = null;
            NiMultiTextureProperty multi   = null;
            NiSpecularProperty     spec    = null;
            NiAlphaProperty        alpha   = null;
            NiStencilProperty      stencil = null;

            for (var i = 0; i < properties.Length; ++i)
            {
                if (properties[i] == null)
                {
                    continue;
                }
                if (properties[i].IsDerivedType(NiMaterialProperty.TYPE))
                {
                    mat = (NiMaterialProperty)properties[i];
                }
                else if (properties[i].IsDerivedType(NiTexturingProperty.TYPE))
                {
                    texing = (NiTexturingProperty)properties[i];
                }
                else if (properties[i].IsDerivedType(NiTextureProperty.TYPE))
                {
                    tex = (NiTextureProperty)properties[i];
                }
                else if (properties[i].IsDerivedType(NiMultiTextureProperty.TYPE))
                {
                    multi = (NiMultiTextureProperty)properties[i];
                }
                else if (properties[i].IsDerivedType(NiSpecularProperty.TYPE))
                {
                    spec = (NiSpecularProperty)properties[i];
                }
                else if (properties[i].IsDerivedType(NiAlphaProperty.TYPE))
                {
                    alpha = (NiAlphaProperty)properties[i];
                }
                else if (properties[i].IsDerivedType(NiStencilProperty.TYPE))
                {
                    stencil = (NiStencilProperty)properties[i];
                }
            }
            //Do the search
            return(GetMaterialIndex(mat, texing, tex, multi, spec, alpha, stencil));
        }
Exemple #7
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/*! NIFLIB_HIDDEN function.  For internal use only. */
        internal override void FixLinks(Dictionary <uint, NiObject> objects, List <uint> link_stack, List <NiObject> missing_link_stack, NifInfo info)
        {
            base.FixLinks(objects, link_stack, missing_link_stack, info);
            if ((info.userVersion2 >= 100))
            {
                if (IsDerivedType(NiParticleSystem.TYPE))
                {
                    skin = FixLink <NiObject>(objects, link_stack, missing_link_stack, info);
                }
            }
            if ((info.userVersion2 < 100))
            {
                data = FixLink <NiGeometryData>(objects, link_stack, missing_link_stack, info);
            }
            if ((info.userVersion2 >= 100))
            {
                if ((!IsDerivedType(NiParticleSystem.TYPE)))
                {
                    data = FixLink <NiGeometryData>(objects, link_stack, missing_link_stack, info);
                }
            }
            if ((info.version >= 0x0303000D) && ((info.userVersion2 < 100)))
            {
                skinInstance = FixLink <NiSkinInstance>(objects, link_stack, missing_link_stack, info);
            }
            if ((info.userVersion2 >= 100))
            {
                if ((!IsDerivedType(NiParticleSystem.TYPE)))
                {
                    skinInstance = FixLink <NiSkinInstance>(objects, link_stack, missing_link_stack, info);
                }
            }
            if ((info.version >= 0x14020007) && (info.userVersion == 12))
            {
                shaderProperty = FixLink <BSShaderProperty>(objects, link_stack, missing_link_stack, info);
                alphaProperty  = FixLink <NiAlphaProperty>(objects, link_stack, missing_link_stack, info);
            }
        }
Exemple #8
0
 /*
  * Retrieves the material index of the material that matches the given list
  * of properties, if any.
  * \param[in] mat The NiMaterialProperty to match.
  * \param[in] texing The NiTexturingProperty to match.
  * \param[in] tex The NiTextureProperty to match.
  * \param[in] multi The NiMultiTextureProperty to match.
  * \return The index of the material that matches the specified properties,
  * or NO_MATERIAL if no match is found.
  */
 public uint GetMaterialIndex(NiMaterialProperty mat, NiTexturingProperty texing, NiTextureProperty tex, NiMultiTextureProperty multi, NiSpecularProperty spec, NiAlphaProperty alpha, NiStencilProperty stencil)
 {
     for (var i = 0; i < materials.Length; ++i)
     {
         if (materials[i].mat_prop == mat &&
             materials[i].texing_prop == texing &&
             materials[i].tex_prop == tex &&
             materials[i].multi_prop == multi &&
             materials[i].spec_prop == spec &&
             materials[i].alpha_prop == alpha &&
             materials[i].stencil_prop == stencil)
         {
             //Match found, return its index
             return(i);
         }
     }
     //No match was found, return NO_MATERIAL
     return(NO_MATERIAL);
 }