UltimateZoneBuilder/Source/Core/GZBuilder/md3/ModelReader.cs
2019-12-24 21:33:16 +02:00

1699 lines
52 KiB
C#
Executable file

#region ================== Namespaces
using System;
using System.IO;
using System.Drawing;
using System.Drawing.Imaging;
using System.Globalization; // biwa
using System.Text;
using System.Collections.Generic;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.Geometry;
using System.Linq;
#endregion
//mxd. Original version taken from here: http://colladadotnet.codeplex.com/SourceControl/changeset/view/40680
namespace CodeImp.DoomBuilder.GZBuilder.MD3
{
internal static class ModelReader
{
#region ================== Variables
internal class MD3LoadResult
{
public List<string> Skins;
public List<Mesh> Meshes;
public string Errors;
public MD3LoadResult()
{
Skins = new List<string>();
Meshes = new List<Mesh>();
}
}
#endregion
#region ================== Load
public static void Load(ModelData mde, List<DataReader> containers)
{
if(mde.IsVoxel) LoadKVX(mde, containers);
else LoadModel(mde, containers);
}
private static void LoadKVX(ModelData mde, List<DataReader> containers)
{
mde.Model = new GZModel();
string unused = string.Empty;
foreach(string name in mde.ModelNames)
{
//find the model
foreach(DataReader dr in containers)
{
Stream ms = dr.GetVoxelData(name, ref unused);
if(ms == null) continue;
//load kvx
ReadKVX(mde, ms);
//done
ms.Close();
break;
}
}
//clear unneeded data
mde.SkinNames = null;
mde.ModelNames = null;
if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0)
{
mde.Model = null;
}
}
private static void LoadModel(ModelData mde, List<DataReader> containers)
{
mde.Model = new GZModel();
BoundingBoxSizes bbs = new BoundingBoxSizes();
MD3LoadResult result = new MD3LoadResult();
//load models and textures
for(int i = 0; i < mde.ModelNames.Count; i++)
{
// Use model skins?
// INFO: Skin MODELDEF property overrides both embedded surface names and ones set using SurfaceSkin MODELDEF property
Dictionary<int, string> skins = null;
if(string.IsNullOrEmpty(mde.SkinNames[i]))
{
skins = (mde.SurfaceSkinNames[i].Count > 0 ? mde.SurfaceSkinNames[i] : new Dictionary<int, string>());
}
// Load mesh
MemoryStream ms = LoadFile(containers, mde.ModelNames[i], true);
if(ms == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + mde.ModelNames[i] + "\": unable to find file.");
continue;
}
string ext = Path.GetExtension(mde.ModelNames[i]);
switch(ext)
{
case ".md3":
if(!string.IsNullOrEmpty(mde.FrameNames[i]))
{
General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + mde.ModelNames[i] + "\": frame names are not supported for MD3 models!");
continue;
}
result = ReadMD3Model(ref bbs, skins, ms, mde.FrameIndices[i]);
break;
case ".md2":
result = ReadMD2Model(ref bbs, ms, mde.FrameIndices[i], mde.FrameNames[i]);
break;
case ".3d":
result = Read3DModel(ref bbs, skins, ms, mde.FrameIndices[i], mde.ModelNames[i], containers);
break;
case ".obj":
// OBJ doesn't support frames, so print out an error
if (mde.FrameIndices[i] > 0)
{
General.ErrorLogger.Add(ErrorType.Error, "Trying to load frame " + mde.FrameIndices[i] + " of model \"" + mde.ModelNames[i] + "\", but OBJ doesn't support frames!");
continue;
}
result = ReadOBJModel(ref bbs, skins, ms, mde.ModelNames[i]);
break;
default:
result.Errors = "model format is not supported";
break;
}
ms.Close();
if (result == null)
continue;
//got errors?
if (!String.IsNullOrEmpty(result.Errors))
{
General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + mde.ModelNames[i] + "\": " + result.Errors);
}
else
{
//add loaded data to ModeldefEntry
mde.Model.Meshes.AddRange(result.Meshes);
//prepare UnknownTexture3D... just in case :)
if(General.Map.Data.UnknownTexture3D.Texture == null || General.Map.Data.UnknownTexture3D.Texture.Disposed)
General.Map.Data.UnknownTexture3D.CreateTexture();
//load texture
List<string> errors = new List<string>();
// Texture not defined in MODELDEF?
if(skins != null)
{
//try to use model's own skins
for(int m = 0; m < result.Meshes.Count; m++)
{
// biwa. Makes sure to add a dummy texture if the MODELDEF skin definition is erroneous
if(m >= result.Skins.Count)
{
errors.Add("no skin defined for mesh " + m + ".");
mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
continue;
}
if(string.IsNullOrEmpty(result.Skins[m]))
{
mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
errors.Add("texture not found in MODELDEF or model skin.");
continue;
}
string path = result.Skins[m].Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
if(!String.IsNullOrEmpty(mde.Path))
path = Path.Combine(mde.Path, path);
Texture t = GetTexture(containers, path);
if(t != null)
{
mde.Model.Textures.Add(t);
continue;
}
// That didn't work, let's try to load the texture without the additional path
path = result.Skins[m].Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
t = GetTexture(containers, path);
if (t == null)
{
mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
errors.Add("unable to load skin \"" + path + "\"");
continue;
}
mde.Model.Textures.Add(t);
}
}
//Try to use texture loaded from MODELDEFS
else
{
Texture t = GetTexture(containers, mde.SkinNames[i]);
if(t == null)
{
mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
errors.Add("unable to load skin \"" + mde.SkinNames[i] + "\"");
}
else
{
mde.Model.Textures.Add(t);
}
}
//report errors
if(errors.Count > 0)
{
foreach(string e in errors)
General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + mde.ModelNames[i] + "\": " + e);
}
}
}
//clear unneeded data
mde.SkinNames = null;
mde.ModelNames = null;
if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0)
{
mde.Model = null;
return;
}
//scale bbs
bbs.MaxX = (int)(bbs.MaxX * mde.Scale.X);
bbs.MinX = (int)(bbs.MinX * mde.Scale.X);
bbs.MaxY = (int)(bbs.MaxY * mde.Scale.Y);
bbs.MinY = (int)(bbs.MinY * mde.Scale.Y);
//calculate model radius
mde.Model.Radius = Math.Max(Math.Max(Math.Abs(bbs.MinY), Math.Abs(bbs.MaxY)), Math.Max(Math.Abs(bbs.MinX), Math.Abs(bbs.MaxX)));
}
private static Texture GetTexture(List<DataReader> containers, string texturename)
{
Texture t = null;
string[] extensions = new string[ModelData.SUPPORTED_TEXTURE_EXTENSIONS.Length + 1];
Array.Copy(ModelData.SUPPORTED_TEXTURE_EXTENSIONS, 0, extensions, 1, ModelData.SUPPORTED_TEXTURE_EXTENSIONS.Length);
extensions[0] = "";
// Try to load the texture as defined by its path. GZDoom doesn't care about extensions
if (t == null)
{
foreach (string extension in extensions)
{
string name = Path.ChangeExtension(texturename, null) + extension;
name = name.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
t = LoadTexture(containers, name);
if (t != null)
break;
}
}
// Try to use an already defined texture. Again, just try out all extensions
foreach (string extension in extensions)
{
string name = Path.ChangeExtension(texturename, null) + extension;
if (General.Map.Data.GetTextureExists(name))
{
ImageData image = General.Map.Data.GetTextureImage(name);
if (!image.IsImageLoaded)
image.LoadImage();
if (image.Texture == null)
image.CreateTexture();
t = image.Texture;
break;
}
}
// GZDoom can also ignore the path completely (because why not), so let's see if there's a texture with
// just the skin name
if (t == null)
{
string name = Path.ChangeExtension(Path.GetFileName(texturename), null);
if (General.Map.Data.GetTextureExists(name))
{
ImageData image = General.Map.Data.GetTextureImage(name);
if (!image.IsImageLoaded)
image.LoadImage();
if (image.Texture == null)
image.CreateTexture();
t = image.Texture;
}
}
// Or maybe it's a sprite
if(t == null)
{
string name = Path.ChangeExtension(texturename, null);
if (General.Map.Data.GetSpriteExists(name))
{
ImageData image = General.Map.Data.GetSpriteImage(name);
if (!image.IsImageLoaded)
image.LoadImage();
if (image.Texture == null)
image.CreateTexture();
t = image.Texture;
}
}
return t;
}
#endregion
#region ================== 3D (unreal)
// there is probably better way to emulate 16-bit cast, but this was easiest for me at 3am
private static int PadInt16(int n)
{
if (n > 32767)
return -(65536 - n);
return n;
}
private static float UnpackUVertex(int n, int c)
{
switch (c)
{
case 0:
return PadInt16((n & 0x7ff) << 5) / 128f;
case 1:
return PadInt16((((int)n >> 11) & 0x7ff) << 5) / 128f;
case 2:
return PadInt16((((int)n >> 22) & 0x3ff) << 6) / 128f;
default:
return 0f;
}
}
private struct UE1Poly
{
public int[] V;
public float[] S;
public float[] T;
public int TexNum, Type;
public Vector3D Normal;
}
internal static MD3LoadResult Read3DModel(ref BoundingBoxSizes bbs, Dictionary<int, string> skins, Stream s, int frame, string filename, List<DataReader> containers)
{
Stream stream_d;
Stream stream_a;
if (filename.IndexOf("_d.3d") == filename.Length-5)
{
string filename_a = filename.Replace("_d.3d", "_a.3d");
stream_d = s;
stream_a = LoadFile(containers, filename_a, true);
if (stream_a == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + filename + "\": unable to find corresponding \"_a.3d\" file.");
return null;
}
}
else
{
string filename_d = filename.Replace("_a.3d", "_d.3d");
stream_a = s;
stream_d = LoadFile(containers, filename_d, true);
if (stream_d == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + filename + "\": unable to find corresponding \"_d.3d\" file.");
return null;
}
}
MD3LoadResult result = new MD3LoadResult();
BinaryReader br_d = new BinaryReader(stream_d);
BinaryReader br_a = new BinaryReader(stream_a);
// read d3d header
uint d3d_numpolys = br_d.ReadUInt16();
uint d3d_numverts = br_d.ReadUInt16();
stream_d.Position += 44; // bogusrot, bogusframe, bogusnorm[3], fixscale, unused[3], padding[12]
long start_d = stream_d.Position;
// read a3d header
uint a3d_numframes = br_a.ReadUInt16();
uint a3d_framesize = br_a.ReadUInt16();
long start_a = stream_a.Position;
// Sanity check
if (frame < 0 || frame >= a3d_numframes)
{
result.Errors = "frame " + frame + " is outside of model's frame range [0.." + (a3d_numframes - 1) + "]";
return result;
}
// check for deus ex format
bool isdeusex = false;
if ( (a3d_framesize/d3d_numverts) == 8 ) isdeusex = true;
// read vertices
WorldVertex[] vertices = new WorldVertex[d3d_numverts];
for (uint i = 0; i < d3d_numverts; i++)
{
WorldVertex Vert = new WorldVertex();
if ( isdeusex )
{
stream_a.Position = start_a + (i + frame * d3d_numverts) * 8;
int vx = br_a.ReadInt16();
int vy = br_a.ReadInt16();
int vz = br_a.ReadInt16();
Vert.y = -vx;
Vert.z = vz;
Vert.x = -vy;
}
else
{
stream_a.Position = start_a + (i + frame * d3d_numverts) * 4;
int v_uint = br_a.ReadInt32();
Vert.y = -UnpackUVertex(v_uint, 0);
Vert.z = UnpackUVertex(v_uint, 2);
Vert.x = -UnpackUVertex(v_uint, 1);
}
vertices[i] = Vert;
}
// read polygons
//int minverthack = 0;
//int minvert = 2147483647;
UE1Poly[] polys = new UE1Poly[d3d_numpolys];
int[] polyindexlist = new int[d3d_numpolys*3];
for (uint i = 0; i < d3d_numpolys; i++)
{
//
stream_d.Position = start_d + 16 * i;
polys[i].V = new int[3];
polys[i].S = new float[3];
polys[i].T = new float[3];
bool brokenpoly = false;
for (int j = 0; j < 3; j++)
{
polyindexlist[i * 3 + j] = polys[i].V[j] = br_d.ReadInt16();
if (polys[i].V[j] >= vertices.Length || polys[i].V[j] < 0)
brokenpoly = true;
}
// Resolves polygons that reference out-of-bounds vertices by simply making them null size.
// This is easier than changing array to dynamically sized list.
if (brokenpoly)
{
polys[i].V[0] = 0;
polys[i].V[1] = 0;
polys[i].V[2] = 0;
}
polys[i].Type = br_d.ReadByte();
stream_d.Position += 1; // color
for (int j = 0; j < 3; j++)
{
byte u = br_d.ReadByte();
byte v = br_d.ReadByte();
polys[i].S[j] = u / 255f;
polys[i].T[j] = v / 255f;
}
polys[i].TexNum = br_d.ReadByte();
}
// calculate poly normals
for (uint i = 0; i < d3d_numpolys; i++)
{
Vector3D[] dir = new Vector3D[2];
Vector3D norm;
dir[0].x = vertices[polys[i].V[1]].x-vertices[polys[i].V[0]].x;
dir[0].y = vertices[polys[i].V[1]].y-vertices[polys[i].V[0]].y;
dir[0].z = vertices[polys[i].V[1]].z-vertices[polys[i].V[0]].z;
dir[1].x = vertices[polys[i].V[2]].x-vertices[polys[i].V[0]].x;
dir[1].y = vertices[polys[i].V[2]].y-vertices[polys[i].V[0]].y;
dir[1].z = vertices[polys[i].V[2]].z-vertices[polys[i].V[0]].z;
norm.x = dir[0].y * dir[1].z - dir[0].z * dir[1].y;
norm.y = dir[0].z * dir[1].x - dir[0].x * dir[1].z;
norm.z = dir[0].x * dir[1].y - dir[0].y * dir[1].x;
polys[i].Normal = norm.GetNormal();
}
// calculate vertex normals
for (uint i = 0; i < d3d_numverts; i++)
{
Vector3D nsum = new Vector3D(0, 0, 0);
int total = 0;
for (uint j = 0; j < d3d_numpolys; j++)
{
if ((polys[j].V[0] != i) && (polys[j].V[1] != i) && (polys[j].V[2] != i)) continue;
nsum.x += polys[j].Normal.x;
nsum.y += polys[j].Normal.y;
nsum.z += polys[j].Normal.z;
total++;
}
vertices[i].nx = -nsum.x / total;
vertices[i].ny = -nsum.y / total;
vertices[i].nz = -nsum.z / total;
}
List<int> exGroups = new List<int>();
Dictionary<int, int> textureGroupRemap = new Dictionary<int, int>();
for (int i = 0; i < polys.Length; i++)
{
if (exGroups.Contains(polys[i].TexNum))
continue;
if (exGroups.Count == 0 ||
polys[i].TexNum <= exGroups[0])
exGroups.Insert(0, polys[i].TexNum);
else if (exGroups.Count == 0 ||
polys[i].TexNum >= exGroups[exGroups.Count - 1])
exGroups.Add(polys[i].TexNum);
}
for (int i = 0; i < exGroups.Count; i++)
textureGroupRemap[exGroups[i]] = i;
if (skins == null)
{
List<WorldVertex> out_verts = new List<WorldVertex>();
List<int> out_polys = new List<int>();
for (int i = 0; i < polys.Length; i++)
{
if ( (polys[i].Type&0x08) != 0 )
continue;
for (int j = 0; j < 3; j++)
{
WorldVertex vx = vertices[polys[i].V[j]];
vx.u = polys[i].S[j];
vx.v = polys[i].T[j];
if ( (polys[i].Type&0x20) != 0 )
{
vx.nx = polys[i].Normal.x;
vx.ny = polys[i].Normal.y;
vx.nz = polys[i].Normal.z;
}
out_polys.Add(out_verts.Count);
out_verts.Add(vx);
}
}
CreateMesh(ref result, out_verts, out_polys);
result.Skins.Add("");
}
else
{
for (int k = 0; k < exGroups.Count; k++)
{
List<WorldVertex> out_verts = new List<WorldVertex>();
List<int> out_polys = new List<int>();
for (int i = 0; i < polys.Length; i++)
{
if ( (polys[i].Type&0x08) != 0 )
continue;
if (textureGroupRemap[polys[i].TexNum] != k)
continue;
for (int j = 0; j < 3; j++)
{
WorldVertex vx = vertices[polys[i].V[j]];
vx.u = polys[i].S[j];
vx.v = polys[i].T[j];
if ( (polys[i].Type&0x20) != 0 )
{
vx.nx = polys[i].Normal.x;
vx.ny = polys[i].Normal.y;
vx.nz = polys[i].Normal.z;
}
out_polys.Add(out_verts.Count);
out_verts.Add(vx);
}
}
CreateMesh(ref result, out_verts, out_polys);
result.Skins.Add(skins.ContainsKey(k)?skins[k].ToLowerInvariant():string.Empty);
}
}
return result;
}
#endregion
#region ================== MD3
internal static MD3LoadResult ReadMD3Model(ref BoundingBoxSizes bbs, Dictionary<int, string> skins, Stream s, int frame)
{
long start = s.Position;
MD3LoadResult result = new MD3LoadResult();
using(var br = new BinaryReader(s, Encoding.ASCII))
{
string magic = ReadString(br, 4);
if(magic != "IDP3")
{
result.Errors = "unknown header: expected \"IDP3\", but got \"" + magic + "\"";
return result;
}
int modelVersion = br.ReadInt32();
if(modelVersion != 15) //MD3 version. Must be equal to 15
{
result.Errors = "expected MD3 version 15, but got " + modelVersion;
return result;
}
s.Position += 76;
int numSurfaces = br.ReadInt32();
s.Position += 12;
int ofsSurfaces = br.ReadInt32();
s.Position = ofsSurfaces + start;
List<int> polyIndecesList = new List<int>();
List<WorldVertex> vertList = new List<WorldVertex>();
Dictionary<string, List<List<int>>> polyIndecesListsPerTexture = new Dictionary<string, List<List<int>>>(StringComparer.Ordinal);
Dictionary<string, List<WorldVertex>> vertListsPerTexture = new Dictionary<string, List<WorldVertex>>(StringComparer.Ordinal);
Dictionary<string, List<int>> vertexOffsets = new Dictionary<string, List<int>>(StringComparer.Ordinal);
bool useskins = false;
for(int c = 0; c < numSurfaces; c++)
{
string skin = "";
string error = ReadSurface(ref bbs, ref skin, br, polyIndecesList, vertList, frame);
if(!string.IsNullOrEmpty(error))
{
result.Errors = error;
return result;
}
// Pick a skin to use
if(skins == null)
{
// skins is null when Skin MODELDEF property is set
skin = string.Empty;
}
else if(skins.ContainsKey(c))
{
// Overrtide surface skin with SurfaceSkin MODELDEF property
skin = skins[c];
}
if(!string.IsNullOrEmpty(skin))
{
useskins = true;
if(polyIndecesListsPerTexture.ContainsKey(skin))
{
polyIndecesListsPerTexture[skin].Add(polyIndecesList);
vertListsPerTexture[skin].AddRange(vertList.ToArray());
vertexOffsets[skin].Add(vertList.Count);
}
else
{
polyIndecesListsPerTexture.Add(skin, new List<List<int>> { polyIndecesList } );
vertListsPerTexture.Add(skin, vertList);
vertexOffsets.Add(skin, new List<int> { vertList.Count });
}
//reset lists
polyIndecesList = new List<int>();
vertList = new List<WorldVertex>();
}
}
if(!useskins)
{
//create mesh
CreateMesh(ref result, vertList, polyIndecesList);
result.Skins.Add("");
}
else
{
//create a mesh for each surface texture
foreach(KeyValuePair<string, List<List<int>>> group in polyIndecesListsPerTexture)
{
polyIndecesList = new List<int>();
int offset = 0;
//collect indices, fix vertex offsets
for(int i = 0; i < group.Value.Count; i++)
{
if(i > 0)
{
//TODO: Damn I need to rewrite all of this stuff from scratch...
offset += vertexOffsets[group.Key][i - 1];
for(int c = 0; c < group.Value[i].Count; c++)
group.Value[i][c] += offset;
}
polyIndecesList.AddRange(group.Value[i].ToArray());
}
CreateMesh(ref result, vertListsPerTexture[group.Key], polyIndecesList);
result.Skins.Add(group.Key.ToLowerInvariant());
}
}
}
return result;
}
private static string ReadSurface(ref BoundingBoxSizes bbs, ref string skin, BinaryReader br, List<int> polyIndecesList, List<WorldVertex> vertList, int frame)
{
int vertexOffset = vertList.Count;
long start = br.BaseStream.Position;
string magic = ReadString(br, 4);
if(magic != "IDP3") return "error while reading surface. Unknown header: expected \"IDP3\", but got \"" + magic + "\"";
string name = ReadString(br, 64);
int flags = br.ReadInt32();
int numFrames = br.ReadInt32(); //Number of animation frames. This should match NUM_FRAMES in the MD3 header.
int numShaders = br.ReadInt32(); //Number of Shader objects defined in this Surface, with a limit of MD3_MAX_SHADERS. Current value of MD3_MAX_SHADERS is 256.
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.
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.
int ofsTriangles = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Triangle objects starts.
int ofsShaders = br.ReadInt32();
int ofsST = br.ReadInt32(); //Relative offset from SURFACE_START where the list of ST objects (s-t texture coordinates) starts.
int ofsNormal = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Vertex objects (X-Y-Z-N vertices) starts.
int ofsEnd = br.ReadInt32(); //Relative offset from SURFACE_START to where the Surface object ends.
// Sanity check
if(frame < 0 || frame >= numFrames)
{
return "frame " + frame + " is outside of model's frame range [0.." + (numFrames - 1) + "]";
}
// Polygons
if(start + ofsTriangles != br.BaseStream.Position)
br.BaseStream.Position = start + ofsTriangles;
for(int i = 0; i < numTriangles * 3; i++)
polyIndecesList.Add(vertexOffset + br.ReadInt32());
// Shaders
if(start + ofsShaders != br.BaseStream.Position)
br.BaseStream.Position = start + ofsShaders;
skin = ReadString(br, 64); //we are interested only in the first one
// Vertices
if(start + ofsST != br.BaseStream.Position)
br.BaseStream.Position = start + ofsST;
for(int i = 0; i < numVerts; i++)
{
WorldVertex v = new WorldVertex();
v.c = -1; //white
v.u = br.ReadSingle();
v.v = br.ReadSingle();
vertList.Add(v);
}
// Positions and normals
long vertoffset = start + ofsNormal + numVerts * 8 * frame; // The length of Vertex struct is 8 bytes
if(br.BaseStream.Position != vertoffset) br.BaseStream.Position = vertoffset;
for(int i = vertexOffset; i < vertexOffset + numVerts; i++)
{
WorldVertex v = vertList[i];
//read vertex
v.y = -(float)br.ReadInt16() / 64;
v.x = (float)br.ReadInt16() / 64;
v.z = (float)br.ReadInt16() / 64;
//bounding box
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, v);
var lat = br.ReadByte() * (2 * Math.PI) / 255.0;
var lng = br.ReadByte() * (2 * Math.PI) / 255.0;
v.nx = (float)(Math.Sin(lng) * Math.Sin(lat));
v.ny = -(float)(Math.Cos(lng) * Math.Sin(lat));
v.nz = (float)(Math.Cos(lat));
vertList[i] = v;
}
if(start + ofsEnd != br.BaseStream.Position)
br.BaseStream.Position = start + ofsEnd;
return "";
}
#endregion
#region ================== MD2
private static MD3LoadResult ReadMD2Model(ref BoundingBoxSizes bbs, Stream s, int frame, string framename)
{
long start = s.Position;
MD3LoadResult result = new MD3LoadResult();
using(var br = new BinaryReader(s, Encoding.ASCII))
{
string magic = ReadString(br, 4);
if(magic != "IDP2") //magic number: "IDP2"
{
result.Errors = "unknown header: expected \"IDP2\", but got \"" + magic + "\"";
return result;
}
int modelVersion = br.ReadInt32();
if(modelVersion != 8) //MD2 version. Must be equal to 8
{
result.Errors = "expected MD3 version 15, but got " + modelVersion;
return result;
}
int texWidth = br.ReadInt32();
int texHeight = br.ReadInt32();
int framesize = br.ReadInt32(); // Size of one frame in bytes
s.Position += 4; //Number of textures
int num_verts = br.ReadInt32(); //Number of vertices
int num_uv = br.ReadInt32(); //The number of UV coordinates in the model
int num_tris = br.ReadInt32(); //Number of triangles
s.Position += 4; //Number of OpenGL commands
int num_frames = br.ReadInt32(); //Total number of frames
// Sanity checks
if(frame < 0 || frame >= num_frames)
{
result.Errors = "frame " + frame + " is outside of model's frame range [0.." + (num_frames - 1) + "]";
return result;
}
s.Position += 4; //Offset to skin names (each skin name is an unsigned char[64] and are null terminated)
int ofs_uv = br.ReadInt32();//Offset to s-t texture coordinates
int ofs_tris = br.ReadInt32(); //Offset to triangles
int ofs_animFrame = br.ReadInt32(); //An offset to the first animation frame
List<int> polyIndecesList = new List<int>();
List<int> uvIndecesList = new List<int>();
List<Vector2> uvCoordsList = new List<Vector2>();
List<WorldVertex> vertList = new List<WorldVertex>();
// Polygons
s.Position = ofs_tris + start;
for(int i = 0; i < num_tris; i++)
{
polyIndecesList.Add(br.ReadUInt16());
polyIndecesList.Add(br.ReadUInt16());
polyIndecesList.Add(br.ReadUInt16());
uvIndecesList.Add(br.ReadUInt16());
uvIndecesList.Add(br.ReadUInt16());
uvIndecesList.Add(br.ReadUInt16());
}
// UV coords
s.Position = ofs_uv + start;
for(int i = 0; i < num_uv; i++)
uvCoordsList.Add(new Vector2((float)br.ReadInt16() / texWidth, (float)br.ReadInt16() / texHeight));
// Frames
// Find correct frame
if(!string.IsNullOrEmpty(framename))
{
// Skip frames untill frame name matches
bool framefound = false;
for(int i = 0; i < num_frames; i++)
{
s.Position = ofs_animFrame + start + i * framesize;
s.Position += 24; // Skip scale and translate
string curframename = ReadString(br, 16).ToLowerInvariant();
if(curframename == framename)
{
// Step back so scale and translate can be read
s.Position -= 40;
framefound = true;
break;
}
}
// No dice? Bail out!
if(!framefound)
{
result.Errors = "unable to find frame \"" + framename + "\"!";
return result;
}
}
else
{
// If we have frame number, we can go directly to target frame
s.Position = ofs_animFrame + start + frame * framesize;
}
Vector3 scale = new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
Vector3 translate = new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
s.Position += 16; // Skip frame name
// Prepare to fix rotation angle
float angleOfsetCos = (float)Math.Cos(-Angle2D.PIHALF);
float angleOfsetSin = (float)Math.Sin(-Angle2D.PIHALF);
//verts
for(int i = 0; i < num_verts; i++)
{
WorldVertex v = new WorldVertex();
v.x = (br.ReadByte() * scale.X + translate.X);
v.y = (br.ReadByte() * scale.Y + translate.Y);
v.z = (br.ReadByte() * scale.Z + translate.Z);
// Fix rotation angle
float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
v.y = ry;
v.x = rx;
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(General.Map.Graphics, vertList.ToArray(), polyIndecesList.ToArray());
//store in result
result.Meshes.Add(mesh);
result.Skins.Add(""); //no skin support for MD2
}
return result;
}
#endregion
#region ================== KVX
private static void ReadKVX(ModelData mde, Stream stream)
{
PixelColor[] palette = new PixelColor[256];
List<WorldVertex> verts = new List<WorldVertex>();
List<int> indices = new List<int>();
Dictionary<long, int> verthashes = new Dictionary<long, int>();
int xsize, ysize, zsize;
int facescount = 0;
Vector3D pivot;
using(BinaryReader reader = new BinaryReader(stream, Encoding.ASCII))
{
reader.ReadInt32(); //numbytes, we don't use that
xsize = reader.ReadInt32();
ysize = reader.ReadInt32();
zsize = reader.ReadInt32();
pivot = new Vector3D();
pivot.x = reader.ReadInt32() / 256f;
pivot.y = reader.ReadInt32() / 256f;
pivot.z = reader.ReadInt32() / 256f;
//read offsets
int[] xoffset = new int[xsize + 1]; //why is it xsize + 1, not xsize?..
short[,] xyoffset = new short[xsize, ysize + 1]; //why is it ysize + 1, not ysize?..
for(int i = 0; i < xoffset.Length; i++)
{
xoffset[i] = reader.ReadInt32();
}
for(int x = 0; x < xsize; x++)
{
for(int y = 0; y < ysize + 1; y++)
{
xyoffset[x, y] = reader.ReadInt16();
}
}
//read slabs
List<int> offsets = new List<int>(xsize * ysize);
for(int x = 0; x < xsize; x++)
{
for(int y = 0; y < ysize; y++)
{
offsets.Add(xoffset[x] + xyoffset[x, y] + 28); //for some reason offsets are counted from start of xoffset[]...
}
}
int counter = 0;
int slabsEnd = (int)(reader.BaseStream.Length - 768);
//read palette
if(!mde.OverridePalette)
{
reader.BaseStream.Position = slabsEnd;
for(int i = 0; i < 256; i++)
{
byte r = (byte)(reader.ReadByte() * 4);
byte g = (byte)(reader.ReadByte() * 4);
byte b = (byte)(reader.ReadByte() * 4);
palette[i] = new PixelColor(255, r, g, b);
}
}
else
{
for(int i = 0; i < 256; i++ )
{
palette[i] = General.Map.Data.Palette[i];
}
}
for(int x = 0; x < xsize; x++)
{
for(int y = 0; y < ysize; y++)
{
reader.BaseStream.Position = offsets[counter];
int next = (counter < offsets.Count - 1 ? offsets[counter + 1] : slabsEnd);
//read slab
while(reader.BaseStream.Position < next)
{
int ztop = reader.ReadByte();
int zleng = reader.ReadByte();
if(ztop + zleng > zsize) break;
int flags = reader.ReadByte();
if(zleng > 0)
{
List<int> colorIndices = new List<int>(zleng);
for(int i = 0; i < zleng; i++)
{
colorIndices.Add(reader.ReadByte());
}
if((flags & 16) != 0)
{
AddFace(verts, indices, verthashes, new Vector3D(x, y, ztop), new Vector3D(x + 1, y, ztop), new Vector3D(x, y + 1, ztop), new Vector3D(x + 1, y + 1, ztop), pivot, colorIndices[0]);
facescount += 2;
}
int z = ztop;
int cstart = 0;
while(z < ztop + zleng)
{
int c = 0;
while(z + c < ztop + zleng && colorIndices[cstart + c] == colorIndices[cstart]) c++;
if((flags & 1) != 0)
{
AddFace(verts, indices, verthashes, new Vector3D(x, y, z), new Vector3D(x, y + 1, z), new Vector3D(x, y, z + c), new Vector3D(x, y + 1, z + c), pivot, colorIndices[cstart]);
facescount += 2;
}
if((flags & 2) != 0)
{
AddFace(verts, indices, verthashes, new Vector3D(x + 1, y + 1, z), new Vector3D(x + 1, y, z), new Vector3D(x + 1, y + 1, z + c), new Vector3D(x + 1, y, z + c), pivot, colorIndices[cstart]);
facescount += 2;
}
if((flags & 4) != 0)
{
AddFace(verts, indices, verthashes, new Vector3D(x + 1, y, z), new Vector3D(x, y, z), new Vector3D(x + 1, y, z + c), new Vector3D(x, y, z + c), pivot, colorIndices[cstart]);
facescount += 2;
}
if((flags & 8) != 0)
{
AddFace(verts, indices, verthashes, new Vector3D(x, y + 1, z), new Vector3D(x + 1, y + 1, z), new Vector3D(x, y + 1, z + c), new Vector3D(x + 1, y + 1, z + c), pivot, colorIndices[cstart]);
facescount += 2;
}
if(c == 0) c++;
z += c;
cstart += c;
}
if((flags & 32) != 0)
{
z = ztop + zleng - 1;
AddFace(verts, indices, verthashes, new Vector3D(x + 1, y, z + 1), new Vector3D(x, y, z + 1), new Vector3D(x + 1, y + 1, z + 1), new Vector3D(x, y + 1, z + 1), pivot, colorIndices[zleng - 1]);
facescount += 2;
}
}
}
counter++;
}
}
}
// get model extents
int minX = (int)((xsize / 2f - pivot.x) * mde.Scale.X);
int maxX = (int)((xsize / 2f + pivot.x) * mde.Scale.X);
int minY = (int)((ysize / 2f - pivot.y) * mde.Scale.Y);
int maxY = (int)((ysize / 2f + pivot.y) * mde.Scale.Y);
// Calculate model radius
mde.Model.Radius = Math.Max(Math.Max(Math.Abs(minY), Math.Abs(maxY)), Math.Max(Math.Abs(minX), Math.Abs(maxX)));
// Create texture new Texture(bmp.Width)
using(Bitmap bmp = CreateVoxelTexture(palette))
{
mde.Model.Textures.Add(new Texture(General.Map.Graphics, bmp));
}
// Create mesh
Mesh mesh = new Mesh(General.Map.Graphics, verts.ToArray(), indices.ToArray());
// Add mesh
mde.Model.Meshes.Add(mesh);
}
// Shameless GZDoom rip-off
private static void AddFace(List<WorldVertex> verts, List<int> indices, Dictionary<long, int> hashes, Vector3D v1, Vector3D v2, Vector3D v3, Vector3D v4, Vector3D pivot, int colorIndex)
{
float pu0 = (colorIndex % 16) / 16f;
float pu1 = pu0 + 0.001f;
float pv0 = (colorIndex / 16) / 16f;
float pv1 = pv0 + 0.001f;
WorldVertex wv1 = new WorldVertex
{
x = v1.x - pivot.x,
y = -v1.y + pivot.y,
z = -v1.z + pivot.z,
c = -1,
u = pu0,
v = pv0
};
int i1 = AddVertex(wv1, verts, indices, hashes);
WorldVertex wv2 = new WorldVertex
{
x = v2.x - pivot.x,
y = -v2.y + pivot.y,
z = -v2.z + pivot.z,
c = -1,
u = pu1,
v = pv1
};
AddVertex(wv2, verts, indices, hashes);
WorldVertex wv4 = new WorldVertex
{
x = v4.x - pivot.x,
y = -v4.y + pivot.y,
z = -v4.z + pivot.z,
c = -1,
u = pu0,
v = pv0
};
int i4 = AddVertex(wv4, verts, indices, hashes);
WorldVertex wv3 = new WorldVertex
{
x = v3.x - pivot.x,
y = -v3.y + pivot.y,
z = -v3.z + pivot.z,
c = -1,
u = pu1,
v = pv1
};
AddVertex(wv3, verts, indices, hashes);
indices.Add(i1);
indices.Add(i4);
}
// Returns index of added vert
private static int AddVertex(WorldVertex v, List<WorldVertex> verts, List<int> indices, Dictionary<long, int> hashes)
{
long hash;
unchecked // Overflow is fine, just wrap
{
hash = 2166136261;
hash = (hash * 16777619) ^ v.x.GetHashCode();
hash = (hash * 16777619) ^ v.y.GetHashCode();
hash = (hash * 16777619) ^ v.z.GetHashCode();
hash = (hash * 16777619) ^ v.u.GetHashCode();
hash = (hash * 16777619) ^ v.v.GetHashCode();
}
if(hashes.ContainsKey(hash))
{
indices.Add(hashes[hash]);
return hashes[hash];
}
else
{
verts.Add(v);
hashes.Add(hash, verts.Count - 1);
indices.Add(verts.Count - 1);
return verts.Count - 1;
}
}
private unsafe static Bitmap CreateVoxelTexture(PixelColor[] palette)
{
Bitmap bmp = new Bitmap(16, 16);
BitmapData bmpdata = bmp.LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
if(bmpdata != null)
{
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
const int numpixels = 256;
int i = 255;
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--, i--)
{
cp->r = palette[i].r;
cp->g = palette[i].g;
cp->b = palette[i].b;
cp->a = palette[i].a;
}
bmp.UnlockBits(bmpdata);
}
//scale bitmap, so colors stay (almost) the same when bilinear filtering is enabled
Bitmap scaled = new Bitmap(64, 64);
using(Graphics gs = Graphics.FromImage(scaled))
{
gs.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
gs.DrawImage(bmp, new Rectangle(0, 0, 64, 64), new Rectangle(0, 0, 16, 16), GraphicsUnit.Pixel);
}
bmp.Dispose();
return scaled;
}
#endregion
#region ================== OBJ
private static MD3LoadResult ReadOBJModel(ref BoundingBoxSizes bbs, Dictionary<int, string> skins, Stream s, string name)
{
MD3LoadResult result = new MD3LoadResult();
using (var reader = new StreamReader(s, Encoding.ASCII))
{
string line;
int linenum = 1;
string message;
int surfaceskinid = 0;
List<Vector3D> vertices = new List<Vector3D>();
List<int> faces = new List<int>();
List<Vector3D> normals = new List<Vector3D>();
List<Vector2D> texcoords = new List<Vector2D>();
List<WorldVertex> worldvertices = new List<WorldVertex>();
List<int> polyindiceslist = new List<int>();
while ((line = reader.ReadLine()) != null) {
string[] fields = line.Trim().Split(new[] { ' ', '\t' }, 2, StringSplitOptions.RemoveEmptyEntries);
if (fields.Length == 0) continue; // Empty line
if (fields[0].Trim() == "#") continue; // Comment
string keyword = fields[0].Trim();
string payload = null;
if (fields.Length == 2)
payload = fields[1].Trim();
switch(keyword)
{
case "v":
Vector3D v = new Vector3D(0, 0, 0);
if (OBJParseVertex(payload, ref v, out message))
vertices.Add(v);
else
{
result.Errors = String.Format("Error in line {0}: {1}", linenum, message);
return result;
}
break;
case "vt":
Vector2D t = new Vector2D(0, 0);
if (OBJParseTextureCoords(payload, ref t, out message))
texcoords.Add(t);
else
{
result.Errors = String.Format("Error in line {0}: {1}", linenum, message);
return result;
}
break;
case "vn":
Vector3D n = new Vector3D(0, 0, 0);
if (OBJParseNormal(payload, ref n, out message))
normals.Add(n);
else
{
result.Errors = String.Format("Error in line {0}: {1}", linenum, message);
return result;
}
break;
case "f":
List<int> fv = new List<int>();
List<int> vt = new List<int>();
List<int> vn = new List<int>();
if (OBJParseFace(payload, ref fv, ref vt, ref vn, out message))
{
// Sanity check for vertices
for (int i=0; i < fv.Count; i++)
if(fv[i] != -1 && fv[i] > vertices.Count)
{
result.Errors = String.Format("Error in line {0}: vertex {1} does not exist", linenum, i + 1);
return result;
}
// Sanity check for texture coordinates
for (int i=0; i < vt.Count; i++)
if(vt[i] != -1 && vt[i] > texcoords.Count)
{
result.Errors = String.Format("Error in line {0}: texture coordinate {1} does not exist", linenum, i + 1);
return result;
}
// Sanity check for normals
for (int i = 0; i < vn.Count; i++)
if (vn[i] != -1 && vn[i] > normals.Count)
{
result.Errors = String.Format("Error in line {0}: vertex {1} does not exist", linenum, i + 1);
return result;
}
int[] seq;
// If the face is a quad split it into two triangles
if (fv.Count == 3)
seq = new int[] { 0, 1, 2 };
else
seq = new int[] { 0, 1, 2, 0, 2, 3 };
for (int i = 0; i < seq.Length; i++) {
WorldVertex wc = new WorldVertex(vertices[fv[seq[i]]]);
if(vt[seq[i]] != -1)
{
wc.u = texcoords[vt[seq[i]]].x;
wc.v = texcoords[vt[seq[i]]].y;
}
if (vn[seq[i]] != -1)
{
wc.nx = normals[vn[seq[i]]].x;
wc.ny = normals[vn[seq[i]]].y;
wc.nz = normals[vn[seq[i]]].z;
}
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, wc);
worldvertices.Add(wc);
polyindiceslist.Add(polyindiceslist.Count);
}
}
else
{
result.Errors = String.Format("Error in line {0}: {1}", linenum, message);
return result;
}
break;
case "usemtl":
// If there's a new texture defined create a mesh from the current faces and
// start a gather new faces for the next mesh
if(worldvertices.Count > 0)
{
CreateMesh(ref result, worldvertices, polyindiceslist);
worldvertices.Clear();
polyindiceslist.Clear();
}
if (fields.Length >= 2)
result.Skins.Add(fields[1]);
surfaceskinid++;
break;
case "": // Empty line
case "#": // Line is a comment
case "s": // Smooth
case "g": // Group
case "o": // Object
default:
break;
}
linenum++;
}
CreateMesh(ref result, worldvertices, polyindiceslist);
// Overwrite internal textures with SurfaceSkin definitions if necessary
if (skins != null)
{
foreach (KeyValuePair<int, string> group in skins)
{
// Add dummy skins if necessary
while (result.Skins.Count <= group.Key)
result.Skins.Add(String.Empty);
result.Skins[group.Key] = group.Value;
}
}
}
return result;
}
private static bool OBJParseVertex(string payload, ref Vector3D v, out string message)
{
if(String.IsNullOrEmpty(payload))
{
message = "no arguments given";
return false;
}
string[] fields = payload.Split(new[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries);
if(fields.Length < 3)
{
message = "too few arguments";
return false;
}
try
{
v.x = float.Parse(fields[0], CultureInfo.InvariantCulture);
v.z = float.Parse(fields[1], CultureInfo.InvariantCulture);
v.y = -float.Parse(fields[2], CultureInfo.InvariantCulture);
// Prepare to fix rotation angle
float angleOfsetCos = (float)Math.Cos(-Angle2D.PIHALF);
float angleOfsetSin = (float)Math.Sin(-Angle2D.PIHALF);
// Fix rotation angle
float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
v.x = rx;
v.y = ry;
}
catch (FormatException)
{
message = "field is not a float";
return false;
}
message = "";
return true;
}
private static bool OBJParseTextureCoords(string payload, ref Vector2D t, out string message)
{
if (String.IsNullOrEmpty(payload))
{
message = "no arguments given";
return false;
}
string[] fields = payload.Split(new[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries);
if (fields.Length < 2)
{
message = "too few arguments";
return false;
}
try
{
t.x = float.Parse(fields[0], CultureInfo.InvariantCulture);
if (fields.Length == 2)
t.y = float.Parse(fields[1], CultureInfo.InvariantCulture);
else
t.y = 0.0f;
}
catch (FormatException)
{
message = "field is not a float";
return false;
}
message = "";
return true;
}
private static bool OBJParseNormal(string payload, ref Vector3D normal, out string message)
{
if (String.IsNullOrEmpty(payload))
{
message = "no arguments given";
return false;
}
string[] fields = payload.Split(new[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries);
if (fields.Length < 3)
{
message = "too few arguments";
return false;
}
try
{
normal.x = float.Parse(fields[0], CultureInfo.InvariantCulture);
normal.y = float.Parse(fields[1], CultureInfo.InvariantCulture);
normal.z = float.Parse(fields[2], CultureInfo.InvariantCulture);
}
catch (FormatException)
{
message = "field is not a float";
return false;
}
message = "";
return true;
}
private static bool OBJParseFace(string payload, ref List<int> face, ref List<int> texcoords, ref List<int> normals, out string message)
{
if (String.IsNullOrEmpty(payload))
{
message = "no arguments given";
return false;
}
string[] fields = payload.Split(new[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries);
if (fields.Length < 3)
{
message = "too few arguments";
return false;
}
if(fields.Length > 4)
{
message = "faces with more than 4 sides are not supported";
return false;
}
try
{
for (int i = 0; i < fields.Length; i++)
{
string[] vertexdata = fields[i].Split('/');
face.Add(int.Parse(vertexdata[0], CultureInfo.InvariantCulture) - 1);
if (vertexdata.Length > 1 && vertexdata[1] != "")
texcoords.Add(int.Parse(vertexdata[1], CultureInfo.InvariantCulture) - 1);
else
texcoords.Add(-1);
if (vertexdata.Length > 2 && vertexdata[2] != "")
normals.Add(int.Parse(vertexdata[2], CultureInfo.InvariantCulture) - 1);
else
normals.Add(-1);
}
}
catch(FormatException)
{
message = "field is not an integer";
return false;
}
message = "";
return true;
}
#endregion
#region ================== Utility
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)
{
if(string.IsNullOrEmpty(path)) return null;
MemoryStream ms = LoadFile(containers, path, true);
if(ms == null) return null;
Texture texture = null;
//create texture
FileImageReader fir = new FileImageReader();
Bitmap bitmap = fir.ReadAsBitmap(ms);
ms.Close();
if(bitmap != null)
{
texture = new Texture(General.Map.Graphics, bitmap);
}
return texture;
}
private static void CreateMesh(ref MD3LoadResult result, List<WorldVertex> verts, List<int> indices)
{
//create mesh
Mesh mesh = new Mesh(General.Map.Graphics, verts.ToArray(), indices.ToArray());
//store in result
result.Meshes.Add(mesh);
}
private static string ReadString(BinaryReader br, int len)
{
string result = string.Empty;
int i;
for(i = 0; i < len; ++i)
{
var c = br.ReadChar();
if(c == '\0')
{
++i;
break;
}
result += c;
}
for(; i < len; ++i) br.ReadChar();
return result;
}
#endregion
}
}