internal static W3dMaterialPass Parse(BinaryReader reader, W3dParseContext context) { return(ParseChunk(reader, context, header => { var result = new W3dMaterialPass(); ParseChunks(reader, context.CurrentEndPosition, chunkType => { switch (chunkType) { case W3dChunkType.W3D_CHUNK_VERTEX_MATERIAL_IDS: result.VertexMaterialIds = W3dUInt32List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_SHADER_IDS: result.ShaderIds = W3dUInt32List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_DCG: result.Dcg = W3dRgbaList.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_DIG: result.Dig = W3dRgbaList.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_SCG: result.Scg = W3dRgbaList.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_TEXTURE_STAGE: result.TextureStages.Add(W3dTextureStage.Parse(reader, context)); break; case W3dChunkType.W3D_CHUNK_SHADER_MATERIAL_ID: result.ShaderMaterialIds = W3dUInt32List.Parse(reader, context, chunkType); break; // Normally this appears inside W3dTextureStage, but it can also // appear directly under W3dMaterialPass if using shader materials. case W3dChunkType.W3D_CHUNK_STAGE_TEXCOORDS: result.TexCoords = W3dVector2List.Parse(reader, context, chunkType); break; default: throw CreateUnknownChunkException(chunkType); } }); return result; })); }
internal static W3dMesh Parse(BinaryReader reader, W3dParseContext context) { return(ParseChunk(reader, context, header => { var result = new W3dMesh(); ParseChunks(reader, context.CurrentEndPosition, chunkType => { switch (chunkType) { case W3dChunkType.W3D_CHUNK_MESH_HEADER3: result.Header = W3dMeshHeader3.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_VERTICES: result.Vertices = W3dVector3List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_VERTEX_NORMALS: result.Normals = W3dVector3List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_VERTEX_INFLUENCES: result.Influences = W3dVertexInfluences.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_TRIANGLES: result.Triangles = W3dTriangles.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_VERTEX_SHADE_INDICES: result.ShadeIndices = W3dUInt32List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_MATERIAL_INFO: result.MaterialInfo = W3dMaterialInfo.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_VERTEX_MATERIALS: result.VertexMaterials = W3dVertexMaterials.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_SHADERS: result.Shaders = W3dShaders.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_PS2_SHADERS: result.ShadersPs2 = W3dShadersPs2.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_TEXTURES: result.Textures = W3dTextures.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_MATERIAL_PASS: result.MaterialPasses.Add(W3dMaterialPass.Parse(reader, context)); break; case W3dChunkType.W3D_CHUNK_AABTREE: result.AabTree = W3dMeshAabTree.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_MESH_USER_TEXT: result.UserText = W3dMeshUserText.Parse(reader, context); break; case W3dChunkType.W3D_CHUNK_VERTICES_2: result.Vertices2 = W3dVector3List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_NORMALS_2: result.Normals2 = W3dVector3List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_TANGENTS: result.Tangents = W3dVector3List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_BITANGENTS: result.Bitangents = W3dVector3List.Parse(reader, context, chunkType); break; case W3dChunkType.W3D_CHUNK_SHADER_MATERIALS: result.ShaderMaterials = W3dShaderMaterials.Parse(reader, context); break; default: throw CreateUnknownChunkException(chunkType); } }); return result; })); }