private static void ParseVtxFile()
    {
        List <BoneWeight> pBoneWeight = new List <BoneWeight>();
        List <Vector3>    pVertices   = new List <Vector3>();
        List <Vector3>    pNormals    = new List <Vector3>();
        List <Vector2>    pUvBuffer   = new List <Vector2>();

        // Load necessary information
        mstudiomodel_t   pModel = MDL_Models[0]; mstudiomesh_t pStudioMesh;
        BodyPartHeader_t vBodypart = CRead.ReadType <BodyPartHeader_t>(VTX_Header.bodyPartOffset);

        int           ModelInputFilePosition = VTX_Header.bodyPartOffset + vBodypart.modelOffset;
        ModelHeader_t vModel = CRead.ReadType <ModelHeader_t>(ModelInputFilePosition);

        int ModelLODInputFilePosition = ModelInputFilePosition + vModel.lodOffset;
        ModelLODHeader_t vLod         = CRead.ReadType <ModelLODHeader_t>(ModelLODInputFilePosition);

        int MeshInputFilePosition = ModelLODInputFilePosition + vLod.meshOffset;

        VTX_Meshes.AddRange(CRead.ReadType <MeshHeader_t>(MeshInputFilePosition, vLod.numMeshes));

        // Get bone weight's, vertices, normals, uv
        for (int i = 0; i < pModel.numvertices; i++)
        {
            pBoneWeight.Add(GetBoneWeight(VVD_Vertexes[pModel.vertexindex + i].m_BoneWeights));

            pVertices.Add(WorldController.SwapZY(VVD_Vertexes[pModel.vertexindex + i].m_vecPosition * WorldController.WorldScale));
            pNormals.Add(WorldController.SwapZY(VVD_Vertexes[pModel.vertexindex + i].m_vecNormal));
            pUvBuffer.Add(VVD_Vertexes[pModel.vertexindex + i].m_vecTexCoord);
        }

        GameObject meshObject = new GameObject(new string(pModel.name));

        meshObject.transform.parent = ModelObject.transform;

        SkinnedMeshRenderer smr = meshObject.AddComponent <SkinnedMeshRenderer>();

        smr.materials = new Material[vLod.numMeshes];

        // Calculate bindposes
        Matrix4x4[] bindPoses = new Matrix4x4[MDL_Bones.Count];
        for (int i = 0; i < bindPoses.Length; i++)
        {
            MDL_Bones[i].localPosition = Vector3.zero;
            bindPoses[i] = MDL_Bones[i].worldToLocalMatrix * ModelObject.transform.localToWorldMatrix;
        }

        // Generate skin mesh
        smr.sharedMesh      = new Mesh();
        smr.sharedMesh.name = new string(pModel.name);

        smr.sharedMesh.subMeshCount = vLod.numMeshes;
        smr.sharedMesh.vertices     = pVertices.ToArray();
        smr.sharedMesh.normals      = pNormals.ToArray();
        smr.sharedMesh.uv           = pUvBuffer.ToArray();

        smr.sharedMesh.boneWeights = pBoneWeight.ToArray();
        smr.sharedMesh.bindposes   = bindPoses;

        smr.sharedMesh.Optimize();

        smr.bones = MDL_Bones.ToArray();
        smr.updateWhenOffscreen = true;

        for (int i = 0; i < vLod.numMeshes; i++)
        {
            List <int> pIndices = new List <int>();

            List <StripGroupHeader_t> StripGroups = new List <StripGroupHeader_t>();
            int StripGroupFilePosition            = MeshInputFilePosition + (Marshal.SizeOf(typeof(MeshHeader_t)) * i) + VTX_Meshes[i].stripGroupHeaderOffset;
            StripGroups.AddRange(CRead.ReadType <StripGroupHeader_t>(StripGroupFilePosition, VTX_Meshes[i].numStripGroups)); pStudioMesh = MDL_Meshes[i];

            // Get indices for model
            for (int l = 0; l < VTX_Meshes[i].numStripGroups; l++)
            {
                List <Vertex_t> pVertexBuffer = new List <Vertex_t>();
                pVertexBuffer.AddRange(CRead.ReadType <Vertex_t>(StripGroupFilePosition + (Marshal.SizeOf(typeof(StripGroupHeader_t)) * l) + StripGroups[l].vertOffset, StripGroups[l].numVerts));

                List <ushort> Indices = new List <ushort>();
                Indices.AddRange(CRead.ReadType <ushort>(StripGroupFilePosition + (Marshal.SizeOf(typeof(StripGroupHeader_t)) * l) + StripGroups[l].indexOffset, StripGroups[l].numIndices));

                for (int n = 0; n < Indices.Count; n++)
                {
                    pIndices.Add(pVertexBuffer[Indices[n]].origMeshVertID + pStudioMesh.vertexoffset);
                }
            }

            smr.sharedMesh.SetTriangles(pIndices.ToArray(), i);
            smr.materials[i].name = MDL_Textures[pStudioMesh.material];

            string pathToTex = null; Material material = null;

            // Find path to mesh material
            for (int l = 0; l < MDL_TDirectories.Count; l++)
            {
                if (File.Exists(WorldController.DefaultTexPath + MDL_TDirectories[l] + MDL_Textures[pStudioMesh.material] + ".vmt"))
                {
                    pathToTex = WorldController.DefaultTexPath + MDL_TDirectories[l] + MDL_Textures[pStudioMesh.material] + ".vmt";
                }
            }

            if (pathToTex != null)
            {
                material = ValveTextureLoader.LoadMaterial(pathToTex.Replace(WorldController.DefaultTexPath, ""));
            }

            // Apply loaded material to mesh
            if (material != null)
            {
                smr.materials[i].CopyPropertiesFromMaterial(material);
                smr.materials[i].shader = material.shader;
            }
        }
    }
Esempio n. 2
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        public VTXFile(Stream FileInput, MDLFile StudioMDL, VVDFile StudioVVD)
        {
            using (uReader FileStream = new uReader(FileInput))
            {
                studiohdr_t MDL_Header = StudioMDL.MDL_Header;
                FileStream.ReadTypeFixed(ref VTX_Header, 36);

                if (VTX_Header.checkSum != MDL_Header.checksum)
                {
                    throw new FileLoadException(String.Format("{0}: Does not match the checksum in the .mdl", MDL_Header.Name));
                }

                #region BodyParts
                Int32[] VertexLODOffsets = new Int32[8];
                for (Int32 BodypartID = 0; BodypartID < MDL_Header.bodypart_count; BodypartID++)
                {
                    BodyPartHeader_t BodyPart       = new BodyPartHeader_t();
                    Int64            BodyPartOffset = VTX_Header.bodyPartOffset + (8 * BodypartID);
                    FileStream.ReadTypeFixed(ref BodyPart, 8, BodyPartOffset);

                    StudioBodyPart StudioBodyPart = StudioMDL.MDL_Bodyparts[BodypartID];

                    #region Models
                    for (Int32 ModelID = 0; ModelID < BodyPart.numModels; ModelID++)
                    {
                        StudioModel StudioModel = StudioBodyPart.Models[ModelID];

                        if (StudioModel.isBlank)
                        {
                            Debug.Log(String.Format("Model ID - {0} in bodypart \"{1}\" is blank, skip", ModelID, StudioBodyPart.Name));
                            continue;
                        }

                        ModelHeader_t Model       = new ModelHeader_t();
                        Int64         ModelOffset = BodyPartOffset + (8 * ModelID) + BodyPart.modelOffset;
                        FileStream.ReadTypeFixed(ref Model, 8, ModelOffset);

                        StudioBodyPart.Models[ModelID].NumLODs = Model.numLODs;
                        StudioBodyPart.Models[ModelID].LODData = new ModelLODHeader_t[Model.numLODs];

                        #region LOD's
                        //TODO: Strip unused vertexes on lower lod's ("first" lod is fine)
                        for (Int32 LODID = 0; LODID < Model.numLODs; LODID++)
                        {
                            ModelLODHeader_t LOD       = new ModelLODHeader_t();
                            Int64            LODOffset = ModelOffset + (12 * LODID) + Model.lodOffset;
                            FileStream.ReadTypeFixed(ref LOD, 12, LODOffset);

                            StudioBodyPart.Models[ModelID].LODData[LODID] = LOD;

                            #region Mesh LOD
                            //Temp remember verts count per lod model
                            Int32 VertexOffset = 0;
                            //List<mstudiovertex_t> VertexesPerLod = new List<mstudiovertex_t>();
                            for (Int32 MeshID = 0; MeshID < StudioModel.Model.nummeshes; MeshID++)
                            {
                                mstudiomesh_t StudioMesh = StudioBodyPart.Models[ModelID].Meshes[MeshID];

                                //TODO: StudioModel.Meshes[MeshID].VertexData.numlodvertices[LODID]; - we no longer need this??
                                VertexOffset += StudioMesh.numvertices;
                                List <Int32> IndicesPerMesh = new List <Int32>();

                                MeshHeader_t Mesh       = new MeshHeader_t();
                                Int64        MeshOffset = LODOffset + (9 * MeshID) + LOD.meshOffset;
                                FileStream.ReadTypeFixed(ref Mesh, 9, MeshOffset);

                                #region StripGroups
                                for (Int32 StripGroupID = 0; StripGroupID < Mesh.numStripGroups; StripGroupID++)
                                {
                                    StripGroupHeader_t StripGroup = new StripGroupHeader_t();
                                    Int64 StripGroupOffset        = MeshOffset + (25 * StripGroupID) + Mesh.stripGroupHeaderOffset;
                                    FileStream.ReadTypeFixed(ref StripGroup, 25, StripGroupOffset);

                                    Vertex_t[] Vertexes = new Vertex_t[StripGroup.numVerts];
                                    FileStream.BaseStream.Position = StripGroupOffset + StripGroup.vertOffset;
                                    FileStream.ReadArrayFixed(ref Vertexes, 9);

                                    FileStream.BaseStream.Position = StripGroupOffset + StripGroup.indexOffset;
                                    Int16[] Indices = FileStream.ReadShortArray(StripGroup.numIndices);

                                    #region Strips
                                    for (Int32 StripID = 0; StripID < StripGroup.numStrips; StripID++)
                                    {
                                        StripHeader_t VTXStrip       = new StripHeader_t();
                                        Int64         VTXStripOffset = StripGroupOffset + (27 * StripID) + StripGroup.stripOffset;
                                        FileStream.ReadTypeFixed(ref VTXStrip, 27, VTXStripOffset);

                                        //TODO:
                                        //Strip / "Split" vertexes
                                        //Pseudo code:

                                        /*for (Int32 VertID = 0; VertID < maxVertsPerLod; VertID++)
                                         * {
                                         *      Int32 Index = MeshID * VTXStrip.numVerts + VertID;
                                         *
                                         *      if (Index < numStripVerts)
                                         *      {
                                         *              splitVerts.Add(verts[Index]);
                                         *              splitIndices.Add(j);
                                         *      }
                                         * }*/

                                        //Hmmmmm... Well, it's looks what we want.... but still doesn't perfect (for lod's mesh)

                                        /*Int32 NumVerts = VTXStrip.indexOffset + VTXStrip.numVerts;
                                         * for (Int32 VertID = VTXStrip.indexOffset; VertID < NumVerts; VertID++)
                                         * {
                                         *      Int32 Index0 = VertID + StudioMesh.vertexoffset + VertexLODOffsets[LODID];
                                         *      VertexesPerLod.Add(StudioVVD.tempVerts[Index0]);
                                         * }*/

                                        if ((VTXStrip.flags & VTXStripGroupTriStripFlag) > 0)
                                        {
                                            for (Int32 TempIdx = VTXStrip.indexOffset; TempIdx < VTXStrip.indexOffset + VTXStrip.numIndices - 2; TempIdx++)
                                            {
                                                Int32[] add = TempIdx % 2 == 1 ?
                                                              new[] { TempIdx + 1, TempIdx, TempIdx + 2 } :
                                                new[] { TempIdx, TempIdx + 1, TempIdx + 2 };

                                                foreach (Int32 Index in add)
                                                {
                                                    IndicesPerMesh.Add(Vertexes[Indices[Index]].origMeshVertId + StudioMesh.vertexoffset);
                                                }
                                            }
                                        }
                                        else
                                        {
                                            for (Int32 Index = VTXStrip.indexOffset; Index < VTXStrip.indexOffset + VTXStrip.numIndices; Index++)
                                            {
                                                IndicesPerMesh.Add(Vertexes[Indices[Index]].origMeshVertId + StudioMesh.vertexoffset);
                                            }
                                        }
                                    }
                                    #endregion
                                }
                                #endregion

                                StudioMDL.SetIndices(BodypartID, ModelID, LODID, MeshID, IndicesPerMesh);
                            }
                            #endregion

                            //StudioMDL.MDL_Bodyparts[BodypartID].Models[ModelID].VerticesPerLod[LODID] = VertexesPerLod.ToArray();
                            ///TODO: Strip unused vertexes in <seealso cref="VVDFile.VVD_Vertexes"/> per lod
                            StudioMDL.SetVertices(BodypartID, ModelID, LODID, VertexOffset, VertexLODOffsets[LODID], StudioVVD.VVD_Vertexes[0]);

                            VertexLODOffsets[LODID] += VertexOffset;
                        }
                        #endregion
                    }
                    #endregion
                }
                #endregion
            }
        }