Пример #1
0
 public PSKFile(DAILibWV.Frostbite.Mesh m)
 {
     psk = new PSKContainer();
     psk.materials = new List<PSKMaterial>();
     psk.points = new List<PSKPoint>();
     psk.edges = new List<PSKEdge>();
     psk.faces = new List<PSKFace>();
     psk.bones = new List<PSKBone>();
     psk.weights = new List<PSKWeight>();
     psk.extrauv1 = new List<PSKExtraUV>();
     psk.extrauv2 = new List<PSKExtraUV>();
     psk.extrauv3 = new List<PSKExtraUV>();
     DAILibWV.Frostbite.Mesh.MeshLOD l = null;
     foreach (DAILibWV.Frostbite.Mesh.MeshLOD lod in m.header.LODs)
         if(l == null)
         foreach(DAILibWV.Frostbite.Mesh.MeshSection sec in lod.Sections)
             if (sec.VertexBuffer.Count != 0)
             {
                 l = lod;
                 break;
             }
     if (l != null)
     {
         int pointcount = 0;
         byte count = 0;
         foreach (DAILibWV.Frostbite.Mesh.MeshSection sec in l.Sections)
         {
             psk.materials.Add(new PSKMaterial("Material" + count.ToString("d2"), count));
             int index = 0;
             foreach (DAILibWV.Frostbite.Mesh.Vertex v in sec.VertexBuffer)
             {
                 psk.points.Add(new PSKPoint(v.Position.x, v.Position.y, v.Position.z));
                 psk.edges.Add(new PSKEdge((short)(pointcount + index++), v.TexCoords.x, v.TexCoords.y, count));
             }
             foreach (DAILibWV.Frostbite.Mesh.Triangle t in sec.IndexBuffer)
                 psk.faces.Add(new PSKFace(pointcount + t.i1, pointcount + t.i0, pointcount + t.i2, count));
             pointcount += sec.VertexBuffer.Count;
             count++;
         }
     }
 }
Пример #2
0
 public MeshRenderObject(DAILibWV.Frostbite.Mesh m)
 {
     mesh = m;
     foreach (DAILibWV.Frostbite.Mesh.MeshLOD lod in mesh.header.LODs)
     {
         if (lod.Sections == null || lod.Sections.Count == 0 || lod.Sections[0].VertexBuffer == null)
             continue;
         RawTriangles = new List<CustomVertex.PositionTextured[]>();
         foreach (DAILibWV.Frostbite.Mesh.MeshSection sec in lod.Sections)
         {
             List<CustomVertex.PositionTextured> list = new List<CustomVertex.PositionTextured>();
             for (int i = 0; i < sec.TriangleCount; i++)
             {
                 list.Add(DAI2DX(sec.VertexBuffer[sec.IndexBuffer[i].i0]));
                 list.Add(DAI2DX(sec.VertexBuffer[sec.IndexBuffer[i].i1]));
                 list.Add(DAI2DX(sec.VertexBuffer[sec.IndexBuffer[i].i2]));
             }
             RawTriangles.Add(list.ToArray());
         }
         break;
     }
     float inf = 10000000000f;
     min = new Vector3(inf, inf, inf);
     max = new Vector3(-inf, -inf, -inf);
     foreach (CustomVertex.PositionTextured[] list in RawTriangles)
     {
         foreach (CustomVertex.PositionTextured v in list)
         {
             if (v.X > max.X) max.X = v.X;
             if (v.Y > max.Y) max.Y = v.Y;
             if (v.Z > max.Z) max.Z = v.Z;
             if (v.X < min.X) min.X = v.X;
             if (v.Y < min.Y) min.Y = v.Y;
             if (v.Z < min.Z) min.Z = v.Z;
         }
     }
     center = (max + min) * 0.5f;
 }
Пример #3
0
 public CustomVertex.PositionTextured DAI2DX(DAILibWV.Frostbite.Mesh.Vertex p)
 {
     return new CustomVertex.PositionTextured(new Vector3(p.Position.x, p.Position.z, p.Position.y), p.TexCoords.x, p.TexCoords.y);
 }