private NewMesh LoadArmorMesh(IBinder partsbnd) { List <TPF> tpfs = new List <TPF>(); FLVER2 flver = null; foreach (var f in partsbnd.Files) { string nameCheck = f.Name.ToLower(); if (nameCheck.EndsWith(".tpf") || TPF.Is(f.Bytes)) { tpfs.Add(TPF.Read(f.Bytes)); } else if (flver == null && nameCheck.EndsWith(".flver") || FLVER2.Is(f.Bytes)) { flver = FLVER2.Read(f.Bytes); } } foreach (var tpf in tpfs) { TexturePool.AddTpf(tpf); } NewMesh mesh = null; if (flver != null) { mesh = new NewMesh(flver, false, boneIndexRemap); } Scene.RequestTextureLoad(); return(mesh); }
bool IResource._Load(string file, AccessLevel al, GameType type) { bool ret; if (type == GameType.DemonsSouls) { FlverDeS = FLVER0.Read(file); ret = LoadInternalDeS(al, type); } else { var cache = (al == AccessLevel.AccessGPUOptimizedOnly) ? GetCache() : null; Flver = FLVER2.Read(file, cache); ret = LoadInternal(al, type); ReleaseCache(cache); } return(ret); }
public Model(IProgress <double> loadingProgress, string name, IBinder chrbnd, int modelIndex, IBinder anibnd, IBinder texbnd = null, List <string> additionalTpfNames = null, string possibleLooseTpfFolder = null, int baseDmyPolyID = 0, bool ignoreStaticTransforms = false, IBinder additionalTexbnd = null) : this() { Name = name; List <BinderFile> flverFileEntries = new List <BinderFile>(); List <TPF> tpfsUsed = new List <TPF>(); if (additionalTpfNames != null) { foreach (var t in additionalTpfNames) { if (File.Exists(t)) { tpfsUsed.Add(TPF.Read(t)); } } } FLVER2 flver = null; foreach (var f in chrbnd.Files) { var nameCheck = f.Name.ToLower(); if (flver == null && (nameCheck.EndsWith(".flver") || FLVER2.Is(f.Bytes))) { if (nameCheck.EndsWith($"_{modelIndex}.flver") || modelIndex == 0) { flver = FLVER2.Read(f.Bytes); } } else if (nameCheck.EndsWith(".tpf") || TPF.Is(f.Bytes)) { tpfsUsed.Add(TPF.Read(f.Bytes)); } else if (anibnd == null && nameCheck.EndsWith(".anibnd")) { if (nameCheck.EndsWith($"_{modelIndex}.anibnd") || modelIndex == 0) { if (BND3.Is(f.Bytes)) { anibnd = BND3.Read(f.Bytes); } else { anibnd = BND4.Read(f.Bytes); } } } } if (flver == null) { throw new ArgumentException("No FLVERs found within CHRBND."); } LoadFLVER2(flver, useSecondUV: false, baseDmyPolyID, ignoreStaticTransforms); loadingProgress.Report(1.0 / 4.0); AnimContainer = new NewAnimationContainer(this); if (anibnd != null) { LoadingTaskMan.DoLoadingTaskSynchronous($"{Name}_ANIBND", $"Loading ANIBND for {Name}...", innerProg => { AnimContainer.LoadBaseANIBND(anibnd, innerProg); }); } else { // This just messes up the model cuz they're already in // reference pose, whoops //Skeleton.ApplyBakedFlverReferencePose(); } loadingProgress.Report(2.0 / 3.0); if (tpfsUsed.Count > 0) { LoadingTaskMan.DoLoadingTaskSynchronous($"{Name}_TPFs", $"Loading TPFs for {Name}...", innerProg => { for (int i = 0; i < tpfsUsed.Count; i++) { TexturePool.AddTpf(tpfsUsed[i]); MainMesh.TextureReloadQueued = true; innerProg.Report(1.0 * i / tpfsUsed.Count); } MainMesh.TextureReloadQueued = true; }); } loadingProgress.Report(3.0 / 4.0); if (texbnd != null) { LoadingTaskMan.DoLoadingTaskSynchronous($"{Name}_TEXBND", $"Loading TEXBND for {Name}...", innerProg => { TexturePool.AddTextureBnd(texbnd, innerProg); MainMesh.TextureReloadQueued = true; }); } loadingProgress.Report(3.5 / 4.0); if (additionalTexbnd != null) { LoadingTaskMan.DoLoadingTaskSynchronous($"{Name}_AdditionalTEXBND", $"Loading extra TEXBND for {Name}...", innerProg => { TexturePool.AddTextureBnd(additionalTexbnd, innerProg); MainMesh.TextureReloadQueued = true; }); } loadingProgress.Report(3.9 / 4.0); if (possibleLooseTpfFolder != null && Directory.Exists(possibleLooseTpfFolder)) { TexturePool.AddTPFFolder(possibleLooseTpfFolder); MainMesh.TextureReloadQueued = true; } MainMesh.TextureReloadQueued = true; loadingProgress.Report(1.0); }