示例#1
0
文件: Model.cs 项目: 074769/sledge
 public void AddMesh(string bodyPartName, int groupid, Mesh mesh)
 {
     var g = BodyParts.FirstOrDefault(x => x.Name == bodyPartName);
     if (g == null)
     {
         g = new BodyPart(bodyPartName);
         BodyParts.Add(g);
     }
     g.AddMesh(groupid, mesh);
 }
示例#2
0
        private static void ReadVerticesGoldSource(BinaryReader br, string bodyPartName, int modelIndex, DataStructures.Models.Model model, int numVerts, int vertInfoIndex, int vertIndex, int numMesh, int meshIndex, int numNorms, int normInfoIndex, int normIndex)
        {
            br.BaseStream.Position = vertInfoIndex;
            var vertInfoData = br.ReadByteArray(numVerts);
            br.BaseStream.Position = normInfoIndex;
            var normInfoData = br.ReadByteArray(numNorms);
            br.BaseStream.Position = vertIndex;
            var vertices = br.ReadCoordinateFArray(numVerts);
            br.BaseStream.Position = normIndex;
            var normals = br.ReadCoordinateFArray(numNorms);

            br.BaseStream.Position = meshIndex;
            for (var i = 0; i < numMesh; i++)
            {
                var mesh = new Mesh(0); // GoldSource meshes don't have LODs
                var meshNumTris = br.ReadInt32();
                var meshTriIndex = br.ReadInt32();
                var meshSkinRef = br.ReadInt32();
                var meshNumNorms = br.ReadInt32();
                var meshNormIndex = br.ReadInt32();

                mesh.SkinRef = meshSkinRef;

                var pos = br.BaseStream.Position;
                br.BaseStream.Position = meshTriIndex;
                int sh;
                // Read all the triangle strips and fans from the mesh and convert into easy-to-render 3-point triangles
                while ((sh = br.ReadInt16()) != 0)
                {
                    var list = new List<MdlProviderSequenceDataPoint>();
                    var fan = sh < 0;
                    if (fan) sh = -sh; // Negative value flags a fan, otherwise it is a strip
                    for (var j = 0; j < sh; j++) // Read the points in the sequence
                    {
                        list.Add(new MdlProviderSequenceDataPoint
                                     {
                                         Vertex = br.ReadInt16(), // Vertex index in the vertices array
                                         Normal = br.ReadInt16(), // Normal index in the normals array
                                         TextureS = br.ReadInt16(),
                                         TextureT = br.ReadInt16()
                                     });
                    }
                    for (var j = 0; j < list.Count - 2; j++)
                    {
                        // Get the vert indices to use for the various types of strip/fan
                        //                    |TRIANGLE FAN   |                       |TRIANGLE STRIP (ODD)|         |TRIANGLE STRIP (EVEN)|
                        var add = fan ? new[] {0, j + 1, j + 2} : (j % 2 == 1 ? new[] {j + 1, j, j + 2     } : new[] {j, j + 1, j + 2      });
                        foreach (var idx in add)
                        {
                            var vi = list[idx];
                            var boneIndex = vertInfoData[vi.Vertex]; // Vertinfo tells what bone the vert belongs to
                            mesh.Vertices.Add(new MeshVertex(
                                vertices[vi.Vertex],
                                normals[vi.Normal],
                                model.Bones[boneIndex],
                                vi.TextureS,
                                vi.TextureT));
                        }
                    }
                }
                model.AddMesh(bodyPartName, modelIndex, mesh);
                br.BaseStream.Position = pos;
            }
        }
示例#3
0
        private static void ReadVerticesSource(BinaryReader br, string groupName, int bodyPartIndex, int modelIndex, ModelData modelData, DataStructures.Models.Model model, int numMesh, long meshIndex)
        {
            br.BaseStream.Position = meshIndex;
            for (var i = 0; i < numMesh; i++)
            {
                var material = br.ReadInt32();
                var modelOffset = br.ReadInt32();
                var numVerts = br.ReadInt32();
                var vertexOffset = br.ReadInt32();
                var numFlexes = br.ReadInt32();
                var flexIndex = br.ReadInt32();
                var materialType = br.ReadInt32();
                var materialParam = br.ReadInt32();
                var meshId = br.ReadInt32();
                var center = br.ReadCoordinateF();
                var modelVertexDataPointer = br.ReadInt32();
                var numLODVertices = br.ReadIntArray(8);
                br.ReadIntArray(8); // Unused

                foreach (var mm in modelData.Meshes.Where(mm => mm.BodyPart == bodyPartIndex
                                                                && mm.Model == modelIndex
                                                                && mm.LOD == 0
                                                                && mm.MeshIndex == meshId))
                {
                    var mesh = new Mesh(mm.LOD);
                    foreach (var point in mm.Mesh.Points)
                    {
                        var vert = modelData.Vertices[point.VertexIndex + vertexOffset];
                        var boneWeights = new List<BoneWeighting>();
                        for (var j = 0; j < vert.NumBones; j++)
                        {
                            boneWeights.Add(new BoneWeighting(model.Bones[vert.Bones[j]], vert.BoneWeights[j]));
                        }
                        var mv = new MeshVertex(vert.Position, vert.Normal, boneWeights, vert.TextureS, vert.TextureT);
                        mesh.Vertices.Add(mv);
                    }
                    model.AddMesh(groupName, modelIndex, mesh);
                }
            }
        }
示例#4
0
文件: BodyPart.cs 项目: silky/sledge
 public void AddMesh(int groupId, Mesh mesh)
 {
     if (!Meshes.ContainsKey(groupId)) Meshes.Add(groupId, new List<Mesh>());
     Meshes[groupId].Add(mesh);
 }