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); }
static FoamModel LoadMdl(string FilePath) { FilePath = FilePath.Substring(0, FilePath.Length - Path.GetExtension(FilePath).Length); StudioModelFile Mdl = StudioModelFile.FromProvider(FilePath + ".mdl", VFS); if (Mdl == null) { throw new FileNotFoundException("File not found", FilePath + ".mdl"); } ValveVertexFile Verts = ValveVertexFile.FromProvider(FilePath + ".vvd", VFS); ValveTriangleFile Tris = ValveTriangleFile.FromProvider(FilePath + ".dx90.vtx", Mdl, Verts, VFS); // Foam stuff List <FoamMaterial> FoamMaterials = new List <FoamMaterial>(); string[] TexNames = Mdl.TextureNames.ToArray(); for (int i = 0; i < Mdl.MaterialCount; i++) { string MatName = Mdl.GetMaterialName(i, VFS); string ShortMatName = Path.GetFileNameWithoutExtension(MatName); ValveMaterialFile VMF = ValveMaterialFile.FromProvider(MatName, VFS); FoamMaterials.Add(new FoamMaterial(ShortMatName, new FoamTexture[] { new FoamTexture(TexNames[i], FoamTextureType.Diffuse) })); } List <FoamMesh> FoamMeshes = new List <FoamMesh>(); List <FoamBone> FoamBones = new List <FoamBone>(); StudioModelFile.StudioBone[] Bones = Mdl.GetBones(); for (int i = 0; i < Bones.Length; i++) { string BoneName = Mdl.GetBoneName(i); FoamBones.Add(new FoamBone(BoneName, Bones[i].Parent, Matrix4x4.Identity)); } // BODIES for (int BodyPartIdx = 0; BodyPartIdx < Mdl.BodyPartCount; BodyPartIdx++) { StudioModelFile.StudioModel[] StudioModels = Mdl.GetModels(BodyPartIdx).ToArray(); // MODELS for (int ModelIdx = 0; ModelIdx < StudioModels.Length; ModelIdx++) { ref StudioModelFile.StudioModel StudioModel = ref StudioModels[ModelIdx]; StudioModelFile.StudioMesh[] StudioMeshes = 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[Tris.GetVertexCount(BodyPartIdx, ModelIdx, 0, MeshIdx)]; Tris.GetVertices(BodyPartIdx, ModelIdx, 0, MeshIdx, StudioVerts); int[] Indices = new int[Tris.GetIndexCount(BodyPartIdx, ModelIdx, 0, MeshIdx)]; Tris.GetIndices(BodyPartIdx, ModelIdx, 0, MeshIdx, Indices); // Foam converted List <FoamVertex3> FoamVerts = new List <FoamVertex3>(StudioVerts.Select(V => { // TODO: CCW nVector2 UV = new nVector2(V.TexCoordX, V.TexCoordY); return(new FoamVertex3(Conv(V.Position), UV, nVector2.Zero, Conv(V.Normal), nVector3.Zero, FoamColor.White)); })); List <FoamBoneInfo> FoamInfo = new List <FoamBoneInfo>(StudioVerts.Select(V => { FoamBoneInfo Info = new FoamBoneInfo(); Info.Bone1 = V.BoneWeights.Bone0; Info.Bone2 = V.BoneWeights.Bone1; Info.Bone3 = V.BoneWeights.Bone1; Info.Weight1 = V.BoneWeights.Weight0; Info.Weight2 = V.BoneWeights.Weight1; Info.Weight3 = V.BoneWeights.Weight2; return(Info); })); List <ushort> FoamInds = new List <ushort>(Indices.Select(I => (ushort)I)); if (ConvertToCCW) { FoamInds.Reverse(); } FoamMeshes.Add(new FoamMesh(FoamVerts.ToArray(), FoamInds.ToArray(), FoamInfo.ToArray(), StudioModel.Name + ";" + MeshIdx, StudioMesh.Material)); /*List<FoamVertex3> Vts = new List<FoamVertex3>(); * 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);*/ } }