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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>>();
}
}
}
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