/// <summary> /// Reads a SEAnim from a stream /// </summary> /// <param name="Stream">The stream to read from</param> /// <returns>A SEAnim if successful, otherwise throws an error and returns null</returns> public static SEModel Read(Stream Stream) { // Create a new model var model = new SEModel(); // Setup a new reader using (ExtendedBinaryReader readFile = new ExtendedBinaryReader(Stream)) { // Magic var Magic = readFile.ReadChars(7); // Version var Version = readFile.ReadInt16(); // Header size var HeaderSize = readFile.ReadInt16(); // Check magic if (!Magic.SequenceEqual(new char[] { 'S', 'E', 'M', 'o', 'd', 'e', 'l' })) { // Bad file throw new Exception("Bad SEModel file, magic was invalid"); } // Data present flags var DataPresentFlags = readFile.ReadByte(); // Bone data present flags var BoneDataPresentFlags = readFile.ReadByte(); // Mesh data present flags var MeshDataPresentFlags = readFile.ReadByte(); // Read counts var BoneCount = readFile.ReadInt32(); var MeshCount = readFile.ReadInt32(); var MatCount = readFile.ReadInt32(); // Skip 3 reserved bytes readFile.BaseStream.Position += 3; // Read bone tag names List <string> BoneNames = new List <string>(); // Loop for (int i = 0; i < BoneCount; i++) { BoneNames.Add(readFile.ReadNullTermString()); } // Loop and read bones for (int i = 0; i < BoneCount; i++) { // Read bone flags (unused) var BoneFlags = readFile.ReadByte(); // Read bone index var ParentIndex = readFile.ReadInt32(); // Check for global matricies Vector3 GlobalPosition = Vector3.Zero; Quaternion GlobalRotation = Quaternion.Identity; // Check if (Convert.ToBoolean(BoneDataPresentFlags & (byte)SEModel_BoneDataPresenceFlags.SEMODEL_PRESENCE_GLOBAL_MATRIX)) { GlobalPosition = new Vector3(readFile.ReadSingle(), readFile.ReadSingle(), readFile.ReadSingle()); GlobalRotation = new Quaternion(readFile.ReadSingle(), readFile.ReadSingle(), readFile.ReadSingle(), readFile.ReadSingle()); } // Check for local matricies Vector3 LocalPosition = Vector3.Zero; Quaternion LocalRotation = Quaternion.Identity; // Check if (Convert.ToBoolean(BoneDataPresentFlags & (byte)SEModel_BoneDataPresenceFlags.SEMODEL_PRESENCE_LOCAL_MATRIX)) { LocalPosition = new Vector3(readFile.ReadSingle(), readFile.ReadSingle(), readFile.ReadSingle()); LocalRotation = new Quaternion(readFile.ReadSingle(), readFile.ReadSingle(), readFile.ReadSingle(), readFile.ReadSingle()); } // Check for scales Vector3 Scale = Vector3.One; // Check if (Convert.ToBoolean(BoneDataPresentFlags & (byte)SEModel_BoneDataPresenceFlags.SEMODEL_PRESENCE_SCALES)) { Scale = new Vector3(readFile.ReadSingle(), readFile.ReadSingle(), readFile.ReadSingle()); } // Add the bone model.AddBone(BoneNames[i], ParentIndex, GlobalPosition, GlobalRotation, LocalPosition, LocalRotation, Scale); } // Loop and read meshes for (int i = 0; i < MeshCount; i++) { // Make a new submesh var mesh = new SEModelMesh(); // Read mesh flags (unused) var MeshFlags = readFile.ReadByte(); // Read counts var MatIndiciesCount = readFile.ReadByte(); var MaxSkinInfluenceCount = readFile.ReadByte(); var VertexCount = readFile.ReadInt32(); var FaceCount = readFile.ReadInt32(); // Loop and read positions for (int v = 0; v < VertexCount; v++) { mesh.AddVertex(new SEModelVertex() { Position = new Vector3(readFile.ReadSingle(), readFile.ReadSingle(), readFile.ReadSingle()) }); } // Read uvlayers if (Convert.ToBoolean(MeshDataPresentFlags & (byte)SEModel_MeshDataPresenceFlags.SEMODEL_PRESENCE_UVSET)) { for (int v = 0; v < VertexCount; v++) { for (int l = 0; l < MatIndiciesCount; l++) { mesh.Verticies[v].UVSets.Add(new Vector2(readFile.ReadSingle(), readFile.ReadSingle())); } } } // Read normals if (Convert.ToBoolean(MeshDataPresentFlags & (byte)SEModel_MeshDataPresenceFlags.SEMODEL_PRESENCE_NORMALS)) { // Loop and read vertex normals for (int v = 0; v < VertexCount; v++) { mesh.Verticies[v].VertexNormal = new Vector3(readFile.ReadSingle(), readFile.ReadSingle(), readFile.ReadSingle()); } } // Read colors if (Convert.ToBoolean(MeshDataPresentFlags & (byte)SEModel_MeshDataPresenceFlags.SEMODEL_PRESENCE_COLOR)) { // Loop and read colors for (int v = 0; v < VertexCount; v++) { mesh.Verticies[v].VertexColor = new Color(readFile.ReadByte(), readFile.ReadByte(), readFile.ReadByte(), readFile.ReadByte()); } } // Read weights if (Convert.ToBoolean(MeshDataPresentFlags & (byte)SEModel_MeshDataPresenceFlags.SEMODEL_PRESENCE_WEIGHTS)) { for (int v = 0; v < VertexCount; v++) { // Read IDs and Values for (int l = 0; l < MaxSkinInfluenceCount; l++) { if (BoneCount <= 0xFF) { mesh.Verticies[v].Weights.Add(new SEModelWeight() { BoneIndex = readFile.ReadByte(), BoneWeight = readFile.ReadSingle() }); } else if (BoneCount <= 0xFFFF) { mesh.Verticies[v].Weights.Add(new SEModelWeight() { BoneIndex = readFile.ReadUInt16(), BoneWeight = readFile.ReadSingle() }); } else { mesh.Verticies[v].Weights.Add(new SEModelWeight() { BoneIndex = readFile.ReadUInt32(), BoneWeight = readFile.ReadSingle() }); } } } } // Loop and read faces for (int f = 0; f < FaceCount; f++) { if (VertexCount <= 0xFF) { mesh.AddFace(readFile.ReadByte(), readFile.ReadByte(), readFile.ReadByte()); } else if (VertexCount <= 0xFFFF) { mesh.AddFace(readFile.ReadUInt16(), readFile.ReadUInt16(), readFile.ReadUInt16()); } else { mesh.AddFace(readFile.ReadUInt32(), readFile.ReadUInt32(), readFile.ReadUInt32()); } } // Read material reference indicies for (int f = 0; f < MatIndiciesCount; f++) { mesh.AddMaterialIndex(readFile.ReadInt32()); } // Add the mesh model.AddMesh(mesh); } // Loop and read materials for (int m = 0; m < MatCount; m++) { var mat = new SEModelMaterial(); // Read the name mat.Name = readFile.ReadNullTermString(); // Read IsSimpleMaterial var IsSimpleMaterial = readFile.ReadBoolean(); // Read the material if (IsSimpleMaterial) { mat.MaterialData = new SEModelSimpleMaterial() { DiffuseMap = readFile.ReadNullTermString(), NormalMap = readFile.ReadNullTermString(), SpecularMap = readFile.ReadNullTermString() }; } // Add the material model.AddMaterial(mat); } } // Return result return(model); }