/// <summary> /// Parse binary block. /// </summary> public Managed Parse(BinaryParser parser) { var material = this.context.Resolve<Material>(); material.NameHash = parser.ConsumeUInt32(); var isShort = parser.ConsumeBool(); material.Flags = parser.ConsumeUInt32(); if (!isShort) { material.ZDepthOfs = parser.ConsumeInt16(); material.ZDepthOfsHW = parser.ConsumeInt16(); material.ColEmissive = parser.ConsumeColor(); material.ColAmbient = parser.ConsumeColor(); material.ColDiffuse = parser.ConsumeColor(); Color specular = parser.ConsumeColor(); material.ColSpecular = specular; material.SpecularPower = specular.A; parser.Expect((uint)4); } material.Texture0.HashReference = parser.ConsumeUInt32(); if (!isShort) { material.Texture1.HashReference = parser.ConsumeUInt32(); material.Texture2.HashReference = parser.ConsumeUInt32(); material.Texture3.HashReference = parser.ConsumeUInt32(); var animated = parser.ConsumeBool(); if (animated) { material.MatAnim = new MatAnim(); parser.Expect(0); material.MatAnim.CelNum = parser.ConsumeByte(); material.MatAnim.CelNumU = parser.ConsumeByte(); material.MatAnim.CelW = parser.ConsumeByte(); material.MatAnim.CelH = parser.ConsumeByte(); material.MatAnim.CelPeriod = parser.ConsumeByte(); } material.AlphaTestValue = parser.ConsumeByte(); material.ShaderTechnique.HashReference = parser.ConsumeUInt32(); } return material; }
/// <summary> /// Parse binary block. /// </summary> public Managed Parse(BinaryParser parser) { var texture = this.context.Resolve<Texture>(); texture.NameHash = parser.ConsumeUInt32(); texture.Flags = parser.ConsumeUInt32(); texture.FormatSW = (ImageFormat)parser.ConsumeByte(); texture.FormatHW = (ImageFormat)parser.ConsumeByte(); float x = parser.ConsumeFloat(); float y = parser.ConsumeFloat(); texture.UVScale = new Vector2(x, y); texture.Image = this.ParseImage(parser); var e = parser.ConsumeBool(); //parser.Expect(false); return texture; }
/// <summary> /// Parse binary block. /// </summary> public Managed Parse(BinaryParser parser) { var anim = this.context.Resolve<Anim>(); anim.NameHash = parser.ConsumeUInt32(); anim.Skeleton.HashReference = parser.ConsumeUInt32(); var numBones = parser.ConsumeUInt32(); var boneFlags = parser.ConsumeUInt32(); for (var numFrames = parser.ConsumeUInt32(); numFrames > 0; --numFrames) { var frameId = parser.ConsumeUInt32(); if (frameId == Hash.Get("CIwAnimKeyFrame")) { var frame = this.context.Resolve<AnimKeyFrame>(); parser.Expect((uint)0x0); frame.Time = parser.ConsumeFloat(); var type = parser.ConsumeByte(); var someVec = parser.ConsumeVector3(); parser.Expect(0x01); anim.AddFrame(frame); uint num; bool b; switch (type) { case 2: parser.ConsumeUInt32(); // 0x01FFFFF, 0x01FFFFE num = parser.ConsumeUInt32(); b = parser.ConsumeBool(); for (uint index = 0; index < num; ++index) { var bone = frame.Bones[(int)index]; bone.BindingPos = parser.ConsumeVector3(); bone.BindingRot = parser.ConsumeQuaternion(); } break; case 3: parser.ConsumeUInt32(); // 0x00002000, 1 num = parser.ConsumeUInt32(); b = parser.ConsumeBool(); for (uint index = 0; index < num; ++index) { parser.ConsumeQuaternion(); } break; default: throw new NotImplementedException(); } continue; } throw new NotImplementedException(); //this.m_KeyFrames.Serialise(serialise); } anim.Duration = parser.ConsumeFloat(); var aaa = parser.ConsumeUInt32(); return anim; //throw new NotImplementedException(); //serialise.Fixed(ref this.m_TransformPrecision); //serialise.ManagedHash(ref this.m_OfsAnim); //serialise.DebugWrite(256); }
private void ParseModelBlockCols(BinaryParser parser, Model model, uint name, uint size, uint numItems, ushort flags) { var streamMesh = (model.Meshes[0]); int num = (int)numItems; streamMesh.Colors.Clear(); streamMesh.Colors.Capacity = num; if (parser.ConsumeBool()) { for (int i = 0; i < num; ++i) { byte b = parser.ConsumeByte(); streamMesh.Colors.Add(Color.FromArgb(255, b, b, b)); } } else { var c = parser.ConsumeByteArray(num * 4); for (int i = 0; i < num; ++i) { streamMesh.Colors.Add(Color.FromArgb(c[i + num * 3], c[i + num * 0], c[i + num * 1], c[i + num * 2])); } } }