/// <summary> /// Constructor used to build Lods. This is used when you want to compile all mesh data together, ready for exporting. /// </summary> public Model(FrameObjectModel frameModel, IndexBuffer[] indexBuffers, VertexBuffer[] vertexBuffers, FrameGeometry frameGeometry, FrameMaterial frameMaterial) { this.frameModel = frameModel; this.indexBuffers = indexBuffers; this.vertexBuffers = vertexBuffers; this.frameGeometry = frameGeometry; this.frameMaterial = frameMaterial; model = new M2TStructure(); model.IsSkinned = true; model.Name = frameMesh.Name.String; model.BuildLods(frameGeometry, frameMaterial, vertexBuffers, indexBuffers); }
/// <summary> /// Reads the file into the memory. /// </summary> /// <param name="reader"></param> public void ReadFromFile(BinaryReader reader) { header = new FrameHeader(); header.ReadFromFile(reader); objectTypes = new int[header.NumObjects]; frameBlocks = new int[header.SceneFolders.Length + header.NumGeometries + header.NumMaterialResources + header.NumBlendInfos + header.NumSkeletons + header.NumSkelHierachies]; int j = 0; for (int i = 0; i != header.SceneFolders.Length; i++) { frameScenes.Add(header.SceneFolders[i].RefID, header.SceneFolders[i]); frameBlocks[j++] = header.SceneFolders[i].RefID; } for (int i = 0; i != header.NumGeometries; i++) { FrameGeometry geo = new FrameGeometry(reader); frameGeometries.Add(geo.RefID, geo); frameBlocks[j++] = geo.RefID; } for (int i = 0; i != header.NumMaterialResources; i++) { FrameMaterial mat = new FrameMaterial(reader); frameMaterials.Add(mat.RefID, mat); frameBlocks[j++] = mat.RefID; } for (int i = 0; i != header.NumBlendInfos; i++) { FrameBlendInfo blendInfo = new FrameBlendInfo(reader); frameBlendInfos.Add(blendInfo.RefID, blendInfo); frameBlocks[j++] = blendInfo.RefID; } for (int i = 0; i != header.NumSkeletons; i++) { FrameSkeleton skeleton = new FrameSkeleton(reader); frameSkeletons.Add(skeleton.RefID, skeleton); frameBlocks[j++] = skeleton.RefID; } for (int i = 0; i != header.NumSkelHierachies; i++) { FrameSkeletonHierachy skeletonHierachy = new FrameSkeletonHierachy(reader); frameSkeletonHierachies.Add(skeletonHierachy.RefID, skeletonHierachy); frameBlocks[j++] = skeletonHierachy.RefID; } if (header.NumObjects > 0) { for (int i = 0; i != header.NumObjects; i++) { objectTypes[i] = reader.ReadInt32(); } for (int i = 0; i != header.NumObjects; i++) { FrameObjectBase newObject = new FrameObjectBase(); if (objectTypes[i] == (int)ObjectType.Joint) { newObject = new FrameObjectJoint(reader); } else if (objectTypes[i] == (int)ObjectType.SingleMesh) { newObject = new FrameObjectSingleMesh(reader); FrameObjectSingleMesh mesh = newObject as FrameObjectSingleMesh; if (mesh.MeshIndex != -1) { mesh.AddRef(FrameEntryRefTypes.Mesh, frameBlocks[mesh.MeshIndex]); } if (mesh.MaterialIndex != -1) { mesh.AddRef(FrameEntryRefTypes.Material, frameBlocks[mesh.MaterialIndex]); } } else if (objectTypes[i] == (int)ObjectType.Frame) { newObject = new FrameObjectFrame(reader); } else if (objectTypes[i] == (int)ObjectType.Light) { newObject = new FrameObjectLight(reader); } else if (objectTypes[i] == (int)ObjectType.Camera) { newObject = new FrameObjectCamera(reader); } else if (objectTypes[i] == (int)ObjectType.Component_U00000005) { newObject = new FrameObjectComponent_U005(reader); } else if (objectTypes[i] == (int)ObjectType.Sector) { newObject = new FrameObjectSector(reader); } else if (objectTypes[i] == (int)ObjectType.Dummy) { newObject = new FrameObjectDummy(reader); } else if (objectTypes[i] == (int)ObjectType.ParticleDeflector) { newObject = new FrameObjectDeflector(reader); } else if (objectTypes[i] == (int)ObjectType.Area) { newObject = new FrameObjectArea(reader); } else if (objectTypes[i] == (int)ObjectType.Target) { newObject = new FrameObjectTarget(reader); } else if (objectTypes[i] == (int)ObjectType.Model) { FrameObjectModel mesh = new FrameObjectModel(reader); mesh.ReadFromFile(reader); mesh.ReadFromFilePart2(reader, frameSkeletons[frameBlocks[mesh.SkeletonIndex]], frameBlendInfos[frameBlocks[mesh.BlendInfoIndex]]); mesh.AddRef(FrameEntryRefTypes.Mesh, frameBlocks[mesh.MeshIndex]); mesh.AddRef(FrameEntryRefTypes.Material, frameBlocks[mesh.MaterialIndex]); mesh.AddRef(FrameEntryRefTypes.BlendInfo, frameBlocks[mesh.BlendInfoIndex]); mesh.AddRef(FrameEntryRefTypes.Skeleton, frameBlocks[mesh.SkeletonIndex]); mesh.AddRef(FrameEntryRefTypes.SkeletonHierachy, frameBlocks[mesh.SkeletonHierachyIndex]); newObject = mesh; } else if (objectTypes[i] == (int)ObjectType.Collision) { newObject = new FrameObjectCollision(reader); } frameObjects.Add(newObject.RefID, newObject); } } DefineFrameBlockParents(); }
/// <summary> /// This reconstructs the data. /// </summary> public void UpdateFrameData() { int totalResources = header.NumFolderNames + header.NumGeometries + header.NumMaterialResources + header.NumBlendInfos + header.NumSkeletons + header.NumSkelHierachies; Dictionary <int, object> newFrame = new Dictionary <int, object>(); foreach (KeyValuePair <int, FrameHeaderScene> entry in frameScenes) { newFrame.Add(entry.Key, entry.Value); } foreach (KeyValuePair <int, FrameGeometry> entry in frameGeometries) { newFrame.Add(entry.Key, entry.Value); } foreach (KeyValuePair <int, FrameMaterial> entry in frameMaterials) { newFrame.Add(entry.Key, entry.Value); } foreach (KeyValuePair <int, FrameBlendInfo> entry in frameBlendInfos) { newFrame.Add(entry.Key, entry.Value); } foreach (KeyValuePair <int, FrameSkeleton> entry in frameSkeletons) { newFrame.Add(entry.Key, entry.Value); } foreach (KeyValuePair <int, FrameSkeletonHierachy> entry in frameSkeletonHierachies) { newFrame.Add(entry.Key, entry.Value); } //We have to add the objects to the new frame AND THEN update refs. This is kind of odd, and I think i've done something wrong. int objectPosStart = newFrame.Count; for (int i = 0; i != frameObjects.Count; i++) { FrameObjectBase block = (frameObjects.ElementAt(i).Value as FrameObjectBase); newFrame.Add(block.RefID, block); } for (int i = objectPosStart; i != newFrame.Count; i++) { FrameObjectBase block = (newFrame.ElementAt(i).Value as FrameObjectBase); Console.WriteLine("Working on block " + block.Name.String); if (block.Refs.ContainsKey("Parent1")) { block.ParentIndex1.Index = newFrame.IndexOfValue(block.Refs["Parent1"]); } else { block.ParentIndex1.Index = -1; } if (block.Refs.ContainsKey("Parent2")) { block.ParentIndex2.Index = newFrame.IndexOfValue(block.Refs["Parent2"]); } else { block.ParentIndex2.Index = -1; } if (block.Type == typeof(FrameObjectSingleMesh).ToString()) { FrameObjectSingleMesh mesh = (block as FrameObjectSingleMesh); Console.WriteLine(string.Format("Updating: {0}, {1}, {2}", block.Name, mesh.MaterialIndex, mesh.MeshIndex)); if (mesh.MaterialIndex != -1) { mesh.MaterialIndex = newFrame.IndexOfValue(mesh.Refs["Material"]); } if (mesh.MeshIndex != -1) { mesh.MeshIndex = newFrame.IndexOfValue(mesh.Refs["Mesh"]); } block = mesh; Console.WriteLine(string.Format("Updated: {0}, {1}, {2}", block.Name, mesh.MaterialIndex, mesh.MeshIndex)); } if (block.Type == typeof(FrameObjectModel).ToString()) { FrameObjectModel mesh = (block as FrameObjectModel); Console.WriteLine(string.Format("Updating: {0}, {1}, {2}", block.Name, mesh.MaterialIndex, mesh.MeshIndex)); mesh.MaterialIndex = newFrame.IndexOfValue(mesh.Refs["Material"]); mesh.MeshIndex = newFrame.IndexOfValue(mesh.Refs["Mesh"]); mesh.BlendInfoIndex = newFrame.IndexOfValue(mesh.Refs["BlendInfo"]); mesh.SkeletonIndex = newFrame.IndexOfValue(mesh.Refs["Skeleton"]); mesh.SkeletonHierachyIndex = newFrame.IndexOfValue(mesh.Refs["SkeletonHierachy"]); block = mesh; Console.WriteLine(string.Format("Updated: {0}, {1}, {2}", block.Name, mesh.MaterialIndex, mesh.MeshIndex)); } } header.NumFolderNames = FrameScenes.Count; header.NumGeometries = frameGeometries.Count; header.NumMaterialResources = frameMaterials.Count; header.NumBlendInfos = frameBlendInfos.Count; header.NumSkeletons = frameSkeletons.Count; header.NumSkelHierachies = frameSkeletonHierachies.Count; header.NumObjects = frameObjects.Count; }