716d1c4520
- Starting to make all texture classes use STGenericTexture. This will make all functions usable between each one and converting through other classes much easier. - Many bug fixes to the texture importer like duped texture importing, dds opening the window, index out of range issues, etc. - Start on titlebar information. - Start on ASTC texture format support. - Support TGA images. - Support FTEX importing and saving properly. - Export models properly along with textures (with generic classes). Todo, support rigs and bones.
746 lines
31 KiB
C#
746 lines
31 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Syroot.NintenTools.NSW.Bfres;
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using System.Windows.Forms;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.Rendering;
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using Switch_Toolbox.Library.Forms;
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using ResU = Syroot.NintenTools.Bfres;
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using ResUGX2 = Syroot.NintenTools.Bfres.GX2;
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using ResGFX = Syroot.NintenTools.NSW.Bfres.GFX;
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using FirstPlugin;
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namespace Bfres.Structs
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{
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public class FmdlFolder : TreeNodeCustom
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{
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public FmdlFolder()
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{
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Text = "Models";
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Name = "FMDL";
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ContextMenu = new ContextMenu();
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MenuItem import = new MenuItem("Import");
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ContextMenu.MenuItems.Add(import);
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import.Click += Import;
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MenuItem exportAll = new MenuItem("Export All");
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ContextMenu.MenuItems.Add(exportAll);
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exportAll.Click += ExportAll;
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MenuItem clear = new MenuItem("Clear");
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ContextMenu.MenuItems.Add(clear);
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clear.Click += Clear;
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}
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public void Import(object sender, EventArgs args)
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{
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}
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public void ExportAll(object sender, EventArgs args)
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{
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}
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private void Clear(object sender, EventArgs args)
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{
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DialogResult dialogResult = MessageBox.Show("Are you sure you want to remove all objects? This cannot be undone!", "", MessageBoxButtons.YesNo);
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if (dialogResult == DialogResult.Yes)
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{
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Nodes.Clear();
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((BFRES)Parent).BFRESRender.models.Clear();
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((BFRES)Parent).BFRESRender.UpdateVertexData();
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}
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}
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public override void OnClick(TreeView treeView)
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{
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FormLoader.LoadEditor(this, Text);
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}
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}
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public class FMDL : STGenericModel
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{
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public List<FSHP> shapes = new List<FSHP>();
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public Dictionary<string, FMAT> materials = new Dictionary<string, FMAT>();
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public Model Model;
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public ResU.Model ModelU;
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public ResFile GetResFile()
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{
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//ResourceFile -> FMDL -> Material Folder -> this
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return ((BFRES)Parent.Parent).resFile;
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}
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public ResU.ResFile GetResFileU()
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{
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return ((BFRES)Parent.Parent).resFileU;
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}
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public void UpdateVertexData()
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{
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((BFRES)Parent.Parent).BFRESRender.UpdateVertexData();
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}
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public List<FMDL> GetModelList()
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{
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return ((BFRES)Parent.Parent).BFRESRender.models;
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}
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public bool IsWiiU
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{
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get
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{
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return GetResFileU() != null;
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}
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}
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public FMDL()
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{
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ImageKey = "model";
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SelectedImageKey = "model";
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Nodes.Add(new FSHPFolder());
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Nodes.Add(new FMATFolder());
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ContextMenu = new ContextMenu();
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MenuItem export = new MenuItem("Export Model");
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ContextMenu.MenuItems.Add(export);
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export.Click += Export;
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MenuItem replace = new MenuItem("Replace Model");
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ContextMenu.MenuItems.Add(replace);
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replace.Click += Replace;
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MenuItem rename = new MenuItem("Rename");
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ContextMenu.MenuItems.Add(rename);
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rename.Click += Rename;
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MenuItem calcTansBitans = new MenuItem("Calculate Tangents/Bitangents");
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ContextMenu.MenuItems.Add(calcTansBitans);
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calcTansBitans.Click += CalcTansBitansAllShapes;
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MenuItem normals = new MenuItem("Normals");
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ContextMenu.MenuItems.Add(normals);
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MenuItem smoothNormals = new MenuItem("Smooth");
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normals.MenuItems.Add(smoothNormals);
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smoothNormals.Click += SmoothNormals;
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MenuItem recalculateNormals = new MenuItem("Recalculate");
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normals.MenuItems.Add(recalculateNormals);
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recalculateNormals.Click += RecalculateNormals;
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}
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private void SmoothNormals(object sender, EventArgs args)
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{
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Cursor.Current = Cursors.WaitCursor;
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foreach (FSHP shp in shapes)
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{
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bool HasNormals = shp.vertexAttributes.Any(x => x.Name == "_n0");
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if (HasNormals)
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shp.SmoothNormals();
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shp.SaveVertexBuffer(IsWiiU);
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}
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UpdateVertexData();
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Cursor.Current = Cursors.Default;
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}
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private void RecalculateNormals(object sender, EventArgs args)
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{
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Cursor.Current = Cursors.WaitCursor;
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foreach (FSHP shp in shapes)
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{
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bool HasNormals = shp.vertexAttributes.Any(x => x.Name == "_n0");
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if (HasNormals)
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shp.CalculateNormals();
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shp.SaveVertexBuffer(IsWiiU);
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}
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UpdateVertexData();
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Cursor.Current = Cursors.Default;
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}
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private void Rename(object sender, EventArgs args)
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{
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RenameDialog dialog = new RenameDialog();
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dialog.SetString(Text);
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if (dialog.ShowDialog() == DialogResult.OK)
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{
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Text = dialog.textBox1.Text;
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}
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}
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private void CalcTansBitansAllShapes(object sender, EventArgs args)
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{
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Cursor.Current = Cursors.WaitCursor;
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foreach (FSHP shp in shapes)
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{
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bool HasTans = shp.vertexAttributes.Any(x => x.Name == "_t0");
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bool HasBiTans = shp.vertexAttributes.Any(x => x.Name == "_b0");
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if (!shp.HasUV0())
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{
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MessageBox.Show($"Error! {Text} does not have UVs!", "", MessageBoxButtons.OK, MessageBoxIcon.Error);
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return;
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}
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if (!HasBiTans)
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{
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DialogResult dialogResult2 = MessageBox.Show("Mesh does not have bitangents. Do you want to create them? (will make file size bigger)", "", MessageBoxButtons.YesNo);
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FSHP.VertexAttribute att2 = new FSHP.VertexAttribute();
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att2.Name = "_b0";
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att2.Format = ResGFX.AttribFormat.Format_10_10_10_2_SNorm;
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if (dialogResult2 == DialogResult.Yes)
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{
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if (!HasBiTans)
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shp.vertexAttributes.Add(att2);
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}
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}
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if (!HasTans)
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{
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DialogResult dialogResult = MessageBox.Show("Mesh does not have tangets. Do you want to create them? (will make file size bigger)", "", MessageBoxButtons.YesNo);
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FSHP.VertexAttribute att = new FSHP.VertexAttribute();
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att.Name = "_t0";
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att.Format = ResGFX.AttribFormat.Format_10_10_10_2_SNorm;
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if (dialogResult == DialogResult.Yes)
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{
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if (!HasTans)
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shp.vertexAttributes.Add(att);
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}
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}
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shp.CalculateTangentBitangent();
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shp.SaveVertexBuffer(IsWiiU);
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}
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UpdateVertexData();
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Cursor.Current = Cursors.Default;
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}
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public void CopyMaterial(FMAT selectedMaterial)
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{
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CopyMaterialMenu menu = new CopyMaterialMenu();
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menu.LoadMaterials(selectedMaterial.Text, GetModelList());
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if (menu.ShowDialog() == DialogResult.OK)
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{
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foreach (TreeNode mdl in menu.materialTreeView.Nodes)
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{
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foreach (TreeNode n in mdl.Nodes)
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{
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if (n.Checked)
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{
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if (materials.ContainsKey(n.Text))
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SetCopiedMaterialData(menu, selectedMaterial, materials[n.Text]);
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}
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}
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}
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Viewport.Instance.UpdateViewport();
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}
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}
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private void SetCopiedMaterialData(CopyMaterialMenu menu,
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FMAT selectedMaterial, FMAT targetMaterial)
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{
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targetMaterial.Material.Flags = selectedMaterial.Material.Flags;
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targetMaterial.Material.UserDatas = selectedMaterial.Material.UserDatas;
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targetMaterial.Material.UserDataDict = selectedMaterial.Material.UserDataDict;
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if (menu.chkBoxRenderInfo.Checked)
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{
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targetMaterial.Material.RenderInfoDict = selectedMaterial.Material.RenderInfoDict;
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targetMaterial.Material.RenderInfos = selectedMaterial.Material.RenderInfos;
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}
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if (menu.chkBoxShaderOptions.Checked)
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{
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targetMaterial.Material.ShaderAssign = selectedMaterial.Material.ShaderAssign;
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}
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if (menu.chkBoxShaderParams.Checked)
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{
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targetMaterial.Material.ShaderParamData = selectedMaterial.Material.ShaderParamData;
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targetMaterial.Material.ShaderParamDict = selectedMaterial.Material.ShaderParamDict;
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targetMaterial.Material.ShaderParams = selectedMaterial.Material.ShaderParams;
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targetMaterial.Material.VolatileFlags = selectedMaterial.Material.VolatileFlags;
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}
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if (menu.chkBoxTextures.Checked)
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{
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targetMaterial.Material.SamplerDict = selectedMaterial.Material.SamplerDict;
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targetMaterial.Material.Samplers = selectedMaterial.Material.Samplers;
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targetMaterial.Material.SamplerSlotArray = selectedMaterial.Material.SamplerSlotArray;
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targetMaterial.Material.TextureSlotArray = selectedMaterial.Material.TextureSlotArray;
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targetMaterial.Material.TextureRefs = selectedMaterial.Material.TextureRefs;
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}
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targetMaterial.ReadMaterial(targetMaterial.Material);
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}
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public void ExportAll()
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{
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FolderSelectDialog sfd = new FolderSelectDialog();
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List<string> Formats = new List<string>();
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Formats.Add("Bfres object (.bfobj)");
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Formats.Add("CSV (.csv)");
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if (sfd.ShowDialog() == DialogResult.OK)
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{
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string folderPath = sfd.SelectedPath;
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TextureFormatExport form = new TextureFormatExport(Formats);
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if (form.ShowDialog() == DialogResult.OK)
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{
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foreach (FSHP shp in shapes)
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{
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if (form.Index == 0)
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shp.ExportBinaryObject(folderPath + '\\' + shp.Text + ".bfobj");
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}
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}
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}
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}
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public void Export(object sender, EventArgs args)
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{
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SaveFileDialog sfd = new SaveFileDialog();
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sfd.Filter = "Supported Formats|*.bfmdl;*.fbx;*.dae; *.obj;*.csv;|" +
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"Bfres Model|*.bfmdl|" +
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"FBX |*.fbx|" +
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"DAE |*.dae|" +
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"OBJ |*.obj|" +
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"CSV |*.csv|" +
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"All files(*.*)|*.*";
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sfd.DefaultExt = ".bfobj";
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sfd.FileName = Text;
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if (sfd.ShowDialog() == DialogResult.OK)
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{
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string ext = System.IO.Path.GetExtension(sfd.FileName);
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ext = ext.ToLower();
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switch (ext)
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{
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case ".bfmdl":
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if (GetResFileU() != null)
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{
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}
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else
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Model.Export(sfd.FileName, GetResFile());
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break;
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case ".csv":
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CsvModel csv = new CsvModel();
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foreach (FSHP shape in shapes)
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{
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STGenericObject obj = new STGenericObject();
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obj.ObjectName = shape.Text;
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obj.vertices = shape.vertices;
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obj.faces = shape.lodMeshes[shape.DisplayLODIndex].faces;
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csv.objects.Add(obj);
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int CurVtx = 0;
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foreach (Vertex v in shape.vertices)
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{
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if (v.boneIds[0] != 0)
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obj.vertices[CurVtx].boneNames.Add(shape.GetBoneNameFromIndex(this, v.boneIds[0]));
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if (v.boneIds[1] != 0)
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obj.vertices[CurVtx].boneNames.Add(shape.GetBoneNameFromIndex(this, v.boneIds[1]));
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if (v.boneIds[2] != 0)
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obj.vertices[CurVtx].boneNames.Add(shape.GetBoneNameFromIndex(this, v.boneIds[2]));
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if (v.boneIds[3] != 0)
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obj.vertices[CurVtx].boneNames.Add(shape.GetBoneNameFromIndex(this, v.boneIds[3]));
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CurVtx++;
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}
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}
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System.IO.File.WriteAllBytes(sfd.FileName, csv.Save());
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break;
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default:
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List<STGenericTexture> surfaces = new List<STGenericTexture>();
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foreach (FSHP fshp in shapes)
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{
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foreach (var bntx in PluginRuntime.bntxContainers)
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{
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foreach (var tex in fshp.GetMaterial().TextureMaps)
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{
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if (bntx.Textures.ContainsKey(tex.Name))
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{
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surfaces.Add(bntx.Textures[tex.Name]);
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}
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}
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}
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foreach (var ftex in PluginRuntime.ftexContainers)
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{
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foreach (var tex in fshp.GetMaterial().TextureMaps)
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{
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if (ftex.Textures.ContainsKey(tex.Name))
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{
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surfaces.Add(ftex.Textures[tex.Name]);
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}
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}
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}
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}
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Console.WriteLine("tex count " + surfaces.Count);
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AssimpData assimp = new AssimpData();
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assimp.SaveFromModel(this, sfd.FileName, surfaces);
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break;
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}
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}
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}
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public void Replace(object sender, EventArgs args)
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{
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OpenFileDialog ofd = new OpenFileDialog();
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ofd.Filter = "Supported Formats|*.bfobj;*.fbx;*.dae;*.obj;*.csv;|" +
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"Bfres Object (shape/vertices) |*.bfobj|" +
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"FBX |*.fbx|" +
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"DAE |*.dae|" +
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"OBJ |*.obj|" +
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"CSV |*.csv|" +
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"All files(*.*)|*.*";
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if (ofd.ShowDialog() == DialogResult.OK)
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{
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AddOjects(ofd.FileName);
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}
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}
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//Function addes shapes, vertices and meshes
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public void AddOjects(string FileName, bool Replace = true)
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{
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bool IsWiiU = (GetResFileU() != null);
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int MatStartIndex = materials.Count;
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string ext = System.IO.Path.GetExtension(FileName);
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ext = ext.ToLower();
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switch (ext)
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{
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case ".bfobj":
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Cursor.Current = Cursors.WaitCursor;
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if (Replace)
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{
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shapes.Clear();
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Nodes["FshpFolder"].Nodes.Clear();
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}
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Shape shpS = new Shape();
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VertexBuffer vertexBuffer = new VertexBuffer();
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shpS.Import(FileName, vertexBuffer);
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FSHP shapeS = new FSHP();
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shapeS.Shape = shpS;
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BfresSwitch.ReadShapesVertices(shapeS, shpS, vertexBuffer, this);
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shapes.Add(shapeS);
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Nodes["FshpFolder"].Nodes.Add(shapeS);
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Cursor.Current = Cursors.Default;
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break;
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case ".bfmdl":
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Cursor.Current = Cursors.WaitCursor;
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if (Replace)
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{
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shapes.Clear();
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Nodes["FshpFolder"].Nodes.Clear();
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}
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Model mdl = new Model();
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mdl.Import(FileName, GetResFile());
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mdl.Name = Text;
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shapes.Clear();
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foreach (Shape shp in mdl.Shapes)
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{
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FSHP shape = new FSHP();
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shape.Shape = shp;
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BfresSwitch.ReadShapesVertices(shape, shp, mdl.VertexBuffers[shp.VertexBufferIndex], this);
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shapes.Add(shape);
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Nodes["FshpFolder"].Nodes.Add(shape);
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}
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Cursor.Current = Cursors.Default;
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break;
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case ".csv":
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CsvModel csvModel = new CsvModel();
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csvModel.LoadFile(FileName, true);
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if (csvModel.objects.Count == 0)
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{
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MessageBox.Show("No models found!");
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return;
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}
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BfresModelImportSettings csvsettings = new BfresModelImportSettings();
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csvsettings.DisableMaterialEdits();
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csvsettings.SetModelAttributes(csvModel.objects[0]);
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if (csvsettings.ShowDialog() == DialogResult.OK)
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{
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if (Replace)
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{
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shapes.Clear();
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Nodes["FshpFolder"].Nodes.Clear();
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}
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Cursor.Current = Cursors.WaitCursor;
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foreach (STGenericObject obj in csvModel.objects)
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{
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FSHP shape = new FSHP();
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shape.VertexBufferIndex = shapes.Count;
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shape.vertices = obj.vertices;
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shape.MaterialIndex = 0;
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shape.vertexAttributes = csvsettings.CreateNewAttributes();
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shape.boneIndx = 0;
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shape.Text = obj.ObjectName;
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shape.lodMeshes = obj.lodMeshes;
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shape.CreateNewBoundingBoxes();
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shape.CreateBoneList(obj, this);
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shape.CreateIndexList(obj, this);
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shape.VertexSkinCount = obj.GetMaxSkinInfluenceCount();
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shape.ApplyImportSettings(csvsettings, GetMaterial(shape.MaterialIndex));
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shape.SaveShape(IsWiiU);
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shape.SaveVertexBuffer(IsWiiU);
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shape.BoneIndices = new List<ushort>();
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Nodes["FshpFolder"].Nodes.Add(shape);
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shapes.Add(shape);
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}
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Cursor.Current = Cursors.Default;
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}
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break;
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default:
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AssimpData assimp = new AssimpData();
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assimp.LoadFile(FileName);
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if (assimp.objects.Count == 0)
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{
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MessageBox.Show("No models found!");
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return;
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}
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BfresModelImportSettings settings = new BfresModelImportSettings();
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settings.SetModelAttributes(assimp.objects[0]);
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if (settings.ShowDialog() == DialogResult.OK)
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{
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if (Replace)
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{
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shapes.Clear();
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Nodes["FshpFolder"].Nodes.Clear();
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}
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Cursor.Current = Cursors.WaitCursor;
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if (Replace)
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{
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materials.Clear();
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Nodes["FmatFolder"].Nodes.Clear();
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MatStartIndex = 0;
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}
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foreach (STGenericMaterial mat in assimp.materials)
|
|
{
|
|
FMAT fmat = new FMAT();
|
|
if (settings.ExternalMaterialPath != string.Empty)
|
|
{
|
|
if (GetResFileU() != null)
|
|
{
|
|
fmat.MaterialU = new ResU.Material();
|
|
fmat.MaterialU.Import(settings.ExternalMaterialPath, GetResFileU());
|
|
BfresWiiU.ReadMaterial(fmat, fmat.MaterialU);
|
|
}
|
|
else
|
|
{
|
|
fmat.Material = new Material();
|
|
fmat.Material.Import(settings.ExternalMaterialPath);
|
|
fmat.ReadMaterial(fmat.Material);
|
|
}
|
|
}
|
|
|
|
fmat.Text = mat.Text;
|
|
//Setup placeholder textures
|
|
//Note we can't add/remove samplers so we must fill these slots
|
|
foreach (var t in fmat.TextureMaps)
|
|
{
|
|
t.wrapModeS = 0;
|
|
t.wrapModeT = 0;
|
|
|
|
switch (t.Type)
|
|
{
|
|
case STGenericMatTexture.TextureType.Diffuse:
|
|
t.Name = "Basic_Alb";
|
|
break;
|
|
case STGenericMatTexture.TextureType.Emission:
|
|
t.Name = "Basic_Emm";
|
|
break;
|
|
case STGenericMatTexture.TextureType.Normal:
|
|
t.Name = "Basic_Nrm";
|
|
break;
|
|
case STGenericMatTexture.TextureType.Specular:
|
|
t.Name = "Basic_Spm";
|
|
break;
|
|
case STGenericMatTexture.TextureType.SphereMap:
|
|
t.Name = "Basic_Sphere";
|
|
break;
|
|
case STGenericMatTexture.TextureType.Metalness:
|
|
t.Name = "Basic_Mtl";
|
|
break;
|
|
case STGenericMatTexture.TextureType.Roughness:
|
|
t.Name = "Basic_Rgh";
|
|
break;
|
|
case STGenericMatTexture.TextureType.MRA:
|
|
t.Name = "Basic_MRA";
|
|
break;
|
|
case STGenericMatTexture.TextureType.Shadow:
|
|
t.Name = "Basic_Bake_st0";
|
|
break;
|
|
case STGenericMatTexture.TextureType.Light:
|
|
t.Name = "Basic_Bake_st1";
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (PluginRuntime.bntxContainers.Count > 0)
|
|
{
|
|
foreach (var node in Parent.Parent.Nodes["EXT"].Nodes)
|
|
{
|
|
if (node is BNTX)
|
|
{
|
|
var bntx = (BNTX)node;
|
|
|
|
bntx.ImportBasicTextures("Basic_Alb");
|
|
bntx.ImportBasicTextures("Basic_Nrm");
|
|
bntx.ImportBasicTextures("Basic_Spm");
|
|
bntx.ImportBasicTextures("Basic_Sphere");
|
|
bntx.ImportBasicTextures("Basic_Mtl");
|
|
bntx.ImportBasicTextures("Basic_Rgh");
|
|
bntx.ImportBasicTextures("Basic_MRA");
|
|
bntx.ImportBasicTextures("Basic_Bake_st0");
|
|
bntx.ImportBasicTextures("Basic_Bake_st1");
|
|
bntx.ImportBasicTextures("Basic_Emm");
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var tex in mat.TextureMaps)
|
|
{
|
|
foreach (var t in fmat.TextureMaps)
|
|
{
|
|
if (t.Type == tex.Type)
|
|
{
|
|
t.Name = tex.Name;
|
|
t.wrapModeS = tex.wrapModeS;
|
|
t.wrapModeT = tex.wrapModeT;
|
|
t.wrapModeW = tex.wrapModeW;
|
|
t.Type = tex.Type;
|
|
}
|
|
}
|
|
}
|
|
|
|
List<string> keyList = new List<string>(materials.Keys);
|
|
fmat.Text = Utils.RenameDuplicateString(keyList, fmat.Text);
|
|
|
|
materials.Add(fmat.Text, fmat);
|
|
Nodes["FmatFolder"].Nodes.Add(fmat);
|
|
|
|
if (GetResFileU() != null)
|
|
{
|
|
fmat.MaterialU.Name = Text;
|
|
fmat.SetMaterial(fmat.MaterialU);
|
|
}
|
|
else
|
|
{
|
|
fmat.Material.Name = Text;
|
|
fmat.SetMaterial(fmat.Material);
|
|
}
|
|
}
|
|
|
|
|
|
foreach (STGenericObject obj in assimp.objects)
|
|
{
|
|
FSHP shape = new FSHP();
|
|
shape.VertexBufferIndex = shapes.Count;
|
|
shape.vertices = obj.vertices;
|
|
shape.VertexSkinCount = obj.MaxSkinInfluenceCount;
|
|
shape.vertexAttributes = settings.CreateNewAttributes();
|
|
shape.boneIndx = obj.BoneIndex;
|
|
shape.MaterialIndex = obj.MaterialIndex + MatStartIndex;
|
|
|
|
shape.Text = obj.ObjectName;
|
|
shape.lodMeshes = obj.lodMeshes;
|
|
shape.CreateNewBoundingBoxes();
|
|
shape.CreateBoneList(obj, this);
|
|
shape.CreateIndexList(obj, this);
|
|
shape.ApplyImportSettings(settings, GetMaterial(shape.MaterialIndex));
|
|
shape.SaveShape(IsWiiU);
|
|
shape.SaveVertexBuffer(IsWiiU);
|
|
shape.BoneIndices = new List<ushort>();
|
|
|
|
List<string> keyList = shapes.Select(o => o.Text).ToList();
|
|
|
|
shape.Text = Utils.RenameDuplicateString(keyList, shape.Text);
|
|
|
|
Nodes["FshpFolder"].Nodes.Add(shape);
|
|
shapes.Add(shape);
|
|
}
|
|
Console.WriteLine("Finshed Importing Model");
|
|
|
|
Cursor.Current = Cursors.Default;
|
|
}
|
|
break;
|
|
}
|
|
UpdateVertexData();
|
|
}
|
|
public FMAT GetMaterial(int index)
|
|
{
|
|
return materials.Values.ElementAt(index);
|
|
}
|
|
public void AddMaterials(string FileName, bool Replace = true)
|
|
{
|
|
string ext = System.IO.Path.GetExtension(FileName);
|
|
ext = ext.ToLower();
|
|
|
|
switch (ext)
|
|
{
|
|
case ".bfmat":
|
|
Cursor.Current = Cursors.WaitCursor;
|
|
if (Replace)
|
|
{
|
|
materials.Clear();
|
|
Nodes["FmatFolder"].Nodes.Clear();
|
|
}
|
|
FMAT mat = new FMAT();
|
|
mat.Material = new Material();
|
|
mat.Material.Import(FileName);
|
|
mat.ReadMaterial(mat.Material);
|
|
mat.Text = mat.Material.Name;
|
|
|
|
materials.Add(mat.Text, mat);
|
|
Nodes["FmatFolder"].Nodes.Add(mat);
|
|
break;
|
|
}
|
|
}
|
|
public override void OnClick(TreeView treeView)
|
|
{
|
|
|
|
}
|
|
private void CreateSkeleton()
|
|
{
|
|
|
|
}
|
|
private void CreateBones(STBone bone)
|
|
{
|
|
Bone bn = new Bone();
|
|
bn.BillboardIndex = (ushort)bone.BillboardIndex;
|
|
bn.Flags = BoneFlags.Visible;
|
|
bn.FlagsRotation = BoneFlagsRotation.EulerXYZ;
|
|
bn.FlagsTransform = BoneFlagsTransform.None;
|
|
bn.FlagsTransformCumulative = BoneFlagsTransformCumulative.None;
|
|
bn.Name = bone.Text;
|
|
bn.RigidMatrixIndex = 0;
|
|
bn.Rotation = new Syroot.Maths.Vector4F(bone.rotation[0],
|
|
bone.rotation[1], bone.rotation[2], bone.rotation[3]);
|
|
bn.Position = new Syroot.Maths.Vector3F(bone.position[0],
|
|
bone.position[1], bone.position[2]);
|
|
bn.Scale = new Syroot.Maths.Vector3F(bone.scale[0],
|
|
bone.scale[1], bone.scale[2]);
|
|
bn.UserData = new List<UserData>();
|
|
bn.UserDataDict = new ResDict();
|
|
}
|
|
|
|
public FSKL Skeleton
|
|
{
|
|
get
|
|
{
|
|
return skeleton;
|
|
}
|
|
set
|
|
{
|
|
skeleton = value;
|
|
}
|
|
}
|
|
private FSKL skeleton = new FSKL();
|
|
}
|
|
}
|