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path: root/NW4RTools/Models/Model.cs
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using System;
using System.Collections.Generic;

namespace NW4RTools.Models {
	public class Model {
		public enum ScaleModeType {
			Standard, SoftImage, Maya
		}

		public enum TexMatrixModeType {
			Maya, SoftImage, Max
		}

		public ResDict<ByteCode> Bytecode;
		public ResDict<Node> Nodes;
		public ResDict<VertexPosData> VtxPosData;
		public ResDict<VertexNrmData> VtxNrmData;
		public ResDict<VertexClrData> VtxClrData;
		public ResDict<VertexTexCoordData> VtxTexCoordData;
		public ResDict<Material> Materials;
		public ResDict<Shader> Shaders;
		public ResDict<Shape> Shapes;
		public ResDict<List<TexMatPairing>> PairingLookupByTexture;
		public ResDict<List<TexMatPairing>> PairingLookupByPalette;

		/*public ResDict Bytecode, Nodes, VtxPosData, VtsNrmData, VtxClrData, VtxTexCoordData;
		public ResDict VtxFurVecData, VtxFurPosData, Materials, Shaders, Shapes;
		public ResDict Textures, Palettes;*/

		public ScaleModeType ScaleMode;
		public TexMatrixModeType TexMatrixMode;

		public UInt32 VertexCount, TriangleCount;

		public bool UsesNrmMtxArray, UsesTexMtxArray;

		public Int32[] MatrixIDtoNodeID;

		public Vec3 Minimum, Maximum;


		public Model() {
			Bytecode = new ResDict<ByteCode>();
			Nodes = new ResDict<Node>();
			VtxPosData = new ResDict<VertexPosData>();
			VtxNrmData = new ResDict<VertexNrmData>();
			VtxClrData = new ResDict<VertexClrData>();
			VtxTexCoordData = new ResDict<VertexTexCoordData>();
			Materials = new ResDict<Material>();
			Shaders = new ResDict<Shader>();
			Shapes = new ResDict<Shape>();
			PairingLookupByTexture = new ResDict<List<TexMatPairing>>();
			PairingLookupByPalette = new ResDict<List<TexMatPairing>>();
		}
	}
}