예제 #1
0
		/// <summary>
		///     Initializes a new instance of the <see cref="BoundingBoxCalculator" /> class.
		/// </summary>
		public BoundingBoxCalculator()
		{
			CalculatedBox = new BoundingBox();

			CalculatedBox.MinX = float.MaxValue;
			CalculatedBox.MinY = float.MaxValue;
			CalculatedBox.MinZ = float.MaxValue;
			CalculatedBox.MinU = float.MaxValue;
			CalculatedBox.MinV = float.MaxValue;

			CalculatedBox.MaxX = float.MinValue;
			CalculatedBox.MaxY = float.MinValue;
			CalculatedBox.MaxZ = float.MinValue;
			CalculatedBox.MaxU = float.MinValue;
			CalculatedBox.MaxV = float.MinValue;
		}
예제 #2
0
		/// <summary>
		///     Reads the vertex buffer for a section in a model.
		/// </summary>
		/// <param name="reader">The stream to read the vertex buffer from.</param>
		/// <param name="section">The model section that the vertex buffer belongs to.</param>
		/// <param name="buildInfo">Information about the cache file's target engine.</param>
		/// <param name="boundingBox">The bounding box for the model section.</param>
		/// <param name="processor">
		///     The IModelProcessor to pass the read model data to, or null if the vertex buffer should be
		///     skipped over.
		/// </param>
		private static void ReadSectionVertices(IReader reader, IModelSection section, BoundingBox boundingBox,
			EngineDescription buildInfo, IModelProcessor processor)
		{
			VertexLayout layout = buildInfo.VertexLayouts.GetLayout(section.VertexFormat);

			foreach (IModelSubmesh submesh in section.Submeshes)
			{
				if (processor != null)
					processor.BeginSubmeshVertices(submesh);

				VertexBufferReader.ReadVertices(reader, layout, submesh.VertexBufferCount, boundingBox, processor);

				if (processor != null)
					processor.EndSubmeshVertices(submesh);
			}

			VertexBufferReader.SkipExtraElements(reader, section);
		}
예제 #3
0
		/// <summary>
		///     Reads vertices from a vertex buffer.
		/// </summary>
		/// <param name="reader">The stream to read from.</param>
		/// <param name="layout">The layout of each vertex to read.</param>
		/// <param name="count">The number of vertices to read.</param>
		/// <param name="boundingBox">The bounding box to transform vertices with. Can be null.</param>
		/// <param name="processor">The IVertexProcessor to send read vertices to. Can be null.</param>
		public static void ReadVertices(IReader reader, VertexLayout layout, int count, BoundingBox boundingBox,
			IVertexProcessor processor)
		{
			for (int i = 0; i < count; i++)
			{
				long vertexStartPos = reader.Position;
				if (processor != null)
					processor.BeginVertex();

				foreach (VertexElementLayout element in layout.Elements)
				{
					if (element.Stream == 0) // Not sure how multistream vertices work yet
					{
						reader.SeekTo(vertexStartPos + element.Offset);
						ReadElement(reader, element, boundingBox, processor);
					}
				}

				if (processor != null)
					processor.EndVertex();
			}
		}
예제 #4
0
		/// <summary>
		///     Reads a vertex element from a stream and sends it to an IVertexProcessor.
		/// </summary>
		/// <param name="reader">The stream to read from. It should be positioned at the start of the element.</param>
		/// <param name="element">The layout of the element to read.</param>
		/// <param name="boundingBox">The bounding box to transform the element with. Can be null.</param>
		/// <param name="processor">The IVertexProcessor to send the element to.</param>
		private static void ReadElement(IReader reader, VertexElementLayout element, BoundingBox boundingBox,
			IVertexProcessor processor)
		{
			// EW EW EW
			// TODO: Implement everything, this is just enough to load some Reach vertices for now...
			float x = 0, y = 0, z = 0, w = 1;
			uint value;
			switch (element.Type)
			{
				case VertexElementType.Float2:
					x = reader.ReadFloat();
					y = reader.ReadFloat();
					break;

				case VertexElementType.Float3:
					x = reader.ReadFloat();
					y = reader.ReadFloat();
					z = reader.ReadFloat();
					break;

				case VertexElementType.Float4:
					x = reader.ReadFloat();
					y = reader.ReadFloat();
					z = reader.ReadFloat();
					w = reader.ReadFloat();
					break;

				case VertexElementType.UByte4:
					x = reader.ReadByte();
					y = reader.ReadByte();
					z = reader.ReadByte();
					w = reader.ReadByte();
					break;

				case VertexElementType.UByte4N:
					x = reader.ReadByte()/255.0f;
					y = reader.ReadByte()/255.0f;
					z = reader.ReadByte()/255.0f;
					w = reader.ReadByte()/255.0f;
					break;

				case VertexElementType.Byte4N:
					x = reader.ReadSByte()/127.0f;
					y = reader.ReadSByte()/127.0f;
					z = reader.ReadSByte()/127.0f;
					w = reader.ReadSByte()/127.0f;
					break;

				case VertexElementType.Float16_2:
					x = Half.ToHalf(reader.ReadUInt16());
					y = Half.ToHalf(reader.ReadUInt16());
					break;

				case VertexElementType.Float16_4:
					x = Half.ToHalf(reader.ReadUInt16());
					y = Half.ToHalf(reader.ReadUInt16());
					z = Half.ToHalf(reader.ReadUInt16());
					w = Half.ToHalf(reader.ReadUInt16());
					break;

				case VertexElementType.UShort2:
					x = reader.ReadUInt16();
					y = reader.ReadUInt16();
					break;

				case VertexElementType.UShort2N:
					x = reader.ReadUInt16()/65535.0f;
					y = reader.ReadUInt16()/65535.0f;
					break;

				case VertexElementType.UShort4N:
					x = reader.ReadUInt16()/65535.0f;
					y = reader.ReadUInt16()/65535.0f;
					z = reader.ReadUInt16()/65535.0f;
					w = reader.ReadUInt16()/65535.0f;
					break;

				case VertexElementType.Short4N:
					x = reader.ReadInt16()/32767.0f;
					y = reader.ReadInt16()/32767.0f;
					z = reader.ReadInt16()/32767.0f;
					w = reader.ReadInt16()/32767.0f;
					break;

				case VertexElementType.D3DColor:
					w = reader.ReadByte()/255.0f; // W is set here because alpha comes first but ends up last in the vector
					y = reader.ReadByte()/255.0f;
					z = reader.ReadByte()/255.0f;
					x = reader.ReadByte()/255.0f;
					break;

				case VertexElementType.DHen3N:
					value = reader.ReadUInt32();
					x = (((int) ((value << 22) & 0xFFC00000)) >> 22)/511.0f;
					y = (((int) ((value << 11) & 0xFFE00000)) >> 21)/1023.0f;
					z = (((int) (value & 0xFFE00000)) >> 21)/1023.0f;
					break;

				case VertexElementType.UDec4N:
					value = reader.ReadUInt32();
					x = (value & 0x3FF)/1023.0f;
					y = ((value >> 10) & 0x3FF)/1023.0f;
					z = ((value >> 20) & 0x3FF)/1023.0f;
					w = (value >> 30)/3.0f;
					break;

				default:
					throw new NotSupportedException("Unsupported vertex element type: " +
					                                Enum.GetName(typeof (VertexElementType), element.Type));
			}

			if (boundingBox != null)
				TransformElement(ref x, ref y, ref z, ref w, element.Usage, boundingBox);

			if (processor != null)
				processor.ProcessVertexElement(x, y, z, w, element);
		}
예제 #5
0
		/// <summary>
		///     Transforms a vertex element based upon a model's bounding box information.
		/// </summary>
		/// <param name="x">The X component of the element.</param>
		/// <param name="y">The Y component of the element.</param>
		/// <param name="z">The Z component of the element.</param>
		/// <param name="w">The W component of the element.</param>
		/// <param name="usage">The usage of the vertex element.</param>
		/// <param name="boundingBox">The bounding box to transform the element by.</param>
		private static void TransformElement(ref float x, ref float y, ref float z, ref float w, VertexElementUsage usage,
			BoundingBox boundingBox)
		{
			switch (usage)
			{
				case VertexElementUsage.Position:
					x = x*(boundingBox.MaxX - boundingBox.MinX) + boundingBox.MinX;
					y = y*(boundingBox.MaxY - boundingBox.MinY) + boundingBox.MinY;
					z = z*(boundingBox.MaxZ - boundingBox.MinZ) + boundingBox.MinZ;
					break;

				case VertexElementUsage.TexCoords:
					x = x*(boundingBox.MaxU - boundingBox.MinU) + boundingBox.MinU;
					y = y*(boundingBox.MaxV - boundingBox.MinV) + boundingBox.MinV;
					break;
			}
		}
예제 #6
0
 /// <summary>
 ///     Deserializes a bounding box from a set of values read from a structure.
 /// </summary>
 /// <param name="values">The values to use.</param>
 /// <returns>The bounding box.</returns>
 public static BoundingBox Deserialize(StructureValueCollection values)
 {
     var result = new BoundingBox();
     result.MinX = values.GetFloat("min x");
     result.MaxX = values.GetFloat("max x");
     result.MinY = values.GetFloat("min y");
     result.MaxY = values.GetFloat("max y");
     result.MinZ = values.GetFloat("min z");
     result.MaxZ = values.GetFloat("max z");
     result.MinU = values.GetFloat("min u");
     result.MaxU = values.GetFloat("max u");
     result.MinV = values.GetFloat("min v");
     result.MaxV = values.GetFloat("max v");
     result.Unknown1 = (int) values.GetIntegerOrDefault("unknown 1", 3);
     result.Unknown2 = (int) values.GetIntegerOrDefault("unknown 2", 0);
     result.Unknown3 = (int) values.GetIntegerOrDefault("unknown 3", 0);
     result.Unknown4 = (int) values.GetIntegerOrDefault("unknown 4", 0);
     return result;
 }
예제 #7
0
 /// <summary>
 ///     Stops using the current bounding box.
 /// </summary>
 public void EndLayout()
 {
     _bbox = _bboxStack.Pop();
 }
예제 #8
0
 /// <summary>
 ///     Begins using a bounding box to transform vertices.
 ///     If a bounding box is already in use, it will be saved and then restored when this bounding box is no longer in use.
 /// </summary>
 /// <param name="bbox">The bounding box.</param>
 public void BeginBoundingBox(BoundingBox bbox)
 {
     _bboxStack.Push(_bbox);
     _bbox = bbox;
 }
예제 #9
0
        /// <summary>
        ///     Reads the vertex buffer for a section in a model.
        /// </summary>
        /// <param name="reader">The stream to read the vertex buffer from.</param>
        /// <param name="section">The model section that the vertex buffer belongs to.</param>
        /// <param name="buildInfo">Information about the cache file's target engine.</param>
        /// <param name="boundingBox">The bounding box for the model section.</param>
        /// <param name="processor">
        ///     The IModelProcessor to pass the read model data to, or null if the vertex buffer should be
        ///     skipped over.
        /// </param>
        private static void ReadSectionVertices(IReader reader, IModelSection section, BoundingBox boundingBox,
                                                EngineDescription buildInfo, IModelProcessor processor)
        {
            VertexLayout layout = buildInfo.VertexLayouts.GetLayout(section.VertexFormat);

            foreach (IModelSubmesh submesh in section.Submeshes)
            {
                if (processor != null)
                {
                    processor.BeginSubmeshVertices(submesh);
                }

                VertexBufferReader.ReadVertices(reader, layout, submesh.VertexBufferCount, boundingBox, processor);

                if (processor != null)
                {
                    processor.EndSubmeshVertices(submesh);
                }
            }

            VertexBufferReader.SkipExtraElements(reader, section);
        }