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; })); }
public static W3dMesh Parse(BinaryReader reader, uint chunkSize) { var currentMaterialPass = 0; var textures = new List <W3dTexture>(); var finalResult = ParseChunk <W3dMesh>(reader, chunkSize, (result, header) => { switch (header.ChunkType) { case W3dChunkType.W3D_CHUNK_MESH_HEADER3: result.Header = W3dMeshHeader3.Parse(reader); result.Vertices = new Vector3[result.Header.NumVertices]; result.Normals = new Vector3[result.Header.NumVertices]; result.ShadeIndices = new uint[result.Header.NumVertices]; result.Influences = new W3dVertexInfluence[result.Header.NumVertices]; result.Triangles = new W3dTriangle[result.Header.NumTris]; break; case W3dChunkType.W3D_CHUNK_VERTICES: for (var count = 0; count < result.Header.NumVertices; count++) { result.Vertices[count] = reader.ReadVector3(); } break; case W3dChunkType.W3D_CHUNK_VERTEX_NORMALS: for (var count = 0; count < result.Header.NumVertices; count++) { result.Normals[count] = reader.ReadVector3(); } break; case W3dChunkType.W3D_CHUNK_VERTEX_INFLUENCES: for (var count = 0; count < result.Header.NumVertices; count++) { result.Influences[count] = W3dVertexInfluence.Parse(reader); } break; case W3dChunkType.W3D_CHUNK_TRIANGLES: for (var count = 0; count < result.Header.NumTris; count++) { result.Triangles[count] = W3dTriangle.Parse(reader); } break; case W3dChunkType.W3D_CHUNK_VERTEX_SHADE_INDICES: for (var count = 0; count < result.Header.NumVertices; count++) { result.ShadeIndices[count] = reader.ReadUInt32(); } break; case W3dChunkType.W3D_CHUNK_MATERIAL_INFO: result.MaterialInfo = W3dMaterialInfo.Parse(reader); result.Materials = new W3dMaterial[result.MaterialInfo.VertexMaterialCount]; result.Shaders = new W3dShader[result.MaterialInfo.ShaderCount]; result.MaterialPasses = new W3dMaterialPass[result.MaterialInfo.PassCount]; break; case W3dChunkType.W3D_CHUNK_VERTEX_MATERIALS: for (var count = 0; count < result.MaterialInfo.VertexMaterialCount; count++) { var innerChunk = W3dChunkHeader.Parse(reader); if (innerChunk.ChunkType == W3dChunkType.W3D_CHUNK_VERTEX_MATERIAL) { result.Materials[count] = W3dMaterial.Parse(reader, innerChunk.ChunkSize); } else { throw CreateUnknownChunkException(innerChunk); } } break; case W3dChunkType.W3D_CHUNK_SHADERS: for (var count = 0; count < result.MaterialInfo.ShaderCount; count++) { result.Shaders[count] = W3dShader.Parse(reader); } break; case W3dChunkType.W3D_CHUNK_TEXTURES: var startPosition = reader.BaseStream.Position; while (reader.BaseStream.Position < startPosition + header.ChunkSize) { var innerChunk = W3dChunkHeader.Parse(reader); if (innerChunk.ChunkType == W3dChunkType.W3D_CHUNK_TEXTURE) { textures.Add(W3dTexture.Parse(reader, innerChunk.ChunkSize)); } else { throw CreateUnknownChunkException(innerChunk); } } break; case W3dChunkType.W3D_CHUNK_MATERIAL_PASS: result.MaterialPasses[currentMaterialPass] = W3dMaterialPass.Parse(reader, header.ChunkSize); currentMaterialPass++; break; case W3dChunkType.W3D_CHUNK_AABTREE: if (result.AabTree != null) { throw new InvalidDataException(); } result.AabTree = W3dMeshAabTree.Parse(reader, header.ChunkSize); break; case W3dChunkType.W3D_CHUNK_PS2_SHADERS: // Don't need this. reader.ReadBytes((int)header.ChunkSize); break; case W3dChunkType.W3D_CHUNK_MESH_USER_TEXT: // TODO: Do we need this? It has line-separated key/value pairs // for things like mass, elasticity, friction, etc. reader.ReadBytes((int)header.ChunkSize); break; case W3dChunkType.W3D_CHUNK_VERTICES_2: result.Vertices2 = new Vector3[result.Header.NumVertices]; for (var count = 0; count < result.Vertices2.Length; count++) { result.Vertices2[count] = reader.ReadVector3(); } break; case W3dChunkType.W3D_CHUNK_NORMALS_2: result.Normals2 = new Vector3[result.Header.NumVertices]; for (var count = 0; count < result.Normals2.Length; count++) { result.Normals2[count] = reader.ReadVector3(); } break; case W3dChunkType.W3D_CHUNK_TANGENTS: result.Tangents = new Vector3[result.Header.NumVertices]; for (var count = 0; count < result.Tangents.Length; count++) { result.Tangents[count] = reader.ReadVector3(); } break; case W3dChunkType.W3D_CHUNK_BITANGENTS: result.Bitangents = new Vector3[result.Header.NumVertices]; for (var count = 0; count < result.Bitangents.Length; count++) { result.Bitangents[count] = reader.ReadVector3(); } break; case W3dChunkType.W3D_CHUNK_SHADER_MATERIALS: result.ShaderMaterials = W3dShaderMaterials.Parse(reader, header.ChunkSize); break; default: throw CreateUnknownChunkException(header); } }); finalResult.Textures = textures; return(finalResult); }