public void ReadFromFile(MemoryStream reader, bool isBigEndian) { header = new FrameHeader(); header.ReadFromFile(reader, isBigEndian); int j = 0; for (int i = 0; i != header.SceneFolders.Count; i++) { frameScenes.Add(header.SceneFolders[i].RefID, header.SceneFolders[i]); NewFrames.Add(new FrameHolder(j++, header.SceneFolders[i])); } for (int i = 0; i != header.NumGeometries; i++) { FrameGeometry geo = new FrameGeometry(reader, isBigEndian); frameGeometries.Add(geo.RefID, geo); NewFrames.Add(new FrameHolder(j++, geo)); } for (int i = 0; i != header.NumMaterialResources; i++) { FrameMaterial mat = new FrameMaterial(reader, isBigEndian); frameMaterials.Add(mat.RefID, mat); NewFrames.Add(new FrameHolder(j++, mat)); } for (int i = 0; i != header.NumBlendInfos; i++) { FrameBlendInfo blendInfo = new FrameBlendInfo(reader, isBigEndian); frameBlendInfos.Add(blendInfo.RefID, blendInfo); NewFrames.Add(new FrameHolder(j++, blendInfo)); } for (int i = 0; i != header.NumSkeletons; i++) { FrameSkeleton skeleton = new FrameSkeleton(reader, isBigEndian); frameSkeletons.Add(skeleton.RefID, skeleton); NewFrames.Add(new FrameHolder(j++, skeleton)); } for (int i = 0; i != header.NumSkelHierachies; i++) { FrameSkeletonHierachy skeletonHierachy = new FrameSkeletonHierachy(reader, isBigEndian); frameSkeletonHierachies.Add(skeletonHierachy.RefID, skeletonHierachy); NewFrames.Add(new FrameHolder(j++, skeletonHierachy)); } int[] objectTypes = new int[header.NumObjects]; int numBlocks = header.NumFolderNames + header.NumGeometries + header.NumMaterialResources + header.NumBlendInfos + header.NumSkeletons + header.NumSkelHierachies; if (header.NumObjects > 0) { for (int i = 0; i != header.NumObjects; i++) { objectTypes[i] = reader.ReadInt32(isBigEndian); } for (int i = 0; i != header.NumObjects; i++) { FrameObjectBase newObject = new FrameObjectBase(); if (objectTypes[i] == (int)ObjectType.Joint) { newObject = new FrameObjectJoint(reader, isBigEndian); } else if (objectTypes[i] == (int)ObjectType.SingleMesh) { newObject = new FrameObjectSingleMesh(reader, isBigEndian); FrameObjectSingleMesh mesh = newObject as FrameObjectSingleMesh; if (mesh.MeshIndex != -1) { mesh.AddRef(FrameEntryRefTypes.Mesh, GetEntryFromIdx(mesh.MeshIndex).Data.RefID); mesh.Geometry = frameGeometries[mesh.Refs["Mesh"]]; } if (mesh.MaterialIndex != -1) { mesh.AddRef(FrameEntryRefTypes.Material, GetEntryFromIdx(mesh.MaterialIndex).Data.RefID); mesh.Material = frameMaterials[mesh.Refs["Material"]]; } } else if (objectTypes[i] == (int)ObjectType.Frame) { newObject = new FrameObjectFrame(reader, isBigEndian); } else if (objectTypes[i] == (int)ObjectType.Light) { newObject = new FrameObjectLight(reader, isBigEndian); } else if (objectTypes[i] == (int)ObjectType.Camera) { newObject = new FrameObjectCamera(reader, isBigEndian); } else if (objectTypes[i] == (int)ObjectType.Component_U00000005) { newObject = new FrameObjectComponent_U005(reader, isBigEndian); } else if (objectTypes[i] == (int)ObjectType.Sector) { newObject = new FrameObjectSector(reader, isBigEndian); } else if (objectTypes[i] == (int)ObjectType.Dummy) { newObject = new FrameObjectDummy(reader, isBigEndian); } else if (objectTypes[i] == (int)ObjectType.ParticleDeflector) { newObject = new FrameObjectDeflector(reader, isBigEndian); } else if (objectTypes[i] == (int)ObjectType.Area) { newObject = new FrameObjectArea(reader, isBigEndian); } else if (objectTypes[i] == (int)ObjectType.Target) { newObject = new FrameObjectTarget(reader, isBigEndian); } else if (objectTypes[i] == (int)ObjectType.Model) { FrameObjectModel mesh = new FrameObjectModel(reader, isBigEndian); mesh.ReadFromFile(reader, isBigEndian); mesh.ReadFromFilePart2(reader, isBigEndian, (FrameSkeleton)GetEntryFromIdx(mesh.SkeletonIndex).Data, (FrameBlendInfo)GetEntryFromIdx(mesh.BlendInfoIndex).Data); mesh.AddRef(FrameEntryRefTypes.Mesh, GetEntryFromIdx(mesh.MeshIndex).Data.RefID); mesh.Geometry = frameGeometries[mesh.Refs[FrameEntry.MeshRef]]; mesh.AddRef(FrameEntryRefTypes.Material, GetEntryFromIdx(mesh.MaterialIndex).Data.RefID); mesh.Material = frameMaterials[mesh.Refs[FrameEntry.MaterialRef]]; mesh.AddRef(FrameEntryRefTypes.BlendInfo, GetEntryFromIdx(mesh.BlendInfoIndex).Data.RefID); mesh.BlendInfo = frameBlendInfos[mesh.Refs[FrameEntry.BlendInfoRef]]; mesh.AddRef(FrameEntryRefTypes.Skeleton, GetEntryFromIdx(mesh.SkeletonIndex).Data.RefID); mesh.Skeleton = frameSkeletons[mesh.Refs[FrameEntry.SkeletonRef]]; mesh.AddRef(FrameEntryRefTypes.SkeletonHierachy, GetEntryFromIdx(mesh.SkeletonHierachyIndex).Data.RefID); mesh.SkeletonHierarchy = frameSkeletonHierachies[mesh.Refs[FrameEntry.SkeletonHierRef]]; newObject = mesh; } else if (objectTypes[i] == (int)ObjectType.Collision) { newObject = new FrameObjectCollision(reader, isBigEndian); } frameObjects.Add(newObject.RefID, newObject); NewFrames.Add(new FrameHolder(i + numBlocks, newObject)); } } objectTypes = null; DefineFrameBlockParents(); }
private FrameObjectBase ReadFrame(MemoryStream stream) { ObjectType frameType = (ObjectType)stream.ReadInt16(false); FrameObjectBase parent = FrameFactory.ReadFrameByObjectID(stream, frameType, false); Debug.WriteLine(parent.ToString()); if (parent is FrameObjectSingleMesh || parent is FrameObjectModel) { // Read the required blocks; FrameGeometry geometry = new FrameGeometry(); geometry.ReadFromFile(stream, false); FrameMaterial material = new FrameMaterial(); material.ReadFromFile(stream, false); // Add them into our pool of blocks frameGeometries.Add(geometry.RefID, geometry); frameMaterials.Add(material.RefID, material); // Add our references onto our mesh FrameObjectSingleMesh mesh = (parent as FrameObjectSingleMesh); mesh.AddRef(FrameEntryRefTypes.Geometry, geometry.RefID); mesh.Geometry = frameGeometries[geometry.RefID]; mesh.AddRef(FrameEntryRefTypes.Material, material.RefID); mesh.Material = frameMaterials[material.RefID]; //mesh.Parent.ParentIndex1 if (parent is FrameObjectModel) { // Read the rigged specific blocks FrameBlendInfo blendInfo = new FrameBlendInfo(); blendInfo.ReadFromFile(stream, false); FrameSkeleton skeleton = new FrameSkeleton(); skeleton.ReadFromFile(stream, false); FrameSkeletonHierachy hierarchy = new FrameSkeletonHierachy(); hierarchy.ReadFromFile(stream, false); // Add our new rigged specific blocks into our pools frameBlendInfos.Add(blendInfo.RefID, blendInfo); frameSkeletons.Add(skeleton.RefID, skeleton); frameSkeletonHierachies.Add(hierarchy.RefID, hierarchy); // Finally, add our references to the model. FrameObjectModel model = (parent as FrameObjectModel); model.AddRef(FrameEntryRefTypes.BlendInfo, blendInfo.RefID); model.BlendInfo = frameBlendInfos[blendInfo.RefID]; model.AddRef(FrameEntryRefTypes.Skeleton, skeleton.RefID); model.Skeleton = frameSkeletons[skeleton.RefID]; model.AddRef(FrameEntryRefTypes.SkeletonHierachy, hierarchy.RefID); model.SkeletonHierarchy = frameSkeletonHierachies[hierarchy.RefID]; } // Read the buffers; IndexBuffer indexBuffer = new IndexBuffer(stream, false); VertexBuffer vertexBuffer = new VertexBuffer(stream, false); // We have to make sure we have index and buffer pools available // We have to do it for all LODs too; if any more than 1. foreach (var lod in geometry.LOD) { SceneData.IndexBufferPool.TryAddBuffer(indexBuffer); SceneData.VertexBufferPool.TryAddBuffer(vertexBuffer); } } // We can finally add our new frame object frameObjects.Add(parent.RefID, parent); // Read how many children this frame has, and proceed to read them too. int count = stream.ReadInt32(false); for (int i = 0; i < count; i++) { FrameObjectBase child = ReadFrame(stream); // Add References early.. child.AddRef(FrameEntryRefTypes.Parent1, parent.RefID); child.AddRef(FrameEntryRefTypes.Parent2, parent.RefID); SetParentOfObject(0, child, parent); SetParentOfObject(1, child, parent); } return(parent); }
private FrameObjectBase ReadFrame(MemoryStream stream) { int OldRefID = stream.ReadInt32(false); // read old RefID so we can make lookup dictionary ObjectType frameType = (ObjectType)stream.ReadInt16(false); FrameObjectBase parent = FrameFactory.ReadFrameByObjectID(stream, frameType, false); Debug.WriteLine(parent.ToString()); if (parent is FrameObjectSingleMesh || parent is FrameObjectModel) { // Read the required blocks; FrameGeometry geometry = new FrameGeometry(); geometry.ReadFromFile(stream, false); FrameMaterial material = new FrameMaterial(); material.ReadFromFile(stream, false); // Add them into our pool of blocks FrameGeometries.Add(geometry.RefID, geometry); FrameMaterials.Add(material.RefID, material); // Add our references onto our mesh FrameObjectSingleMesh mesh = (parent as FrameObjectSingleMesh); mesh.AddRef(FrameEntryRefTypes.Geometry, geometry.RefID); mesh.Geometry = FrameGeometries[geometry.RefID]; mesh.AddRef(FrameEntryRefTypes.Material, material.RefID); mesh.Material = FrameMaterials[material.RefID]; if (parent is FrameObjectModel) { // Read the rigged specific blocks FrameBlendInfo blendInfo = new FrameBlendInfo(); blendInfo.ReadFromFile(stream, false); FrameSkeleton skeleton = new FrameSkeleton(); skeleton.ReadFromFile(stream, false); FrameSkeletonHierachy hierarchy = new FrameSkeletonHierachy(); hierarchy.ReadFromFile(stream, false); // Add our new rigged specific blocks into our pools FrameBlendInfos.Add(blendInfo.RefID, blendInfo); FrameSkeletons.Add(skeleton.RefID, skeleton); FrameSkeletonHierarchy.Add(hierarchy.RefID, hierarchy); // Finally, add our references to the model. FrameObjectModel model = (parent as FrameObjectModel); model.AddRef(FrameEntryRefTypes.BlendInfo, blendInfo.RefID); model.BlendInfo = FrameBlendInfos[blendInfo.RefID]; model.AddRef(FrameEntryRefTypes.Skeleton, skeleton.RefID); model.Skeleton = FrameSkeletons[skeleton.RefID]; model.AddRef(FrameEntryRefTypes.SkeletonHierachy, hierarchy.RefID); model.SkeletonHierarchy = FrameSkeletonHierarchy[hierarchy.RefID]; model.ReadFromFilePart2(stream, false); } // We have to make sure we have index and buffer pools available // We have to do it for all LODs too; if any more than 1. foreach (var lod in geometry.LOD) { IndexBuffer indexBuffer = new IndexBuffer(stream, false); VertexBuffer vertexBuffer = new VertexBuffer(stream, false); SceneData.IndexBufferPool.TryAddBuffer(indexBuffer); SceneData.VertexBufferPool.TryAddBuffer(vertexBuffer); } } // Read FrameNameTable data parent.IsOnFrameTable = stream.ReadBoolean(); parent.FrameNameTableFlags = (FrameNameTable.NameTableFlags)stream.ReadUInt32(false); // Read ParentIndex from previous SDS int OldParentIndex1RefId = stream.ReadInt32(false); int OldParentIndex2RefId = stream.ReadInt32(false); // Temporarily store it as a reference. parent.AddRef(FrameEntryRefTypes.Parent1, OldParentIndex1RefId); parent.AddRef(FrameEntryRefTypes.Parent2, OldParentIndex2RefId); // We can finally add our new frame object FrameObjects.Add(parent.RefID, parent); // Push new FrameObject int OldRefLookupTable OldRefIDLookupTable.Add(OldRefID, parent); // Read how many children this frame has, and proceed to read them too. int count = stream.ReadInt32(false); for (int i = 0; i < count; i++) { FrameObjectBase child = ReadFrame(stream); } return(parent); }
public void ReadFromFile(MemoryStream reader, bool isBigEndian) { header = new FrameHeader(); header.ReadFromFile(reader, isBigEndian); List <int> refs = new List <int>(); for (int i = 0; i != header.SceneFolders.Count; i++) { frameScenes.Add(header.SceneFolders[i].RefID, header.SceneFolders[i]); refs.Add(header.SceneFolders[i].RefID); } for (int i = 0; i != header.NumGeometries; i++) { FrameGeometry geo = new FrameGeometry(reader, isBigEndian); frameGeometries.Add(geo.RefID, geo); refs.Add(geo.RefID); } for (int i = 0; i != header.NumMaterialResources; i++) { FrameMaterial mat = new FrameMaterial(reader, isBigEndian); frameMaterials.Add(mat.RefID, mat); refs.Add(mat.RefID); } for (int i = 0; i != header.NumBlendInfos; i++) { FrameBlendInfo blendInfo = new FrameBlendInfo(reader, isBigEndian); frameBlendInfos.Add(blendInfo.RefID, blendInfo); refs.Add(blendInfo.RefID); } for (int i = 0; i != header.NumSkeletons; i++) { FrameSkeleton skeleton = new FrameSkeleton(reader, isBigEndian); frameSkeletons.Add(skeleton.RefID, skeleton); refs.Add(skeleton.RefID); } for (int i = 0; i != header.NumSkelHierachies; i++) { FrameSkeletonHierachy skeletonHierachy = new FrameSkeletonHierachy(reader, isBigEndian); frameSkeletonHierachies.Add(skeletonHierachy.RefID, skeletonHierachy); refs.Add(skeletonHierachy.RefID); } int[] objectTypes = new int[header.NumObjects]; if (header.NumObjects > 0) { for (int i = 0; i != header.NumObjects; i++) { objectTypes[i] = reader.ReadInt32(isBigEndian); } for (int i = 0; i != header.NumObjects; i++) { FrameObjectBase newObject = FrameFactory.ReadFrameByObjectID(reader, (ObjectType)objectTypes[i], isBigEndian); if (objectTypes[i] == (int)ObjectType.SingleMesh) { FrameObjectSingleMesh mesh = newObject as FrameObjectSingleMesh; if (mesh.MeshIndex != -1) { mesh.AddRef(FrameEntryRefTypes.Geometry, refs[mesh.MeshIndex]); mesh.Geometry = frameGeometries[mesh.Refs[FrameEntry.GeometryRef]]; } if (mesh.MaterialIndex != -1) { mesh.AddRef(FrameEntryRefTypes.Material, refs[mesh.MaterialIndex]); mesh.Material = frameMaterials[mesh.Refs[FrameEntry.MaterialRef]]; } } else if (objectTypes[i] == (int)ObjectType.Model) { FrameObjectModel mesh = newObject as FrameObjectModel; mesh.AddRef(FrameEntryRefTypes.Geometry, refs[mesh.MeshIndex]); mesh.Geometry = frameGeometries[mesh.Refs[FrameEntry.GeometryRef]]; mesh.AddRef(FrameEntryRefTypes.Material, refs[mesh.MaterialIndex]); mesh.Material = frameMaterials[mesh.Refs[FrameEntry.MaterialRef]]; mesh.AddRef(FrameEntryRefTypes.BlendInfo, refs[mesh.BlendInfoIndex]); mesh.BlendInfo = frameBlendInfos[mesh.Refs[FrameEntry.BlendInfoRef]]; mesh.AddRef(FrameEntryRefTypes.Skeleton, refs[mesh.SkeletonIndex]); mesh.Skeleton = frameSkeletons[mesh.Refs[FrameEntry.SkeletonRef]]; mesh.AddRef(FrameEntryRefTypes.SkeletonHierachy, refs[mesh.SkeletonHierachyIndex]); mesh.SkeletonHierarchy = frameSkeletonHierachies[mesh.Refs[FrameEntry.SkeletonHierRef]]; mesh.ReadFromFilePart2(reader, isBigEndian); newObject = mesh; } frameObjects.Add(newObject.RefID, newObject); } } objectTypes = null; DefineFrameBlockParents(); }