mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 06:20:17 +00:00
75 lines
2.1 KiB
C#
75 lines
2.1 KiB
C#
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using System;
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using System.IO;
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namespace SanAndreasUnity.Importing.RenderWareStream
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{
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public class Frame
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{
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public Frame(int index, BinaryReader reader)
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{
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Index = index;
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MatrixRight = new Vector3(reader);
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MatrixForward = new Vector3(reader);
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MatrixUp = new Vector3(reader);
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Position = new Vector3(reader);
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ParentIndex = reader.ReadInt32();
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MatrixFlags = reader.ReadUInt32();
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}
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public String Name { get; internal set; }
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public HierarchyAnimation HAnim { get; internal set; }
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public readonly Int32 Index;
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public readonly Int32 ParentIndex;
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public readonly Vector3 Position;
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public readonly Vector3 MatrixRight;
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public readonly Vector3 MatrixUp;
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public readonly Vector3 MatrixForward;
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public readonly UInt32 MatrixFlags;
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}
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[SectionType(14)]
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public class FrameList : SectionData
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{
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public readonly UInt32 FrameCount;
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public readonly Frame[] Frames;
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public FrameList(SectionHeader header, Stream stream)
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: base(header, stream)
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{
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var data = ReadSection<Data>();
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var reader = new BinaryReader(new MemoryStream(data.Value));
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FrameCount = reader.ReadUInt32();
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Frames = new Frame[FrameCount];
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for (var i = 0; i < FrameCount; ++i)
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{
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Frames[i] = new Frame(i, reader);
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}
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for (var i = 0; i < FrameCount; ++i)
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{
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var extension = ReadSection<Extension>();
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var frameName = extension.FirstOrDefault<FrameName>();
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var hierarchyAnimation = extension.FirstOrDefault<HierarchyAnimation>();
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if (frameName != null)
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{
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Frames[i].Name = frameName.Name;
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}
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if (hierarchyAnimation != null)
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{
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Frames[i].HAnim = hierarchyAnimation;
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}
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}
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}
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}
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}
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