示例#1
0
        /// <summary>
        /// Reads the index buffer data and converts it into a triangle list if necessary.
        /// </summary>
        /// <param name="reader">The mesh reader to use.</param>
        /// <param name="part">The mesh part to read.</param>
        /// <param name="resourceStream">A stream open on the resource data.</param>
        /// <returns>The index buffer converted into a triangle list.</returns>
        public static uint[] ReadIndices(MeshReader reader, Mesh.Part part, Stream resourceStream)
        {
            // Use index buffer 0
            var indexBuffer = reader.IndexBuffers[0];

            if (indexBuffer == null)
            {
                throw new InvalidOperationException("Index buffer 0 is null");
            }

            // Read the indexes
            var indexStream = reader.OpenIndexBufferStream(indexBuffer, resourceStream);

            indexStream.Position = part.FirstIndex;
            switch (indexBuffer.Type)
            {
            case PrimitiveType.TriangleList:
                return(indexStream.ReadIndices(part.IndexCount));

            case PrimitiveType.TriangleStrip:
                return(indexStream.ReadTriangleStrip(part.IndexCount));

            default:
                throw new InvalidOperationException("Unsupported index buffer type: " + indexBuffer.Type);
            }
        }
示例#2
0
        /// <summary>
        /// Defines a part in the current mesh.
        /// </summary>
        /// <param name="materialIndex">Index of the material.</param>
        /// <param name="firstIndex">The first index.</param>
        /// <param name="indexCount">The index count.</param>
        /// <param name="vertexCount">The vertex count.</param>
        /// <exception cref="System.InvalidOperationException">Cannot define a part if no mesh is active</exception>
        public void DefinePart(short materialIndex, ushort firstIndex, ushort indexCount, ushort vertexCount)
        {
            if (_currentMesh == null)
            {
                throw new InvalidOperationException("Cannot define a part if no mesh is active");
            }

            var part = new Mesh.Part
            {
                MaterialIndex     = materialIndex,
                Unknown2          = -1,
                FirstIndex        = firstIndex,
                IndexCount        = indexCount,
                FirstSubPartIndex = (short)_currentMesh.Mesh.SubParts.Count,
                SubPartCount      = 1,
                // TODO: Unknown values here
                VertexCount = vertexCount,
            };

            // It doesn't seem like the game really ever uses subparts for
            // most models, but define one anyway
            var subPart = new Mesh.SubPart
            {
                FirstIndex  = firstIndex,
                IndexCount  = indexCount,
                PartIndex   = (short)_currentMesh.Mesh.Parts.Count,
                VertexCount = vertexCount,
            };

            _currentMesh.Mesh.Parts.Add(part);
            _currentMesh.Mesh.SubParts.Add(subPart);
        }
        /// <summary>
        /// Defines a part in the current mesh.
        /// </summary>
        /// <param name="materialIndex">Index of the material.</param>
        /// <param name="firstIndex">The first index.</param>
        /// <param name="indexCount">The index count.</param>
        /// <param name="vertexCount">The vertex count.</param>
        /// <exception cref="System.InvalidOperationException">Cannot define a part if no mesh is active</exception>
        public void DefinePart(short materialIndex, ushort firstIndex, ushort indexCount, ushort vertexCount)
        {
            if (_currentMesh == null)
                throw new InvalidOperationException("Cannot define a part if no mesh is active");

            var part = new Mesh.Part
            {
                MaterialIndex = materialIndex,
                Unknown2 = -1,
                FirstIndex = firstIndex,
                IndexCount = indexCount,
                FirstSubPartIndex = (short)_currentMesh.Mesh.SubParts.Count,
                SubPartCount = 1,
                // TODO: Unknown values here
                VertexCount = vertexCount,
            };

            // It doesn't seem like the game really ever uses subparts for
            // most models, but define one anyway
            var subPart = new Mesh.SubPart
            {
                FirstIndex = firstIndex,
                IndexCount = indexCount,
                PartIndex = (short)_currentMesh.Mesh.Parts.Count,
                VertexCount = vertexCount,
            };

            _currentMesh.Mesh.Parts.Add(part);
            _currentMesh.Mesh.SubParts.Add(subPart);
        }