public Transform BuildModel(Boolean GenerateUV2 = false) { GameObject ModelObject = new GameObject(MDL_Header.Name); #region Bones Transform[] Bones = new Transform[MDL_Header.bone_count]; Dictionary <Int32, String> bonePathDict = new Dictionary <Int32, String>(); for (Int32 boneID = 0; boneID < MDL_Header.bone_count; boneID++) { GameObject BoneObject = new GameObject(MDL_BoneNames[boneID]); Bones[boneID] = BoneObject.transform;//MDL_Bones.Add(BoneObject.transform); Vector3 pos = MDL_StudioBones[boneID].pos * uLoader.UnitScale; Vector3 rot = MDL_StudioBones[boneID].rot * Mathf.Rad2Deg; //Invert x for convert right-handed to left-handed pos.x = -pos.x; if (MDL_StudioBones[boneID].parent >= 0) { Bones[boneID].parent = Bones[MDL_StudioBones[boneID].parent]; } else { //Swap Z & Y and invert Y (ex: X Z -Y) //only for parents, cuz parents used different order vectors float temp = pos.y; pos.y = pos.z; pos.z = -temp; Bones[boneID].parent = ModelObject.transform; } bonePathDict.Add(boneID, Bones[boneID].GetTransformPath(ModelObject.transform)); Bones[boneID].localPosition = pos; //Bones[i].localRotation = MDL_StudioBones[i].quat; if (MDL_StudioBones[boneID].parent == -1) { //Fix up parents Bones[boneID].localRotation = Quaternion.Euler(-90, 90, -90) * MathLibrary.AngleQuaternion(rot); } else { Bones[boneID].localRotation = MathLibrary.AngleQuaternion(rot); } } if (uLoader.DrawArmature) { MDLArmatureInfo DebugArmature = ModelObject.AddComponent <MDLArmatureInfo>(); DebugArmature.boneNodes = Bones; } #endregion #region Hitboxes if (MDL_Hitboxsets != null) { for (Int32 HitboxsetID = 0; HitboxsetID < MDL_Header.hitbox_count; HitboxsetID++) { for (Int32 HitboxID = 0; HitboxID < MDL_Hitboxsets[HitboxsetID].numhitboxes; HitboxID++) { mstudiobbox_t Hitbox = Hitboxes[HitboxsetID][HitboxID].BBox; BoxCollider BBox = new GameObject(String.Format("Hitbox_{0}", Bones[Hitbox.bone].name)).AddComponent <BoxCollider>(); BBox.size = MathLibrary.NegateX(Hitbox.bbmax - Hitbox.bbmin) * uLoader.UnitScale; BBox.center = (MathLibrary.NegateX(Hitbox.bbmax + Hitbox.bbmin) / 2) * uLoader.UnitScale; BBox.transform.parent = Bones[Hitbox.bone]; BBox.transform.localPosition = Vector3.zero; BBox.transform.localRotation = Quaternion.identity; //bbox.transform.tag = HitTagType(MDL_BBoxes[i].group); } } } #endregion #region BodyParts if (BuildMesh) { for (Int32 BodypartID = 0; BodypartID < MDL_Header.bodypart_count; BodypartID++) { StudioBodyPart BodyPart = MDL_Bodyparts[BodypartID]; for (Int32 ModelID = 0; ModelID < BodyPart.Models.Length; ModelID++) { StudioModel Model = BodyPart.Models[ModelID]; //Skip if model is blank if (Model.isBlank) { continue; } #region TODO: Remove this code after find way to strip unused vertexes for lod's (VTXStripGroup / VTXStrip) mstudiovertex_t[] Vertexes = Model.VerticesPerLod[0]; BoneWeight[] BoneWeight = new BoneWeight[Vertexes.Length]; Vector3[] Vertices = new Vector3[Vertexes.Length]; Vector3[] Normals = new Vector3[Vertexes.Length]; Vector2[] UvBuffer = new Vector2[Vertexes.Length]; for (Int32 i = 0; i < Vertexes.Length; i++) { Vertices[i] = MathLibrary.SwapZY(Vertexes[i].m_vecPosition * uLoader.UnitScale); Normals[i] = MathLibrary.SwapZY(Vertexes[i].m_vecNormal); Vector2 UV = Vertexes[i].m_vecTexCoord; if (uLoader.SaveAssetsToUnity && uLoader.ExportTextureAsPNG) { UV.y = -UV.y; } UvBuffer[i] = UV; BoneWeight[i] = GetBoneWeight(Vertexes[i].m_BoneWeights); } #endregion #region LOD Support Boolean DetailModeEnabled = uLoader.DetailMode == DetailMode.Lowest || uLoader.DetailMode == DetailMode.Low || uLoader.DetailMode == DetailMode.Medium || uLoader.DetailMode == DetailMode.High; Boolean LODExist = uLoader.EnableLODParsing && !DetailModeEnabled && Model.NumLODs > 1; Transform FirstLODObject = null; LODGroup LODGroup = null; LOD[] LODs = null; Single MaxSwitchPoint = 100; Int32 StartLODIndex = 0; if (LODExist) { LODs = new LOD[Model.NumLODs]; for (Int32 LODID = 1; LODID < 3; LODID++) { Int32 LastID = Model.NumLODs - LODID; ModelLODHeader_t LOD = Model.LODData[LastID]; //ignore $shadowlod if (LOD.switchPoint != -1) { if (LOD.switchPoint > 0) { MaxSwitchPoint = LOD.switchPoint; } //Set switchPoint from MaxSwitchPoint (if switchPoint is zero or negative) if (LODID == 2 || LOD.switchPoint == 0) { MaxSwitchPoint += MaxSwitchPoint * uLoader.NegativeAddLODPrecent; Model.LODData[LOD.switchPoint == 0 ? LastID : LastID + 1].switchPoint = MaxSwitchPoint; } // + Threshold used to avoid errors with LODGroup MaxSwitchPoint += uLoader.ThresholdMaxSwitch; break; } } } else { if (!uLoader.EnableLODParsing) { Model.NumLODs = 1; } } if (uLoader.EnableLODParsing && DetailModeEnabled) { StartLODIndex = uLoader.DetailMode == DetailMode.Lowest ? (Model.NumLODs - 1) : uLoader.DetailMode == DetailMode.Low ? (Int32)(Model.NumLODs / 1.5f) : uLoader.DetailMode == DetailMode.Medium ? (Model.NumLODs / 2) : (Int32)(Model.NumLODs / 2.5f); } #endregion #region Build Meshes for (Int32 LODID = StartLODIndex; LODID < Model.NumLODs; LODID++) { #region TODO: Uncomment after find way to strip unused vertexes for lod's (VTXStripGroup / VTXStrip) /*mstudiovertex_t[] Vertexes = Model.VerticesPerLod[LODID]; * * BoneWeight[] BoneWeight = new BoneWeight[Vertexes.Length]; * Vector3[] Vertices = new Vector3[Vertexes.Length]; * Vector3[] Normals = new Vector3[Vertexes.Length]; * Vector2[] UvBuffer = new Vector2[Vertexes.Length]; * * for (Int32 i = 0; i < Vertexes.Length; i++) * { * Vertices[i] = MathLibrary.SwapZY(Vertexes[i].m_vecPosition * uLoader.UnitScale); * Normals[i] = MathLibrary.SwapZY(Vertexes[i].m_vecNormal); * * Vector2 UV = Vertexes[i].m_vecTexCoord; * if (uLoader.SaveAssetsToUnity && uLoader.ExportTextureAsPNG) * UV.y = -UV.y; * * UvBuffer[i] = UV; * BoneWeight[i] = GetBoneWeight(Vertexes[i].m_BoneWeights); * }*/ #endregion #region LOD ModelLODHeader_t ModelLOD = Model.LODData[LODID]; if (LODExist) { if (ModelLOD.switchPoint == 0) { ModelLOD.switchPoint = MaxSwitchPoint; } else { ModelLOD.switchPoint = MaxSwitchPoint - ModelLOD.switchPoint; } ModelLOD.switchPoint -= ModelLOD.switchPoint * uLoader.SubstractLODPrecent; } #endregion #region Mesh //Create empty object for mesh GameObject MeshObject = new GameObject(Model.Model.Name); MeshObject.name += "_vLOD" + LODID; MeshObject.transform.parent = ModelObject.transform; //Create empty mesh and fill parsed data Mesh Mesh = new Mesh(); Mesh.name = MeshObject.name; Mesh.subMeshCount = Model.Model.nummeshes; Mesh.vertices = Vertices; //Make sure if mesh exist any vertexes if (Mesh.vertexCount <= 0) { Debug.LogWarning(String.Format("Mesh: \"{0}\" has no vertexes, skip building... (MDL Version: {1})", Mesh.name, MDL_Header.version)); continue; } Mesh.normals = Normals; Mesh.uv = UvBuffer; #endregion #region Renderers Renderer Renderer; //SkinnedMeshRenderer (Models with "animated" bones & skin data) if (!MDL_Header.flags.HasFlag(StudioHDRFlags.STUDIOHDR_FLAGS_STATIC_PROP)) { //Bind poses & bone weights SkinnedMeshRenderer SkinnedRenderer = MeshObject.AddComponent <SkinnedMeshRenderer>(); Renderer = SkinnedRenderer; Matrix4x4[] BindPoses = new Matrix4x4[Bones.Length]; for (Int32 i = 0; i < BindPoses.Length; i++) { BindPoses[i] = Bones[i].worldToLocalMatrix * MeshObject.transform.localToWorldMatrix; } Mesh.boneWeights = BoneWeight; Mesh.bindposes = BindPoses; SkinnedRenderer.sharedMesh = Mesh; SkinnedRenderer.bones = Bones; SkinnedRenderer.updateWhenOffscreen = true; } //MeshRenderer (models with "STUDIOHDR_FLAGS_STATIC_PROP" flag or with generic "static_prop" bone) else { MeshFilter MeshFilter = MeshObject.AddComponent <MeshFilter>(); Renderer = MeshObject.AddComponent <MeshRenderer>(); MeshFilter.sharedMesh = Mesh; } Renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.TwoSided; #endregion #region Debug Stuff #if UNITY_EDITOR DebugMaterial DebugMat = null; if (uLoader.DebugMaterials) { DebugMat = MeshObject.AddComponent <DebugMaterial>(); } #endif #endregion #region Triangles and Materials Material[] Materials = new Material[Mesh.subMeshCount]; for (Int32 MeshID = 0; MeshID < Model.Model.nummeshes; MeshID++) { //Set triangles per lod & submeshes Mesh.SetTriangles(Model.IndicesPerLod[LODID][MeshID], MeshID); //Find & parse materials String MaterialPath; Int32 LastDirID = MDL_TDirectories.Length - 1; for (Int32 DirID = 0; DirID < MDL_TDirectories.Length; DirID++) { MaterialPath = MDL_TDirectories[DirID] + MDL_Textures[Model.Meshes[MeshID].material]; //If material exist if (uResourceManager.ContainsFile(MaterialPath, uResourceManager.MaterialsSubFolder, uResourceManager.MaterialsExtension[0])) { VMTFile VMT = uResourceManager.LoadMaterial(MaterialPath); #region Debug Stuff #if UNITY_EDITOR if (uLoader.DebugMaterials) { DebugMat.Init(VMT); } #endif #endregion //Set material Materials[MeshID] = VMT.Material; break; } else if (DirID == LastDirID) { Materials[MeshID] = uResourceManager.LoadMaterial(String.Empty).Material; } } } Renderer.sharedMaterials = Materials; #endregion #region UV2 #if UNITY_EDITOR if (GenerateUV2) { UnityEditor.SerializedObject so = new UnityEditor.SerializedObject(Renderer); so.FindProperty("m_ScaleInLightmap").floatValue = uLoader.ModelsLightmapSize; so.ApplyModifiedProperties(); MeshObject.isStatic = GenerateUV2; uResourceManager.UV2GenerateCache.Add(Mesh); } #endif #endregion #region Set LOD's if (LODExist) { if (LODID == 0) { LODGroup = MeshObject.AddComponent <LODGroup>(); FirstLODObject = MeshObject.transform; } else if (FirstLODObject != null) { MeshObject.transform.parent = FirstLODObject; } LODs[LODID] = new LOD(ModelLOD.switchPoint / MaxSwitchPoint, new Renderer[] { Renderer }); } if (uLoader.EnableLODParsing && DetailModeEnabled) { break; } #endregion }//lod's per model //Init all parsed lod's into LODGroup if (LODGroup != null) { LODGroup.SetLODs(LODs); } #endregion } //models in bodypart } //Bodypart } #endregion #region Animations if (MDL_SeqDescriptions != null) { var AnimationComponent = ModelObject.AddComponent <Animation>(); for (Int32 seqID = 0; seqID < MDL_SeqDescriptions.Length; seqID++) { SeqInfo Sequence = Sequences[seqID]; AniInfo Animation = Sequence.ani; //Creating "AnimationCurve" for animation "paths" (aka frames where stored position (XYZ) & rotation (XYZW)) AnimationCurve[] posX = new AnimationCurve[MDL_Header.bone_count]; //X AnimationCurve[] posY = new AnimationCurve[MDL_Header.bone_count]; //Y AnimationCurve[] posZ = new AnimationCurve[MDL_Header.bone_count]; //Z AnimationCurve[] rotX = new AnimationCurve[MDL_Header.bone_count]; //X AnimationCurve[] rotY = new AnimationCurve[MDL_Header.bone_count]; //Y AnimationCurve[] rotZ = new AnimationCurve[MDL_Header.bone_count]; //Z AnimationCurve[] rotW = new AnimationCurve[MDL_Header.bone_count]; //W //Fill "AnimationCurve" arrays for (Int32 boneIndex = 0; boneIndex < MDL_Header.bone_count; boneIndex++) { posX[boneIndex] = new AnimationCurve(); posY[boneIndex] = new AnimationCurve(); posZ[boneIndex] = new AnimationCurve(); rotX[boneIndex] = new AnimationCurve(); rotY[boneIndex] = new AnimationCurve(); rotZ[boneIndex] = new AnimationCurve(); rotW[boneIndex] = new AnimationCurve(); } Int32 numFrames = Animation.studioAnim.numframes; //Used to avoid "Assertion failed" key count in Unity (if frames less than 2) if (numFrames < 2) { numFrames += 1; } //Create animation clip AnimationClip clip = new AnimationClip(); //Make it for legacy animation system (for now, but it possible to rework for Mecanim) clip.legacy = true; //Set animation clip name clip.name = Animation.name; //To avoid problems with "obfuscators" / "protectors" for models, make sure if model have name in sequence if (String.IsNullOrEmpty(clip.name)) { clip.name = "(empty)" + seqID; } for (Int32 frameIndex = 0; frameIndex < numFrames; frameIndex++) { //Get current frame from blend (meaning from "Animation") by index //AnimationFrame frame = Animation.Frames[frameIndex]; //Set keys (position / rotation) from current frame for (Int32 boneIndex = 0; boneIndex < Bones.Length; boneIndex++) { posX[boneIndex].AddKey(Animation.PosX[frameIndex][boneIndex]); posY[boneIndex].AddKey(Animation.PosY[frameIndex][boneIndex]); posZ[boneIndex].AddKey(Animation.PosZ[frameIndex][boneIndex]); rotX[boneIndex].AddKey(Animation.RotX[frameIndex][boneIndex]); rotY[boneIndex].AddKey(Animation.RotY[frameIndex][boneIndex]); rotZ[boneIndex].AddKey(Animation.RotZ[frameIndex][boneIndex]); rotW[boneIndex].AddKey(Animation.RotW[frameIndex][boneIndex]); //Set default pose from the first animation if (seqID == 0 && frameIndex == 0) { Bones[boneIndex].localPosition = new Vector3 ( Animation.PosX[0][boneIndex].value, Animation.PosY[0][boneIndex].value, Animation.PosZ[0][boneIndex].value ); Bones[boneIndex].localRotation = new Quaternion ( Animation.RotX[0][boneIndex].value, Animation.RotY[0][boneIndex].value, Animation.RotZ[0][boneIndex].value, Animation.RotW[0][boneIndex].value ); } } } //Apply animation paths (Position / Rotation) to clip for (Int32 boneIndex = 0; boneIndex < MDL_Header.bone_count; boneIndex++) { clip.SetCurve(bonePathDict[boneIndex], typeof(Transform), "localPosition.x", posX[boneIndex]); clip.SetCurve(bonePathDict[boneIndex], typeof(Transform), "localPosition.y", posY[boneIndex]); clip.SetCurve(bonePathDict[boneIndex], typeof(Transform), "localPosition.z", posZ[boneIndex]); clip.SetCurve(bonePathDict[boneIndex], typeof(Transform), "localRotation.x", rotX[boneIndex]); clip.SetCurve(bonePathDict[boneIndex], typeof(Transform), "localRotation.y", rotY[boneIndex]); clip.SetCurve(bonePathDict[boneIndex], typeof(Transform), "localRotation.z", rotZ[boneIndex]); clip.SetCurve(bonePathDict[boneIndex], typeof(Transform), "localRotation.w", rotW[boneIndex]); } if (Animation.studioAnim.fps > 0.0f) { clip.frameRate = Animation.studioAnim.fps; } //This ensures a smooth interpolation (corrects the problem of "jitter" after 180~270 degrees rotation path) //can be "comment" if have idea how to replace this clip.EnsureQuaternionContinuity(); AnimationComponent.AddClip(clip, clip.name); } } #endregion //If model has compiled flag "$staticprop" //then rotate this model by 90 degrees (Y) //https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/public/studio.h#L1965 //Big thanks for this tip: //ShadelessFox //REDxEYE if (MDL_Header.flags.HasFlag(StudioHDRFlags.STUDIOHDR_FLAGS_STATIC_PROP)) { ModelObject.transform.eulerAngles = new Vector3(0, 90, 0); } return(ModelObject.transform); }
public static Transform Load(String ModelName) { Clear(); //return new GameObject(ModelName).transform; if (ModelsInRAM == null) { ModelsInRAM = new Dictionary <string, Transform>(); } String OpenPath = String.Empty; ModelName = ModelName .Replace(".mdl", "") .Replace("models/", ""); if (ModelsInRAM.ContainsKey(ModelName)) { return(UnityEngine.Object.Instantiate(ModelsInRAM[ModelName])); } if (File.Exists(Path.Combine(ConfigLoader._PakPath, ConfigLoader.LevelName + "_pakFile/models/" + ModelName + ".mdl"))) { OpenPath = Path.Combine(ConfigLoader._PakPath, ConfigLoader.LevelName + "_pakFile/models/" + ModelName); } else { for (Int32 i = 0; i < ConfigLoader.ModFolders.Length; i++) { if (File.Exists(ConfigLoader.GamePath + "/" + ConfigLoader.ModFolders[i] + "/models/" + ModelName + ".mdl")) { OpenPath = ConfigLoader.GamePath + "/" + ConfigLoader.ModFolders[i] + "/models/" + ModelName; } } } ModelObject = new GameObject(ModelName); if (!File.Exists(OpenPath + ".mdl")) { Debug.Log(String.Format("{0}: File not found", ModelName + ".mdl")); return(Load("error")); //return ModelObject.transform; } if (!File.Exists(OpenPath + ".vvd")) { Debug.Log(String.Format("{0}: File not found", ModelName + ".vvd")); return(ModelObject.transform); } if (!File.Exists(OpenPath + ".dx90.vtx")) { Debug.Log(String.Format("{0}: File not found", ModelName + ".dx90.vtx")); return(ModelObject.transform); } try { ModelFileLoader = new MemUtils(File.OpenRead(OpenPath + ".mdl")); ModelFileLoader.ReadType(ref MDL_Header); ParseMdlFile(); ModelFileLoader = new MemUtils(File.OpenRead(OpenPath + ".vvd")); ModelFileLoader.ReadType(ref VVD_Header); ParseVvdFile(); ModelFileLoader = new MemUtils(File.OpenRead(OpenPath + ".dx90.vtx")); ModelFileLoader.ReadType(ref VTX_Header); ParseVtxFile(); } catch (Exception ErrorInfo) { Debug.LogError(ErrorInfo.ToString()); return(ModelObject.transform); } if (ConfigLoader.DrawArmature) { BonesInfo = ModelObject.AddComponent <MDLArmatureInfo>(); DrawArmature(); } ModelsInRAM.Add(ModelName, ModelObject.transform); ModelFileLoader.BaseStream.Dispose(); return(ModelObject.transform); }