internal static TDerived Parse(BinaryReader reader, W3dParseContext context) { return(ParseChunk(reader, context, header => { var result = new TDerived(); ParseChunks(reader, context.CurrentEndPosition, chunkType => { switch (chunkType) { case W3dChunkType.W3D_CHUNK_MATERIAL_INFO: result.MaterialInfo = W3dMaterialInfo.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_VERTEX_MATERIALS: result.VertexMaterials = W3dVertexMaterials.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_SHADERS: result.Shaders = W3dShaders.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_TEXTURES: result.Textures = W3dTextures.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_MATERIAL_PASS: if (result.MaterialPass1 == null) { result.MaterialPass1 = W3dMaterialPass.Parse(reader, context); } else { result.MaterialPass2 = W3dMaterialPass.Parse(reader, context); } break; default: throw CreateUnknownChunkException(chunkType); } }); return result; })); }
internal static W3dMesh Parse(BinaryReader reader, W3dParseContext context) { return(ParseChunk(reader, context, header => { var result = new W3dMesh(); ParseChunks(reader, context.CurrentEndPosition, chunkType => { switch (chunkType) { case W3dChunkType.W3D_CHUNK_MESH_HEADER3: result.Header = W3dMeshHeader3.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_VERTICES: result.Vertices = W3dVector3List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_VERTEX_NORMALS: result.Normals = W3dVector3List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_VERTEX_INFLUENCES: result.Influences = W3dVertexInfluences.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_TRIANGLES: result.Triangles = W3dTriangles.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_VERTEX_SHADE_INDICES: result.ShadeIndices = W3dUInt32List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_MATERIAL_INFO: result.MaterialInfo = W3dMaterialInfo.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_VERTEX_MATERIALS: result.VertexMaterials = W3dVertexMaterials.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_SHADERS: result.Shaders = W3dShaders.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_PS2_SHADERS: result.ShadersPs2 = W3dShadersPs2.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_TEXTURES: result.Textures = W3dTextures.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_MATERIAL_PASS: result.MaterialPasses.Add(W3dMaterialPass.Parse(reader, context)); break; case W3dChunkType.W3D_CHUNK_AABTREE: result.AabTree = W3dMeshAabTree.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_MESH_USER_TEXT: result.UserText = W3dMeshUserText.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_VERTICES_2: result.Vertices2 = W3dVector3List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_NORMALS_2: result.Normals2 = W3dVector3List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_TANGENTS: result.Tangents = W3dVector3List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_BITANGENTS: result.Bitangents = W3dVector3List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_SHADER_MATERIALS: result.ShaderMaterials = W3dShaderMaterials.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_PRELIT_VERTEX: result.PrelitVertex = W3dPrelitVertex.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_PRELIT_LIGHTMAP_MULTI_PASS: result.PrelitLightMapMultiPass = W3dPrelitLightMapMultiPass.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_PRELIT_LIGHTMAP_MULTI_TEXTURE: result.PrelitLightMapMultiTexture = W3dPrelitLightMapMultiTexture.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_PRELIT_UNLIT: result.PrelitUnlit = W3dPrelitUnlit.Parse(reader, context); break; default: throw CreateUnknownChunkException(chunkType); } }); return result; })); }