Esempio n. 1
0
        public PmoParser(Pmo pmo, float Scale)
        {
            aPmo            = pmo;
            MeshDescriptors = new List <MeshDescriptor>();
            MeshDescriptor currentMesh = new MeshDescriptor();

            for (int x = 0; x < pmo.Meshes.Count; x++)
            {
                var vertices = new PositionColoredTextured[pmo.Meshes[x].vertices.Count];
                for (var i = 0; i < vertices.Length; i++)
                {
                    Vector4 color;

                    color.X = pmo.Meshes[x].colors[i].X / 128.0f;
                    color.Y = pmo.Meshes[x].colors[i].Y / 128.0f;
                    color.Z = pmo.Meshes[x].colors[i].Z / 128.0f;
                    color.W = pmo.Meshes[x].colors[i].W / 128.0f;

                    vertices[i].X  = pmo.Meshes[x].vertices[i].X * pmo.header.ModelScale * Scale;
                    vertices[i].Y  = pmo.Meshes[x].vertices[i].Y * pmo.header.ModelScale * Scale;
                    vertices[i].Z  = pmo.Meshes[x].vertices[i].Z * pmo.header.ModelScale * Scale;
                    vertices[i].Tu = pmo.Meshes[x].textureCoordinates[i].X;
                    vertices[i].Tv = pmo.Meshes[x].textureCoordinates[i].Y;
                    vertices[i].R  = color.X;
                    vertices[i].G  = color.Y;
                    vertices[i].B  = color.Z;
                    vertices[i].A  = color.W;
                }

                currentMesh = new MeshDescriptor()
                {
                    Vertices     = vertices,
                    Indices      = pmo.Meshes[x].Indices.ToArray(),
                    TextureIndex = pmo.Meshes[x].TextureID,
                    IsOpaque     = false
                };

                MeshDescriptors.Add(currentMesh);
            }

            if (pmo.header.SkeletonOffset != 0)
            {
                List <Matrix4x4> matrices = new List <Matrix4x4>();
                List <Mdlx.Bone> skeleton = new List <Mdlx.Bone>();

                foreach (Pmo.BoneData boneData in pmo.boneList)
                {
                    Matrix4x4 mtx    = boneData.Transform;
                    Matrix4x4 mtx_nd = Matrix4x4.Transpose(mtx);

                    matrices.Add(mtx_nd);

                    Mdlx.Bone otherBone = new Mdlx.Bone();
                    otherBone.Index        = boneData.BoneIndex;
                    otherBone.Parent       = (boneData.ParentBoneIndex == 0xFFFF) ? 0 : boneData.ParentBoneIndex;
                    otherBone.TranslationX = mtx_nd.Translation.X;
                    otherBone.TranslationY = mtx_nd.Translation.Y;
                    otherBone.TranslationZ = mtx_nd.Translation.Z;
                    otherBone.TranslationW = mtx_nd.M14;
                    otherBone.RotationX    = mtx_nd.M21;
                    otherBone.RotationY    = mtx_nd.M22;
                    otherBone.RotationZ    = mtx_nd.M23;
                    otherBone.RotationW    = mtx_nd.M24;
                    otherBone.ScaleX       = mtx_nd.M31;
                    otherBone.ScaleY       = mtx_nd.M32;
                    otherBone.ScaleZ       = mtx_nd.M33;
                    otherBone.ScaleW       = mtx_nd.M34;

                    skeleton.Add(otherBone);
                }

                Bones       = skeleton;
                InitialPose = matrices.ToArray();
                CurrentPose = InitialPose;
            }
        }