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Switch-Toolbox/Switch_Toolbox_Library/Resources/FlatBuffers/gfbmdl.fbs

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namespace Gfbmdl;
enum BoneType : uint {
NoSkinning = 0,
HasSkinning = 1,
}
enum WrapMode : uint {
Repeat = 0,
Clamp = 1,
Mirror = 2,
}
enum VertexType : uint {
Position = 0,
Normal = 1,
Binormal = 2,
UV1 = 3,
UV2 = 4,
UV3 = 5,
UV4 = 6,
Color1 = 7,
Color2 = 8,
Color3 = 9,
Color4 = 10,
BoneID = 11,
BoneWeight = 12,
}
enum BufferFormat : uint {
Float = 0,
HalfFloat = 1,
Byte = 3,
Short = 5,
BytesAsFloat = 8,
}
table Model {
Version:uint;
Bounding:BoundingBox;
TextureNames:[string];
ShaderNames:[string];
Unknown:[UnknownEmpty];
MaterialNames:[string];
Materials:[Material];
Groups:[Group];
Meshes:[Mesh];
Bones:[Bone];
CollisionGroups:[CollisionGroup];
}
table UnknownEmpty {
unk:uint;
}
table Material {
Name:string;
ShaderGroup:string;
RenderLayer:int;
Unknown1:ubyte;
Unknown2:ubyte;
Parameter1:int;
Parameter2:int;
Parameter3:int;
ShaderIndex:int;
Parameter4:int;
Parameter5:int;
TextureMaps:[TextureMap];
Switches:[MatSwitch];
Values:[MatFloat];
Colors:[MatColor];
Unknown3:ubyte;
Unknown4:ubyte;
Unknown5:ubyte;
Unknown6:ubyte;
Unknown7:ubyte;
Common:MaterialCommon;
}
table MaterialCommon {
Switches:[MatSwitch];
Values:[MatInt];
Colors:[MatColor];
}
table MatSwitch {
Name:string;
Value:bool;
}
table MatColor {
Name:string;
Color:ColorRGB32;
}
table MatInt {
Name:string;
Value:int;
}
table MatFloat {
Name:string;
Value:float;
}
table TextureMap {
Sampler:string;
Index:int;
Params:TextureMapping;
}
table TextureMapping {
Unknown1:uint;
WrapModeX:WrapMode;
WrapModeY:WrapMode;
WrapModeZ:WrapMode;
Unknown5:float;
Unknown6:float;
Unknown7:float;
Unknown8:float;
lodBias:float;
}
table Group {
BoneIndex:uint;
MeshIndex:uint;
Bounding:BoundingBox;
Layer:uint;
}
table Mesh {
Polygons:[MeshPolygon];
Attributes:[MeshAttribute];
Data:[ubyte];
}
table MeshPolygon {
MaterialIndex:uint;
Faces:[ushort];
}
table MeshAttribute {
VertexType:uint;
BufferFormat:uint;
ElementCount:uint;
}
table Bone {
Name:string;
BoneType:uint;
Parent:int;
Zero:uint = 0;
Visible:bool;
Scale:Vector3;
Rotation:Vector3;
Translation:Vector3;
RadiusStart:Vector3;
RadiusEnd:Vector3;
RigidCheck:BoneRigidData;
}
struct BoneRigidData {
Unknown1:byte;
}
table CollisionGroup {
BoneIndex:uint;
Unknown1:uint;
BoneChildren:[uint];
Bounding:BoundingBox;
}
struct BoundingBox {
MinX:float;
MinY:float;
MinZ:float;
MaxX:float;
MaxY:float;
MaxZ:float;
}
struct Vector3 {
X:float;
Y:float;
Z:float;
}
struct ColorRGB32 {
R:float;
G:float;
B:float;
}
struct Vector4 {
X:float;
Y:float;
Z:float;
W:float;
}
root_type Model;