Exemplo n.º 1
0
 public SceneMesh(GeometryModel3D model)
 {
     Model  = model;
     States = new SceneGeostate[0];
 }
Exemplo n.º 2
0
        private void InitScene()
        {
            GeostatesPanel.Visibility = Visibility.Collapsed;
            GenericRCOLResource.ChunkEntry chunk = rcol.ChunkEntries.FirstOrDefault(x => x.RCOLBlock is MLOD);

            int polyCount = 0;
            int vertCount = 0;


            if (chunk != null)
            {
                var mlod = chunk.RCOLBlock as MLOD;
                foreach (MLOD.Mesh m in mlod.Meshes)
                {
                    try
                    {
                        vertCount += m.VertexCount;
                        polyCount += m.PrimitiveCount;
                        var        vbuf     = (VBUF)GenericRCOLResource.ChunkReference.GetBlock(rcol, m.VertexBufferIndex);
                        var        ibuf     = (IBUF)GenericRCOLResource.ChunkReference.GetBlock(rcol, m.IndexBufferIndex);
                        VRTF       vrtf     = (VRTF)GenericRCOLResource.ChunkReference.GetBlock(rcol, m.VertexFormatIndex) ?? VRTF.CreateDefaultForMesh(m);
                        IRCOLBlock material = GenericRCOLResource.ChunkReference.GetBlock(rcol, m.MaterialIndex);

                        MATD matd = FindMainMATD(rcol, material);

                        float[] uvscale = GetUvScales(matd);
                        if (uvscale != null)
                        {
                            Debug.WriteLine(string.Format("{0} - {1} - {2}", uvscale[0], uvscale[2], uvscale[2]));
                        }
                        else
                        {
                            Debug.WriteLine("No scales");
                        }

                        GeometryModel3D model = DrawModel(vbuf.GetVertices(m, vrtf, uvscale), ibuf.GetIndices(m), mNonSelectedMaterial);

                        var sceneMesh = new SceneMlodMesh(m, model);
                        if (matd != null)
                        {
                            sceneMesh.Shader = matd.Shader;
                            switch (matd.Shader)
                            {
                            case ShaderType.ShadowMap:
                            case ShaderType.DropShadow:
                                break;

                            default:
                                var maskWidth  = GetMATDParam <ElementInt>(matd, FieldType.MaskWidth);
                                var maskHeight = GetMATDParam <ElementInt>(matd, FieldType.MaskHeight);
                                if (maskWidth != null && maskHeight != null)
                                {
                                    float scalar = Math.Max(maskWidth.Data, maskHeight.Data);
                                    mCheckerBrush.Transform = new ScaleTransform(maskHeight.Data / scalar, maskWidth.Data / scalar);
                                }
                                break;
                            }
                        }
                        try
                        {
                            var sceneGeostates = new SceneGeostate[m.GeometryStates.Count];
                            for (int i = 0; i < sceneGeostates.Length; i++)
                            {
                                GeometryModel3D state = DrawModel(vbuf.GetVertices(m, vrtf, m.GeometryStates[i], uvscale),
                                                                  ibuf.GetIndices(m, m.GeometryStates[i]), mHiddenMaterial);
                                mGroupMeshes.Children.Add(state);
                                sceneGeostates[i] = new SceneGeostate(sceneMesh, m.GeometryStates[i], state);
                            }
                            sceneMesh.States = sceneGeostates;
                        }
                        catch (Exception ex)
                        {
                            MessageBox.Show("Unable to load Geostates.  You may have some corrupted data: " + ex.ToString(),
                                            "Unable to load Geostates...");
                        }
                        mGroupMeshes.Children.Add(model);
                        mSceneMeshes.Add(sceneMesh);
                    }
                    catch (Exception ex)
                    {
                        MessageBox.Show(String.Format("Unable to load mesh id 0x{0:X8}", m.Name));
                    }
                }
            }
            else
            {
                GenericRCOLResource.ChunkEntry geomChunk = rcol.ChunkEntries.FirstOrDefault();
                var geom  = new GEOM(0, null, geomChunk.RCOLBlock.Stream);
                var verts = new List <Vertex>();
                polyCount = geom.Faces.Count;
                vertCount = geom.VertexData.Count;
                foreach (GEOM.VertexDataElement vd in geom.VertexData)
                {
                    var v = new Vertex();

                    var pos = (GEOM.PositionElement)vd.Vertex.FirstOrDefault(e => e is GEOM.PositionElement);
                    if (pos != null)
                    {
                        v.Position = new[] { pos.X, pos.Y, pos.Z };
                    }


                    var norm = (GEOM.NormalElement)vd.Vertex.FirstOrDefault(e => e is GEOM.NormalElement);
                    if (norm != null)
                    {
                        v.Normal = new[] { norm.X, norm.Y, norm.Z };
                    }


                    var uv = (GEOM.UVElement)vd.Vertex.FirstOrDefault(e => e is GEOM.UVElement);
                    if (uv != null)
                    {
                        v.UV = new[] { new[] { uv.U, uv.V } };
                    }
                    verts.Add(v);
                }
                var facepoints = new List <int>();
                foreach (GEOM.Face face in geom.Faces)
                {
                    facepoints.Add(face.VertexDataIndex0);
                    facepoints.Add(face.VertexDataIndex1);
                    facepoints.Add(face.VertexDataIndex2);
                }

                GeometryModel3D model     = DrawModel(verts.ToArray(), facepoints.ToArray(), mNonSelectedMaterial);
                var             sceneMesh = new SceneGeomMesh(geom, model);
                mGroupMeshes.Children.Add(model);
                mSceneMeshes.Add(sceneMesh);
            }
            foreach (SceneMesh s in mSceneMeshes)
            {
                mMeshListView.Items.Add(s);
            }
            if (mSceneMeshes.Count <= 1)
            {
                MeshesPanel.Visibility = Visibility.Collapsed;
            }
            VertexCount.Text  = String.Format("Vertices: {0}", vertCount);
            PolygonCount.Text = String.Format("Polygons: {0}", polyCount);
        }