コード例 #1
0
 public void Dispose()
 {
     Nodes.Clear();
     MarkerGroups.Clear();
     Regions.Clear();
     Materials.Clear();
     Bounds.Clear();
     foreach (var mesh in Meshes)
     {
         mesh.Dispose();
     }
     Meshes.Clear();
 }
コード例 #2
0
        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();
        }
コード例 #3
0
        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
        }
コード例 #4
0
ファイル: render_model.cs プロジェクト: XeCREATURE/TagTool
        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
        }