using System; using System.IO; using System.Collections; using System.Collections.Generic; using NW4RTools.Models; namespace NW4RTools { public class ObjImporter { public static void ImportModel(string basePath, TextReader tr, ResFile file, string modelName) { new ObjImporter(basePath, file, tr).ImportModel(modelName); } string BasePath; ResFile CurrentFile; Models.Model CurrentModel; TextReader Input; List Positions; List Normals; List TexCoords; Vec3 CurrentMinimum; Vec3 CurrentMaximum; private ObjImporter(string basePath, ResFile file, TextReader tr) { BasePath = basePath; CurrentFile = file; Input = tr; } public void ImportModel(string modelName) { var modelGroup = CurrentFile.CreateModelGroup(); var texGroup = CurrentFile.CreateTextureGroup(); // OK, so here's what I'm going to do: // I'll read the file into an internal array and process commands as they come. // Vertex position/normal/texcoord (v, vn, vt): // -- These will be added into a list. // Faces (f): // -- These will be added into a list for the appropriate group. // Set group (g): // -- A shape will be created for this group. It will be added to DrawOpa. // -- TODO: Add DrawXlu handling. // Load material library (mtllib): // -- The specified file will be loaded. // -- All materials in it (and their associated textures) will be added to the model. // Set current material (usemtl): // -- A different material will be assigned for the current shape. CurrentModel = new Model(); modelGroup.Add(modelName, CurrentModel); // Before we start reading the OBJ file, prepare the model CurrentModel.ScaleMode = Model.ScaleModeType.Standard; CurrentModel.TexMatrixMode = Model.TexMatrixModeType.Maya; CurrentModel.UsesNrmMtxArray = true; // why? // Todo: vertex count, triangle count // Minimum, Maximum will be calc'd later CurrentMinimum = new Vec3(0, 0, 0); CurrentMaximum = new Vec3(0, 0, 0); // Create one node // Default settings from test_lift.brres var newNode = new Node(); newNode.Flags = 0x31F; newNode.Scale = new Vec3(1, 1, 1); newNode.BoxMin = new Vec3(-16.0f, -16.0f, 0.0f); newNode.BoxMax = new Vec3(16.0f, 16.0f, 0.0f); newNode.NodeMatrix.v00 = 1; newNode.NodeMatrix.v01 = 0; newNode.NodeMatrix.v02 = 0; newNode.NodeMatrix.v03 = 0; newNode.NodeMatrix.v10 = 0; newNode.NodeMatrix.v11 = 1; newNode.NodeMatrix.v12 = 0; newNode.NodeMatrix.v13 = 0; newNode.NodeMatrix.v20 = 0; newNode.NodeMatrix.v21 = 0; newNode.NodeMatrix.v22 = 1; newNode.NodeMatrix.v23 = 0; newNode.NodeInvMatrix.v00 = 1; newNode.NodeInvMatrix.v01 = -0; newNode.NodeInvMatrix.v02 = 0; newNode.NodeInvMatrix.v03 = 0; newNode.NodeInvMatrix.v10 = -0; newNode.NodeInvMatrix.v11 = 1; newNode.NodeInvMatrix.v12 = -0; newNode.NodeInvMatrix.v13 = 0; newNode.NodeInvMatrix.v20 = 0; newNode.NodeInvMatrix.v21 = -0; newNode.NodeInvMatrix.v22 = 1; newNode.NodeInvMatrix.v23 = 0; CurrentModel.Nodes.Add("RootNode", newNode); // Map it correctly CurrentModel.MatrixIDtoNodeID = new int[1]; CurrentModel.MatrixIDtoNodeID[0] = 0; // Now put together the NodeTree var nodeTreeInsn = new ByteCode.AssignNodeToParentMtxInstruction(); nodeTreeInsn.NodeID = 0; nodeTreeInsn.ParentMatrixID = 0; var nodeTreeEndInsn = new ByteCode.DoneInstruction(); var nodeTree = new ByteCode(); nodeTree.Instructions.Add(nodeTreeInsn); nodeTree.Instructions.Add(nodeTreeEndInsn); CurrentModel.Bytecode.Add("NodeTree", nodeTree); // Also, DrawOpa var drawOpa = new ByteCode(); CurrentModel.Bytecode.Add("DrawOpa", drawOpa); // Initial setup is done, let's go! Positions = new List(); Normals = new List(); TexCoords = new List(); string line; while ((line = Input.ReadLine()) != null) { line = line.Trim(); if (line.Length == 0 || line[0] == '#') continue; var parsed = line.Split(' '); switch (parsed[0]) { case "mtllib": LoadMaterialLibrary(string.Join(" ", parsed, 1, parsed.Length - 1)); break; case "v": Positions.Add(ParseFloatArray(parsed, 1)); break; case "vn": Normals.Add(ParseFloatArray(parsed, 1)); break; case "vt": TexCoords.Add(ParseFloatArray(parsed, 1)); break; case "f": AddFace(parsed); break; case "g": Console.WriteLine("Beginning shape {0}", parsed[1]); BeginShape(parsed[1]); break; case "usemtl": Console.WriteLine("Setting material {0}", parsed[1]); SetMaterial(CurrentModel.Materials[parsed[1]]); break; default: Console.WriteLine("Unhandled OBJ command: {0}", parsed[0]); break; } } EndShape(); // Parsing is finished. Let's finish up DrawOpa drawOpa.Instructions.Add(new ByteCode.DoneInstruction()); } private float[] ParseFloatArray(string[] src, int index) { var output = new float[src.Length - index]; for (int i = index; i < src.Length; i++) { output[i - index] = float.Parse(src[i]); } return output; } #region Materials private void LoadMaterialLibrary(string libPath) { string realPath = Path.Combine(BasePath, libPath); Console.WriteLine("Loading material library from {0}", realPath); var reader = File.OpenText(realPath); string line; Material currentMaterial = null; while ((line = reader.ReadLine()) != null) { line = line.Trim(); if (line.Length == 0 || line[0] == '#') continue; var parsed = line.Split(' '); switch (parsed[0]) { case "newmtl": // Create a new material and initialise everything // Default settings taken from Test_Lift material currentMaterial = new Material(); currentMaterial.TexCoordGenCount = 1; currentMaterial.ChanCount = 1; currentMaterial.TevStageCount = 2; currentMaterial.IndStageCount = 0; // This might need changing currentMaterial.CullMode = 2; currentMaterial.SRTSettings[0] = new SRTSettingInfo(); currentMaterial.ChanCtrls[0] = new ChanCtrl(); currentMaterial.ChanCtrls[0].Flags = 0x3F; currentMaterial.ChanCtrls[0].MatColor.Rgba = 0xFFFFFFFF; currentMaterial.ChanCtrls[0].AmbColor.Rgba = 0xFFFFFFFF; currentMaterial.ChanCtrls[0].FlagC = 0x702; currentMaterial.ChanCtrls[0].FlagA = 0x700; currentMaterial.ChanCtrls[1] = new ChanCtrl(); currentMaterial.ChanCtrls[1].Flags = 0xF; currentMaterial.ChanCtrls[1].MatColor.Rgba = 0x000000FF; currentMaterial.ChanCtrls[1].AmbColor.Rgba = 0x00000000; currentMaterial.ChanCtrls[1].FlagC = 0; currentMaterial.ChanCtrls[1].FlagA = 0; // Default display lists, taken from test_lift // The current version of MonoDevelop likes to make an awful mess // of the indentation. There's nothing I can do about it. :/ currentMaterial.PixDL = new byte[] { 0x61, 0xF3, 0x1E, 0xFF, 0x80, 0x61, 0x40, 0x00, 0x00, 0x17, 0x61, 0xFE, 0x00, 0xFF, 0xE3, 0x61, 0x41, 0x00, 0x34, 0xA0, 0x61, 0x42, 0x00, 0x00, 0x00, /* Padding */ 0, 0, 0, 0, 0, 0, 0 }; currentMaterial.TevColorDL = new byte[] { 0x61, 0xE2, 0x00, 0x00, 0xFF, 0x61, 0xE3, 0x0F, 0xF0, 0xFF, 0x61, 0xE3, 0x0F, 0xF0, 0xFF, 0x61, 0xE3, 0x0F, 0xF0, 0xFF, 0x61, 0xE4, 0x00, 0x00, 0x00, 0x61, 0xE5, 0x00, 0x00, 0x00, 0x61, 0xE5, 0x00, 0x00, 0x00, 0x61, 0xE5, 0x00, 0x00, 0x00, 0x61, 0xE6, 0x00, 0x00, 0x00, 0x61, 0xE7, 0x00, 0x00, 0x00, 0x61, 0xE7, 0x00, 0x00, 0x00, 0x61, 0xE7, 0x00, 0x00, 0x00, /* Padding */ 0, 0, 0, 0, 0x61, 0xE0, 0x80, 0x00, 0x00, 0x61, 0xE1, 0x80, 0x00, 0x00, 0x61, 0xE2, 0x80, 0x00, 0x00, 0x61, 0xE3, 0x80, 0x00, 0x00, 0x61, 0xE4, 0x80, 0x00, 0x00, 0x61, 0xE5, 0x80, 0x00, 0x00, 0x61, 0xE6, 0x80, 0x00, 0x00, 0x61, 0xE7, 0x80, 0x00, 0x00, /* More padding */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; currentMaterial.IndMtxAndScaleDL = new byte[] { 0x61, 0x25, 0x00, 0x00, 0x00, 0x61, 0x26, 0x00, 0x00, 0x00, /* Padding */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; currentMaterial.TexCoordGenDL = new byte[] { 0x10, 0x00, 0x00, 0x10, 0x40, 0x00, 0x00, 0x52, 0x80, 0x10, 0x00, 0x00, 0x10, 0x50, 0x00, 0x00, /* Padding? */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; CurrentModel.Materials.Add(parsed[1], currentMaterial); Shader thisShader = CreateShader(); CurrentModel.Shaders.Add(parsed[1], thisShader); currentMaterial.ShaderRef = thisShader; break; case "map_Kd": var rawTexName = string.Join(" ", parsed, 1, parsed.Length - 1); // TODO: fix this to use the mtllib path var texPath = Path.Combine(BasePath, rawTexName); var texName = Path.GetFileNameWithoutExtension(texPath); if (!CurrentFile.GetTextureGroup().ContainsKey(texName)) AddTexture(texName, texPath); var texInfo = new TextureInfo(); texInfo.TextureName = texName; texInfo.WrapS = TextureWrapType.REPEAT; texInfo.WrapT = TextureWrapType.REPEAT; texInfo.MinFilt = 1; texInfo.MagFilt = 1; currentMaterial.TextureInfos.Add(texInfo); break; } } } private void AddTexture(string texName, string texPath) { var newTexture = new Texture(); newTexture.Images = new System.Drawing.Bitmap[1]; newTexture.Images[0] = new System.Drawing.Bitmap(texPath); newTexture.Format = TextureFormat.RGB5A3; CurrentFile.GetTextureGroup().Add(texName, newTexture); // TODO: Texture/Material pairing lookups } private Shader CreateShader() { var shader = new Shader(); shader.TevStageCount = 2; shader.Unk1 = 0x00FFFFFF; shader.Unk2 = 0xFFFFFFFF; shader.DisplayList = new byte[] { 0x61, 0xFE, 0x00, 0x00, 0x0F, 0x61, 0xF6, 0x00, 0x00, 0x04, 0x61, 0xFE, 0x00, 0x00, 0x0F, 0x61, 0xF7, 0x00, 0x00, 0x0E, 0x61, 0xFE, 0x00, 0x00, 0x0F, 0x61, 0xF8, 0x00, 0x00, 0x00, 0x61, 0xFE, 0x00, 0x00, 0x0F, 0x61, 0xF9, 0x00, 0x00, 0x0C, 0x61, 0xFE, 0x00, 0x00, 0x0F, 0x61, 0xFA, 0x00, 0x00, 0x05, 0x61, 0xFE, 0x00, 0x00, 0x0F, 0x61, 0xFB, 0x00, 0x00, 0x0D, 0x61, 0xFE, 0x00, 0x00, 0x0F, 0x61, 0xFC, 0x00, 0x00, 0x0A, 0x61, 0xFE, 0x00, 0x00, 0x0F, 0x61, 0xFD, 0x00, 0x00, 0x0E, 0x61, 0x27, 0xFF, 0xFF, 0xFF, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x61, 0xFE, 0xFF, 0xFF, 0xF0, 0x61, 0xF6, 0xE3, 0x38, 0xC0, 0x61, 0x28, 0x03, 0xF0, 0x40, 0x61, 0xC0, 0x08, 0xF8, 0xAF, 0x61, 0xC2, 0x08, 0xF2, 0x0F, 0x61, 0xC1, 0x08, 0xF2, 0xF0, 0x61, 0xC3, 0x08, 0x1F, 0xF0, 0x61, 0x10, 0x00, 0x00, 0x00, 0x61, 0x11, 0x00, 0x00, 0x00 }; Array.Resize(ref shader.DisplayList, 0x1E0); return shader; } #endregion #region Shapes Shape CurrentShape; Material CurrentShapeMaterial; List Quads; List Triangles; BitArray UsedVertices; BitArray UsedNormals; BitArray UsedTexCoords; private void BeginShape(string name) { if (CurrentShape != null) EndShape(); CurrentShape = new Shape(); CurrentShape.Unk = new byte[] { 0, 0, 0x14, 0, 0, 0, 0, 0x02, 0, 0, 0, 0x14 }; CurrentShape.DataFlags = 0x2600; CurrentShape.ExtraData = new ushort[0]; CurrentModel.Shapes.Add(name, CurrentShape); Quads = new List(); Triangles = new List(); UsedVertices = new BitArray(Positions.Count); UsedTexCoords = new BitArray(TexCoords.Count); UsedNormals = new BitArray(Normals.Count); } private void SetMaterial(Material mat) { CurrentShapeMaterial = mat; } private void AddFace(string[] cmd) { int vtxCount = cmd.Length - 1; if (vtxCount != 3 && vtxCount != 4) { throw new NotSupportedException(string.Format("cannot deal with a {0} vertices primitive", vtxCount)); } var output = new ushort[vtxCount * 3]; for (int i = 0; i < vtxCount; i++) { var s = cmd[i + 1]; int pos1 = s.IndexOf('/'); int pos2 = s.IndexOf('/', pos1 + 1); int vnum = int.Parse(s.Substring(0, pos1)) - 1; int tcnum = int.Parse(s.Substring(pos1 + 1, pos2 - pos1 - 1)) - 1; int nnum = int.Parse(s.Substring(pos2 + 1)) - 1; UsedVertices[vnum] = true; UsedTexCoords[tcnum] = true; UsedNormals[nnum] = true; output[i * 3] = (ushort)vnum; output[i * 3 + 1] = (ushort)nnum; output[i * 3 + 2] = (ushort)tcnum; } if (vtxCount == 3) Triangles.Add(output); else Quads.Add(output); } private void EndShape() { // Let's assemble the display lists. // ** Reverse Engineering DL 1 ** // 0x0A : CP command: Vertex Descriptor part 1 // 0x10 : CP command: Vertex Descriptor part 2 // 0x16 : XF command: Address 0x1008 ["XFMEM_VTXSPECS"], Transfer: 0 // 0x1F : Padding: NOP // 0x20 : CP command: Vertex Attribute Format part 1 // 0x26 : CP command: Vertex Attribute Format part 2 // 0x2C : CP command: Vertex Attribute Format part 3 // 0x32 : Dynamic CP command: Position Array Pointer // 0x38 : Dynamic CP command: Position Array Stride // 0x3E : Dynamic CP command: Normal Array Pointer // 0x44 : Dynamic CP command: Normal Array Pointer // 0x4A : Dynamic CP command: Colour 0 Array Pointer // 0x50 : Dynamic CP command: Colour 0 Array Stride // 0x56 : Dynamic CP command: Colour 1 Array Pointer // 0x5C : Dynamic CP command: Colour 1 Array Stride // 0x62 : Dynamic CP command: TexCoord 0 Array Pointer // 0x68 : Dynamic CP command: TexCoord 0 Array Stride // 0x6E : Dynamic CP command: TexCoord 1 Array Pointer // 0x74 : Dynamic CP command: TexCoord 1 Array Stride // 0x7A : Dynamic CP command: TexCoord 2 Array Pointer // 0x80 : Dynamic CP command: TexCoord 2 Array Stride // 0x86 : Dynamic CP command: TexCoord 3 Array Pointer // 0x8C : Dynamic CP command: TexCoord 3 Array Stride // 0x92 : Dynamic CP command: TexCoord 4 Array Pointer // 0x98 : Dynamic CP command: TexCoord 4 Array Stride // 0x9E : Dynamic CP command: TexCoord 5 Array Pointer // 0xA4 : Dynamic CP command: TexCoord 5 Array Stride // 0xAA : Dynamic CP command: TexCoord 6 Array Pointer // 0xB0 : Dynamic CP command: TexCoord 6 Array Stride // 0xB6 : Dynamic CP command: TexCoord 7 Array Pointer // 0xBC : Dynamic CP command: TexCoord 7 Array Stride // Now create vertex settings var vs = new VertexSettings(); vs.PositionDesc = VertexSettings.DescType.Index16; vs.PositionFormat = VertexSettings.CompType.Float32; vs.PositionCount = VertexSettings.CompCount.Position3; vs.TexCoordDesc[0] = VertexSettings.DescType.Index16; vs.TexCoordFormat[0] = VertexSettings.CompType.Float32; vs.TexCoordCount[0] = VertexSettings.CompCount.TexCoord2; vs.NormalDesc = VertexSettings.DescType.Index16; vs.NormalFormat = VertexSettings.CompType.Float32; vs.NormalCount = VertexSettings.CompCount.Normal3; uint vd1, vd2, vat1, vat2, vat3; vs.GetDesc(out vd1, out vd2); vs.GetAttrFmt(out vat1, out vat2, out vat3); // Todo: a Display List generator class CurrentShape.DLBufferSize1 = 0xE0; CurrentShape.DisplayList1 = new byte[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x08, 0x50, (byte)((vd1 & 0xFF000000) >> 24), (byte)((vd1 & 0x00FF0000) >> 16), (byte)((vd1 & 0x0000FF00) >> 8), (byte)((vd1 & 0x000000FF)), 0x08, 0x60, (byte)((vd2 & 0xFF000000) >> 24), (byte)((vd2 & 0x00FF0000) >> 16), (byte)((vd2 & 0x0000FF00) >> 8), (byte)((vd2 & 0x000000FF)), 0x10, 0x00, 0x00, 0x10, 0x08, 0x00, 0x00, 0x00, 0x14, 0, 0x08, 0x70, (byte)((vat1 & 0xFF000000) >> 24), (byte)((vat1 & 0x00FF0000) >> 16), (byte)((vat1 & 0x0000FF00) >> 8), (byte)((vat1 & 0x000000FF)), 0x08, 0x80, (byte)((vat2 & 0xFF000000) >> 24), (byte)((vat2 & 0x00FF0000) >> 16), (byte)((vat2 & 0x0000FF00) >> 8), (byte)((vat2 & 0x000000FF)), 0x08, 0x90, (byte)((vat3 & 0xFF000000) >> 24), (byte)((vat3 & 0x00FF0000) >> 16), (byte)((vat3 & 0x0000FF00) >> 8), (byte)((vat3 & 0x000000FF)) }; // I might need to create XFMEM_VTXSPECS... // test_lift uses 0x14. According to Dolphin's src, this means: // numcolors = 0, numnormals = 1 (just normal), numtextures = 1. Makes sense. byte vtxSpecs = 0 | (1 << 2) | (1 << 4); CurrentShape.DisplayList1[0x1E] = vtxSpecs; // extend it // should it be bigger if more texcoords are used? maybe... Array.Resize(ref CurrentShape.DisplayList1, 0x80); // Display List 2 is where all the primitive-related fun happens // However, before we do that, let's compute the vertex data arrays ushort[] posIndexes, texCoordIndexes, normalIndexes; var posDataArray = ComputeVertexDataArray(Positions, UsedVertices, out posIndexes); var tcDataArray = ComputeVertexDataArray(TexCoords, UsedTexCoords, out texCoordIndexes); var nrmDataArray = ComputeVertexDataArray(Normals, UsedNormals, out normalIndexes); // todo: better names var posData = new VertexPosData(); posData.ComponentCount = VertexSettings.CompCount.Position3; posData.ComponentType = VertexSettings.CompType.Float32; posData.EntryCount = (ushort)posDataArray.Length; posData.EntrySize = 12; posData.Fraction = 0; posData.Data = posDataArray; posData.Save(); CurrentModel.VtxPosData.Add("Pos" + CurrentModel.VtxPosData.Count.ToString(), posData); var tcData = new VertexTexCoordData(); tcData.ComponentCount = VertexSettings.CompCount.TexCoord2; tcData.ComponentType = VertexSettings.CompType.Float32; tcData.EntryCount = (ushort)tcDataArray.Length; tcData.EntrySize = 8; tcData.Fraction = 0; tcData.Data = tcDataArray; tcData.Save(); CurrentModel.VtxTexCoordData.Add("TexCoord" + CurrentModel.VtxTexCoordData.Count.ToString(), tcData); // TODO: Flip texcoords var nrmData = new VertexNrmData(); nrmData.ComponentCount = VertexSettings.CompCount.Normal3; nrmData.ComponentType = VertexSettings.CompType.Float32; nrmData.EntryCount = (ushort)nrmDataArray.Length; nrmData.EntrySize = 12; nrmData.Fraction = 0; nrmData.Data = nrmDataArray; nrmData.Save(); CurrentModel.VtxNrmData.Add("Nrm" + CurrentModel.VtxNrmData.Count.ToString(), nrmData); CurrentShape.PosData = posData; CurrentShape.TexCoordData[0] = tcData; CurrentShape.NrmData = nrmData; var dl = new OutputStream(); if (Triangles.Count > 0) { dl.WriteByte((byte)GXCommand.DrawPrimitiveMask | ((byte)PrimitiveType.Triangles << (byte)GXCommand.PrimitiveShiftAmount)); dl.WriteUInt16((ushort)(Triangles.Count * 3)); foreach (var tri in Triangles) { dl.WriteUInt16(posIndexes[tri[0]]); dl.WriteUInt16(normalIndexes[tri[1]]); dl.WriteUInt16(texCoordIndexes[tri[2]]); dl.WriteUInt16(posIndexes[tri[3]]); dl.WriteUInt16(normalIndexes[tri[4]]); dl.WriteUInt16(texCoordIndexes[tri[5]]); dl.WriteUInt16(posIndexes[tri[6]]); dl.WriteUInt16(normalIndexes[tri[7]]); dl.WriteUInt16(texCoordIndexes[tri[8]]); } } if (Quads.Count > 0) { dl.WriteByte((byte)GXCommand.DrawPrimitiveMask | ((byte)PrimitiveType.Quads << (byte)GXCommand.PrimitiveShiftAmount)); dl.WriteUInt16((ushort)(Quads.Count * 3)); foreach (var quad in Quads) { dl.WriteUInt16(posIndexes[quad[0]]); dl.WriteUInt16(normalIndexes[quad[1]]); dl.WriteUInt16(texCoordIndexes[quad[2]]); dl.WriteUInt16(posIndexes[quad[3]]); dl.WriteUInt16(normalIndexes[quad[4]]); dl.WriteUInt16(texCoordIndexes[quad[5]]); dl.WriteUInt16(posIndexes[quad[6]]); dl.WriteUInt16(normalIndexes[quad[7]]); dl.WriteUInt16(texCoordIndexes[quad[8]]); dl.WriteUInt16(posIndexes[quad[9]]); dl.WriteUInt16(normalIndexes[quad[10]]); dl.WriteUInt16(texCoordIndexes[quad[11]]); } } dl.AlignTo(0x20); CurrentShape.DisplayList2 = dl.GetBuffer(); CurrentShape.DLBufferSize2 = (uint)CurrentShape.DisplayList2.Length; // now add it to DrawOpa var newInsn = new ByteCode.DrawShapeInstruction(); newInsn.NodeID = 0; newInsn.MaterialID = (ushort)CurrentModel.Materials.GetIndexForValue(CurrentShapeMaterial); newInsn.ShapeID = (ushort)CurrentModel.Shapes.GetIndexForValue(CurrentShape); CurrentModel.Bytecode["DrawOpa"].Instructions.Add(newInsn); } private float[][] ComputeVertexDataArray(List objData, BitArray usedFields, out ushort[] indexes) { indexes = new ushort[usedFields.Count]; var output = new List(); // How this will work: // I'll loop through every used vertex index in the BitArray. // If it's used, I will compare it to the ones already in the output list. // If the vertex is already in the output list, then I'll take the index of it // and write it to the "indexes" array. If not, then I'll add it to the output list and do that. // The "indexes" array matches input vertex indexes to the indexes in the optimised array. int vertexCount = usedFields.Count; int elementCount = objData[0].Length; for (int i = 0; i < usedFields.Count; i++) { if (usedFields[i]) { // this one is used, let's try to find it var thisVtx = objData[i]; bool foundIt = false; int j; for (j = 0; j < output.Count; j++) { var check = output[j]; bool isEqual = true; for (int k = 0; k < elementCount; k++) isEqual &= (thisVtx[k] == check[k]); if (isEqual) { foundIt = true; break; } } if (foundIt) { // it already exists, just add it to the indexes list indexes[i] = (ushort)j; } else { // nope, add it to the computed list indexes[i] = (ushort)output.Count; output.Add(thisVtx); } } } return output.ToArray(); } #endregion } }