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Switch-Toolbox/BrawlboxHelper/BrawlHelper.cs

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36 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using Syroot.NintenTools.NSW.Bfres;
using ResU = Syroot.NintenTools.Bfres;
using System.Windows;
using Syroot.Maths;
using BrawlLib.SSBB.ResourceNodes;
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using BrawlLib.Wii.Animations;
namespace BrawlboxHelper
{
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public class KeyGroupData
{
public float Value;
}
public class BoneAnimKeyData
{
public Dictionary<int, KeyGroupData> XPOS = new Dictionary<int, KeyGroupData>();
public Dictionary<int, KeyGroupData> YPOS = new Dictionary<int, KeyGroupData>();
public Dictionary<int, KeyGroupData> ZPOS = new Dictionary<int, KeyGroupData>();
public Dictionary<int, KeyGroupData> XROT = new Dictionary<int, KeyGroupData>();
public Dictionary<int, KeyGroupData> YROT = new Dictionary<int, KeyGroupData>();
public Dictionary<int, KeyGroupData> ZROT = new Dictionary<int, KeyGroupData>();
public Dictionary<int, KeyGroupData> XSCA = new Dictionary<int, KeyGroupData>();
public Dictionary<int, KeyGroupData> YSCA = new Dictionary<int, KeyGroupData>();
public Dictionary<int, KeyGroupData> ZSCA = new Dictionary<int, KeyGroupData>();
}
public class FSHUConverter
{
public static ResU.ShaderParamAnim Clr02Fshu(string FileName)
{
CLR0Node clr0 = NodeFactory.FromFile(null, FileName) as CLR0Node;
ResU.ShaderParamAnim fshu = new ResU.ShaderParamAnim();
fshu.FrameCount = clr0.FrameCount;
fshu.Name = clr0.Name;
fshu.Path = clr0.OriginalPath;
fshu.UserData = new ResU.ResDict<Syroot.NintenTools.Bfres.UserData>();
//Set flags
if (clr0.Loop)
fshu.Flags |= ResU.ShaderParamAnimFlags.Looping;
//Set mat anims and then calculate data after
foreach (var entry in clr0.Children)
fshu.ShaderParamMatAnims.Add(Clr0Entry2ShaderMatAnim(clr0, (CLR0MaterialNode)entry));
fshu.BakedSize = CalculateBakeSize(fshu);
fshu.BindIndices = SetIndices(fshu);
return fshu;
}
public static ResU.ShaderParamMatAnim Clr0Entry2ShaderMatAnim(CLR0Node clr0, CLR0MaterialNode clrMaterial)
{
ResU.ShaderParamMatAnim matAnim = new ResU.ShaderParamMatAnim();
matAnim.Name = clrMaterial.Name;
foreach (var entry in clrMaterial.Children)
{
ushort curveIndex = 0;
ushort constantIndex = 0;
CLR0MaterialEntryNode ParamEntry = (CLR0MaterialEntryNode)entry;
//Add constants for RGBA if constant
if (ParamEntry.Constant)
{
//Red
matAnim.Constants.Add(new ResU.AnimConstant()
{
AnimDataOffset = 0,
Value = (float)ParamEntry.Colors[0].R / 255f,
});
//Green
matAnim.Constants.Add(new ResU.AnimConstant()
{
AnimDataOffset = 4,
Value = (float)ParamEntry.Colors[0].G / 255f,
});
//Blue
matAnim.Constants.Add(new ResU.AnimConstant()
{
AnimDataOffset = 8,
Value = (float)ParamEntry.Colors[0].B / 255f,
});
//Alpha
matAnim.Constants.Add(new ResU.AnimConstant()
{
AnimDataOffset = 12,
Value = (float)ParamEntry.Colors[0].A / 255f,
});
}
var RedCurve = GenerateCurve(0, clr0, ParamEntry);
var GreenCurve = GenerateCurve(4, clr0, ParamEntry);
var BlueCurve = GenerateCurve(8, clr0, ParamEntry);
var AlphaCurve = GenerateCurve(12, clr0, ParamEntry);
if (RedCurve != null)
matAnim.Curves.Add(RedCurve);
if (GreenCurve != null)
matAnim.Curves.Add(GreenCurve);
if (BlueCurve != null)
matAnim.Curves.Add(BlueCurve);
if (AlphaCurve != null)
matAnim.Curves.Add(AlphaCurve);
matAnim.ParamAnimInfos.Add(new ResU.ParamAnimInfo()
{
Name = entry.Name,
BeginCurve = matAnim.Curves.Count > 0 ? curveIndex : ushort.MaxValue,
FloatCurveCount = (ushort)matAnim.Curves.Count,
SubBindIndex = ushort.MaxValue,
ConstantCount = (ushort)matAnim.Constants.Count,
BeginConstant = matAnim.Constants.Count > 0 ? constantIndex : ushort.MaxValue,
});
constantIndex += (ushort)matAnim.Constants.Count;
curveIndex += (ushort)matAnim.Curves.Count;
}
return matAnim;
}
private static ResU.AnimCurve GenerateCurve(uint AnimOffset, CLR0Node anim, CLR0MaterialEntryNode entry)
{
ResU.AnimCurve curve = new ResU.AnimCurve();
curve.AnimDataOffset = AnimOffset;
curve.StartFrame = 0;
curve.Offset = 0;
curve.Scale = 1;
curve.FrameType = ResU.AnimCurveFrameType.Single;
curve.KeyType = ResU.AnimCurveKeyType.Single;
curve.CurveType = ResU.AnimCurveType.Linear;
List<float> Frames = new List<float>();
List<float> Keys = new List<float>();
for (int c = 0; c < entry.Colors.Count; c++)
{
Frames.Add(c);
//Max of 4 values. Cubic using 4, linear using 2, and step using 1
float[] KeyValues = new float[4];
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switch (AnimOffset)
{
case 0: //Red
Keys.Add((float)entry.Colors[c].R / 255f);
break;
case 4: //Green
Keys.Add((float)entry.Colors[c].G / 255f);
break;
case 8: //Blue
Keys.Add((float)entry.Colors[c].B / 255f);
break;
case 12: //Alpha
Keys.Add((float)entry.Colors[c].A / 255f);
break;
default:
throw new Exception("Invalid animation offset set!");
}
}
//Max value in frames is our end frame
curve.EndFrame = Frames.Max();
curve.Frames = Frames.ToArray();
//If a curve only has one frame we don't need to interpolate or add keys to a curve as it's constant
if (curve.Frames.Length <= 1)
return null;
switch (curve.CurveType)
{
case ResU.AnimCurveType.Cubic:
curve.Keys = new float[Keys.Count, 4];
for (int frame = 0; frame < Keys.Count; frame++)
{
float Delta = 0;
if (frame < Keys.Count - 1)
Delta = Keys[frame + 1] - Keys[frame];
float value = Keys[frame];
float Slope = 0;
float Slope2 = 0;
curve.Keys[frame, 0] = value;
curve.Keys[frame, 1] = Slope;
curve.Keys[frame, 2] = Slope2;
curve.Keys[frame, 3] = Delta;
}
break;
case ResU.AnimCurveType.StepInt:
//Step requires no interpolation
curve.Keys = new float[Keys.Count, 1];
for (int frame = 0; frame < Keys.Count; frame++)
{
curve.Keys[frame, 0] = 0;
}
break;
case ResU.AnimCurveType.Linear:
curve.Keys = new float[Keys.Count, 2];
for (int frame = 0; frame < Keys.Count; frame++)
{
//Delta for second value used in linear curves
float time = curve.Frames[frame];
float Delta = 0;
if (frame < Keys.Count - 1)
Delta = Keys[frame + 1] - Keys[frame];
curve.Keys[frame, 0] = Keys[frame];
curve.Keys[frame, 1] = Delta;
}
break;
}
return curve;
}
private static ushort[] SetIndices(ResU.ShaderParamAnim fshu)
{
List<ushort> indces = new List<ushort>();
foreach (var matAnim in fshu.ShaderParamMatAnims)
indces.Add(65535);
return indces.ToArray();
}
private static uint CalculateBakeSize(ResU.ShaderParamAnim fshu)
{
return 0;
}
}
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public class FTXPConverter
{
public static void Pat02Ftxp(MaterialAnim matAnim, string FileName)
{
PAT0Node pat0 = new PAT0Node();
matAnim.FrameCount = pat0.FrameCount;
matAnim.Name = pat0.Name;
matAnim.Path = pat0.OriginalPath;
matAnim.Loop = pat0.Loop;
foreach (var entry in pat0.Children)
{
var Material = (PAT0EntryNode)entry;
}
}
}
public class FSKAConverter
{
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public static List<BoneAnimKeyData> BoneAnimKeys = new List<BoneAnimKeyData>();
static float Deg2Rad = (float)(Math.PI / 180f);
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static float Rad2Deg = (float)(180f / Math.PI);
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public static SkeletalAnim Anim2Fska(string FileName)
{
CHR0Node chr0 = AnimFormat.Read(FileName);
return Chr02Fska(chr0);
}
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public static void Fska2Chr0(SkeletalAnim fska, string FileName)
{
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CHR0Node chr0 = new CHR0Node();
chr0.FrameCount = fska.FrameCount;
chr0.Name = fska.Name;
chr0.OriginalPath = fska.Path;
chr0.UserEntries = new UserDataCollection();
chr0.Loop = fska.Loop;
foreach (var entry in fska.BoneAnims)
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BoneAnim2Chr0Entry(entry, chr0);
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chr0.Export(FileName);
}
public class FSKAKeyNode
{
public float Value = 0;
public float Slope = 0;
public float Slope2 = 0;
public float Delta = 0;
public float Frame = 0;
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}
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public static void BoneAnim2Chr0Entry(BoneAnim boneAnim, CHR0Node chr0)
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{
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CHR0EntryNode chr0Entry = chr0.CreateEntry(boneAnim.Name);
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chr0Entry.UseModelRotate = false;
chr0Entry.UseModelScale = false;
chr0Entry.UseModelTranslate = false;
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chr0Entry.ScaleCompensateApply = boneAnim.ApplySegmentScaleCompensate;
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//Float for time/frame
Dictionary<float, FSKAKeyNode> TranslateX = new Dictionary<float, FSKAKeyNode>();
Dictionary<float, FSKAKeyNode> TranslateY = new Dictionary<float, FSKAKeyNode>();
Dictionary<float, FSKAKeyNode> TranslateZ = new Dictionary<float, FSKAKeyNode>();
Dictionary<float, FSKAKeyNode> RotateX = new Dictionary<float, FSKAKeyNode>();
Dictionary<float, FSKAKeyNode> RotateY = new Dictionary<float, FSKAKeyNode>();
Dictionary<float, FSKAKeyNode> RotateZ = new Dictionary<float, FSKAKeyNode>();
Dictionary<float, FSKAKeyNode> ScaleX = new Dictionary<float, FSKAKeyNode>();
Dictionary<float, FSKAKeyNode> ScaleY = new Dictionary<float, FSKAKeyNode>();
Dictionary<float, FSKAKeyNode> ScaleZ = new Dictionary<float, FSKAKeyNode>();
if (boneAnim.FlagsBase.HasFlag(BoneAnimFlagsBase.Translate))
{
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TranslateX.Add(0, new FSKAKeyNode() { Value = boneAnim.BaseData.Translate.X, });
TranslateY.Add(0, new FSKAKeyNode() { Value = boneAnim.BaseData.Translate.Y, });
TranslateZ.Add(0, new FSKAKeyNode() { Value = boneAnim.BaseData.Translate.Z, });
}
if (boneAnim.FlagsBase.HasFlag(BoneAnimFlagsBase.Rotate))
{
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RotateX.Add(0, new FSKAKeyNode() { Value = boneAnim.BaseData.Rotate.X, });
RotateY.Add(0, new FSKAKeyNode() { Value = boneAnim.BaseData.Rotate.Y, });
RotateZ.Add(0, new FSKAKeyNode() { Value = boneAnim.BaseData.Rotate.Z, });
}
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if (boneAnim.FlagsBase.HasFlag(BoneAnimFlagsBase.Scale))
{
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ScaleX.Add(0, new FSKAKeyNode() { Value = boneAnim.BaseData.Scale.X, });
ScaleY.Add(0, new FSKAKeyNode() { Value = boneAnim.BaseData.Scale.Y, });
ScaleZ.Add(0, new FSKAKeyNode() { Value = boneAnim.BaseData.Scale.Z, });
}
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else
{
ScaleX.Add(0, new FSKAKeyNode() { Value = 1 });
ScaleY.Add(0, new FSKAKeyNode() { Value = 1 });
ScaleZ.Add(0, new FSKAKeyNode() { Value = 1 });
}
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foreach (var curve in boneAnim.Curves)
{
for (int frame = 0; frame < curve.Frames.Length; frame++)
{
float time = curve.Frames[frame];
float value = 0;
float slope = 0;
float slope2 = 0;
float delta = 0;
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float scale = curve.Scale;
if (scale <= 0)
scale = 1;
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if (curve.CurveType == AnimCurveType.Cubic)
{
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value = curve.Offset + curve.Keys[frame, 0] * scale;
slope = curve.Offset + curve.Keys[frame, 1] * scale;
slope2 = curve.Offset + curve.Keys[frame, 2] * scale;
delta = curve.Offset + curve.Keys[frame, 3] * scale;
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}
if (curve.CurveType == AnimCurveType.Linear)
{
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value = curve.Offset + curve.Keys[frame, 0] * scale;
delta = curve.Offset + curve.Keys[frame, 1] * scale;
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}
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if (curve.CurveType == AnimCurveType.StepInt)
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{
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value = curve.Offset + curve.Keys[frame, 0] * scale;
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}
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switch (curve.AnimDataOffset)
{
case 0x10:
if (TranslateX.Count > 0 && frame == 0)
TranslateX.Remove(0);
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TranslateX.Add(time, new FSKAKeyNode()
{
Value = value,
Slope = slope,
Slope2 = slope2,
Delta = delta,
Frame = time,
});
break;
case 0x14:
if (TranslateY.Count > 0 && frame == 0)
TranslateY.Remove(0);
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TranslateY.Add(time, new FSKAKeyNode()
{
Value = value,
Slope = slope,
Slope2 = slope2,
Delta = delta,
Frame = time,
});
break;
case 0x18:
if (TranslateZ.Count > 0 && frame == 0)
TranslateZ.Remove(0);
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TranslateZ.Add(time, new FSKAKeyNode()
{
Value = value,
Slope = slope,
Slope2 = slope2,
Delta = delta,
Frame = time,
});
break;
case 0x20:
if (RotateX.Count > 0 && frame == 0)
RotateX.Remove(0);
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RotateX.Add(time, new FSKAKeyNode()
{
Value = value,
Slope = slope,
Slope2 = slope2,
Delta = delta,
Frame = time,
});
break;
case 0x24:
if (RotateY.Count > 0 && frame == 0)
RotateY.Remove(0);
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RotateY.Add(time, new FSKAKeyNode()
{
Value = value,
Slope = slope,
Slope2 = slope2,
Delta = delta,
Frame = time,
});
break;
case 0x28:
if (RotateZ.Count > 0 && frame == 0)
RotateZ.Remove(0);
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RotateZ.Add(time, new FSKAKeyNode()
{
Value = value,
Slope = slope,
Slope2 = slope2,
Delta = delta,
Frame = time,
});
break;
case 0x04:
if (ScaleX.Count > 0 && frame == 0)
ScaleX.Remove(0);
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ScaleX.Add(time, new FSKAKeyNode()
{
Value = value,
Slope = slope,
Slope2 = slope2,
Delta = delta,
Frame = time,
});
break;
case 0x08:
if (ScaleY.Count > 0 && frame == 0)
ScaleY.Remove(0);
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ScaleY.Add(time, new FSKAKeyNode()
{
Value = value,
Slope = slope,
Slope2 = slope2,
Delta = delta,
Frame = time,
});
break;
case 0x0C:
if (ScaleZ.Count > 0 && frame == 0)
ScaleZ.Remove(0);
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ScaleZ.Add(time, new FSKAKeyNode()
{
Value = value,
Slope = slope,
Slope2 = slope2,
Delta = delta,
Frame = time,
});
break;
}
}
}
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for (int frame = 0; frame < chr0.FrameCount; frame++)
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{
if (TranslateX.ContainsKey(frame))
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chr0Entry.SetKeyframe(6, frame, TranslateX[frame].Value);
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if (TranslateY.ContainsKey(frame))
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chr0Entry.SetKeyframe(7, frame, TranslateY[frame].Value);
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if (TranslateZ.ContainsKey(frame))
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chr0Entry.SetKeyframe(8, frame, TranslateZ[frame].Value);
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if (RotateX.ContainsKey(frame))
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chr0Entry.SetKeyframe(3, frame, RotateX[frame].Value * Rad2Deg);
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if (RotateY.ContainsKey(frame))
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chr0Entry.SetKeyframe(4, frame, RotateY[frame].Value * Rad2Deg);
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if (RotateZ.ContainsKey(frame))
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chr0Entry.SetKeyframe(5, frame, RotateZ[frame].Value * Rad2Deg);
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if (ScaleX.ContainsKey(frame))
chr0Entry.SetKeyframe(0, frame, ScaleX[frame].Value);
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if (ScaleY.ContainsKey(frame))
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chr0Entry.SetKeyframe(1, frame, ScaleY[frame].Value);
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if (ScaleZ.ContainsKey(frame))
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chr0Entry.SetKeyframe(2, frame, ScaleZ[frame].Value);
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}
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}
public static SkeletalAnim Chr02Fska(string FileName)
{
CHR0Node chr0 = CHR0Node.FromFile(FileName);
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return Chr02Fska(chr0);
}
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private static SkeletalAnim Chr02Fska(CHR0Node chr0)
{
SkeletalAnim fska = new SkeletalAnim();
fska.FrameCount = chr0.FrameCount;
fska.Name = chr0.Name;
fska.Path = chr0.OriginalPath;
fska.UserDatas = new List<Syroot.NintenTools.NSW.Bfres.UserData>();
fska.UserDataDict = new ResDict();
//Set flags
if (chr0.Loop)
fska.FlagsAnimSettings |= SkeletalAnimFlags.Looping;
fska.FlagsRotate = SkeletalAnimFlagsRotate.EulerXYZ;
fska.FlagsScale = SkeletalAnimFlagsScale.Maya;
//Set bone anims and then calculate data after
foreach (var entry in chr0.Children)
fska.BoneAnims.Add(Chr0Entry2BoneAnim((CHR0EntryNode)entry));
fska.BakedSize = CalculateBakeSize(fska);
fska.BindIndices = SetIndices(fska);
return fska;
}
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private static string NameConverterMkWii2Mk8(string name)
{
switch (name)
{
case "skl_root": return "Skl_Root";
case "leg_l1": return "LegL";
case "leg_l2": return "KneeL";
case "ankle_l1": return "FootL";
case "leg_r1": return "LegR";
case "leg_r2": return "KneeR";
case "ankle_r1": return "FootR";
case "spin": return "Spine1";
case "arm_l1": return "ShoulderL";
case "arm_l2": return "ArmL";
case "wrist_l1": return "HandL";
case "arm_r1": return "ShoulderR";
case "arm_r2": return "ArmR";
case "wrist_r1": return "HandR";
case "face_1": return "Head";
}
return name;
}
private static BoneAnim Chr0Entry2BoneAnim(CHR0EntryNode entry)
{
BoneAnim boneAnim = new BoneAnim();
boneAnim.Name = entry.Name;
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// boneAnim.Name = NameConverterMkWii2Mk8(boneAnim.Name);
if (entry.UseModelTranslate)
boneAnim.FlagsBase |= BoneAnimFlagsBase.Translate;
if (entry.UseModelRotate)
boneAnim.FlagsBase |= BoneAnimFlagsBase.Rotate;
if (entry.UseModelScale)
boneAnim.FlagsBase |= BoneAnimFlagsBase.Scale;
var baseData = new BoneAnimData();
var FirstFrame = entry.GetAnimFrame(0);
if (FirstFrame.HasKeys)
{
float xRadian = FirstFrame.Rotation._x * Deg2Rad;
float yRadian = FirstFrame.Rotation._y * Deg2Rad;
float zRadian = FirstFrame.Rotation._z * Deg2Rad;
baseData.Translate = new Vector3F(FirstFrame.Translation._x, FirstFrame.Translation._y, FirstFrame.Translation._z);
baseData.Rotate = new Vector4F(xRadian, yRadian, zRadian, 1);
baseData.Scale = new Vector3F(FirstFrame.Scale._x, FirstFrame.Scale._y, FirstFrame.Scale._z);
baseData.Flags = 0;
boneAnim.BaseData = baseData;
}
else
{
baseData.Translate = new Vector3F(0,0,0);
baseData.Rotate = new Vector4F(0, 0, 0, 1);
baseData.Scale = new Vector3F(1, 1, 1);
baseData.Flags = 0;
boneAnim.BaseData = baseData;
}
boneAnim.FlagsBase |= BoneAnimFlagsBase.Translate;
boneAnim.FlagsBase |= BoneAnimFlagsBase.Scale;
boneAnim.FlagsBase |= BoneAnimFlagsBase.Rotate;
if (baseData.Rotate == new Vector4F(0, 0, 0, 1))
boneAnim.FlagsTransform |= BoneAnimFlagsTransform.RotateZero;
if (baseData.Translate == new Vector3F(0, 0, 0))
boneAnim.FlagsTransform |= BoneAnimFlagsTransform.TranslateZero;
if (baseData.Scale == new Vector3F(1, 1, 1))
boneAnim.FlagsTransform |= BoneAnimFlagsTransform.ScaleOne;
if (IsUniform(baseData.Scale))
boneAnim.FlagsTransform |= BoneAnimFlagsTransform.ScaleUniform;
if (!IsRoot(boneAnim))
boneAnim.FlagsTransform |= BoneAnimFlagsTransform.SegmentScaleCompensate;
boneAnim.BeginTranslate = 6;
boneAnim.BeginRotate = 3;
if (FirstFrame.HasKeys)
{
var AnimFrame = entry.GetAnimFrame(0);
if (AnimFrame.hasTx)
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateX;
var curve = GenerateCurve(0x10, entry);
if (curve != null)
boneAnim.Curves.Add(curve);
}
if (AnimFrame.hasTy)
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateY;
var curve = GenerateCurve(0x14, entry);
if (curve != null)
boneAnim.Curves.Add(curve);
}
if (AnimFrame.hasTz)
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateZ;
var curve = GenerateCurve(0x18, entry);
if (curve != null)
boneAnim.Curves.Add(curve);
}
if (AnimFrame.hasRx)
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateX;
var curve = GenerateCurve(0x20, entry);
if (curve != null)
boneAnim.Curves.Add(curve);
}
if (AnimFrame.hasRy)
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateY;
var curve = GenerateCurve(0x24, entry);
if (curve != null)
boneAnim.Curves.Add(curve);
}
if (AnimFrame.hasRz)
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateZ;
var curve = GenerateCurve(0x28, entry);
if (curve != null)
boneAnim.Curves.Add(curve);
}
if (AnimFrame.hasSx)
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleX;
var curve = GenerateCurve(0x4, entry);
if (curve != null)
boneAnim.Curves.Add(curve);
}
if (AnimFrame.hasSy)
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleY;
var curve = GenerateCurve(0x8, entry);
if (curve != null)
boneAnim.Curves.Add(curve);
}
if (AnimFrame.hasSz)
{
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleZ;
var curve = GenerateCurve(0xC, entry);
if (curve != null)
boneAnim.Curves.Add(curve);
}
}
return boneAnim;
}
private static bool IsRoot(BoneAnim boneAnim)
{
if (boneAnim.Name.Contains("root") || boneAnim.Name.Contains("center"))
return true;
return false;
}
private static bool IsUniform(Vector3F value)
{
return value.X == value.Y && value.X == value.Z;
}
private static void QuantizeCurveData(AnimCurve curve)
{
float MaxFrame = 0;
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float MaxValues = 0;
List<bool> IntegerValues = new List<bool>();
for (int frame = 0; frame < curve.Frames.Length; frame++)
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{
MaxFrame = Math.Max(MaxFrame, curve.Frames[frame]);
if (curve.CurveType == AnimCurveType.Linear)
{
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MaxValues = Math.Max(MaxValues, curve.Keys[frame, 0]);
MaxValues = Math.Max(MaxValues, curve.Keys[frame, 1]);
IntegerValues.Add(IsInt(curve.Keys[frame, 0]));
IntegerValues.Add(IsInt(curve.Keys[frame, 1]));
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}
else if (curve.CurveType == AnimCurveType.Cubic)
{
MaxValues = Math.Max(MaxValues, curve.Keys[frame, 0]);
MaxValues = Math.Max(MaxValues, curve.Keys[frame, 1]);
MaxValues = Math.Max(MaxValues, curve.Keys[frame, 2]);
MaxValues = Math.Max(MaxValues, curve.Keys[frame, 3]);
IntegerValues.Add(IsInt(curve.Keys[frame, 0]));
IntegerValues.Add(IsInt(curve.Keys[frame, 1]));
IntegerValues.Add(IsInt(curve.Keys[frame, 2]));
IntegerValues.Add(IsInt(curve.Keys[frame, 3]));
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}
else
{
MaxValues = Math.Max(MaxValues, curve.Keys[frame, 0]);
IntegerValues.Add(IsInt(curve.Keys[frame, 0]));
}
int ConvertedInt = Convert.ToInt32(MaxValues);
}
if (MaxFrame < Byte.MaxValue)
curve.FrameType = AnimCurveFrameType.Byte;
else if (MaxFrame < Int16.MaxValue)
curve.FrameType = AnimCurveFrameType.Decimal10x5;
else
curve.FrameType = AnimCurveFrameType.Single;
if (IntegerValues.Any(x => x == false))
{
curve.KeyType = AnimCurveKeyType.Single;
}
else
{
if (MaxValues < Byte.MaxValue)
curve.KeyType = AnimCurveKeyType.SByte;
else if (MaxFrame < Int16.MaxValue)
curve.KeyType = AnimCurveKeyType.Int16;
else
curve.KeyType = AnimCurveKeyType.Single;
}
}
private static bool IsInt(float value) => value == Math.Truncate(value);
private static AnimCurve GenerateCurve(uint AnimOffset, CHR0EntryNode entry)
{
AnimCurve curve = new AnimCurve();
curve.AnimDataOffset = AnimOffset;
curve.StartFrame = 0;
curve.Offset = 0;
curve.Scale = 1;
curve.FrameType = AnimCurveFrameType.Single;
curve.KeyType = AnimCurveKeyType.Single;
curve.CurveType = AnimCurveType.Linear;
List<float> Frames = new List<float>();
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List<float> Keys = new List<float>();
CHRAnimationFrame ain, aout;
for (int frame = 0; frame < entry.FrameCount; frame++)
{
//Max of 4 values. Cubic using 4, linear using 2, and step using 1
float[] KeyValues = new float[4];
//Set the main values to the curve based on offset for encoding later
if ((ain = entry.GetAnimFrame(frame)).HasKeys)
{
aout = entry.GetAnimFrame(frame, true);
FillKeyList(aout, frame, curve.AnimDataOffset, Frames, Keys);
if (!ain.Equals(aout))
{
FillKeyList(aout, frame, curve.AnimDataOffset, Frames, Keys);
}
}
}
if (Frames.Count <= 0)
return null;
// Console.WriteLine($"AnimOffset {AnimOffset} Keys {Keys.Count}");
//Max value in frames is our end frame
curve.EndFrame = Frames.Max();
curve.Frames = Frames.ToArray();
//If a curve only has one frame we don't need to interpolate or add keys to a curve as it's constant
if (curve.Frames.Length <= 1)
return null;
switch (curve.CurveType)
{
case AnimCurveType.Cubic:
curve.Keys = new float[Keys.Count, 4];
for (int frame = 0; frame < Keys.Count; frame++)
{
float Delta = 0;
if (frame < Keys.Count - 1)
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Delta = Keys[frame + 1] - Keys[frame];
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float value = Keys[frame];
float Slope = 0;
float Slope2 = 0;
curve.Keys[frame, 0] = value;
curve.Keys[frame, 1] = Slope;
curve.Keys[frame, 2] = Slope2;
curve.Keys[frame, 3] = Delta;
}
break;
case AnimCurveType.StepInt:
//Step requires no interpolation
curve.Keys = new float[Keys.Count, 1];
for (int frame = 0; frame < Keys.Count; frame++)
{
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curve.Keys[frame, 0] = Keys[frame];
}
break;
case AnimCurveType.Linear:
curve.Keys = new float[Keys.Count, 2];
for (int frame = 0; frame < Keys.Count; frame++)
{
//Delta for second value used in linear curves
float time = curve.Frames[frame];
float Delta = 0;
if (frame < Keys.Count - 1)
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Delta = Keys[frame + 1] - Keys[frame];
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curve.Keys[frame, 0] = Keys[frame];
curve.Keys[frame, 1] = Delta;
}
break;
}
QuantizeCurveData(curve);
return curve;
}
private static void FillKeyList(CHRAnimationFrame AnimFrame, int frame, uint AnimOffset, List<float> Frames, List<float> Keys)
{
if (AnimFrame.hasTx && AnimOffset == 0x10)
{
Frames.Add(frame);
Keys.Add(AnimFrame.Translation._x);
}
if (AnimFrame.hasTy && AnimOffset == 0x14)
{
Frames.Add(frame);
Keys.Add(AnimFrame.Translation._y);
}
if (AnimFrame.hasTz && AnimOffset == 0x18)
{
Frames.Add(frame);
Keys.Add(AnimFrame.Translation._z);
}
if (AnimFrame.hasRx && AnimOffset == 0x20)
{
Frames.Add(frame);
Keys.Add(AnimFrame.Rotation._x * Deg2Rad);
}
if (AnimFrame.hasRy && AnimOffset == 0x24)
{
Frames.Add(frame);
Keys.Add(AnimFrame.Rotation._y * Deg2Rad);
}
if (AnimFrame.hasRz && AnimOffset == 0x28)
{
Frames.Add(frame);
Keys.Add(AnimFrame.Rotation._z * Deg2Rad);
}
if (AnimFrame.hasSx && AnimOffset == 0x04)
{
Frames.Add(frame);
Keys.Add(AnimFrame.Scale._x);
}
if (AnimFrame.hasSy && AnimOffset == 0x08)
{
Frames.Add(frame);
Keys.Add(AnimFrame.Scale._y);
}
if (AnimFrame.hasSz && AnimOffset == 0x0C)
{
Frames.Add(frame);
Keys.Add(AnimFrame.Scale._z);
}
}
private static ushort[] SetIndices(SkeletalAnim fska)
{
List<ushort> indces = new List<ushort>();
foreach (var boneAnim in fska.BoneAnims)
indces.Add(65535);
return indces.ToArray();
}
private static uint CalculateBakeSize(SkeletalAnim fska)
{
return 0;
}
}
}