// Sort of lazy-load, where constructor just saves information about what this model should be, but real load is done here - and only one time. // This loads only vertex data, doesn't touch GPU // Can be called from main and background thread public void LoadData() { if (m_loadedData) return; lock (this) { VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("MyModel::LoadData"); MyLog.Default.WriteLine("MyModel.LoadData -> START", LoggingOptions.LOADING_MODELS); MyLog.Default.IncreaseIndent(LoggingOptions.LOADING_MODELS); MyLog.Default.WriteLine("m_assetName: " + m_assetName, LoggingOptions.LOADING_MODELS); // Read data from model TAG parameter. There are stored vertex positions, triangle indices, vectors, ... everything we need. VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - import data"); MyLog.Default.WriteLine(String.Format("Importing asset {0}, path: {1}", m_assetName, AssetName), LoggingOptions.LOADING_MODELS); string assetForImport = AssetName; var fsPath = Path.IsPathRooted(AssetName) ? AssetName : Path.Combine(MyFileSystem.ContentPath, AssetName); if (!MyFileSystem.FileExists(fsPath)) { assetForImport = @"Models\Debug\Error.mwm"; } try { m_importer.ImportData(assetForImport); } catch { MyLog.Default.WriteLine(String.Format("Importing asset failed {0}", m_assetName)); VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); throw; } VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); DataVersion = m_importer.DataVersion; VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - load tag data"); Dictionary<string, object> tagData = m_importer.GetTagData(); if (tagData.Count == 0) { VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); throw new Exception(String.Format("Uncompleted tagData for asset: {0}, path: {1}", m_assetName, AssetName)); } VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - vertex, normals, texture coords"); HalfVector4[] vertices = (HalfVector4[])tagData[MyImporterConstants.TAG_VERTICES]; System.Diagnostics.Debug.Assert(vertices.Length > 0); Byte4[] normals = (Byte4[])tagData[MyImporterConstants.TAG_NORMALS]; m_vertices = new MyCompressedVertexNormal[vertices.Length]; if (normals.Length > 0) { for (int v = 0; v < vertices.Length; v++) { m_vertices[v] = new MyCompressedVertexNormal() { Position = vertices[v],// VF_Packer.PackPosition(ref vertices[v]), Normal = normals[v]//VF_Packer.PackNormalB4(ref normals[v]) }; } } else { for (int v = 0; v < vertices.Length; v++) { m_vertices[v] = new MyCompressedVertexNormal() { Position = vertices[v],// VF_Packer.PackPosition(ref vertices[v]), }; } } m_verticesCount = vertices.Length; VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - mesh"); var materials = new Dictionary<string, MyMeshMaterial>(); m_meshContainer.Clear(); if (tagData.ContainsKey(MyImporterConstants.TAG_MESH_PARTS)) { List<int> indices = new List<int>(GetVerticesCount()); // Default capacity estimation int maxIndex = 0; List<MyMeshPartInfo> meshParts = tagData[MyImporterConstants.TAG_MESH_PARTS] as List<MyMeshPartInfo>; foreach (MyMeshPartInfo meshPart in meshParts) { MyMesh mesh = new MyMesh(meshPart, m_assetName); mesh.IndexStart = indices.Count; mesh.TriCount = meshPart.m_indices.Count / 3; if (mesh.Material.Name != null) materials.Add(mesh.Material.Name, mesh.Material); if (m_loadUV && false == m_hasUV) { m_texCoords = (HalfVector2[])tagData[MyImporterConstants.TAG_TEXCOORDS0]; m_hasUV = true; m_loadUV = false; } if (meshPart.m_MaterialDesc != null && meshPart.Technique == MyMeshDrawTechnique.GLASS) { GlassData = mesh; HalfVector2[] forLoadingTexCoords0 = (HalfVector2[])tagData[MyImporterConstants.TAG_TEXCOORDS0]; List<HalfVector2> neededTexCoords = new List<HalfVector2>(); for (int t = 0; t < meshPart.m_indices.Count; t++) { int index = meshPart.m_indices[t]; neededTexCoords.Add(forLoadingTexCoords0[index]); } GlassTexCoords = neededTexCoords.ToArray(); } System.Diagnostics.Debug.Assert(mesh.TriCount > 0); if (mesh.TriCount == 0) { VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); return; } foreach (var i in meshPart.m_indices) { indices.Add(i); if (i > maxIndex) { maxIndex = i; } } m_meshContainer.Add(mesh); } if (maxIndex <= ushort.MaxValue) { // create 16 bit indices m_Indices_16bit = new ushort[indices.Count]; for (int i = 0; i < indices.Count; i++) { m_Indices_16bit[i] = (ushort)indices[i]; } } else { // use 32bit indices m_Indices = indices.ToArray(); } } m_meshSections.Clear(); if (tagData.ContainsKey(MyImporterConstants.TAG_MESH_SECTIONS)) { List<MyMeshSectionInfo> sections = tagData[MyImporterConstants.TAG_MESH_SECTIONS] as List<MyMeshSectionInfo>; int sectionindex = 0; foreach (MyMeshSectionInfo sectinfo in sections) { MyMeshSection section = new MyMeshSection() { Name = sectinfo.Name, Index = sectionindex }; m_meshSections.Add(section.Name, section); sectionindex++; } } if (tagData.ContainsKey(MyImporterConstants.TAG_MODEL_BVH)) { m_bvh = new MyQuantizedBvhAdapter(tagData[MyImporterConstants.TAG_MODEL_BVH] as GImpactQuantizedBvh, this); } VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - other data"); Animations = (ModelAnimations)tagData[MyImporterConstants.TAG_ANIMATIONS]; Bones = (MyModelBone[])tagData[MyImporterConstants.TAG_BONES]; BoundingBox = (BoundingBox)tagData[MyImporterConstants.TAG_BOUNDING_BOX]; BoundingSphere = (BoundingSphere)tagData[MyImporterConstants.TAG_BOUNDING_SPHERE]; BoundingBoxSize = BoundingBox.Max - BoundingBox.Min; BoundingBoxSizeHalf = BoundingBoxSize / 2.0f; Dummies = tagData[MyImporterConstants.TAG_DUMMIES] as Dictionary<string, MyModelDummy>; BoneMapping = tagData[MyImporterConstants.TAG_BONE_MAPPING] as VRageMath.Vector3I[]; if (tagData.ContainsKey(MyImporterConstants.TAG_MODEL_FRACTURES)) ModelFractures = (MyModelFractures)tagData[MyImporterConstants.TAG_MODEL_FRACTURES]; object patternScale; if (tagData.TryGetValue(MyImporterConstants.TAG_PATTERN_SCALE, out patternScale)) { PatternScale = (float)patternScale; } if (BoneMapping.Length == 0) BoneMapping = null; if (tagData.ContainsKey(MyImporterConstants.TAG_HAVOK_COLLISION_GEOMETRY)) { HavokData = (byte[])tagData[MyImporterConstants.TAG_HAVOK_COLLISION_GEOMETRY]; byte[] tagCollisionData = (byte[])tagData[MyImporterConstants.TAG_HAVOK_COLLISION_GEOMETRY]; if (tagCollisionData.Length > 0 && HkBaseSystem.IsThreadInitialized) { bool containsSceneData; bool containsDestructionData; List<HkShape> shapesList = new List<HkShape>(); if (!HkShapeLoader.LoadShapesListFromBuffer(tagCollisionData, shapesList, out containsSceneData, out containsDestructionData)) { MyLog.Default.WriteLine(string.Format("Model {0} - Unable to load collision geometry", AssetName), LoggingOptions.LOADING_MODELS); //Debug.Fail("Collision model was exported in wrong way: " + m_assetName); } if (shapesList.Count > 10) MyLog.Default.WriteLine(string.Format("Model {0} - Found too many collision shapes, only the first 10 will be used", AssetName), LoggingOptions.LOADING_MODELS); if (HavokCollisionShapes != null) { Debug.Fail("Shapes already loaded"); } if (shapesList.Count > 0) { HavokCollisionShapes = shapesList.ToArray(); } else { MyLog.Default.WriteLine(string.Format("Model {0} - Unable to load collision geometry from file, default collision will be used !", AssetName)); } if (containsDestructionData) HavokDestructionData = tagCollisionData; ExportedWrong = !containsSceneData; } } if (tagData.ContainsKey(MyImporterConstants.TAG_HAVOK_DESTRUCTION)) { if (((byte[])tagData[MyImporterConstants.TAG_HAVOK_DESTRUCTION]).Length > 0) HavokDestructionData = (byte[])tagData[MyImporterConstants.TAG_HAVOK_DESTRUCTION]; } VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - copy triangle indices"); // Prepare data CopyTriangleIndices(); m_trianglesCount = Triangles.Length; // Remember this numbers as list may be cleared at the end of this method VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); MyLog.Default.WriteLine("Triangles.Length: " + Triangles.Length, LoggingOptions.LOADING_MODELS); MyLog.Default.WriteLine("Vertexes.Length: " + GetVerticesCount(), LoggingOptions.LOADING_MODELS); MyLog.Default.WriteLine("Centered: " + (bool)tagData[MyImporterConstants.TAG_CENTERED], LoggingOptions.LOADING_MODELS); MyLog.Default.WriteLine("UseChannelTextures: " + (bool)tagData[MyImporterConstants.TAG_USE_CHANNEL_TEXTURES], LoggingOptions.LOADING_MODELS); MyLog.Default.WriteLine("Length in meters: " + (float)tagData[MyImporterConstants.TAG_LENGTH_IN_METERS], LoggingOptions.LOADING_MODELS); MyLog.Default.WriteLine("Rescale to length in meters?: " + (bool)tagData[MyImporterConstants.TAG_RESCALE_TO_LENGTH_IN_METERS], LoggingOptions.LOADING_MODELS); MyLog.Default.WriteLine("BoundingBox: " + BoundingBox, LoggingOptions.LOADING_MODELS); MyLog.Default.WriteLine("BoundingSphere: " + BoundingSphere, LoggingOptions.LOADING_MODELS); VRage.Utils.Stats.PerAppLifetime.MyModelsCount++; VRage.Utils.Stats.PerAppLifetime.MyModelsMeshesCount += m_meshContainer.Count; VRage.Utils.Stats.PerAppLifetime.MyModelsVertexesCount += GetVerticesCount(); VRage.Utils.Stats.PerAppLifetime.MyModelsTrianglesCount += Triangles.Length; ModelInfo = new MyModelInfo(GetTrianglesCount(), GetVerticesCount(), BoundingBoxSize); m_loadedData = true; m_loadingErrorProcessed = false; MyLog.Default.DecreaseIndent(LoggingOptions.LOADING_MODELS); MyLog.Default.WriteLine("MyModel.LoadData -> END", LoggingOptions.LOADING_MODELS); VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); } }
public bool TryGetMeshSection(string name, out MyMeshSection section) { return m_meshSections.TryGetValue(name, out section); }