コード例 #1
0
 public AnimPartChange(ACE.DatLoader.Entity.AnimationPartChange animChange)
 {
     _animChange = animChange;
 }
コード例 #2
0
        public void LoadModel(uint id, ClothingTable clothingBase, uint palTemplate, float shade)
        {
            TextureCache.Init();

            // can be either a gfxobj or setup id
            // if gfxobj, create a simple setup
            GfxObjMode = false;

            // create the objDesc, describing the "Changed" items to the base setup.
            // We won't bother loading the palette stuff, we'll just create that dictionary directly
            FileTypes.ObjDesc objDesc = new FileTypes.ObjDesc();

            var cbe = clothingBase.ClothingBaseEffects[id].CloObjectEffects;

            foreach (var objEffect in cbe)
            {
                ACE.DatLoader.Entity.AnimationPartChange apChange = new ACE.DatLoader.Entity.AnimationPartChange();
                apChange.PartID    = objEffect.ModelId;
                apChange.PartIndex = (byte)objEffect.Index;

                objDesc.AnimPartChanges.Add(apChange.PartIndex, apChange);

                foreach (var texEffect in objEffect.CloTextureEffects)
                {
                    ACE.DatLoader.Entity.TextureMapChange tmChange = new ACE.DatLoader.Entity.TextureMapChange();
                    tmChange.PartIndex  = apChange.PartIndex;
                    tmChange.OldTexture = texEffect.OldTexture;
                    tmChange.NewTexture = texEffect.NewTexture;

                    if (!objDesc.TextureChanges.TryGetValue(tmChange.PartIndex, out var tmChanges))
                    {
                        tmChanges = new List <ACE.DatLoader.Entity.TextureMapChange>();
                        objDesc.TextureChanges.Add(tmChange.PartIndex, tmChanges);
                    }
                    tmChanges.Add(tmChange);
                }
            }

            // To hold our Custom Palette (palette swaps)
            Dictionary <int, uint> customPaletteColors = new Dictionary <int, uint>();

            // Load all the custom palette colors...
            var subPalEffect = clothingBase.ClothingSubPalEffects[palTemplate];

            foreach (var subPals in subPalEffect.CloSubPalettes)
            {
                var  palSet = DatManager.PortalDat.ReadFromDat <PaletteSet>(subPals.PaletteSet);
                uint palId  = palSet.GetPaletteID(shade);
                // Load our palette dictated by the shade in the palset
                var palette = DatManager.PortalDat.ReadFromDat <Palette>(palId);
                foreach (var range in subPals.Ranges)
                {
                    int offset    = (int)(range.Offset);
                    int numColors = (int)(range.NumColors);
                    // add the appropriate colors to our custom palette
                    for (int i = 0; i < numColors; i++)
                    {
                        customPaletteColors.Add(i + offset, palette.Colors[i + offset]);
                    }
                }
            }

            Setup = new SetupInstance(id, objDesc, customPaletteColors);

            if (ViewObject == null || ViewObject.PhysicsObj.PartArray.Setup._dat.Id != id)
            {
                InitObject(id);

                Render.Camera.InitModel(Setup.Setup.BoundingBox);
            }
            else
            {
                ViewObject.PhysicsObj.destroy_particle_manager();
            }

            ModelType = ModelType.Setup;

            MainWindow.Status.WriteLine($"Loading {id:X8} with ClothingBase {clothingBase.Id:X8}, PaletteTemplate {palTemplate}, and Shade {shade}");
        }