mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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724709e435
Script editor: pressing "F1" now opens keyword help instead of program manual. Linedef edit form, Thing edit form: rewritten script support logic. It should now work in the same manner as the rest of controls. Thing info panel: thing arguments now have proper labels. Edit forms, UDMF: fields, which are handled by UI, are no longer shown in "Custom" tab. Visual mode: fixed a crash when loading a model on a video card without Shader model 2.0 support. Fixed incorrect argument number and changed most of labels in "Cameras and interpolation" section of zdoom_things.cfg.
630 lines
No EOL
24 KiB
C#
630 lines
No EOL
24 KiB
C#
#region ================== Namespaces
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using System;
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using System.IO;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Text;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using SlimDX;
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using SlimDX.Direct3D9;
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using CodeImp.DoomBuilder.Geometry;
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#endregion
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//mxd. Original version taken from here: http://colladadotnet.codeplex.com/SourceControl/changeset/view/40680
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namespace CodeImp.DoomBuilder.GZBuilder.MD3
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{
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internal static class ModelReader
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{
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#region ================== Variables
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private const float VERTICAL_STRETCH = 1 / 1.2f;
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private class MD3LoadResult
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{
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public List<string> Skins;
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public List<Mesh> Meshes;
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public string Errors;
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public MD3LoadResult() {
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Skins = new List<string>();
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Meshes = new List<Mesh>();
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}
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}
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private static VertexElement[] vertexElements;
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#endregion
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#region ================== Load
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public static void Load(ModelData mde, List<DataReader> containers, Device device) {
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mde.Model = new GZModel();
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BoundingBoxSizes bbs = new BoundingBoxSizes();
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MD3LoadResult result = new MD3LoadResult();
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if(vertexElements == null) {
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vertexElements = new[] {
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new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
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new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
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new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
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new VertexElement(0, 24, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0),
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VertexElement.VertexDeclarationEnd
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};
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}
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//load models and textures
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for(int i = 0; i < mde.ModelNames.Count; i++) {
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//need to use model skins?
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bool useSkins = string.IsNullOrEmpty(mde.TextureNames[i]);
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//load mesh
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MemoryStream ms = LoadFile(containers, mde.ModelNames[i], true);
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if (ms == null) {
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General.ErrorLogger.Add(ErrorType.Error, "ModelLoader: error while loading '" + mde.ModelNames[i] + "': unable to find file.");
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continue;
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}
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string ext = Path.GetExtension(mde.ModelNames[i]);
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if(ext == ".md3")
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result = ReadMD3Model(ref bbs, mde, useSkins, ms, device);
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else if(ext == ".md2")
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result = ReadMD2Model(ref bbs, mde, ms, device);
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else
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result.Errors = "model format is not supported";
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ms.Close();
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ms.Dispose();
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//got errors?
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if(!String.IsNullOrEmpty(result.Errors)) {
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General.ErrorLogger.Add(ErrorType.Error, "ModelLoader: error while loading '" + mde.ModelNames[i] + "': " + result.Errors);
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} else {
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//add loaded data to ModeldefEntry
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mde.Model.Meshes.AddRange(result.Meshes);
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//prepare UnknownTexture3D... just in case :)
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if(General.Map.Data.UnknownTexture3D.Texture == null || General.Map.Data.UnknownTexture3D.Texture.Disposed)
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General.Map.Data.UnknownTexture3D.CreateTexture();
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//load texture
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List<string> errors = new List<string>();
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//texture has unsupported extension?
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if(mde.TextureNames[i] == TextureData.INVALID_TEXTURE) {
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for (int c = 0; c < result.Meshes.Count; c++)
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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//texture not defined in MODELDEF?
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} else if(useSkins) {
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//try to use model's own skins
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for(int m = 0; m < result.Meshes.Count; m++) {
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if(string.IsNullOrEmpty(result.Skins[m])) {
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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errors.Add("texture not found in MODELDEF or model skin.");
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continue;
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}
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string path = result.Skins[m].Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
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ext = Path.GetExtension(path);
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if(Array.IndexOf(TextureData.SUPPORTED_TEXTURE_EXTENSIONS, ext) == -1) {
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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errors.Add("image format '" + ext + "' is not supported!");
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continue;
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}
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//relative path?
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if(path.IndexOf(Path.DirectorySeparatorChar) == -1)
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path = Path.Combine(Path.GetDirectoryName(mde.ModelNames[m]), path);
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Texture t = LoadTexture(containers, path, device);
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if(t == null) {
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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errors.Add("unable to load skin '" + result.Skins[m] + "'");
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continue;
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}
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mde.Model.Textures.Add(t);
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}
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//try to use texture loaded from MODELDEFS
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} else {
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Texture t = LoadTexture(containers, mde.TextureNames[i], device);
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if(t == null) {
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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errors.Add("unable to load texture '" + mde.TextureNames[i] + "'");
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} else {
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mde.Model.Textures.Add(t);
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}
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}
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//report errors
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if(errors.Count > 0) {
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foreach(string e in errors)
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General.ErrorLogger.Add(ErrorType.Error, "ModelLoader: error while loading '" + mde.ModelNames[i] + "': " + e);
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}
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}
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}
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//clear unneeded data
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mde.TextureNames = null;
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mde.ModelNames = null;
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if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0) {
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mde.Model = null;
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return;
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}
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mde.Model.BoundingBox = BoundingBoxTools.CalculateBoundingBox(bbs);
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}
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#endregion
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#region ================== MD3
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private static MD3LoadResult ReadMD3Model(ref BoundingBoxSizes bbs, ModelData mde, bool useSkins, MemoryStream s, Device device) {
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long start = s.Position;
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MD3LoadResult result = new MD3LoadResult();
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using (var br = new BinaryReader(s, Encoding.ASCII)) {
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string magic = ReadString(br, 4);
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if (magic != "IDP3"){
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result.Errors = "magic should be 'IDP3', not '" + magic + "'";
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return result;
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}
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s.Position += 80;
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int numSurfaces = br.ReadInt32();
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s.Position += 12;
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int ofsSurfaces = br.ReadInt32();
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if (s.Position != ofsSurfaces + start)
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s.Position = ofsSurfaces + start;
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List<int> polyIndecesList = new List<int>();
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List<WorldVertex> vertList = new List<WorldVertex>();
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Dictionary<string, List<List<int>>> polyIndecesListsPerTexture = new Dictionary<string, List<List<int>>>();
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Dictionary<string, List<WorldVertex>> vertListsPerTexture = new Dictionary<string, List<WorldVertex>>();
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Dictionary<string, List<int>> vertexOffsets = new Dictionary<string, List<int>>();
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string error = "";
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for (int c = 0; c < numSurfaces; c++) {
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string skin = "";
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error = ReadSurface(ref bbs, ref skin, br, polyIndecesList, vertList, mde);
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if(!string.IsNullOrEmpty(error)) {
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result.Errors = error;
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return result;
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}
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if(useSkins) {
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if(polyIndecesListsPerTexture.ContainsKey(skin)) {
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polyIndecesListsPerTexture[skin].Add(polyIndecesList);
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vertListsPerTexture[skin].AddRange(vertList.ToArray());
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vertexOffsets[skin].Add(vertList.Count);
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} else {
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polyIndecesListsPerTexture.Add(skin, new List<List<int>>() { polyIndecesList } );
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vertListsPerTexture.Add(skin, vertList);
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vertexOffsets.Add(skin, new List<int>() { vertList.Count });
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}
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//reset lists
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polyIndecesList = new List<int>();
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vertList = new List<WorldVertex>();
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}
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}
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if(!useSkins) { //create mesh
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CreateMesh(device, ref result, vertList, polyIndecesList);
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result.Skins.Add("");
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} else {
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//create a mesh for each surface texture
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foreach(KeyValuePair<string, List<List<int>>> group in polyIndecesListsPerTexture) {
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polyIndecesList = new List<int>();
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int offset = 0;
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//collect indices, fix vertex offsets
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for(int i = 0; i < group.Value.Count; i++) {
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if(i > 0) {
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offset += vertexOffsets[group.Key][i - 1]; //Damn I need to rewrite all of this stuff from scratch...
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for(int c = 0; c < group.Value[i].Count; c++)
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group.Value[i][c] += offset;
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}
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polyIndecesList.AddRange(group.Value[i].ToArray());
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}
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CreateMesh(device, ref result, vertListsPerTexture[group.Key], polyIndecesList);
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result.Skins.Add(group.Key.ToLowerInvariant());
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}
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}
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}
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return result;
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}
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private static string ReadSurface(ref BoundingBoxSizes bbs, ref string skin, BinaryReader br, List<int> polyIndecesList, List<WorldVertex> vertList, ModelData mde) {
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int vertexOffset = vertList.Count;
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long start = br.BaseStream.Position;
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string magic = ReadString(br, 4);
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if (magic != "IDP3")
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return "error while reading surface: Magic should be 'IDP3', not '" + magic + "'";
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br.BaseStream.Position += 76;
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int numVerts = br.ReadInt32(); //Number of Vertex objects defined in this Surface, up to MD3_MAX_VERTS. Current value of MD3_MAX_VERTS is 4096.
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int numTriangles = br.ReadInt32(); //Number of Triangle objects defined in this Surface, maximum of MD3_MAX_TRIANGLES. Current value of MD3_MAX_TRIANGLES is 8192.
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int ofsTriangles = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Triangle objects starts.
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int ofsShaders = br.ReadInt32();
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int ofsST = br.ReadInt32(); //Relative offset from SURFACE_START where the list of ST objects (s-t texture coordinates) starts.
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int ofsNormal = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Vertex objects (X-Y-Z-N vertices) starts.
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int ofsEnd = br.ReadInt32(); //Relative offset from SURFACE_START to where the Surface object ends.
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//polygons
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if (start + ofsTriangles != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsTriangles;
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for (int i = 0; i < numTriangles * 3; i++)
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polyIndecesList.Add( vertexOffset + br.ReadInt32() );
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//shaders
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if(start + ofsShaders != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsShaders;
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skin = ReadString(br, 64); //we are interested only in the first one
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//Vertices
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if (start + ofsST != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsST;
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for (int i = 0; i < numVerts; i++) {
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WorldVertex v = new WorldVertex();
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v.c = -1; //white
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v.u = br.ReadSingle();
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v.v = br.ReadSingle();
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vertList.Add(v);
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}
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//Normals
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if (start + ofsNormal != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsNormal;
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//rotation angles
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float angleOfsetCos = (float)Math.Cos(mde.AngleOffset);
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float angleOfsetSin = (float)Math.Sin(mde.AngleOffset);
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float pitchOfsetCos = (float)Math.Cos(-mde.PitchOffset);
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float pitchOfsetSin = (float)Math.Sin(-mde.PitchOffset);
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float rollOfsetCos = (float)Math.Cos(mde.RollOffset);
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float rollOfsetSin = (float)Math.Sin(mde.RollOffset);
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for (int i = vertexOffset; i < vertexOffset + numVerts; i++) {
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WorldVertex v = vertList[i];
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//read vertex
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v.y = -(float)br.ReadInt16() / 64;
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v.x = (float)br.ReadInt16() / 64;
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v.z = (float)br.ReadInt16() / 64;
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//rotate it
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if (mde.AngleOffset != 0) {
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float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
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float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
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v.y = ry;
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v.x = rx;
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}
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if (mde.PitchOffset != 0) {
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float ry = pitchOfsetCos * v.y - pitchOfsetSin * v.z;
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float rz = pitchOfsetSin * v.y + pitchOfsetCos * v.z;
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v.z = rz;
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v.y = ry;
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}
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if (mde.RollOffset != 0) {
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float rx = rollOfsetCos * v.x - rollOfsetSin * v.z;
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float rz = rollOfsetSin * v.x + rollOfsetCos * v.z;
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v.z = rz;
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v.x = rx;
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}
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//scale it
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v.y *= mde.Scale.X;
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v.x *= mde.Scale.Y;
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v.z *= mde.Scale.Z;
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if(General.Settings.GZStretchModels) v.z *= VERTICAL_STRETCH; //GZDoom vertical stretch hack
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//add zOffset
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v.z += mde.zOffset;
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//bounding box
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BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, v);
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var lat = br.ReadByte() * (2 * Math.PI) / 255.0;
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var lng = br.ReadByte() * (2 * Math.PI) / 255.0;
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v.nx = (float)(Math.Sin(lng) * Math.Sin(lat));
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v.ny = -(float)(Math.Cos(lng) * Math.Sin(lat));
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v.nz = (float)(Math.Cos(lat));
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vertList[i] = v;
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}
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if (start + ofsEnd != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsEnd;
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return "";
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}
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private static void CreateMesh(Device device, ref MD3LoadResult result, List<WorldVertex> vertList, List<int> polyIndecesList) {
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//create mesh
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Mesh mesh = new Mesh(device, polyIndecesList.Count / 3, vertList.Count, MeshFlags.Use32Bit | MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, vertexElements);
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using(DataStream stream = mesh.LockVertexBuffer(LockFlags.None)) {
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stream.WriteRange(vertList.ToArray());
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}
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mesh.UnlockVertexBuffer();
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using(DataStream stream = mesh.LockIndexBuffer(LockFlags.None)) {
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stream.WriteRange(polyIndecesList.ToArray());
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}
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mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
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//store in result
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result.Meshes.Add(mesh);
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}
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#endregion
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#region ================== MD2
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private static MD3LoadResult ReadMD2Model(ref BoundingBoxSizes bbs, ModelData mde, MemoryStream s, Device D3DDevice) {
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long start = s.Position;
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MD3LoadResult result = new MD3LoadResult();
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using (var br = new BinaryReader(s, Encoding.ASCII)) {
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string magic = ReadString(br, 4);
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if(magic != "IDP2") { //magic number: "IDP2"
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result.Errors = "magic should be 'IDP2', not '" + magic + "'";
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return result;
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}
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int modelVersion = br.ReadInt32();
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if(modelVersion != 8) { //MD2 version. Must be equal to 8
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//General.ErrorLogger.Add(ErrorType.Error, "Unable to load model '" + path + "': MD2 version must be 8 but is " + modelVersion);
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result.Errors = "MD2 version must be 8 but is " + modelVersion;
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return result;
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}
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int texWidth = br.ReadInt32();
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int texHeight = br.ReadInt32();
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s.Position += 8; //Size of one frame in bytes
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//s.Position += 4; //Number of textures
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int num_verts = br.ReadInt32(); //Number of vertices
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int num_uv = br.ReadInt32(); //The number of UV coordinates in the model
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int num_tris = br.ReadInt32(); //Number of triangles
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s.Position += 4; //Number of OpenGL commands
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if(br.ReadInt32() == 0) { //Total number of frames
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//General.ErrorLogger.Add(ErrorType.Error, "Unable to load model '" + path + "': model has 0 frames.");
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result.Errors = "model has 0 frames.";
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return result;
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}
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s.Position += 4; //Offset to skin names (each skin name is an unsigned char[64] and are null terminated)
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int ofs_uv = br.ReadInt32();//Offset to s-t texture coordinates
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int ofs_tris = br.ReadInt32(); //Offset to triangles
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int ofs_animFrame = br.ReadInt32(); //An offset to the first animation frame
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List<int> polyIndecesList = new List<int>();
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List<int> uvIndecesList = new List<int>();
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List<Vector2> uvCoordsList = new List<Vector2>();
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List<WorldVertex> vertList = new List<WorldVertex>();
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//polygons
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if (s.Position != ofs_tris + start)
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s.Position = ofs_tris + start;
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for (int i = 0; i < num_tris; i++) {
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polyIndecesList.Add((int)br.ReadUInt16());
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polyIndecesList.Add((int)br.ReadUInt16());
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polyIndecesList.Add((int)br.ReadUInt16());
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uvIndecesList.Add((int)br.ReadUInt16());
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uvIndecesList.Add((int)br.ReadUInt16());
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uvIndecesList.Add((int)br.ReadUInt16());
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}
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//UV coords
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if (s.Position != ofs_uv + start)
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s.Position = ofs_uv + start;
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for (int i = 0; i < num_uv; i++)
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uvCoordsList.Add(new Vector2((float)br.ReadInt16() / texWidth, (float)br.ReadInt16() / texHeight));
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//first frame
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//header
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if (s.Position != ofs_animFrame + start)
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s.Position = ofs_animFrame + start;
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Vector3 scale = new Vector3((float)br.ReadSingle(), (float)br.ReadSingle(), (float)br.ReadSingle());
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Vector3 translate = new Vector3((float)br.ReadSingle(), (float)br.ReadSingle(), (float)br.ReadSingle());
|
|
|
|
s.Position += 16; //frame name
|
|
|
|
//rotation angles
|
|
float angle = mde.AngleOffset - Angle2D.PIHALF;// 0.5f * (float)Math.PI; //subtract 90 degrees to get correct rotation
|
|
float angleOfsetCos = (float)Math.Cos(angle);
|
|
float angleOfsetSin = (float)Math.Sin(angle);
|
|
float pitchOfsetCos = (float)Math.Cos(-mde.PitchOffset);
|
|
float pitchOfsetSin = (float)Math.Sin(-mde.PitchOffset);
|
|
float rollOfsetCos = (float)Math.Cos(mde.RollOffset);
|
|
float rollOfsetSin = (float)Math.Sin(mde.RollOffset);
|
|
|
|
//verts
|
|
for (int i = 0; i < num_verts; i++) {
|
|
WorldVertex v = new WorldVertex();
|
|
|
|
v.x = ((float)br.ReadByte() * scale.X + translate.X);
|
|
v.y = ((float)br.ReadByte() * scale.Y + translate.Y);
|
|
v.z = ((float)br.ReadByte() * scale.Z + translate.Z);
|
|
|
|
//rotate it
|
|
float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
|
|
float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
|
|
v.y = ry;
|
|
v.x = rx;
|
|
|
|
if (mde.PitchOffset != 0) {
|
|
ry = pitchOfsetCos * v.y - pitchOfsetSin * v.z;
|
|
float rz = pitchOfsetSin * v.y + pitchOfsetCos * v.z;
|
|
v.z = rz;
|
|
v.y = ry;
|
|
}
|
|
if (mde.RollOffset != 0) {
|
|
rx = rollOfsetCos * v.x - rollOfsetSin * v.z;
|
|
float rz = rollOfsetSin * v.x + rollOfsetCos * v.z;
|
|
v.z = rz;
|
|
v.x = rx;
|
|
}
|
|
|
|
//scale it
|
|
v.x *= mde.Scale.X;
|
|
v.y *= mde.Scale.Y;
|
|
v.z *= mde.Scale.Z;
|
|
if(General.Settings.GZStretchModels) v.z *= VERTICAL_STRETCH; //GZDoom vertical stretch hack
|
|
|
|
//add zOffset
|
|
v.z += mde.zOffset;
|
|
|
|
vertList.Add(v);
|
|
|
|
s.Position += 1; //vertex normal
|
|
}
|
|
|
|
for (int i = 0; i < polyIndecesList.Count; i++) {
|
|
WorldVertex v = vertList[polyIndecesList[i]];
|
|
|
|
//bounding box
|
|
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, new WorldVertex(v.y, v.x, v.z));
|
|
|
|
//uv
|
|
float tu = uvCoordsList[uvIndecesList[i]].X;
|
|
float tv = uvCoordsList[uvIndecesList[i]].Y;
|
|
|
|
//uv-coordinates already set?
|
|
if(v.c == -1 && (v.u != tu || v.v != tv)) {
|
|
//add a new vertex
|
|
vertList.Add(new WorldVertex(v.x, v.y, v.z, -1, tu, tv));
|
|
polyIndecesList[i] = vertList.Count - 1;
|
|
} else {
|
|
v.u = tu;
|
|
v.v = tv;
|
|
v.c = -1; //set color to white
|
|
|
|
//return to proper place
|
|
vertList[polyIndecesList[i]] = v;
|
|
}
|
|
}
|
|
|
|
//mesh
|
|
Mesh mesh = new Mesh(D3DDevice, polyIndecesList.Count / 3, vertList.Count, MeshFlags.Use32Bit | MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, vertexElements);
|
|
|
|
using (DataStream stream = mesh.LockVertexBuffer(LockFlags.None)) {
|
|
stream.WriteRange(vertList.ToArray());
|
|
}
|
|
mesh.UnlockVertexBuffer();
|
|
|
|
using (DataStream stream = mesh.LockIndexBuffer(LockFlags.None)) {
|
|
stream.WriteRange(polyIndecesList.ToArray());
|
|
}
|
|
mesh.UnlockIndexBuffer();
|
|
|
|
mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
|
|
|
|
//store in result
|
|
result.Meshes.Add(mesh);
|
|
result.Skins.Add(""); //no skin support for MD2
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Utility
|
|
|
|
//util
|
|
private static MemoryStream LoadFile(List<DataReader> containers, string path, bool isModel) {
|
|
foreach(DataReader dr in containers) {
|
|
if(isModel && dr is WADReader) continue; //models cannot be stored in WADs
|
|
|
|
//load file
|
|
if(dr.FileExists(path))
|
|
return dr.LoadFile(path);
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private static Texture LoadTexture(List<DataReader> containers, string path, Device device) {
|
|
if(string.IsNullOrEmpty(path)) return null;
|
|
|
|
MemoryStream ms = LoadFile(containers, path, false);
|
|
if(ms == null) return null;
|
|
|
|
Texture texture = null;
|
|
|
|
//create texture
|
|
if(Path.GetExtension(path) == ".pcx") { //pcx format requires special handling...
|
|
FileImageReader fir = new FileImageReader();
|
|
Bitmap bitmap = fir.ReadAsBitmap(ms);
|
|
|
|
ms.Close();
|
|
ms.Dispose();
|
|
|
|
if(bitmap != null) {
|
|
BitmapData bmlock = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
|
|
texture = new Texture(device, bitmap.Width, bitmap.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
|
|
|
|
DataRectangle textureLock = texture.LockRectangle(0, LockFlags.None);
|
|
textureLock.Data.WriteRange(bmlock.Scan0, bmlock.Height * bmlock.Stride);
|
|
|
|
bitmap.UnlockBits(bmlock);
|
|
texture.UnlockRectangle(0);
|
|
}
|
|
} else {
|
|
texture = Texture.FromStream(device, ms);
|
|
|
|
ms.Close();
|
|
ms.Dispose();
|
|
}
|
|
|
|
return texture;
|
|
}
|
|
|
|
private static string ReadString(BinaryReader br, int len) {
|
|
var NAME = string.Empty;
|
|
int i = 0;
|
|
for (i = 0; i < len; ++i) {
|
|
var c = br.ReadChar();
|
|
if (c == '\0') {
|
|
++i;
|
|
break;
|
|
}
|
|
NAME += c;
|
|
}
|
|
for (; i < len; ++i) {
|
|
br.ReadChar();
|
|
}
|
|
return NAME;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
} |