/// <summary> /// Draw this mesh geometry onto the graphics device /// </summary> public void Draw(GraphicsDevice gd) { gd.VertexDeclaration = new VertexDeclaration(gd, MeshVertex.VertexElements); foreach (var face in FaceData) { var vertexA = TransformedVertices[face.VertexA]; var vertexB = TransformedVertices[face.VertexB]; var vertexC = TransformedVertices[face.VertexC]; var vertexList = new MeshVertex[3] { vertexA.Vertex, vertexB.Vertex, vertexC.Vertex }; gd.DrawUserPrimitives(PrimitiveType.TriangleList, vertexList, 0, 1); } }
/// <summary> /// Reads this mesh. /// </summary> /// <param name="data">The data for the mesh file to read from.</param> public void Read(byte[] data) { using (var reader = new VBReader(new MemoryStream(data))) { System.Diagnostics.Debug.WriteLine("========== Mesh =========="); Version = reader.ReadInt32(); BoneCount = reader.ReadInt32(); System.Diagnostics.Debug.WriteLine("Version: " + Version); System.Diagnostics.Debug.WriteLine("BoneCount: " + BoneCount); /** Read bone names |str_len|str_body| **/ BoneNames = new string[BoneCount]; for (var i = 0; i < BoneCount; i++){ BoneNames[i] = reader.ReadPascalString(); System.Diagnostics.Debug.WriteLine("| Bone " + (i + 1) + ": " + BoneNames[i]); } /** Faces **/ FaceCount = reader.ReadInt32(); System.Diagnostics.Debug.WriteLine("FaceCount: " + FaceCount); FaceData = new Face[FaceCount]; for (var i = 0; i < FaceCount; i++){ FaceData[i] = new Face { VertexA = reader.ReadInt32(), VertexB = reader.ReadInt32(), VertexC = reader.ReadInt32() }; } /** Bone bindings **/ BindingCount = reader.ReadInt32(); BoneBindings = new BoneBinding[BindingCount]; for (var i = 0; i < BindingCount; i++){ BoneBindings[i] = new BoneBinding { BoneIndex = reader.ReadInt32(), FirstRealVertex = reader.ReadInt32(), RealVertexCount = reader.ReadInt32(), FirstBlendVertex = reader.ReadInt32(), BlendVertexCount = reader.ReadInt32() }; } /** Texture vertex data **/ RealVertexCount = reader.ReadInt32(); var textureData = new Vector2[RealVertexCount]; for (var i = 0; i < RealVertexCount; i++){ textureData[i] = new Vector2( reader.ReadFloat(), reader.ReadFloat() ); } /** Blend data **/ BlendVertexCount = reader.ReadInt32(); var blend = new BlendData[BlendVertexCount]; for (var i = 0; i < BlendVertexCount; i++) { blend[i] = new BlendData { Weight = (float)reader.ReadInt32()/0x8000, OtherVertex = reader.ReadInt32() }; } TotalVertexCount = reader.ReadInt32(); Vertex = new MeshVertexData[TotalVertexCount]; TransformedVertices = new MeshVertexData[TotalVertexCount]; for (var i = 0; i < TotalVertexCount; i++) { var vertexData = new MeshVertex { Coord = new Vector3 ( -reader.ReadFloat(), reader.ReadFloat(), reader.ReadFloat() ) }; var tVertexData = new MeshVertex { Coord = vertexData.Coord, NormalCoord = new Vector3( -reader.ReadFloat(), reader.ReadFloat(), reader.ReadFloat() ) }; var vertex = new MeshVertexData { Vertex = vertexData }; var tVertex = new MeshVertexData{ Vertex = tVertexData }; if (i < RealVertexCount) { tVertex.Vertex.TextureCoord = textureData[i]; } else { tVertex.BlendData = blend[i - RealVertexCount]; } Vertex[i] = vertex; TransformedVertices[i] = tVertex; } } }
/// <summary> /// Reads this mesh. /// </summary> /// <param name="data">The data for the mesh file to read from.</param> public void Read(byte[] data) { using (var reader = new VBReader(new MemoryStream(data))) { System.Diagnostics.Debug.WriteLine("========== Mesh =========="); Version = reader.ReadInt32(); BoneCount = reader.ReadInt32(); System.Diagnostics.Debug.WriteLine("Version: " + Version); System.Diagnostics.Debug.WriteLine("BoneCount: " + BoneCount); /** Read bone names |str_len|str_body| **/ BoneNames = new string[BoneCount]; for (var i = 0; i < BoneCount; i++) { BoneNames[i] = reader.ReadPascalString(); System.Diagnostics.Debug.WriteLine("| Bone " + (i + 1) + ": " + BoneNames[i]); } /** Faces **/ FaceCount = reader.ReadInt32(); System.Diagnostics.Debug.WriteLine("FaceCount: " + FaceCount); FaceData = new Face[FaceCount]; for (var i = 0; i < FaceCount; i++) { FaceData[i] = new Face { VertexA = reader.ReadInt32(), VertexB = reader.ReadInt32(), VertexC = reader.ReadInt32() }; } /** Bone bindings **/ BindingCount = reader.ReadInt32(); BoneBindings = new BoneBinding[BindingCount]; for (var i = 0; i < BindingCount; i++) { BoneBindings[i] = new BoneBinding { BoneIndex = reader.ReadInt32(), FirstRealVertex = reader.ReadInt32(), RealVertexCount = reader.ReadInt32(), FirstBlendVertex = reader.ReadInt32(), BlendVertexCount = reader.ReadInt32() }; } /** Texture vertex data **/ RealVertexCount = reader.ReadInt32(); var textureData = new Vector2[RealVertexCount]; for (var i = 0; i < RealVertexCount; i++) { textureData[i] = new Vector2( reader.ReadFloat(), reader.ReadFloat() ); } /** Blend data **/ BlendVertexCount = reader.ReadInt32(); var blend = new BlendData[BlendVertexCount]; for (var i = 0; i < BlendVertexCount; i++) { blend[i] = new BlendData { Weight = (float)reader.ReadInt32() / 0x8000, OtherVertex = reader.ReadInt32() }; } TotalVertexCount = reader.ReadInt32(); Vertex = new MeshVertexData[TotalVertexCount]; TransformedVertices = new MeshVertexData[TotalVertexCount]; for (var i = 0; i < TotalVertexCount; i++) { var vertexData = new MeshVertex { Coord = new Vector3 ( -reader.ReadFloat(), reader.ReadFloat(), reader.ReadFloat() ) }; var tVertexData = new MeshVertex { Coord = vertexData.Coord, NormalCoord = new Vector3( -reader.ReadFloat(), reader.ReadFloat(), reader.ReadFloat() ) }; var vertex = new MeshVertexData { Vertex = vertexData }; var tVertex = new MeshVertexData { Vertex = tVertexData }; if (i < RealVertexCount) { tVertex.Vertex.TextureCoord = textureData[i]; } else { tVertex.BlendData = blend[i - RealVertexCount]; } Vertex[i] = vertex; TransformedVertices[i] = tVertex; } } }