Esempio n. 1
0
        protected override void OnPopulate()
        {
            InitGroups();
            _linker = new ModelLinker(Header);
            _assets = new AssetStorage(_linker);
            try
            {
                //Set def flags
                _hasMix = _hasOpa = _hasTree = _hasXlu = false;
                if (_linker.Defs != null)
                {
                    foreach (ResourcePair p in *_linker.Defs)
                    {
                        if (p.Name == "NodeTree")
                        {
                            _hasTree = true;
                        }
                        else if (p.Name == "NodeMix")
                        {
                            _hasMix = true;
                        }
                        else if (p.Name == "DrawOpa")
                        {
                            _hasOpa = true;
                        }
                        else if (p.Name == "DrawXlu")
                        {
                            _hasXlu = true;
                        }
                    }
                }

                _boneGroup.Parse(this);
                _matGroup.Parse(this);
                _shadGroup.Parse(this);
                _polyGroup.Parse(this);
                //Texture group doesn't need parsing
                //It's only used as a name reference/link and will be re-created on build.

                //Eliminate influences with no references?
            }
            finally
            {
                //Clean up!
                _assets.Dispose();
                _assets = null;
                _linker = null;
                CleanGroups();
            }
        }