public Model(FrameObjectSingleMesh frameMesh, IndexBuffer[] indexBuffers, VertexBuffer[] vertexBuffers) { this.frameMesh = frameMesh; this.indexBuffers = indexBuffers; this.vertexBuffers = vertexBuffers; frameGeometry = frameMesh.Geometry; frameMaterial = frameMesh.Material; model = new M2TStructure(); model.IsSkinned = false; model.Name = frameMesh.Name.ToString(); model.AOTexture = frameMesh.OMTextureHash.String; model.BuildLods(frameGeometry, frameMaterial, vertexBuffers, indexBuffers); }
/// <summary> /// Constructor used to build Lods. This is used when you want to compile all mesh data together, ready for exporting. /// </summary> public Model(FrameObjectModel frameModel, IndexBuffer[] indexBuffers, VertexBuffer[] vertexBuffers, FrameGeometry frameGeometry, FrameMaterial frameMaterial) { this.frameModel = frameModel; this.indexBuffers = indexBuffers; this.vertexBuffers = vertexBuffers; this.frameGeometry = frameGeometry; this.frameMaterial = frameMaterial; model = new M2TStructure(); model.IsSkinned = true; model.Name = frameMesh.Name.String; model.AOTexture = frameMesh.OMTextureHash.String; model.BuildLods(frameGeometry, frameMaterial, vertexBuffers, indexBuffers); }
public Model(FrameObjectModel frameModel, IndexBuffer[] indexBuffers, VertexBuffer[] vertexBuffers) { this.frameModel = frameModel; this.indexBuffers = indexBuffers; this.vertexBuffers = vertexBuffers; frameGeometry = frameModel.Geometry; frameMaterial = frameModel.Material; blendInfo = frameModel.BlendInfo; skeleton = frameModel.Skeleton; skeletonHierarchy = frameModel.SkeletonHierarchy; model = new M2TStructure(); model.IsSkinned = true; model.Name = frameModel.Name.ToString(); model.AOTexture = frameModel.OMTextureHash.String; model.BuildLods(frameModel, indexBuffers, vertexBuffers); }
/// <summary> /// Construct an empty model. /// </summary> public Model() { ModelStructure = new M2TStructure(); }