void Start() { prefAnimation.onClick.AddListener(clickPref); nextAnimation.onClick.AddListener(clickNext); animation1 = model1.GetComponent("MD2Model") as MD2Model; animation2 = model2.GetComponent("MD2Model") as MD2Model; animation3 = model3.GetComponent("MD2Model") as MD2Model; if (!animation1) { Debug.LogError("game object dont have md2"); } if (!animation2) { Debug.LogError("game object dont have md2"); } if (!animation3) { Debug.LogError("game object dont have md2"); } }
void Start () { prefAnimation.onClick.AddListener (clickPref); nextAnimation.onClick.AddListener(clickNext); animation1 = model1.GetComponent("MD2Model") as MD2Model; animation2 = model2.GetComponent("MD2Model") as MD2Model; animation3 = model3.GetComponent("MD2Model") as MD2Model; if (!animation1) { Debug.LogError("game object dont have md2"); } if (!animation2) { Debug.LogError("game object dont have md2"); } if (!animation3) { Debug.LogError("game object dont have md2"); } }
/// <summary> /// Initiates loading of the model through the content pipeline using /// the content importer and processor. Also loads texture through /// content pipeline. (Must use an XNA friendly texture format like /// *.tga, *.png, *.bmp, *.jpg. Native Quake *.pcx files won't load. /// </summary> /// <param name="graphics">Graphics device handle needed to initialize vertex buffer.</param> /// <param name="model">Name of model and file path.</param> /// <param name="skin">Name of texture and file path.</param> /// <param name="content">Content manager object for loading through pipeline.</param> public void LoadModel(GraphicsDevice graphics, string model, string skin, ContentManager content) { md2 = content.Load<MD2Model>(model); numFaces = md2.numFaces; texture = content.Load<Texture2D>(skin); InitializeVertexBuffer(graphics); }
public static void readMesh(string path, string filename) { if (File.Exists(path + "/" + filename)) { string nm = Path.GetFileNameWithoutExtension(filename); GameObject ObjectRoot = new GameObject(nm); MD2Model model = (MD2Model)ObjectRoot.AddComponent(typeof(MD2Model)); model.setup(); int vertex_Count; int uv_count; int face_Count; int frames_Count; List <Face> faces = new List <Face> (); List <Face> tfaces = new List <Face> (); List <Vector2> uvCoords = new List <Vector2> (); using (FileStream fs = File.OpenRead(path + "/" + filename)) { BinaryReader file = new BinaryReader(fs); int Magic = file.ReadInt32(); int Version = file.ReadInt32(); int SkinWidth = file.ReadInt32(); int SkinHeight = file.ReadInt32(); int FrameSize = file.ReadInt32(); int NumSkins = file.ReadInt32(); int NumVertices = file.ReadInt32(); int NumTexCoords = file.ReadInt32(); int NumTriangles = file.ReadInt32(); int NumGlCommands = file.ReadInt32(); int NumFrames = file.ReadInt32(); int OffsetSkins = file.ReadInt32(); int OffsetTexCoords = file.ReadInt32(); int OffsetTriangles = file.ReadInt32(); int OffsetFrames = file.ReadInt32(); int OffsetGlCommands = file.ReadInt32(); int OffsetEnd = file.ReadInt32(); frames_Count = NumFrames; vertex_Count = NumVertices; face_Count = NumTriangles; uv_count = NumTexCoords; file.BaseStream.Seek(OffsetTriangles, SeekOrigin.Begin); Debug.Log("Num triangles" + NumTriangles); for (int i = 0; i < NumTriangles; i++) { int v0, v1, v2; //vertex face v0 = (int)file.ReadUInt16(); v1 = (int)file.ReadUInt16(); v2 = (int)file.ReadUInt16(); faces.Add(new Face(v0, v1, v2)); //texture faces v0 = (int)file.ReadUInt16(); v1 = (int)file.ReadUInt16(); v2 = (int)file.ReadUInt16(); tfaces.Add(new Face(v0, v1, v2)); } file.BaseStream.Seek(OffsetTexCoords, SeekOrigin.Begin); Debug.Log("Num TextureCoord" + NumTexCoords); for (int i = 0; i < NumTexCoords; i++) { float u = (float)file.ReadInt16() / SkinWidth; float v = (float)1 * -file.ReadInt16() / SkinWidth; uvCoords.Add(new Vector2(u, v)); } //************************************************** file.BaseStream.Seek(OffsetFrames, SeekOrigin.Begin); Debug.Log("Num Frames" + OffsetFrames); for (int i = 0; i < NumFrames; i++) { Vector3 Scale = Vector3.zero; Vector3 Translate = Vector3.zero; Scale.x = file.ReadSingle(); Scale.y = file.ReadSingle(); Scale.z = file.ReadSingle(); Translate.x = file.ReadSingle(); Translate.y = file.ReadSingle(); Translate.z = file.ReadSingle(); char[] name = file.ReadChars(16); //Debug.LogWarning(new string(name)); for (int j = 0; j < NumVertices; j++) { byte x = file.ReadByte(); byte y = file.ReadByte(); byte z = file.ReadByte(); byte w = file.ReadByte(); // System.BitConverter.ToSingle(buffer, 0); float sx = Scale.x * x + Translate.x; float sy = Scale.z * z + Translate.z; float sz = Scale.y * y + Translate.y; model.vertex.Add(new Vector3(sx, sy, sz)); } } //meshFilter.sharedMesh =Surface.createCube ("cube"); for (int f = 0; f < NumFrames; f++) { Surface surface = new Surface("frame"); for (int i = 0; i < faces.Count; i++) { Vector3 v1 = model.vertex[f * vertex_Count + faces[i].v0]; Vector3 v2 = model.vertex[f * vertex_Count + faces[i].v1]; Vector3 v3 = model.vertex[f * vertex_Count + faces[i].v2]; Vector2 uv1 = uvCoords[0 * uv_count + tfaces[i].v0]; Vector2 uv2 = uvCoords[0 * uv_count + tfaces[i].v1]; Vector2 uv3 = uvCoords[0 * uv_count + tfaces[i].v2]; surface.addFace(v1, v2, v3, uv1, uv2, uv3); } surface.build(); surface.RecalculateNormals(); surface.Optimize(); model.Frames.Add(surface.getMesh()); } model.meshFilter.sharedMesh = model.Frames[0]; model.ready = true; Debug.LogWarning("read ok"); } } else { Debug.LogError(filename + " dont exits"); } }