public SceneMesh(GeometryModel3D model) { Model = model; States = new SceneGeostate[0]; }
private void InitScene() { GeostatesPanel.Visibility = Visibility.Collapsed; GenericRCOLResource.ChunkEntry chunk = rcol.ChunkEntries.FirstOrDefault(x => x.RCOLBlock is MLOD); int polyCount = 0; int vertCount = 0; if (chunk != null) { var mlod = chunk.RCOLBlock as MLOD; foreach (MLOD.Mesh m in mlod.Meshes) { try { vertCount += m.VertexCount; polyCount += m.PrimitiveCount; var vbuf = (VBUF)GenericRCOLResource.ChunkReference.GetBlock(rcol, m.VertexBufferIndex); var ibuf = (IBUF)GenericRCOLResource.ChunkReference.GetBlock(rcol, m.IndexBufferIndex); VRTF vrtf = (VRTF)GenericRCOLResource.ChunkReference.GetBlock(rcol, m.VertexFormatIndex) ?? VRTF.CreateDefaultForMesh(m); IRCOLBlock material = GenericRCOLResource.ChunkReference.GetBlock(rcol, m.MaterialIndex); MATD matd = FindMainMATD(rcol, material); float[] uvscale = GetUvScales(matd); if (uvscale != null) { Debug.WriteLine(string.Format("{0} - {1} - {2}", uvscale[0], uvscale[2], uvscale[2])); } else { Debug.WriteLine("No scales"); } GeometryModel3D model = DrawModel(vbuf.GetVertices(m, vrtf, uvscale), ibuf.GetIndices(m), mNonSelectedMaterial); var sceneMesh = new SceneMlodMesh(m, model); if (matd != null) { sceneMesh.Shader = matd.Shader; switch (matd.Shader) { case ShaderType.ShadowMap: case ShaderType.DropShadow: break; default: var maskWidth = GetMATDParam <ElementInt>(matd, FieldType.MaskWidth); var maskHeight = GetMATDParam <ElementInt>(matd, FieldType.MaskHeight); if (maskWidth != null && maskHeight != null) { float scalar = Math.Max(maskWidth.Data, maskHeight.Data); mCheckerBrush.Transform = new ScaleTransform(maskHeight.Data / scalar, maskWidth.Data / scalar); } break; } } try { var sceneGeostates = new SceneGeostate[m.GeometryStates.Count]; for (int i = 0; i < sceneGeostates.Length; i++) { GeometryModel3D state = DrawModel(vbuf.GetVertices(m, vrtf, m.GeometryStates[i], uvscale), ibuf.GetIndices(m, m.GeometryStates[i]), mHiddenMaterial); mGroupMeshes.Children.Add(state); sceneGeostates[i] = new SceneGeostate(sceneMesh, m.GeometryStates[i], state); } sceneMesh.States = sceneGeostates; } catch (Exception ex) { MessageBox.Show("Unable to load Geostates. You may have some corrupted data: " + ex.ToString(), "Unable to load Geostates..."); } mGroupMeshes.Children.Add(model); mSceneMeshes.Add(sceneMesh); } catch (Exception ex) { MessageBox.Show(String.Format("Unable to load mesh id 0x{0:X8}", m.Name)); } } } else { GenericRCOLResource.ChunkEntry geomChunk = rcol.ChunkEntries.FirstOrDefault(); var geom = new GEOM(0, null, geomChunk.RCOLBlock.Stream); var verts = new List <Vertex>(); polyCount = geom.Faces.Count; vertCount = geom.VertexData.Count; foreach (GEOM.VertexDataElement vd in geom.VertexData) { var v = new Vertex(); var pos = (GEOM.PositionElement)vd.Vertex.FirstOrDefault(e => e is GEOM.PositionElement); if (pos != null) { v.Position = new[] { pos.X, pos.Y, pos.Z }; } var norm = (GEOM.NormalElement)vd.Vertex.FirstOrDefault(e => e is GEOM.NormalElement); if (norm != null) { v.Normal = new[] { norm.X, norm.Y, norm.Z }; } var uv = (GEOM.UVElement)vd.Vertex.FirstOrDefault(e => e is GEOM.UVElement); if (uv != null) { v.UV = new[] { new[] { uv.U, uv.V } }; } verts.Add(v); } var facepoints = new List <int>(); foreach (GEOM.Face face in geom.Faces) { facepoints.Add(face.VertexDataIndex0); facepoints.Add(face.VertexDataIndex1); facepoints.Add(face.VertexDataIndex2); } GeometryModel3D model = DrawModel(verts.ToArray(), facepoints.ToArray(), mNonSelectedMaterial); var sceneMesh = new SceneGeomMesh(geom, model); mGroupMeshes.Children.Add(model); mSceneMeshes.Add(sceneMesh); } foreach (SceneMesh s in mSceneMeshes) { mMeshListView.Items.Add(s); } if (mSceneMeshes.Count <= 1) { MeshesPanel.Visibility = Visibility.Collapsed; } VertexCount.Text = String.Format("Vertices: {0}", vertCount); PolygonCount.Text = String.Format("Polygons: {0}", polyCount); }