private static void ParseVtxFile() { List <BoneWeight> pBoneWeight = new List <BoneWeight>(); List <Vector3> pVertices = new List <Vector3>(); List <Vector3> pNormals = new List <Vector3>(); List <Vector2> pUvBuffer = new List <Vector2>(); // Load necessary information mstudiomodel_t pModel = MDL_Models[0]; mstudiomesh_t pStudioMesh; BodyPartHeader_t vBodypart = CRead.ReadType <BodyPartHeader_t>(VTX_Header.bodyPartOffset); int ModelInputFilePosition = VTX_Header.bodyPartOffset + vBodypart.modelOffset; ModelHeader_t vModel = CRead.ReadType <ModelHeader_t>(ModelInputFilePosition); int ModelLODInputFilePosition = ModelInputFilePosition + vModel.lodOffset; ModelLODHeader_t vLod = CRead.ReadType <ModelLODHeader_t>(ModelLODInputFilePosition); int MeshInputFilePosition = ModelLODInputFilePosition + vLod.meshOffset; VTX_Meshes.AddRange(CRead.ReadType <MeshHeader_t>(MeshInputFilePosition, vLod.numMeshes)); // Get bone weight's, vertices, normals, uv for (int i = 0; i < pModel.numvertices; i++) { pBoneWeight.Add(GetBoneWeight(VVD_Vertexes[pModel.vertexindex + i].m_BoneWeights)); pVertices.Add(WorldController.SwapZY(VVD_Vertexes[pModel.vertexindex + i].m_vecPosition * WorldController.WorldScale)); pNormals.Add(WorldController.SwapZY(VVD_Vertexes[pModel.vertexindex + i].m_vecNormal)); pUvBuffer.Add(VVD_Vertexes[pModel.vertexindex + i].m_vecTexCoord); } GameObject meshObject = new GameObject(new string(pModel.name)); meshObject.transform.parent = ModelObject.transform; SkinnedMeshRenderer smr = meshObject.AddComponent <SkinnedMeshRenderer>(); smr.materials = new Material[vLod.numMeshes]; // Calculate bindposes Matrix4x4[] bindPoses = new Matrix4x4[MDL_Bones.Count]; for (int i = 0; i < bindPoses.Length; i++) { MDL_Bones[i].localPosition = Vector3.zero; bindPoses[i] = MDL_Bones[i].worldToLocalMatrix * ModelObject.transform.localToWorldMatrix; } // Generate skin mesh smr.sharedMesh = new Mesh(); smr.sharedMesh.name = new string(pModel.name); smr.sharedMesh.subMeshCount = vLod.numMeshes; smr.sharedMesh.vertices = pVertices.ToArray(); smr.sharedMesh.normals = pNormals.ToArray(); smr.sharedMesh.uv = pUvBuffer.ToArray(); smr.sharedMesh.boneWeights = pBoneWeight.ToArray(); smr.sharedMesh.bindposes = bindPoses; smr.sharedMesh.Optimize(); smr.bones = MDL_Bones.ToArray(); smr.updateWhenOffscreen = true; for (int i = 0; i < vLod.numMeshes; i++) { List <int> pIndices = new List <int>(); List <StripGroupHeader_t> StripGroups = new List <StripGroupHeader_t>(); int StripGroupFilePosition = MeshInputFilePosition + (Marshal.SizeOf(typeof(MeshHeader_t)) * i) + VTX_Meshes[i].stripGroupHeaderOffset; StripGroups.AddRange(CRead.ReadType <StripGroupHeader_t>(StripGroupFilePosition, VTX_Meshes[i].numStripGroups)); pStudioMesh = MDL_Meshes[i]; // Get indices for model for (int l = 0; l < VTX_Meshes[i].numStripGroups; l++) { List <Vertex_t> pVertexBuffer = new List <Vertex_t>(); pVertexBuffer.AddRange(CRead.ReadType <Vertex_t>(StripGroupFilePosition + (Marshal.SizeOf(typeof(StripGroupHeader_t)) * l) + StripGroups[l].vertOffset, StripGroups[l].numVerts)); List <ushort> Indices = new List <ushort>(); Indices.AddRange(CRead.ReadType <ushort>(StripGroupFilePosition + (Marshal.SizeOf(typeof(StripGroupHeader_t)) * l) + StripGroups[l].indexOffset, StripGroups[l].numIndices)); for (int n = 0; n < Indices.Count; n++) { pIndices.Add(pVertexBuffer[Indices[n]].origMeshVertID + pStudioMesh.vertexoffset); } } smr.sharedMesh.SetTriangles(pIndices.ToArray(), i); smr.materials[i].name = MDL_Textures[pStudioMesh.material]; string pathToTex = null; Material material = null; // Find path to mesh material for (int l = 0; l < MDL_TDirectories.Count; l++) { if (File.Exists(WorldController.DefaultTexPath + MDL_TDirectories[l] + MDL_Textures[pStudioMesh.material] + ".vmt")) { pathToTex = WorldController.DefaultTexPath + MDL_TDirectories[l] + MDL_Textures[pStudioMesh.material] + ".vmt"; } } if (pathToTex != null) { material = ValveTextureLoader.LoadMaterial(pathToTex.Replace(WorldController.DefaultTexPath, "")); } // Apply loaded material to mesh if (material != null) { smr.materials[i].CopyPropertiesFromMaterial(material); smr.materials[i].shader = material.shader; } } }
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 VTXFile(Stream FileInput, MDLFile StudioMDL, VVDFile StudioVVD) { using (uReader FileStream = new uReader(FileInput)) { studiohdr_t MDL_Header = StudioMDL.MDL_Header; FileStream.ReadTypeFixed(ref VTX_Header, 36); if (VTX_Header.checkSum != MDL_Header.checksum) { throw new FileLoadException(String.Format("{0}: Does not match the checksum in the .mdl", MDL_Header.Name)); } #region BodyParts Int32[] VertexLODOffsets = new Int32[8]; for (Int32 BodypartID = 0; BodypartID < MDL_Header.bodypart_count; BodypartID++) { BodyPartHeader_t BodyPart = new BodyPartHeader_t(); Int64 BodyPartOffset = VTX_Header.bodyPartOffset + (8 * BodypartID); FileStream.ReadTypeFixed(ref BodyPart, 8, BodyPartOffset); StudioBodyPart StudioBodyPart = StudioMDL.MDL_Bodyparts[BodypartID]; #region Models for (Int32 ModelID = 0; ModelID < BodyPart.numModels; ModelID++) { StudioModel StudioModel = StudioBodyPart.Models[ModelID]; if (StudioModel.isBlank) { Debug.Log(String.Format("Model ID - {0} in bodypart \"{1}\" is blank, skip", ModelID, StudioBodyPart.Name)); continue; } ModelHeader_t Model = new ModelHeader_t(); Int64 ModelOffset = BodyPartOffset + (8 * ModelID) + BodyPart.modelOffset; FileStream.ReadTypeFixed(ref Model, 8, ModelOffset); StudioBodyPart.Models[ModelID].NumLODs = Model.numLODs; StudioBodyPart.Models[ModelID].LODData = new ModelLODHeader_t[Model.numLODs]; #region LOD's //TODO: Strip unused vertexes on lower lod's ("first" lod is fine) for (Int32 LODID = 0; LODID < Model.numLODs; LODID++) { ModelLODHeader_t LOD = new ModelLODHeader_t(); Int64 LODOffset = ModelOffset + (12 * LODID) + Model.lodOffset; FileStream.ReadTypeFixed(ref LOD, 12, LODOffset); StudioBodyPart.Models[ModelID].LODData[LODID] = LOD; #region Mesh LOD //Temp remember verts count per lod model Int32 VertexOffset = 0; //List<mstudiovertex_t> VertexesPerLod = new List<mstudiovertex_t>(); for (Int32 MeshID = 0; MeshID < StudioModel.Model.nummeshes; MeshID++) { mstudiomesh_t StudioMesh = StudioBodyPart.Models[ModelID].Meshes[MeshID]; //TODO: StudioModel.Meshes[MeshID].VertexData.numlodvertices[LODID]; - we no longer need this?? VertexOffset += StudioMesh.numvertices; List <Int32> IndicesPerMesh = new List <Int32>(); MeshHeader_t Mesh = new MeshHeader_t(); Int64 MeshOffset = LODOffset + (9 * MeshID) + LOD.meshOffset; FileStream.ReadTypeFixed(ref Mesh, 9, MeshOffset); #region StripGroups for (Int32 StripGroupID = 0; StripGroupID < Mesh.numStripGroups; StripGroupID++) { StripGroupHeader_t StripGroup = new StripGroupHeader_t(); Int64 StripGroupOffset = MeshOffset + (25 * StripGroupID) + Mesh.stripGroupHeaderOffset; FileStream.ReadTypeFixed(ref StripGroup, 25, StripGroupOffset); Vertex_t[] Vertexes = new Vertex_t[StripGroup.numVerts]; FileStream.BaseStream.Position = StripGroupOffset + StripGroup.vertOffset; FileStream.ReadArrayFixed(ref Vertexes, 9); FileStream.BaseStream.Position = StripGroupOffset + StripGroup.indexOffset; Int16[] Indices = FileStream.ReadShortArray(StripGroup.numIndices); #region Strips for (Int32 StripID = 0; StripID < StripGroup.numStrips; StripID++) { StripHeader_t VTXStrip = new StripHeader_t(); Int64 VTXStripOffset = StripGroupOffset + (27 * StripID) + StripGroup.stripOffset; FileStream.ReadTypeFixed(ref VTXStrip, 27, VTXStripOffset); //TODO: //Strip / "Split" vertexes //Pseudo code: /*for (Int32 VertID = 0; VertID < maxVertsPerLod; VertID++) * { * Int32 Index = MeshID * VTXStrip.numVerts + VertID; * * if (Index < numStripVerts) * { * splitVerts.Add(verts[Index]); * splitIndices.Add(j); * } * }*/ //Hmmmmm... Well, it's looks what we want.... but still doesn't perfect (for lod's mesh) /*Int32 NumVerts = VTXStrip.indexOffset + VTXStrip.numVerts; * for (Int32 VertID = VTXStrip.indexOffset; VertID < NumVerts; VertID++) * { * Int32 Index0 = VertID + StudioMesh.vertexoffset + VertexLODOffsets[LODID]; * VertexesPerLod.Add(StudioVVD.tempVerts[Index0]); * }*/ if ((VTXStrip.flags & VTXStripGroupTriStripFlag) > 0) { for (Int32 TempIdx = VTXStrip.indexOffset; TempIdx < VTXStrip.indexOffset + VTXStrip.numIndices - 2; TempIdx++) { Int32[] add = TempIdx % 2 == 1 ? new[] { TempIdx + 1, TempIdx, TempIdx + 2 } : new[] { TempIdx, TempIdx + 1, TempIdx + 2 }; foreach (Int32 Index in add) { IndicesPerMesh.Add(Vertexes[Indices[Index]].origMeshVertId + StudioMesh.vertexoffset); } } } else { for (Int32 Index = VTXStrip.indexOffset; Index < VTXStrip.indexOffset + VTXStrip.numIndices; Index++) { IndicesPerMesh.Add(Vertexes[Indices[Index]].origMeshVertId + StudioMesh.vertexoffset); } } } #endregion } #endregion StudioMDL.SetIndices(BodypartID, ModelID, LODID, MeshID, IndicesPerMesh); } #endregion //StudioMDL.MDL_Bodyparts[BodypartID].Models[ModelID].VerticesPerLod[LODID] = VertexesPerLod.ToArray(); ///TODO: Strip unused vertexes in <seealso cref="VVDFile.VVD_Vertexes"/> per lod StudioMDL.SetVertices(BodypartID, ModelID, LODID, VertexOffset, VertexLODOffsets[LODID], StudioVVD.VVD_Vertexes[0]); VertexLODOffsets[LODID] += VertexOffset; } #endregion } #endregion } #endregion } }