Esempio n. 1
0
        public override bool Execute(List <string> args)
        {
            if (args.Count != 3)
            {
                return(false);
            }

            GameLanguage language;

            if (!ArgumentParser.ParseLanguage(args[0], out language))
            {
                return(false);
            }

            // Look up the stringID that was passed in
            var stringIdStr   = args[1];
            var stringIdIndex = _stringIds.Strings.IndexOf(stringIdStr);

            if (stringIdIndex < 0)
            {
                Console.Error.WriteLine("Unable to find stringID \"{0}\".", stringIdStr);
                return(true);
            }
            var stringId = _stringIds.GetStringId(stringIdIndex);

            if (stringId == 0)
            {
                Console.Error.WriteLine("Failed to resolve the stringID.");
                return(true);
            }
            var newValue = ArgumentParser.Unescape(args[2]);

            // Look up or create a localized string entry
            var localizedStr = _unic.Strings.FirstOrDefault(s => s.StringId == stringId);
            var added        = false;

            if (localizedStr == null)
            {
                // Add a new string
                localizedStr = new LocalizedString {
                    StringId = stringId
                };
                _unic.Strings.Add(localizedStr);
                added = true;
            }

            // Save the tag data
            _unic.SetString(localizedStr, language, newValue);
            using (var stream = _fileInfo.Open(FileMode.Open, FileAccess.ReadWrite))
                TagSerializer.Serialize(new TagSerializationContext(stream, _cache, _tag), _unic);

            if (added)
            {
                Console.WriteLine("String added successfully.");
            }
            else
            {
                Console.WriteLine("String changed successfully.");
            }
            return(true);
        }
Esempio n. 2
0
        public override bool Execute(List <string> args)
        {
            if (args.Count < 1 || args.Count > 2)
            {
                return(false);
            }

            TagInstance destination = _cache.Tags[0x3317];

            if (args.Count == 2)
            {
                destination = ArgumentParser.ParseTagIndex(_cache, args[0]);

                if (!destination.IsInGroup("mode"))
                {
                    Console.WriteLine("Specified tag is not a render_model: " + args[0]);
                    return(false);
                }

                args = args.Skip(1).ToList();
            }

            var builder = new RenderModelBuilder(_info.Version);

            // Add a root node
            var node = builder.AddNode(new RenderModel.Node
            {
                Name            = _stringIds.GetStringId("street_cone"),
                ParentNode      = -1,
                FirstChildNode  = -1,
                NextSiblingNode = -1,
                DefaultRotation = new Vector4(0, 0, 0, -1),
                DefaultScale    = 1,
                InverseForward  = new Vector3(1, 0, 0),
                InverseLeft     = new Vector3(0, 1, 0),
                InverseUp       = new Vector3(0, 0, 1),
            });

            // Begin building the default region and permutation
            builder.BeginRegion(_stringIds.GetStringId("default"));
            builder.BeginPermutation(_stringIds.GetStringId("default"));

            using (var importer = new AssimpContext())
            {
                Scene model;
                using (var logStream = new LogStream((msg, userData) => Console.WriteLine(msg)))
                {
                    logStream.Attach();
                    model = importer.ImportFile(args[0],
                                                PostProcessSteps.CalculateTangentSpace |
                                                PostProcessSteps.GenerateNormals |
                                                PostProcessSteps.JoinIdenticalVertices |
                                                PostProcessSteps.SortByPrimitiveType |
                                                PostProcessSteps.PreTransformVertices |
                                                PostProcessSteps.Triangulate);
                    logStream.Detach();
                }

                Console.WriteLine("Assembling vertices...");

                // Build a multipart mesh from the model data,
                // with each model mesh mapping to a part of one large mesh and having its own material
                builder.BeginMesh();
                ushort partStartVertex = 0;
                ushort partStartIndex  = 0;
                var    vertices        = new List <RigidVertex>();
                var    indices         = new List <ushort>();
                foreach (var mesh in model.Meshes)
                {
                    for (var i = 0; i < mesh.VertexCount; i++)
                    {
                        var position  = mesh.Vertices[i];
                        var normal    = mesh.Normals[i];
                        var uv        = mesh.TextureCoordinateChannels[0][i];
                        var tangent   = mesh.Tangents[i];
                        var bitangent = mesh.BiTangents[i];
                        vertices.Add(new RigidVertex
                        {
                            Position = new Vector4(position.X, position.Y, position.Z, 1),
                            Normal   = new Vector3(normal.X, normal.Y, normal.Z),
                            Texcoord = new Vector2(uv.X, uv.Y),
                            Tangent  = new Vector4(tangent.X, tangent.Y, tangent.Z, 1),
                            Binormal = new Vector3(bitangent.X, bitangent.Y, bitangent.Z),
                        });
                    }

                    // Build the index buffer
                    var meshIndices = mesh.GetIndices();
                    indices.AddRange(meshIndices.Select(i => (ushort)(i + partStartVertex)));

                    // Define a material and part for this mesh
                    var material = builder.AddMaterial(new RenderMaterial
                    {
                        RenderMethod = _cache.Tags[0x101F],
                    });
                    builder.DefinePart(material, partStartIndex, (ushort)meshIndices.Length, (ushort)mesh.VertexCount);

                    // Move to the next part
                    partStartVertex += (ushort)mesh.VertexCount;
                    partStartIndex  += (ushort)meshIndices.Length;
                }

                // Bind the vertex and index buffers
                builder.BindRigidVertexBuffer(vertices, node);
                builder.BindIndexBuffer(indices, PrimitiveType.TriangleList);
                builder.EndMesh();
            }

            builder.EndPermutation();
            builder.EndRegion();

            Console.WriteLine("Building Blam mesh data...");

            var resourceStream = new MemoryStream();
            var renderModel    = builder.Build(_info.Serializer, resourceStream);

            Console.WriteLine("Writing resource data...");

            // Add a new resource for the model data
            var resources = new ResourceDataManager();

            resources.LoadCachesFromDirectory(_fileInfo.DirectoryName);
            resourceStream.Position = 0;
            resources.Add(renderModel.Geometry.Resource, ResourceLocation.Resources, resourceStream);

            Console.WriteLine("Writing tag data...");

            using (var cacheStream = _fileInfo.Open(FileMode.Open, FileAccess.ReadWrite))
            {
                var tag     = destination;
                var context = new TagSerializationContext(cacheStream, _cache, _stringIds, tag);
                _info.Serializer.Serialize(context, renderModel);
            }
            Console.WriteLine("Model imported successfully!");
            return(true);
        }