static void ParseVtxFile()
        {
            if (VTX_Header.checkSum != MDL_Header.checksum)
            {
                throw new FileLoadException(String.Format("{0}: Does not match the checksum in the .mdl", ModelObject.name + ".dx90.vtx"));
            }

            mstudiomodel_t pModel = MDL_Models[0];
            mstudiomesh_t  pStudioMesh;

            BoneWeight[] pBoneWeight = new BoneWeight[pModel.numvertices];
            Vector3[]    pVertices   = new Vector3[pModel.numvertices];
            Vector3[]    pNormals    = new Vector3[pModel.numvertices];
            Vector2[]    pUvBuffer   = new Vector2[pModel.numvertices];

            List <Material> pMaterials = new List <Material>();

            ModelFileLoader.ReadType(ref vBodypart, VTX_Header.bodyPartOffset);

            Int32 ModelInputFilePosition = VTX_Header.bodyPartOffset + vBodypart.modelOffset;

            ModelFileLoader.ReadType(ref vModel, ModelInputFilePosition);

            Int32 ModelLODInputFilePosition = ModelInputFilePosition + vModel.lodOffset;

            ModelFileLoader.ReadType(ref vLod, ModelLODInputFilePosition);

            Int32 MeshInputFilePosition = ModelLODInputFilePosition + vLod.meshOffset;

            VTX_Meshes = new MeshHeader_t[vLod.numMeshes];
            ModelFileLoader.ReadArray(ref VTX_Meshes, MeshInputFilePosition);

            for (Int32 i = 0; i < pModel.numvertices; i++)
            {
                pVertices[i] = MathUtils.SwapZY(VVD_Vertexes[pModel.vertexindex + i].m_vecPosition * ConfigLoader.WorldScale);
                pNormals[i]  = MathUtils.SwapZY(VVD_Vertexes[pModel.vertexindex + i].m_vecNormal);
                pUvBuffer[i] = VVD_Vertexes[pModel.vertexindex + i].m_vecTexCoord;
            }

            Mesh pMesh = new Mesh();

            //ModelObject.AddComponent<MeshCollider>().sharedMesh = pMesh;

            pMesh.subMeshCount = vLod.numMeshes;

            pMesh.vertices = pVertices;
            pMesh.normals  = pNormals;
            pMesh.uv       = pUvBuffer;

            if (MDL_Bones.Count > 1)
            {
                for (Int32 i = 0; i < pModel.numvertices; i++)
                {
                    pBoneWeight[i] = GetBoneWeight(VVD_Vertexes[pModel.vertexindex + i].m_BoneWeights);
                }

                SkinnedMeshRenderer smr       = ModelObject.AddComponent <SkinnedMeshRenderer>();
                Matrix4x4[]         bindPoses = new Matrix4x4[MDL_Bones.Count];

                for (Int32 i = 0; i < bindPoses.Length; i++)
                {
                    bindPoses[i] = MDL_Bones[i].worldToLocalMatrix * ModelObject.transform.localToWorldMatrix;
                }

                pMesh.boneWeights = pBoneWeight;
                pMesh.bindposes   = bindPoses;

                smr.sharedMesh = pMesh;

                smr.bones = MDL_Bones.ToArray();
                smr.updateWhenOffscreen = true;
            }
            else
            {
                MeshFilter MeshFilter = ModelObject.AddComponent <MeshFilter>();
                ModelObject.AddComponent <MeshRenderer>();

                MeshFilter.sharedMesh = pMesh;
            }

            for (Int32 i = 0; i < vLod.numMeshes; i++)
            {
                List <Int32> pIndices = new List <Int32>();
                pStudioMesh = MDL_Meshes[i];

                StripGroupHeader_t[] StripGroups = new StripGroupHeader_t[VTX_Meshes[i].numStripGroups];
                Int32 StripGroupFilePosition     = MeshInputFilePosition + (Marshal.SizeOf(typeof(MeshHeader_t)) * i) + VTX_Meshes[i].stripGroupHeaderOffset;
                ModelFileLoader.ReadArray(ref StripGroups, StripGroupFilePosition);

                for (Int32 j = 0; j < VTX_Meshes[i].numStripGroups; j++)
                {
                    Vertex_t[] pVertexBuffer = new Vertex_t[StripGroups[j].numVerts];
                    ModelFileLoader.ReadArray(ref pVertexBuffer, StripGroupFilePosition + (Marshal.SizeOf(typeof(StripGroupHeader_t)) * j) + StripGroups[j].vertOffset);

                    UInt16[] Indices = new UInt16[StripGroups[j].numIndices];
                    ModelFileLoader.ReadArray(ref Indices, StripGroupFilePosition + (Marshal.SizeOf(typeof(StripGroupHeader_t)) * j) + StripGroups[j].indexOffset);

                    for (Int32 n = 0; n < Indices.Length; n++)
                    {
                        pIndices.Add(pVertexBuffer[Indices[n]].origMeshVertID + pStudioMesh.vertexoffset);
                    }
                }

                pMesh.SetTriangles(pIndices.ToArray(), i);
                String MaterialPath = String.Empty;

                for (Int32 j = 0; j < MDL_TDirectories.Length; j++)
                {
                    for (Int32 n = 0; n < ConfigLoader.ModFolders.Length; n++)
                    {
                        if (File.Exists(ConfigLoader.GamePath + "/" + ConfigLoader.ModFolders[n] + "/materials/" + MDL_TDirectories[j] + MDL_Textures[pStudioMesh.material] + ".vmt"))
                        {
                            MaterialPath = MDL_TDirectories[j] + MDL_Textures[pStudioMesh.material];
                        }
                    }
                }

                pMaterials.Add(MaterialLoader.Load(MaterialPath));
            }

            ;
            ModelObject.GetComponent <Renderer>().sharedMaterials = pMaterials.ToArray();
        }
Пример #2
0
        public VTXFile(Stream FileInput, MDLFile StudioMDL, VVDFile StudioVVD)
        {
            using (uReader FileStream = new uReader(FileInput))
            {
                studiohdr_t MDL_Header = StudioMDL.MDL_Header;
                FileStream.ReadTypeFixed(ref VTX_Header, 36);

                if (VTX_Header.checkSum != MDL_Header.checksum)
                {
                    throw new FileLoadException(String.Format("{0}: Does not match the checksum in the .mdl", MDL_Header.Name));
                }

                #region BodyParts
                Int32[] VertexLODOffsets = new Int32[8];
                for (Int32 BodypartID = 0; BodypartID < MDL_Header.bodypart_count; BodypartID++)
                {
                    BodyPartHeader_t BodyPart       = new BodyPartHeader_t();
                    Int64            BodyPartOffset = VTX_Header.bodyPartOffset + (8 * BodypartID);
                    FileStream.ReadTypeFixed(ref BodyPart, 8, BodyPartOffset);

                    StudioBodyPart StudioBodyPart = StudioMDL.MDL_Bodyparts[BodypartID];

                    #region Models
                    for (Int32 ModelID = 0; ModelID < BodyPart.numModels; ModelID++)
                    {
                        StudioModel StudioModel = StudioBodyPart.Models[ModelID];

                        if (StudioModel.isBlank)
                        {
                            Debug.Log(String.Format("Model ID - {0} in bodypart \"{1}\" is blank, skip", ModelID, StudioBodyPart.Name));
                            continue;
                        }

                        ModelHeader_t Model       = new ModelHeader_t();
                        Int64         ModelOffset = BodyPartOffset + (8 * ModelID) + BodyPart.modelOffset;
                        FileStream.ReadTypeFixed(ref Model, 8, ModelOffset);

                        StudioBodyPart.Models[ModelID].NumLODs = Model.numLODs;
                        StudioBodyPart.Models[ModelID].LODData = new ModelLODHeader_t[Model.numLODs];

                        #region LOD's
                        //TODO: Strip unused vertexes on lower lod's ("first" lod is fine)
                        for (Int32 LODID = 0; LODID < Model.numLODs; LODID++)
                        {
                            ModelLODHeader_t LOD       = new ModelLODHeader_t();
                            Int64            LODOffset = ModelOffset + (12 * LODID) + Model.lodOffset;
                            FileStream.ReadTypeFixed(ref LOD, 12, LODOffset);

                            StudioBodyPart.Models[ModelID].LODData[LODID] = LOD;

                            #region Mesh LOD
                            //Temp remember verts count per lod model
                            Int32 VertexOffset = 0;
                            //List<mstudiovertex_t> VertexesPerLod = new List<mstudiovertex_t>();
                            for (Int32 MeshID = 0; MeshID < StudioModel.Model.nummeshes; MeshID++)
                            {
                                mstudiomesh_t StudioMesh = StudioBodyPart.Models[ModelID].Meshes[MeshID];

                                //TODO: StudioModel.Meshes[MeshID].VertexData.numlodvertices[LODID]; - we no longer need this??
                                VertexOffset += StudioMesh.numvertices;
                                List <Int32> IndicesPerMesh = new List <Int32>();

                                MeshHeader_t Mesh       = new MeshHeader_t();
                                Int64        MeshOffset = LODOffset + (9 * MeshID) + LOD.meshOffset;
                                FileStream.ReadTypeFixed(ref Mesh, 9, MeshOffset);

                                #region StripGroups
                                for (Int32 StripGroupID = 0; StripGroupID < Mesh.numStripGroups; StripGroupID++)
                                {
                                    StripGroupHeader_t StripGroup = new StripGroupHeader_t();
                                    Int64 StripGroupOffset        = MeshOffset + (25 * StripGroupID) + Mesh.stripGroupHeaderOffset;
                                    FileStream.ReadTypeFixed(ref StripGroup, 25, StripGroupOffset);

                                    Vertex_t[] Vertexes = new Vertex_t[StripGroup.numVerts];
                                    FileStream.BaseStream.Position = StripGroupOffset + StripGroup.vertOffset;
                                    FileStream.ReadArrayFixed(ref Vertexes, 9);

                                    FileStream.BaseStream.Position = StripGroupOffset + StripGroup.indexOffset;
                                    Int16[] Indices = FileStream.ReadShortArray(StripGroup.numIndices);

                                    #region Strips
                                    for (Int32 StripID = 0; StripID < StripGroup.numStrips; StripID++)
                                    {
                                        StripHeader_t VTXStrip       = new StripHeader_t();
                                        Int64         VTXStripOffset = StripGroupOffset + (27 * StripID) + StripGroup.stripOffset;
                                        FileStream.ReadTypeFixed(ref VTXStrip, 27, VTXStripOffset);

                                        //TODO:
                                        //Strip / "Split" vertexes
                                        //Pseudo code:

                                        /*for (Int32 VertID = 0; VertID < maxVertsPerLod; VertID++)
                                         * {
                                         *      Int32 Index = MeshID * VTXStrip.numVerts + VertID;
                                         *
                                         *      if (Index < numStripVerts)
                                         *      {
                                         *              splitVerts.Add(verts[Index]);
                                         *              splitIndices.Add(j);
                                         *      }
                                         * }*/

                                        //Hmmmmm... Well, it's looks what we want.... but still doesn't perfect (for lod's mesh)

                                        /*Int32 NumVerts = VTXStrip.indexOffset + VTXStrip.numVerts;
                                         * for (Int32 VertID = VTXStrip.indexOffset; VertID < NumVerts; VertID++)
                                         * {
                                         *      Int32 Index0 = VertID + StudioMesh.vertexoffset + VertexLODOffsets[LODID];
                                         *      VertexesPerLod.Add(StudioVVD.tempVerts[Index0]);
                                         * }*/

                                        if ((VTXStrip.flags & VTXStripGroupTriStripFlag) > 0)
                                        {
                                            for (Int32 TempIdx = VTXStrip.indexOffset; TempIdx < VTXStrip.indexOffset + VTXStrip.numIndices - 2; TempIdx++)
                                            {
                                                Int32[] add = TempIdx % 2 == 1 ?
                                                              new[] { TempIdx + 1, TempIdx, TempIdx + 2 } :
                                                new[] { TempIdx, TempIdx + 1, TempIdx + 2 };

                                                foreach (Int32 Index in add)
                                                {
                                                    IndicesPerMesh.Add(Vertexes[Indices[Index]].origMeshVertId + StudioMesh.vertexoffset);
                                                }
                                            }
                                        }
                                        else
                                        {
                                            for (Int32 Index = VTXStrip.indexOffset; Index < VTXStrip.indexOffset + VTXStrip.numIndices; Index++)
                                            {
                                                IndicesPerMesh.Add(Vertexes[Indices[Index]].origMeshVertId + StudioMesh.vertexoffset);
                                            }
                                        }
                                    }
                                    #endregion
                                }
                                #endregion

                                StudioMDL.SetIndices(BodypartID, ModelID, LODID, MeshID, IndicesPerMesh);
                            }
                            #endregion

                            //StudioMDL.MDL_Bodyparts[BodypartID].Models[ModelID].VerticesPerLod[LODID] = VertexesPerLod.ToArray();
                            ///TODO: Strip unused vertexes in <seealso cref="VVDFile.VVD_Vertexes"/> per lod
                            StudioMDL.SetVertices(BodypartID, ModelID, LODID, VertexOffset, VertexLODOffsets[LODID], StudioVVD.VVD_Vertexes[0]);

                            VertexLODOffsets[LODID] += VertexOffset;
                        }
                        #endregion
                    }
                    #endregion
                }
                #endregion
            }
        }