public libTechModel(libTechModel Clone) : this() { foreach (var B in Clone.Bones) { Bones.Add(B.Key, B.Value); } foreach (var M in Clone.GetMeshes()) { AddMesh(new libTechMesh(M)); } Scale = Clone.Scale; Position = Clone.Position; Rotation = Clone.Rotation; Enabled = true; }
public static libTechModel FromSourceMdl(SourceMdl Mdl, string ShaderOverride = null) { libTechModel Model = new libTechModel(); string[] MaterialNames = Mdl.GetMaterialNames(); string[] BodyNames = Mdl.GetBodyNames(); StudioModelFile.StudioBone[] Bones = Mdl.Mdl.GetBones(); string[] BoneNames = Mdl.Mdl.GetBoneNames(); for (int i = 0; i < Bones.Length; i++) { Model.Bones.Add(BoneNames[i], new libTechBone(BoneNames[i], Bones[i])); } // BODIES for (int BodyPartIdx = 0; BodyPartIdx < Mdl.Mdl.BodyPartCount; BodyPartIdx++) { StudioModelFile.StudioModel[] StudioModels = Mdl.Mdl.GetModels(BodyPartIdx).ToArray(); // MODELS for (int ModelIdx = 0; ModelIdx < StudioModels.Length; ModelIdx++) { ref StudioModelFile.StudioModel StudioModel = ref StudioModels[ModelIdx]; StudioModelFile.StudioMesh[] StudioMeshes = Mdl.Mdl.GetMeshes(ref StudioModel).ToArray(); // MESHES for (int MeshIdx = 0; MeshIdx < StudioMeshes.Length; MeshIdx++) { ref StudioModelFile.StudioMesh StudioMesh = ref StudioMeshes[MeshIdx]; StudioVertex[] StudioVerts = new StudioVertex[Mdl.Tris.GetVertexCount(BodyPartIdx, ModelIdx, 0, MeshIdx)]; Mdl.Tris.GetVertices(BodyPartIdx, ModelIdx, 0, MeshIdx, StudioVerts); int[] Indices = new int[Mdl.Tris.GetIndexCount(BodyPartIdx, ModelIdx, 0, MeshIdx)]; Mdl.Tris.GetIndices(BodyPartIdx, ModelIdx, 0, MeshIdx, Indices); List <Vertex3> Vts = new List <Vertex3>(); for (int i = 0; i < Indices.Length; i++) { ref StudioVertex V = ref StudioVerts[Indices[i]]; Vts.Add(new Vertex3(new Vector3(V.Position.X, V.Position.Y, V.Position.Z), new Vector2(V.TexCoordX, 1.0f - V.TexCoordY), Color.White)); } string MatName = MaterialNames[StudioMesh.Material]; Material Mat = Engine.GetMaterial(MatName); if (Mat == Engine.GetMaterial("error")) { Mat = ValveMaterial.CreateMaterial(MatName); if (Mat != Engine.GetMaterial("error")) { Engine.RegisterMaterial(Mat); } } libTechMesh Msh = new libTechMesh(Vts.ToArray(), Mat); Msh.Name = StudioModel.Name; Model.AddMesh(Msh); }