コード例 #1
0
        public Model(FLVER flver)
        {
            Submeshes = new List <FlverSubmeshRenderer>();
            var subBoundsPoints = new List <Vector3>();

            foreach (var submesh in flver.Meshes)
            {
                var smm = new FlverSubmeshRenderer(flver, submesh);
                Submeshes.Add(smm);
                subBoundsPoints.Add(smm.Bounds.Min);
                subBoundsPoints.Add(smm.Bounds.Max);
            }

            //DEBUG//
            //Console.WriteLine($"{flver.Meshes[0].DefaultBoneIndex}");
            //Console.WriteLine();
            //Console.WriteLine();
            //foreach (var mat in flver.Materials)
            //{
            //    Console.WriteLine($"{mat.Name}: {mat.MTD}");
            //}
            /////////

            if (Submeshes.Count == 0)
            {
                Bounds    = new BoundingBox();
                IsVisible = false;
            }
            else
            {
                Bounds = BoundingBox.CreateFromPoints(subBoundsPoints);
            }
        }
コード例 #2
0
ファイル: Model.cs プロジェクト: Meowmaritus/MVDX_Classic
        public Model(FLVERD flver)
        {
            Type = ModelType.ModelTypeFlver;

            Submeshes = new List <FlverSubmeshRenderer>();
            var subBoundsPoints = new List <Vector3>();

            foreach (var submesh in flver.Meshes)
            {
                // Blacklist some materials that don't have good shaders and just make the viewer look like a mess
                var mtd = InterrootLoader.GetMTD(Path.GetFileName(flver.Materials[submesh.MaterialIndex].MTD));
                if (mtd != null)
                {
                    if (mtd.ShaderPath.Contains("FRPG_Water_Env"))
                    {
                        continue;
                    }
                    if (mtd.ShaderPath.Contains("FRPG_Water_Reflect.spx"))
                    {
                        continue;
                    }
                }

                if (submesh.ToTriangleList().Length > 0)
                {
                    var smm = new FlverSubmeshRenderer(this, flver, submesh);
                    Submeshes.Add(smm);
                    subBoundsPoints.Add(smm.Bounds.Min);
                    subBoundsPoints.Add(smm.Bounds.Max);
                }
            }

            //DEBUG//
            //Console.WriteLine($"{flver.Meshes[0].DefaultBoneIndex}");
            //Console.WriteLine();
            //Console.WriteLine();
            //foreach (var mat in flver.Materials)
            //{
            //    Console.WriteLine($"{mat.Name}: {mat.MTD}");
            //}
            /////////

            if (Submeshes.Count == 0)
            {
                Bounds    = new BoundingBox();
                IsVisible = false;
            }
            else
            {
                Bounds = BoundingBox.CreateFromPoints(subBoundsPoints);
            }
        }
コード例 #3
0
ファイル: Model.cs プロジェクト: Meowmaritus/MVDX_Classic
        public Model(HKX hkx)
        {
            Type = ModelType.ModelTypeCollision;

            Submeshes = new List <FlverSubmeshRenderer>();
            var subBoundsPoints = new List <Vector3>();

            foreach (var col in hkx.DataSection.Objects)
            {
                if (col is HKX.FSNPCustomParamCompressedMeshShape)
                {
                    var smm = new FlverSubmeshRenderer(this, hkx, (HKX.FSNPCustomParamCompressedMeshShape)col);
                    Submeshes.Add(smm);
                    subBoundsPoints.Add(smm.Bounds.Min);
                    subBoundsPoints.Add(smm.Bounds.Max);
                }

                if (col is HKX.HKPStorageExtendedMeshShapeMeshSubpartStorage)
                {
                    var smm = new FlverSubmeshRenderer(this, hkx, (HKX.HKPStorageExtendedMeshShapeMeshSubpartStorage)col);
                    Submeshes.Add(smm);
                    subBoundsPoints.Add(smm.Bounds.Min);
                    subBoundsPoints.Add(smm.Bounds.Max);
                }
            }

            if (Submeshes.Count == 0)
            {
                Bounds    = new BoundingBox();
                IsVisible = false;
            }
            else
            {
                Bounds = BoundingBox.CreateFromPoints(subBoundsPoints);
            }
        }