public override bool Execute(List<string> args)
{
if (args.Count != 3)
return false;
var variantName = args[0];
var fileType = args[1];
var fileName = args[2];
if (fileType != "obj")
return false;
// Find the variant to extract
if (_model.RenderModel == null)
{
Console.Error.WriteLine("The model does not have a render model associated with it.");
return true;
}
var variant = _model.Variants.FirstOrDefault(v => (_stringIds.GetString(v.Name) ?? v.Name.ToString()) == variantName);
if (variant == null && _model.Variants.Count > 0)
{
Console.Error.WriteLine("Unable to find variant \"{0}\"", variantName);
Console.Error.WriteLine("Use \"listvariants\" to list available variants.");
return true;
}
// Load resource caches
Console.WriteLine("Loading resource caches...");
var resourceManager = new ResourceDataManager();
try
{
resourceManager.LoadCachesFromDirectory(_fileInfo.DirectoryName);
}
catch
{
Console.WriteLine("Unable to load the resource .dat files.");
Console.WriteLine("Make sure that they all exist and are valid.");
return true;
}
// Deserialize the render model tag
Console.WriteLine("Reading model data...");
RenderModel renderModel;
using (var cacheStream = _fileInfo.OpenRead())
{
var renderModelContext = new TagSerializationContext(cacheStream, _cache, _model.RenderModel);
renderModel = TagDeserializer.Deserialize<RenderModel>(renderModelContext);
}
if (renderModel.Resource == null)
{
Console.Error.WriteLine("Render model does not have a resource associated with it");
return true;
}
// Deserialize the resource definition
var resourceContext = new ResourceSerializationContext(renderModel.Resource);
var definition = TagDeserializer.Deserialize<RenderGeometryResourceDefinition>(resourceContext);
using (var resourceStream = new MemoryStream())
{
// Extract the resource data
resourceManager.Extract(renderModel.Resource, resourceStream);
using (var objFile = new StreamWriter(File.Open(fileName, FileMode.Create, FileAccess.Write)))
{
var objExtractor = new ObjExtractor(objFile);
var vertexCompressor = new VertexCompressor(renderModel.Compression[0]); // Create a (de)compressor from the first compression block
if (variant != null)
{
// Extract each region in the variant
foreach (var region in variant.Regions)
{
// Get the corresonding region in the render model tag
if (region.RenderModelRegionIndex >= renderModel.Regions.Count)
continue;
var renderModelRegion = renderModel.Regions[region.RenderModelRegionIndex];
// Get the corresponding permutation in the render model tag
// (Just extract the first permutation for now)
if (region.Permutations.Count == 0)
continue;
var permutation = region.Permutations[0];
if (permutation.RenderModelPermutationIndex >= renderModelRegion.Permutations.Count)
continue;
var renderModelPermutation = renderModelRegion.Permutations[permutation.RenderModelPermutationIndex];
// Extract each mesh in the permutation
var meshIndex = renderModelPermutation.MeshIndex;
var meshCount = renderModelPermutation.MeshCount;
var regionName = _stringIds.GetString(region.Name) ?? region.Name.ToString();
var permutationName = _stringIds.GetString(permutation.Name) ?? permutation.Name.ToString();
Console.WriteLine("Extracting {0} mesh(es) for {1}:{2}...", meshCount, regionName, permutationName);
for (var i = 0; i < meshCount; i++)
{
// Create a MeshReader for the mesh and pass it to the obj extractor
var meshReader = new MeshReader(renderModel.Meshes[meshIndex + i], definition);
objExtractor.ExtractMesh(meshReader, vertexCompressor, resourceStream);
}
}
}
else
{
// No variant - just extract every mesh
Console.WriteLine("Extracting {0} mesh(es)...", renderModel.Meshes.Count);
foreach (var mesh in renderModel.Meshes)
{
// Create a MeshReader for the mesh and pass it to the obj extractor
var meshReader = new MeshReader(mesh, definition);
objExtractor.ExtractMesh(meshReader, vertexCompressor, resourceStream);
}
}
objExtractor.Finish();
}
}
Console.WriteLine("Done!");
return true;
}