Exemple #1
0
        /// <summary>
        /// Build Lods from retrieved data.
        /// </summary>
        public void BuildLods(FrameGeometry frameGeometry, FrameMaterial frameMaterial, VertexBuffer[] vertexBuffers, IndexBuffer[] indexBuffers)
        {
            lods = new Lod[frameGeometry.NumLods];
            for (int i = 0; i != lods.Length; i++)
            {
                FrameLOD frameLod = frameGeometry.LOD[i];
                lods[i] = new Lod
                {
                    VertexDeclaration = frameGeometry.LOD[i].VertexDeclaration
                };
                IndexBuffer  indexBuffer  = indexBuffers[i];
                VertexBuffer vertexBuffer = vertexBuffers[i];

                int vertexSize;
                Dictionary <VertexFlags, FrameLOD.VertexOffset> vertexOffsets = frameLod.GetVertexOffsets(out vertexSize);
                lods[i].Vertices = new Vertex[frameLod.NumVerts];

                if (vertexSize * frameLod.NumVerts != vertexBuffer.Data.Length)
                {
                    throw new System.Exception();
                }
                for (int v = 0; v != lods[i].Vertices.Length; v++)
                {
                    //declare data required and send to decompresser
                    byte[] data = new byte[vertexSize];
                    Array.Copy(vertexBuffers[i].Data, (v * vertexSize), data, 0, vertexSize);
                    lods[i].Vertices[v] = VertexTranslator.DecompressVertex(data, frameGeometry.LOD[i].VertexDeclaration, frameGeometry.DecompressionOffset, frameGeometry.DecompressionFactor, vertexOffsets);
                }

                lods[i].Indices = indexBuffer.GetData();
                MaterialStruct[] materials = frameMaterial.Materials[i];
                lods[i].Parts = new ModelPart[materials.Length];
                for (int x = 0; x != materials.Length; x++)
                {
                    if (string.IsNullOrEmpty(materials[x].MaterialName))
                    {
                        var material = MaterialsManager.LookupMaterialByHash(materials[x].MaterialHash);
                        materials[x].MaterialName = material.GetMaterialName();
                    }

                    ModelPart modelPart = new ModelPart();
                    modelPart.Material   = materials[x].MaterialName;
                    modelPart.StartIndex = (uint)materials[x].StartIndex;
                    modelPart.NumFaces   = (uint)materials[x].NumFaces;
                    lods[i].Parts[x]     = modelPart;
                }
            }
        }
        /// <summary>
        /// Build Lods from retrieved data.
        /// </summary>
        public void BuildLods(FrameGeometry frameGeometry, FrameMaterial frameMaterial, VertexBuffer[] vertexBuffers, IndexBuffer[] indexBuffers)
        {
            lods = new Lod[frameGeometry.NumLods];
            for (int i = 0; i != lods.Length; i++)
            {
                FrameLOD frameLod = frameGeometry.LOD[i];
                lods[i] = new Lod
                {
                    VertexDeclaration = frameGeometry.LOD[i].VertexDeclaration
                };
                IndexBuffer  indexBuffer  = indexBuffers[i];
                VertexBuffer vertexBuffer = vertexBuffers[i];

                int vertexSize;
                Dictionary <VertexFlags, FrameLOD.VertexOffset> vertexOffsets = frameLod.GetVertexOffsets(out vertexSize);

                lods[i].NumUVChannels = 4;
                lods[i].Vertices      = new Vertex[frameLod.NumVertsPr];

                for (int v = 0; v != lods[i].Vertices.Length; v++)
                {
                    Vertex vertex = new Vertex();
                    vertex.UVs = new Half2[lods[i].NumUVChannels];
                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.Position))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.Position].Offset;
                        vertex.Position = VertexTranslator.ReadPositionDataFromVB(vertexBuffer.Data, startIndex, frameGeometry.DecompressionFactor, frameGeometry.DecompressionOffset);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.Tangent))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.Position].Offset;
                        vertex.Tangent = VertexTranslator.ReadTangentDataFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.Normals))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.Normals].Offset;
                        vertex.Normal = VertexTranslator.ReadNormalDataFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.Skin))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.Skin].Offset;
                        vertex.BlendWeight = VertexTranslator.ReadBlendWeightFromVB(vertexBuffer.Data, startIndex);
                        vertex.BoneID      = VertexTranslator.ReadBlendIDFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.Color))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.Color].Offset;
                        vertex.Color0 = VertexTranslator.ReadColorFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.TexCoords0))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.TexCoords0].Offset;
                        vertex.UVs[0] = VertexTranslator.ReadTexcoordFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.TexCoords1))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.TexCoords1].Offset;
                        vertex.UVs[1] = VertexTranslator.ReadTexcoordFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.TexCoords2))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.TexCoords2].Offset;
                        vertex.UVs[2] = VertexTranslator.ReadTexcoordFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.ShadowTexture))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.ShadowTexture].Offset;
                        vertex.UVs[3] = VertexTranslator.ReadTexcoordFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.Color1))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.Color1].Offset;
                        vertex.Color1 = VertexTranslator.ReadColorFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.BBCoeffs))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.BBCoeffs].Offset;
                        vertex.BBCoeffs = VertexTranslator.ReadBBCoeffsVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.DamageGroup))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.DamageGroup].Offset;
                        vertex.DamageGroup = VertexTranslator.ReadDamageGroupFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].NormalMapInfoPresent)
                    {
                        vertex.BuildBinormals();
                    }

                    lods[i].Vertices[v] = vertex;
                    lods[i].Indices     = indexBuffer.Data;
                    MaterialStruct[] materials = frameMaterial.Materials[i];
                    lods[i].Parts = new ModelPart[materials.Length];
                    for (int x = 0; x != materials.Length; x++)
                    {
                        ModelPart modelPart = new ModelPart();
                        modelPart.Material   = materials[x].MaterialHash.ToString();
                        modelPart.StartIndex = (uint)materials[x].StartIndex;
                        modelPart.NumFaces   = (uint)materials[x].NumFaces;
                        lods[i].Parts[x]     = modelPart;
                    }
                }
            }
        }
        /// <summary>
        /// Build Lods from retrieved data.
        /// </summary>
        public void BuildLods(FrameGeometry frameGeometry, FrameMaterial frameMaterial, VertexBuffer[] vertexBuffers, IndexBuffer[] indexBuffers)
        {
            lods = new Lod[frameGeometry.NumLods];
            for (int i = 0; i != lods.Length; i++)
            {
                FrameLOD frameLod = frameGeometry.LOD[i];
                lods[i] = new Lod
                {
                    VertexDeclaration = frameGeometry.LOD[i].VertexDeclaration
                };
                IndexBuffer  indexBuffer  = indexBuffers[i];
                VertexBuffer vertexBuffer = vertexBuffers[i];

                int vertexSize;
                Dictionary <VertexFlags, FrameLOD.VertexOffset> vertexOffsets = frameLod.GetVertexOffsets(out vertexSize);
                lods[i].Vertices = new Vertex[frameLod.NumVertsPr];

                if (vertexSize * frameLod.NumVertsPr != vertexBuffer.Data.Length)
                {
                    throw new System.Exception();
                }
                for (int v = 0; v != lods[i].Vertices.Length; v++)
                {
                    Vertex vertex = new Vertex();
                    vertex.UVs = new Half2[4];

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.Position))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.Position].Offset;
                        var output     = VertexTranslator.ReadPositionDataFromVB(vertexBuffer.Data, startIndex, frameGeometry.DecompressionFactor, frameGeometry.DecompressionOffset);
                        vertex.Position = Vector3Extenders.FromVector4(output);
                        vertex.Binormal = new Vector3(output.X);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.Tangent))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.Position].Offset;
                        vertex.Tangent = VertexTranslator.ReadTangentDataFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.Normals))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.Normals].Offset;
                        vertex.Normal = VertexTranslator.ReadNormalDataFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.Skin))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.Skin].Offset;
                        vertex.BoneWeights = VertexTranslator.ReadWeightsFromVB(vertexBuffer.Data, startIndex);
                        vertex.BoneIDs     = VertexTranslator.ReadBonesFromVB(vertexBuffer.Data, startIndex + 4);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.Color))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.Color].Offset;
                        vertex.Color0 = VertexTranslator.ReadColorFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.Color1))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.Color1].Offset;
                        vertex.Color1 = VertexTranslator.ReadColorFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.TexCoords0))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.TexCoords0].Offset;
                        vertex.UVs[0] = VertexTranslator.ReadTexcoordFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.TexCoords1))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.TexCoords1].Offset;
                        vertex.UVs[1] = VertexTranslator.ReadTexcoordFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.TexCoords2))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.TexCoords2].Offset;
                        vertex.UVs[2] = VertexTranslator.ReadTexcoordFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.ShadowTexture))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.ShadowTexture].Offset;
                        vertex.UVs[3] = VertexTranslator.ReadTexcoordFromVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.BBCoeffs))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.BBCoeffs].Offset;
                        vertex.BBCoeffs = VertexTranslator.ReadBBCoeffsVB(vertexBuffer.Data, startIndex);
                    }

                    if (lods[i].VertexDeclaration.HasFlag(VertexFlags.DamageGroup))
                    {
                        int startIndex = v * vertexSize + vertexOffsets[VertexFlags.DamageGroup].Offset;
                        vertex.DamageGroup = VertexTranslator.ReadDamageGroupFromVB(vertexBuffer.Data, startIndex);
                    }

                    lods[i].Vertices[v] = vertex;
                }

                lods[i].Indices = indexBuffer.Data;
                MaterialStruct[] materials = frameMaterial.Materials[i];
                lods[i].Parts = new ModelPart[materials.Length];
                for (int x = 0; x != materials.Length; x++)
                {
                    if (string.IsNullOrEmpty(materials[x].MaterialName))
                    {
                        var material = MaterialsManager.LookupMaterialByHash(materials[x].MaterialHash);
                        materials[x].MaterialName = material.MaterialName;
                    }

                    ModelPart modelPart = new ModelPart();
                    modelPart.Material   = materials[x].MaterialName;
                    modelPart.StartIndex = (uint)materials[x].StartIndex;
                    modelPart.NumFaces   = (uint)materials[x].NumFaces;
                    lods[i].Parts[x]     = modelPart;
                }
            }
        }