public void Dispose() { Nodes.Clear(); MarkerGroups.Clear(); Regions.Clear(); Materials.Clear(); Bounds.Clear(); foreach (var mesh in Meshes) { mesh.Dispose(); } Meshes.Clear(); }
public render_model(CacheBase Cache, int Address) { cache = Cache; EndianReader Reader = Cache.Reader; Reader.SeekTo(Address); Name = Cache.Strings.GetItemByID(Reader.ReadInt32()); Flags = new Bitmask(Reader.ReadInt32()); #region Regions Block Reader.SeekTo(Address + 12); int iCount = Reader.ReadInt32(); int iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { Regions.Add(new Region(Cache, iOffset + 16 * i)); } #endregion Reader.SeekTo(Address + 28); InstancedGeometryIndex = Reader.ReadInt32(); #region Instanced Geometry Block Reader.SeekTo(Address + 32); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { GeomInstances.Add(new InstancedGeometry(Cache, iOffset + 60 * i)); } #endregion #region Nodes Block Reader.SeekTo(Address + 48); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { Nodes.Add(new Node(Cache, iOffset + 96 * i)); } #endregion #region MarkerGroups Block Reader.SeekTo(Address + 60); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { MarkerGroups.Add(new MarkerGroup(Cache, iOffset + 16 * i)); } #endregion #region Shaders Block Reader.SeekTo(Address + 72); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { Shaders.Add(new Shader(Cache, iOffset + 44 * i)); } #endregion #region ModelSections Block Reader.SeekTo(Address + 104); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { ModelSections.Add(new ModelSection(Cache, iOffset + 92 * i)); } #endregion #region BoundingBox Block Reader.SeekTo(Address + 116); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { BoundingBoxes.Add(new BoundingBox(Cache, iOffset + 52 * i)); } #endregion #region NodeMapGroup Block Reader.SeekTo(Address + 176); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { NodeIndexGroups.Add(new NodeIndexGroup(Cache, iOffset + 12 * i)); } #endregion Reader.SeekTo(Address + 236); RawID = Reader.ReadInt32(); }
public gbxmodel(CacheBase Cache, int Address) { cache = Cache; EndianReader Reader = Cache.Reader; Reader.SeekTo(Address); Name = "gbxmodel"; Flags = new Bitmask(Reader.ReadInt16()); Reader.SeekTo(Address + 0x30); uScale = Reader.ReadSingle(); vScale = Reader.ReadSingle(); #region MarkerGroups Block Reader.SeekTo(Address + 0xAC); int iCount = Reader.ReadInt32(); int iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { MarkerGroups.Add(new MarkerGroup(Cache, iOffset + 64 * i)); } #endregion #region Nodes Block Reader.SeekTo(Address + 0xB8); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { Nodes.Add(new Node(Cache, iOffset + 156 * i)); } #endregion #region Regions Block Reader.SeekTo(Address + 0xC4); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { Regions.Add(new Region(Cache, iOffset + 76 * i)); } #endregion #region ModelParts Block Reader.SeekTo(Address + 0xD0); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { ModelSections.Add(new ModelSection(Cache, iOffset + 48 * i) { FacesIndex = i, VertsIndex = i, NodeIndex = 255 }); } #endregion #region Shaders Block Reader.SeekTo(Address + 0xDC); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { Shaders.Add(new Shader(Cache, iOffset + 32 * i)); } #endregion #region BoundingBox Block BoundingBoxes.Add(new BoundingBox()); #endregion }
public render_model(CacheBase Cache, int Address) { cache = Cache; EndianReader Reader = Cache.Reader; Reader.SeekTo(Address); Name = Cache.Strings.GetItemByID(Reader.ReadInt16()); //Flags = new Bitmask(Reader.ReadInt32()); #region BoundingBox Block Reader.SeekTo(Address + 20); int iCount = Reader.ReadInt32(); int iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { BoundingBoxes.Add(new BoundingBox(Cache, iOffset + 56 * i)); } #endregion #region Regions Block Reader.SeekTo(Address + 28); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { Regions.Add(new Region(Cache, iOffset + 16 * i)); } #endregion #region ModelParts Block Reader.SeekTo(Address + 36); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { ModelSections.Add(new ModelSection(Cache, iOffset + 92 * i) { FacesIndex = i, VertsIndex = i, NodeIndex = 255 }); } Reader.SeekTo(Address + 72); #endregion #region Nodes Block iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { Nodes.Add(new Node(Cache, iOffset + 96 * i)); } #endregion #region MarkerGroups Block Reader.SeekTo(Address + 88); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { MarkerGroups.Add(new MarkerGroup(Cache, iOffset + 12 * i)); } #endregion #region Shaders Block Reader.SeekTo(Address + 96); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { Shaders.Add(new Shader(Cache, iOffset + 32 * i)); } #endregion }