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mirror of synced 2024-12-04 03:57:20 +01:00
Switch-Toolbox/Switch_FileFormatsMain/FileFormats/MKAGPDX/MKAGPDX_Model.cs
KillzXGaming 5081e39414 More format additions and fixes.
Fixed MKAGPDX models a bit so they aren't all missing mesh data. Skinned ones are still buggy!
 BMD wip support using SuperBMDLib.
 Adjusted gui loading a little bit.
2019-07-11 17:22:59 -04:00

830 lines
31 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Threading.Tasks;
using Switch_Toolbox;
using System.Windows.Forms;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library.Forms;
using Switch_Toolbox.Library.Rendering;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using GL_EditorFramework.Interfaces;
using GL_EditorFramework.GL_Core;
namespace FirstPlugin
{
public class MKAGPDX_Model : TreeNodeFile, IFileFormat
{
public FileType FileType { get; set; } = FileType.Model;
public bool CanSave { get; set; }
public string[] Description { get; set; } = new string[] { "Mario Kart Arcade GP DX" };
public string[] Extension { get; set; } = new string[] { "*.bin", "*.mot" };
public string FileName { get; set; }
public string FilePath { get; set; }
public IFileInfo IFileInfo { get; set; }
public bool Identify(System.IO.Stream stream)
{
using (var reader = new Switch_Toolbox.Library.IO.FileReader(stream, true))
{
return reader.CheckSignature(4, "BIKE");
}
}
public Type[] Types
{
get
{
List<Type> types = new List<Type>();
types.Add(typeof(MenuExt));
return types.ToArray();
}
}
class MenuExt : IFileMenuExtension
{
public STToolStripItem[] NewFileMenuExtensions => null;
public STToolStripItem[] NewFromFileMenuExtensions => null;
public STToolStripItem[] ToolsMenuExtensions => toolExt;
public STToolStripItem[] TitleBarExtensions => null;
public STToolStripItem[] CompressionMenuExtensions => null;
public STToolStripItem[] ExperimentalMenuExtensions => null;
public STToolStripItem[] EditMenuExtensions => null;
public ToolStripButton[] IconButtonMenuExtensions => null;
STToolStripItem[] toolExt = new STToolStripItem[1];
public MenuExt()
{
toolExt[0] = new STToolStripItem("Models");
toolExt[0].DropDownItems.Add(new STToolStripItem("Batch Export (MKAGPDX .bin)", BatchExport));
toolExt[0].DropDownItems.Add(new STToolStripItem("Batch Export as Combined (MKAGPDX .bin)", BatchExportCombined));
}
public void BatchExportCombined(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Multiselect = true;
ofd.Filter = "Supported Formats|*.bin";
if (ofd.ShowDialog() != DialogResult.OK) return;
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "Supported Formats|*.dae";
if (sfd.ShowDialog() == DialogResult.OK)
{
List<STGenericObject> Objects = new List<STGenericObject>();
STSkeleton Skeleton = new STSkeleton();
List<STGenericMaterial> Materials = new List<STGenericMaterial>();
int MatIndex = 0;
foreach (var file in ofd.FileNames)
{
MKAGPDX_Model model = new MKAGPDX_Model();
var stream = File.Open(file, FileMode.Open);
model.Load(stream);
stream.Dispose();
foreach (STGenericMaterial mat in model.Nodes[0].Nodes)
{
mat.Text = $"Material {MatIndex++}";
Materials.Add(mat);
}
Skeleton.bones.AddRange(((STSkeleton)model.DrawableContainer.Drawables[0]).bones);
Objects.AddRange(((GenericModelRenderer)model.DrawableContainer.Drawables[1]).Meshes);
model.Unload();
}
AssimpSaver assimp = new AssimpSaver();
ExportModelSettings settings = new ExportModelSettings();
assimp.SaveFromModel(Objects, Materials, sfd.FileName, new List<STGenericTexture>(), Skeleton);
}
}
public void BatchExport(object sender, EventArgs args)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Supported Formats|*.bin";
if (ofd.ShowDialog() != DialogResult.OK) return;
FolderSelectDialog folderDlg = new FolderSelectDialog();
if (folderDlg.ShowDialog() == DialogResult.OK)
{
foreach (var file in ofd.FileNames)
{
MKAGPDX_Model model = new MKAGPDX_Model();
var stream = File.Open(file, FileMode.Open);
model.Load(stream);
stream.Dispose();
string Path = System.IO.Path.Combine(folderDlg.SelectedPath,
System.IO.Path.GetFileNameWithoutExtension(file) + ".dae");
model.ExportModel(Path);
model.Unload();
}
}
}
}
Header header;
public DrawableContainer DrawableContainer = new DrawableContainer();
public void Load(System.IO.Stream stream)
{
DrawableContainer.Name = FileName;
Text = FileName;
header = new Header();
header.Read(new FileReader(stream), this);
ContextMenuStrip = new STContextMenuStrip();
ContextMenuStrip.Items.Add(new ToolStripMenuItem("Export Model", null, ExportModelAction, Keys.Control | Keys.E));
}
private void ExportModelAction(object sender, EventArgs args) {
ExportModel();
}
private void ExportModel()
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = "Supported Formats|*.dae;";
if (sfd.ShowDialog() == DialogResult.OK)
{
ExportModel(sfd.FileName);
}
}
private void ExportModel(string FileName)
{
AssimpSaver assimp = new AssimpSaver();
ExportModelSettings settings = new ExportModelSettings();
List<STGenericMaterial> Materials = new List<STGenericMaterial>();
foreach (STGenericMaterial mat in Nodes[0].Nodes)
Materials.Add(mat);
var model = new STGenericModel();
model.Materials = Materials;
model.Objects = ((GenericModelRenderer)DrawableContainer.Drawables[1]).Meshes;
assimp.SaveFromModel(model, FileName, new List<STGenericTexture>(), ((STSkeleton)DrawableContainer.Drawables[0]));
}
public void Unload()
{
foreach (var mesh in ((GenericModelRenderer)DrawableContainer.Drawables[1]).Meshes)
{
mesh.vertices.Clear();
mesh.faces.Clear();
mesh.display = new int[0];
}
((GenericModelRenderer)DrawableContainer.Drawables[1]).Meshes.Clear();
DrawableContainer.Drawables.Clear();
DrawableContainer = null;
header.Materials.Clear();
header.TextureMaps.Clear();
header.TotalNodes.Clear();
header.BoneList.Clear();
header.LinkNodes.Clear();
Nodes.Clear();
header = null;
}
public byte[] Save()
{
return null;
}
Viewport viewport
{
get
{
var editor = LibraryGUI.GetObjectEditor();
return editor.GetViewport();
}
set
{
var editor = LibraryGUI.GetObjectEditor();
editor.LoadViewport(value);
}
}
bool DrawablesLoaded = false;
public override void OnClick(TreeView treeView)
{
if (Runtime.UseOpenGL)
{
if (viewport == null)
{
viewport = new Viewport(ObjectEditor.GetDrawableContainers());
viewport.Dock = DockStyle.Fill;
}
if (!DrawablesLoaded)
{
ObjectEditor.AddContainer(DrawableContainer);
DrawablesLoaded = true;
}
viewport.ReloadDrawables(DrawableContainer);
LibraryGUI.LoadEditor(viewport);
viewport.Text = Text;
}
}
public class Header
{
public uint Version { get; set; }
public uint Alignment { get; set; }
public uint HeaderSize { get; set; }
public List<Material> Materials = new List<Material>();
public List<string> TextureMaps = new List<string>();
public List<Node> BoneList = new List<Node>();
public List<Tuple<Node, Node>> LinkNodes = new List<Tuple<Node, Node>>(); //Links two nodes. Possbily a mesh to bones for example
public List<Node> TotalNodes = new List<Node>();
public STSkeleton Skeleton { get; set; }
GenericModelRenderer DrawableRenderer { get; set; }
public void Read(FileReader reader, MKAGPDX_Model root)
{
Skeleton = new STSkeleton();
DrawableRenderer = new GenericModelRenderer();
root.DrawableContainer.Drawables.Add(Skeleton);
root.DrawableContainer.Drawables.Add(DrawableRenderer);
reader.ReadSignature(4, "BIKE");
ushort Type = reader.ReadUInt16();
ushort Unknown = reader.ReadUInt16();
if (Type == 0)
{
}
else if ((Type == 1))
{
throw new Exception("Animation files not supported yet!");
}
else
{
throw new Exception("Unknown type found! " + Type);
}
Alignment = reader.ReadUInt32();
uint Padding = reader.ReadUInt32();
uint MaterialCount = reader.ReadUInt32();
HeaderSize = reader.ReadUInt32();
uint TextureMapsCount = reader.ReadUInt32();
uint TextureMapsOffset = reader.ReadUInt32();
uint BoneCount = reader.ReadUInt32();
uint BoneOffset = reader.ReadUInt32();
uint FirstNodeOffset = reader.ReadUInt32(); //Either an offset or the total size of section up to the node
uint LinkNodeCount = reader.ReadUInt32();
uint LinkNodeOffset = reader.ReadUInt32();
uint TotalNodeCount = reader.ReadUInt32();
uint TotalNodeOffset = reader.ReadUInt32();
uint Padding2 = reader.ReadUInt32();
uint[] Unknowns = reader.ReadUInt32s(10);
root.Nodes.Add("Materials");
root.Nodes.Add("Root");
root.Nodes.Add("All Nodes");
long pos = reader.Position;
if (TextureMapsOffset != 0)
{
reader.SeekBegin(TextureMapsOffset);
for (int i = 0; i < TextureMapsCount; i++)
{
TextureMaps.Add(reader.ReadNameOffset(false, typeof(uint)));
}
}
reader.SeekBegin(pos);
for (int i = 0; i < MaterialCount; i++)
{
Material mat = new Material();
mat.Read(reader);
Materials.Add(mat);
var genericMat = new STGenericMaterial();
genericMat.Text = $"Material {i}";
for (int t = 0; t < mat.TextureIndices.Length; t++)
{
if(mat.TextureIndices[t] != -1)
{
Console.WriteLine("TextureIndices " + mat.TextureIndices[t]);
string Texture = TextureMaps[mat.TextureIndices[t]];
var textureMap = new STGenericMatTexture();
textureMap.Name = Texture;
genericMat.TextureMaps.Add(textureMap);
if (Texture.EndsWith("col.dds"))
textureMap.Type = STGenericMatTexture.TextureType.Diffuse;
if (Texture.EndsWith("col.mot"))
textureMap.Type = STGenericMatTexture.TextureType.Diffuse;
}
}
root.Nodes[0].Nodes.Add(genericMat);
}
if (TotalNodeCount != 0)
{
for (int i = 0; i < TotalNodeCount; i++)
{
reader.SeekBegin(TotalNodeOffset + (i * 8));
string NodeName = reader.ReadNameOffset(false, typeof(uint));
uint Offset = reader.ReadUInt32();
if (Offset != 0)
{
reader.SeekBegin(Offset);
Node node = new Node();
node.Name = NodeName;
node.Read(reader);
TotalNodes.Add(node);
}
}
}
if (BoneCount != 0)
{
for (int i = 0; i < BoneCount; i++)
{
reader.SeekBegin(BoneOffset + (i * 8));
string NodeName = reader.ReadNameOffset(false, typeof(uint));
uint Offset = reader.ReadUInt32();
if (Offset != 0)
{
reader.SeekBegin(Offset);
Node node = new Node();
node.Name = NodeName;
node.Read(reader);
BoneList.Add(node); //This list is for mapping to meshes
}
}
}
foreach (var node in TotalNodes)
{
// TreeNode lowerWrapper = new TreeNode($"{node.Name}");
// root.Nodes[3].Nodes.Add(lowerWrapper);
LoadChildern(TotalNodes, node, root.Nodes[2]);
}
if (FirstNodeOffset != 0)
{
reader.SeekBegin(FirstNodeOffset);
uint NodeOffset = reader.ReadUInt32();
reader.SeekBegin(NodeOffset);
Node node = new Node();
node.Name = GetNodeName(TotalNodes, node);
node.Read(reader);
LoadBones(TotalNodes, node, root.Nodes[1]);
}
if (LinkNodeCount != 0)
{
root.Nodes.Add("Links");
for (int i = 0; i < LinkNodeCount; i++)
{
TreeNode linkWrapper = new TreeNode($"Link {i}");
root.Nodes[3].Nodes.Add(linkWrapper);
reader.SeekBegin(LinkNodeOffset + (i * 12));
uint NodeOffset1 = reader.ReadUInt32();
uint NodeOffset2 = reader.ReadUInt32();
uint Index = reader.ReadUInt32();
reader.SeekBegin(NodeOffset1);
Node node1 = new Node();
node1.Name = GetNodeName(TotalNodes, node1);
node1.Read(reader);
reader.SeekBegin(NodeOffset2);
Node node2 = new Node();
node2.Name = GetNodeName(TotalNodes, node1);
node2.Read(reader);
// LoadChildern(TotalNodes, node1, linkWrapper);
// LoadChildern(TotalNodes, node2, linkWrapper);
LinkNodes.Add(Tuple.Create(node1, node2));
}
}
Skeleton.update();
Skeleton.reset();
}
private void LoadChildern(List<Node> NodeLookup, Node Node, TreeNode root)
{
var NewNode = SetWrapperNode(Node, root);
for (int i = 0; i < Node.Children.Count; i++)
{
Node.Children[i].Name = GetNodeName(NodeLookup, Node.Children[i]);
var newChild = SetWrapperNode(Node.Children[i], NewNode);
LoadChildern(NodeLookup, Node.Children[i], newChild);
}
}
private List<SubMesh> AddedMeshes = new List<SubMesh>();
private void LoadBones(List<Node> NodeLookup, Node Node, TreeNode root)
{
var NewNode = SetBoneNode(Node, root);
for (int i = 0; i < Node.Children.Count; i++)
{
Node.Children[i].Name = GetNodeName(NodeLookup, Node.Children[i]);
var newChild = SetBoneNode(Node.Children[i], NewNode);
LoadBones(NodeLookup, Node.Children[i], newChild);
}
}
private TreeNode SetBoneNode(Node Node, TreeNode parentNode)
{
if (Node.IsBone)
{
STBone boneNode = new STBone(Skeleton);
boneNode.RotationType = STBone.BoneRotationType.Euler;
boneNode.Checked = true;
boneNode.Text = Node.Name;
boneNode.position = new float[3];
boneNode.scale = new float[3];
boneNode.rotation = new float[4];
boneNode.position[0] = Node.Translation.X;
boneNode.position[1] = Node.Translation.Y;
boneNode.position[2] = Node.Translation.Z;
boneNode.rotation[0] = Node.Rotation.X;
boneNode.rotation[1] = Node.Rotation.Y;
boneNode.rotation[2] = Node.Rotation.Z;
boneNode.scale[0] = Node.Scale.X;
boneNode.scale[1] = Node.Scale.Y;
boneNode.scale[2] = Node.Scale.Z;
if (Node.IsBone)
Skeleton.bones.Add(boneNode);
parentNode.Nodes.Add(boneNode);
return boneNode;
}
return new TreeNode(Node.Name);
}
private TreeNode SetWrapperNode(Node Node, TreeNode parentNode)
{
if (Node.IsMesh)
{
List<TreeNode> MeshNodes = new List<TreeNode>();
int i = 0;
foreach (SubMesh subMesh in Node.SubMeshes)
{
GenericRenderedObject subMeshNode = new GenericRenderedObject();
subMeshNode.ImageKey = "mesh";
subMeshNode.SelectedImageKey = "mesh";
subMeshNode.Checked = true;
subMeshNode.Text = $"{Node.Name} {i}";
subMeshNode.lodMeshes = new List<GenericRenderedObject.LOD_Mesh>();
var submsh = new GenericRenderedObject.LOD_Mesh();
submsh.PrimitiveType = STPolygonType.Triangle;
submsh.FirstVertex = 0;
submsh.faces = subMesh.Faces;
subMeshNode.lodMeshes.Add(submsh);
subMeshNode.vertices = subMesh.Vertices;
//Check duplicate models being rendered
if (!AddedMeshes.Contains(subMesh))
DrawableRenderer.Meshes.Add(subMeshNode);
AddedMeshes.Add(subMesh);
if (i == 0)
parentNode.Nodes.Add(subMeshNode);
else
parentNode.Nodes[0].Nodes.Add(subMeshNode);
MeshNodes.Add(subMeshNode);
i++;
}
var FirstNode = MeshNodes[0];
MeshNodes.Clear();
return FirstNode;
}
else
{
var NewNode = new TreeNode(Node.Name);
parentNode.Nodes.Add(NewNode);
return NewNode;
}
}
private static string GetNodeName(List<Node> NodeLookup, Node node)
{
for (int i = 0; i < NodeLookup.Count; i++)
{
if (NodeLookup[i].Position == node.Position)
return NodeLookup[i].Name;
}
return "";
}
}
public class Material
{
public Vector4 Ambient;
public Vector4 Diffuse;
public Vector4 Specular;
public Vector4 Ambience;
public float Shiny;
public Vector4 Transparency;
public float TransGlossy;
public float TransparencySamples;
public Vector4 Reflectivity;
public float ReflectGlossy;
public float ReflectSample;
public float IndexRefreaction;
public float Translucency;
public float Unknown;
public short[] TextureIndices;
public uint[] Unknowns;
public Material()
{
Ambient = new Vector4(0.3f, 0.3f, 0.3f,1.0f);
Diffuse = new Vector4(0.7f, 0.7f, 0.7f, 1.0f);
Specular = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
Ambience = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
Shiny = 50;
Transparency = new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
TextureIndices = new short[10];
}
public void Read(FileReader reader)
{
Ambient = reader.ReadVec4();
Diffuse = reader.ReadVec4();
Specular = reader.ReadVec4();
Ambience = reader.ReadVec4();
Shiny = reader.ReadSingle();
Transparency = reader.ReadVec4();
TransGlossy = reader.ReadSingle();
TransparencySamples = reader.ReadSingle();
Reflectivity = reader.ReadVec4();
ReflectGlossy = reader.ReadSingle();
ReflectSample = reader.ReadSingle();
IndexRefreaction = reader.ReadSingle();
Translucency = reader.ReadSingle();
Unknown = reader.ReadSingle();
TextureIndices = reader.ReadInt16s(6);
Unknowns = reader.ReadUInt32s(10);
}
}
public class SubMesh
{
public Node ParentNode { get; set; }
public Material Material { get; set; }
public List<Vertex> Vertices = new List<Vertex>();
public List<int> Faces = new List<int>();
public SubMesh(Node parentNode)
{
ParentNode = parentNode;
}
public void Read(FileReader reader)
{
uint Padding = reader.ReadUInt32();
uint FaceCount = reader.ReadUInt32();
uint[] Unknowns = reader.ReadUInt32s(5);
uint VertexCount = reader.ReadUInt32();
uint VertexPositionOffset = reader.ReadUInt32();
uint VertexNormalOffset = reader.ReadUInt32();
uint UnknownOffset = reader.ReadUInt32();
uint TexCoord0Offset = reader.ReadUInt32();
uint TexCoord1Offset = reader.ReadUInt32();
uint TexCoord2Offset = reader.ReadUInt32();
uint TexCoord3Offset = reader.ReadUInt32();
uint FaceOffset = reader.ReadUInt32();
uint SkinCount = reader.ReadUInt32(); //Unsure
uint Unknown = reader.ReadUInt32(); //Something related to count
uint WeightOffset = reader.ReadUInt32();
uint Unknown2 = reader.ReadUInt32();
for (int i = 0; i < VertexCount; i++)
{
Vertex vertex = new Vertex();
Vertices.Add(vertex);
if (VertexPositionOffset != 0)
{
reader.SeekBegin(VertexPositionOffset + (i * 12));
vertex.pos = reader.ReadVec3();
vertex.pos = Vector3.TransformPosition(vertex.pos, ParentNode.Transform);
}
if (VertexNormalOffset != 0)
{
reader.SeekBegin(VertexNormalOffset + (i * 12));
vertex.nrm = reader.ReadVec3();
vertex.nrm = Vector3.TransformNormal(vertex.nrm, ParentNode.Transform);
}
if (TexCoord0Offset != 0)
{
reader.SeekBegin(TexCoord0Offset + (i * 8));
vertex.uv0 = reader.ReadVec2();
}
if (TexCoord1Offset != 0)
{
reader.SeekBegin(TexCoord1Offset + (i * 8));
vertex.uv1 = reader.ReadVec2();
}
if (TexCoord2Offset != 0)
{
reader.SeekBegin(TexCoord2Offset + (i * 8));
vertex.uv2 = reader.ReadVec2();
}
if (TexCoord3Offset != 0)
{
reader.SeekBegin(TexCoord3Offset + (i * 8));
}
}
reader.SeekBegin(FaceOffset);
for (int i = 0; i < FaceCount * 3; i++)
{
Faces.Add(reader.ReadUInt16());
}
}
}
public class Node
{
public string Name { get; set; }
public bool Visible { get; set; }
public Vector3 Scale { get; set; }
public Vector3 Rotation { get; set; }
public Vector3 Translation { get; set; }
public byte[] Unknowns;
public List<Node> Children = new List<Node>();
public List<SubMesh> SubMeshes = new List<SubMesh>();
internal long Position;
public bool IsBone
{
get { return Name.Contains("jnt") || Name.Contains("center"); }
}
public bool IsMesh
{
get { return SubMeshes.Count > 0; }
}
public Matrix4 Transform { get; set; }
public void Read(FileReader reader)
{
Position = reader.Position;
Visible = reader.ReadUInt32() == 1;
Scale = reader.ReadVec3();
Rotation = reader.ReadVec3();
Translation = reader.ReadVec3();
Unknowns = reader.ReadBytes(16);
uint SubMeshArrayOffsetPtr = reader.ReadUInt32();
uint ChildNodeOffsetPtr = reader.ReadUInt32();
Matrix4 TranslateMat = Matrix4.CreateTranslation(Translation);
Matrix4 RotXMat = Matrix4.CreateRotationX(Rotation.X);
Matrix4 RotYMat = Matrix4.CreateRotationY(Rotation.Y);
Matrix4 RotZMat = Matrix4.CreateRotationZ(Rotation.Z);
Matrix4 ScaleMat = Matrix4.CreateTranslation(Scale);
Transform = ScaleMat * (RotXMat * RotYMat * RotZMat) * TranslateMat;
if (SubMeshArrayOffsetPtr != 0)
{
//4 possible sub meshes
reader.SeekBegin(SubMeshArrayOffsetPtr);
uint SubMeshArrayOffset1 = reader.ReadUInt32();
uint SubMeshArrayOffset2 = reader.ReadUInt32();
uint SubMeshArrayOffset3 = reader.ReadUInt32();
uint SubMeshArrayOffset4 = reader.ReadUInt32();
if (SubMeshArrayOffset1 != 0)
{
reader.SeekBegin(SubMeshArrayOffset1);
SubMesh subMesh = new SubMesh(this);
subMesh.Read(reader);
SubMeshes.Add(subMesh);
}
if (SubMeshArrayOffset2 != 0)
{
reader.SeekBegin(SubMeshArrayOffset2);
SubMesh subMesh = new SubMesh(this);
subMesh.Read(reader);
SubMeshes.Add(subMesh);
}
if (SubMeshArrayOffset3 != 0)
{
reader.SeekBegin(SubMeshArrayOffset3);
SubMesh subMesh = new SubMesh(this);
subMesh.Read(reader);
SubMeshes.Add(subMesh);
}
if (SubMeshArrayOffset4 != 0)
{
reader.SeekBegin(SubMeshArrayOffset4);
SubMesh subMesh = new SubMesh(this);
subMesh.Read(reader);
SubMeshes.Add(subMesh);
}
}
if (ChildNodeOffsetPtr != 0)
{
//4 possible children
reader.SeekBegin(ChildNodeOffsetPtr);
uint ChildNodeOffset1 = reader.ReadUInt32();
uint ChildNodeOffset2 = reader.ReadUInt32();
uint ChildNodeOffset3 = reader.ReadUInt32();
uint ChildNodeOffset4 = reader.ReadUInt32();
if (ChildNodeOffset1 != 0)
{
reader.SeekBegin(ChildNodeOffset1);
Node ChildNode = new Node();
ChildNode.Read(reader);
Children.Add(ChildNode);
}
if (ChildNodeOffset2 != 0)
{
reader.SeekBegin(ChildNodeOffset2);
Node ChildNode = new Node();
ChildNode.Read(reader);
Children.Add(ChildNode);
}
if (ChildNodeOffset3 != 0)
{
reader.SeekBegin(ChildNodeOffset3);
Node ChildNode = new Node();
ChildNode.Read(reader);
Children.Add(ChildNode);
}
if (ChildNodeOffset4 != 0)
{
reader.SeekBegin(ChildNodeOffset4);
Node ChildNode = new Node();
ChildNode.Read(reader);
Children.Add(ChildNode);
}
}
//After repeats a fairly similar structure, with SRT values
//Unsure what it's used for?
}
}
}
}