ddcd0285b3
Fixed samplers for switch not mapping properly. Fixed DDS files exporting mip maps wrong. Would cause them to not import back with size errors. Fixed bntx alignment causing corrupted textures. Fixed bfres not opening from null bone indices/unrigged meshes.
1061 lines
42 KiB
C#
1061 lines
42 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Syroot.NintenTools.NSW.Bfres;
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using Syroot.NintenTools.NSW.Bfres.Helpers;
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using Syroot.NintenTools.NSW.Bfres.GFX;
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using Switch_Toolbox.Library.IO;
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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 OpenTK;
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using System.Windows.Forms;
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using Bfres.Structs;
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using Switch_Toolbox.Library.Animations;
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namespace FirstPlugin
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{
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public static class BfresSwitch
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{
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public static Model SetModel(FMDL fmdl)
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{
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Model model = new Model();
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model.Name = fmdl.Text;
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model.Path = "";
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model.Shapes = new List<Shape>();
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model.VertexBuffers = new List<VertexBuffer>();
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model.Materials = new List<Material>();
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model.UserData = new List<UserData>();
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model.Skeleton = new Skeleton();
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model.Skeleton = fmdl.Skeleton.node.Skeleton;
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model.ShapeDict = new ResDict();
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model.MaterialDict = new ResDict();
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model.UserDataDict = new ResDict();
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model.UserData = fmdl.Model.UserData;
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model.UserDataDict = fmdl.Model.UserDataDict;
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if (model.Skeleton.InverseModelMatrices == null)
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model.Skeleton.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();
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if (model.Skeleton.MatrixToBoneList == null)
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model.Skeleton.MatrixToBoneList = new List<ushort>();
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foreach (var bone in fmdl.Skeleton.bones)
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{
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if (model.Skeleton.InverseModelMatrices.Count <= 0)
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break;
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int inde = 0;
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foreach (var bn in model.Skeleton.Bones)
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{
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if (bone.Text == bn.Name)
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{
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var mat = MatrixExenstion.GetMatrixInverted(bone);
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if (bn.SmoothMatrixIndex > -1)
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model.Skeleton.InverseModelMatrices[bn.SmoothMatrixIndex] = mat;
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}
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inde++;
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}
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}
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int i = 0;
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var duplicates = fmdl.shapes.GroupBy(c => c.Text).Where(g => g.Skip(1).Any()).SelectMany(c => c);
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foreach (var shape in duplicates)
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shape.Text += i++;
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foreach (FSHP shape in fmdl.shapes)
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{
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BFRES.CheckMissingTextures(shape);
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SetShape(shape, shape.Shape);
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model.Shapes.Add(shape.Shape);
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model.VertexBuffers.Add(shape.VertexBuffer);
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shape.Shape.VertexBufferIndex = (ushort)(model.VertexBuffers.Count - 1);
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// BFRES.SetShaderAssignAttributes(shape.GetMaterial().shaderassign, shape);
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}
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foreach (FMAT mat in fmdl.materials.Values)
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{
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SetMaterial(mat, mat.Material);
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model.Materials.Add(mat.Material);
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}
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return model;
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}
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public static void ReadModel(FMDL model, Model mdl)
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{
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if (model == null)
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model = new FMDL();
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model.Text = mdl.Name;
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model.Skeleton = new FSKL(mdl.Skeleton);
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model.Nodes[2] = model.Skeleton.node;
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model.Model = mdl;
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foreach (Material mat in mdl.Materials)
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{
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FMAT FMAT = new FMAT();
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FMAT.Text = mat.Name;
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FMAT.ReadMaterial(mat);
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model.Nodes["FmatFolder"].Nodes.Add(FMAT);
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model.materials.Add(FMAT.Text, FMAT);
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}
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foreach (Shape shp in mdl.Shapes)
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{
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VertexBuffer vertexBuffer = mdl.VertexBuffers[shp.VertexBufferIndex];
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FSHP mesh = new FSHP();
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ReadShapesVertices(mesh, shp, vertexBuffer, model);
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mesh.MaterialIndex = shp.MaterialIndex;
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model.Nodes["FshpFolder"].Nodes.Add(mesh);
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model.shapes.Add(mesh);
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}
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}
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public static Shape SaveShape(FSHP fshp)
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{
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Shape Shape = new Shape();
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Shape.VertexSkinCount = (byte)fshp.VertexSkinCount;
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Shape.Flags = ShapeFlags.HasVertexBuffer;
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Shape.BoneIndex = (ushort)fshp.BoneIndex;
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Shape.MaterialIndex = (ushort)fshp.MaterialIndex;
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Shape.VertexBufferIndex = (ushort)fshp.VertexBufferIndex;
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Shape.KeyShapes = new List<KeyShape>();
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Shape.KeyShapeDict = new ResDict();
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Shape.Name = fshp.Text;
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Shape.TargetAttribCount = (byte)fshp.TargetAttribCount;
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Shape.SkinBoneIndices = fshp.BoneIndices;
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Shape.SubMeshBoundings = new List<Bounding>();
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Shape.RadiusArray = new List<float>();
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Shape.RadiusArray = fshp.boundingRadius;
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Shape.Meshes = new List<Mesh>();
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foreach (FSHP.BoundingBox box in fshp.boundingBoxes)
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{
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Bounding bnd = new Bounding();
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bnd.Center = new Syroot.Maths.Vector3F(box.Center.X, box.Center.Y, box.Center.Z);
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bnd.Extent = new Syroot.Maths.Vector3F(box.Extend.X, box.Extend.Y, box.Extend.Z);
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Shape.SubMeshBoundings.Add(bnd);
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}
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foreach (FSHP.LOD_Mesh mesh in fshp.lodMeshes)
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{
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Mesh msh = new Mesh();
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msh.MemoryPool = new MemoryPool();
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msh.SubMeshes = new List<SubMesh>();
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msh.PrimitiveType = (PrimitiveType)mesh.PrimitiveType;
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msh.FirstVertex = mesh.FirstVertex;
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foreach (FSHP.LOD_Mesh.SubMesh sub in mesh.subMeshes)
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{
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SubMesh subMesh = new SubMesh();
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subMesh.Offset = sub.offset;
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subMesh.Count = (uint)mesh.faces.Count;
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msh.SubMeshes.Add(subMesh);
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}
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IList<uint> faceList = new List<uint>();
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foreach (int f in mesh.faces)
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{
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faceList.Add((uint)f);
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}
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if (faceList.Count > 65000)
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{
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MessageBox.Show($"Warning! Your poly count for a single mesh {fshp.Text} is pretty high! ({faceList.Count})." +
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$" You may want to split this!");
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msh.SetIndices(faceList, IndexFormat.UInt32);
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}
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else
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msh.SetIndices(faceList, IndexFormat.UInt16);
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Shape.Meshes.Add(msh);
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break;
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}
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return Shape;
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}
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public static void ReadShapesVertices(FSHP fshp, Shape shp, VertexBuffer vertexBuffer, FMDL model)
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{
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fshp.boundingBoxes.Clear();
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foreach (Bounding bnd in shp.SubMeshBoundings)
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{
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FSHP. BoundingBox box = new FSHP.BoundingBox();
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box.Center = new Vector3(bnd.Center.X, bnd.Center.Y, bnd.Center.Z);
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box.Extend = new Vector3(bnd.Extent.X, bnd.Extent.Y, bnd.Extent.Z);
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fshp.boundingBoxes.Add(box);
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}
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fshp.boundingRadius = shp.RadiusArray.ToList();
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fshp.VertexBufferIndex = shp.VertexBufferIndex;
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fshp.Shape = shp;
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fshp.VertexBuffer = vertexBuffer;
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fshp.VertexSkinCount = shp.VertexSkinCount;
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fshp.BoneIndex = shp.BoneIndex;
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fshp.Text = shp.Name;
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fshp.TargetAttribCount = shp.TargetAttribCount;
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fshp.MaterialIndex = shp.MaterialIndex;
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if (shp.SkinBoneIndices == null)
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shp.SkinBoneIndices = new List<ushort>();
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fshp.BoneIndices = shp.SkinBoneIndices.ToList();
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ReadMeshes(fshp, shp);
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ReadVertexBuffer(fshp, vertexBuffer, model);
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}
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private static void ReadMeshes(FSHP fshp, Shape shp)
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{
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fshp.lodMeshes.Clear();
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foreach (Mesh msh in shp.Meshes)
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{
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uint FaceCount = msh.IndexCount;
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uint[] indicesArray = msh.GetIndices().ToArray();
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FSHP.LOD_Mesh lod = new FSHP.LOD_Mesh();
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foreach (SubMesh subMsh in msh.SubMeshes)
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{
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FSHP.LOD_Mesh.SubMesh sub = new FSHP.LOD_Mesh.SubMesh();
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sub.size = subMsh.Count;
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sub.offset = subMsh.Offset;
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lod.subMeshes.Add(sub);
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}
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lod.IndexFormat = (STIndexFormat)msh.IndexFormat;
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lod.PrimitiveType = (STPolygonType)msh.PrimitiveType;
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lod.FirstVertex = msh.FirstVertex;
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for (int face = 0; face < FaceCount; face++)
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lod.faces.Add((int)indicesArray[face] + (int)msh.FirstVertex);
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fshp.lodMeshes.Add(lod);
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}
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}
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private static void ReadVertexBuffer(FSHP fshp, VertexBuffer vtx, FMDL model)
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{
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fshp.vertices.Clear();
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fshp.vertexAttributes.Clear();
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//Create a buffer instance which stores all the buffer data
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VertexBufferHelper helper = new VertexBufferHelper(vtx);
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//Set each array first from the lib if exist. Then add the data all in one loop
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Syroot.Maths.Vector4F[] vec4Positions = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4Normals = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4uv0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4uv1 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4uv2 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4c0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4t0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4b0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4w0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4i0 = new Syroot.Maths.Vector4F[0];
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//For shape morphing
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Syroot.Maths.Vector4F[] vec4Positions1 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4Positions2 = new Syroot.Maths.Vector4F[0];
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foreach (VertexAttrib att in vtx.Attributes)
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{
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FSHP.VertexAttribute attr = new FSHP.VertexAttribute();
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attr.Name = att.Name;
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attr.Format = att.Format;
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if (att.Name == "_p0")
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vec4Positions = AttributeData(att, helper, "_p0");
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if (att.Name == "_n0")
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vec4Normals = AttributeData(att, helper, "_n0");
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if (att.Name == "_u0")
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vec4uv0 = AttributeData(att, helper, "_u0");
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if (att.Name == "_u1")
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vec4uv1 = AttributeData(att, helper, "_u1");
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if (att.Name == "_u2")
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vec4uv2 = AttributeData(att, helper, "_u2");
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if (att.Name == "_c0")
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vec4c0 = AttributeData(att, helper, "_c0");
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if (att.Name == "_t0")
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vec4t0 = AttributeData(att, helper, "_t0");
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if (att.Name == "_b0")
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vec4b0 = AttributeData(att, helper, "_b0");
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if (att.Name == "_w0")
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vec4w0 = AttributeData(att, helper, "_w0");
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if (att.Name == "_i0")
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vec4i0 = AttributeData(att, helper, "_i0");
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if (att.Name == "_p1")
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vec4Positions1 = AttributeData(att, helper, "_p1");
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if (att.Name == "_p2")
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vec4Positions2 = AttributeData(att, helper, "_p2");
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fshp.vertexAttributes.Add(attr);
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}
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for (int i = 0; i < vec4Positions.Length; i++)
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{
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Vertex v = new Vertex();
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if (vec4Positions.Length > 0)
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v.pos = new Vector3(vec4Positions[i].X, vec4Positions[i].Y, vec4Positions[i].Z);
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if (vec4Positions1.Length > 0)
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v.pos1 = new Vector3(vec4Positions1[i].X, vec4Positions1[i].Y, vec4Positions1[i].Z);
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if (vec4Positions2.Length > 0)
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v.pos2 = new Vector3(vec4Positions2[i].X, vec4Positions2[i].Y, vec4Positions2[i].Z);
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if (vec4Normals.Length > 0)
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v.nrm = new Vector3(vec4Normals[i].X, vec4Normals[i].Y, vec4Normals[i].Z);
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if (vec4uv0.Length > 0)
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v.uv0 = new Vector2(vec4uv0[i].X, vec4uv0[i].Y);
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if (vec4uv1.Length > 0)
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v.uv1 = new Vector2(vec4uv1[i].X, vec4uv1[i].Y);
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if (vec4uv2.Length > 0)
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v.uv2 = new Vector2(vec4uv2[i].X, vec4uv2[i].Y);
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if (vec4w0.Length > 0)
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{
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v.boneWeights.Add(vec4w0[i].X);
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v.boneWeights.Add(vec4w0[i].Y);
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v.boneWeights.Add(vec4w0[i].Z);
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v.boneWeights.Add(vec4w0[i].W);
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}
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if (vec4i0.Length > 0)
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{
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v.boneIds.Add((int)vec4i0[i].X);
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v.boneIds.Add((int)vec4i0[i].Y);
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v.boneIds.Add((int)vec4i0[i].Z);
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v.boneIds.Add((int)vec4i0[i].W);
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}
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if (vec4t0.Length > 0)
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v.tan = new Vector4(vec4t0[i].X, vec4t0[i].Y, vec4t0[i].Z, vec4t0[i].W);
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if (vec4b0.Length > 0)
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v.bitan = new Vector4(vec4b0[i].X, vec4b0[i].Y, vec4b0[i].Z, vec4b0[i].W);
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if (vec4c0.Length > 0)
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v.col = new Vector4(vec4c0[i].X, vec4c0[i].Y, vec4c0[i].Z, vec4c0[i].W);
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if (fshp.VertexSkinCount == 1)
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{
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Matrix4 sb = model.Skeleton.bones[model.Skeleton.Node_Array[v.boneIds[0]]].Transform;
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v.pos = Vector3.TransformPosition(v.pos, sb);
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v.nrm = Vector3.TransformNormal(v.nrm, sb);
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}
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if (fshp.VertexSkinCount == 0)
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{
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Matrix4 NoBindFix = model.Skeleton.bones[fshp.BoneIndex].Transform;
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v.pos = Vector3.TransformPosition(v.pos, NoBindFix);
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v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix);
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}
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fshp.vertices.Add(v);
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}
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}
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private static Syroot.Maths.Vector4F[] AttributeData(VertexAttrib att, VertexBufferHelper helper, string attName)
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{
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VertexBufferHelperAttrib attd = helper[attName];
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return attd.Data;
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}
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public static SkeletalAnim SetSkeletalAniamtion(FSKA anim)
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{
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SkeletalAnim animation = new SkeletalAnim();
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animation.Name = anim.Text;
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animation.FrameCount = anim.FrameCount;
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animation.FlagsAnimSettings = SkeletalAnimFlags.Looping;
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animation.FlagsRotate = SkeletalAnimFlagsRotate.EulerXYZ;
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animation.FlagsScale = SkeletalAnimFlagsScale.Maya;
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animation.BindIndices = new ushort[anim.Bones.Count];
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animation.BindSkeleton = new Skeleton();
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animation.BakedSize = 0;
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animation.BoneAnims = new List<BoneAnim>();
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animation.UserDataDict = new ResDict();
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animation.UserDatas = new List<UserData>();
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foreach (var bone in anim.Bones)
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animation.BoneAnims.Add(createBoneAnim(bone, anim));
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return animation;
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}
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private static BoneAnim createBoneAnim(Animation.KeyNode bone, FSKA anim)
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{
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BoneAnim boneAnim = new BoneAnim();
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boneAnim.Name = bone.Name;
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var posx = bone.XPOS.GetValue(0);
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var posy = bone.YPOS.GetValue(0);
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var posz = bone.ZPOS.GetValue(0);
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var scax = bone.XSCA.GetValue(0);
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var scay = bone.YSCA.GetValue(0);
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var scaz = bone.ZSCA.GetValue(0);
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var rotx = bone.XROT.GetValue(0);
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var roty = bone.YROT.GetValue(0);
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var rotz = bone.ZROT.GetValue(0);
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var rotw = bone.WROT.GetValue(0);
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BoneAnimData boneBaseData = new BoneAnimData();
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boneBaseData.Translate = new Syroot.Maths.Vector3F(posx, posy, posz);
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boneBaseData.Scale = new Syroot.Maths.Vector3F(scax, scay, scaz);
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boneBaseData.Rotate = new Syroot.Maths.Vector4F(rotx, roty, rotz, rotw);
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boneAnim.BaseData = boneBaseData;
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boneAnim.BeginBaseTranslate = 0;
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boneAnim.BeginRotate = 0;
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boneAnim.BeginTranslate = 0;
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boneAnim.Curves = new List<AnimCurve>();
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boneAnim.FlagsBase = BoneAnimFlagsBase.Translate | BoneAnimFlagsBase.Scale | BoneAnimFlagsBase.Rotate;
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boneAnim.FlagsTransform = BoneAnimFlagsTransform.Identity;
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if (bone.XPOS.HasAnimation())
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{
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boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateX;
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boneAnim.Curves.Add(SetAnimationCurve(bone.XPOS));
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}
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if (bone.YPOS.HasAnimation())
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{
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boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateY;
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boneAnim.Curves.Add(SetAnimationCurve(bone.YPOS));
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}
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if (bone.ZPOS.HasAnimation())
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{
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boneAnim.FlagsCurve |= BoneAnimFlagsCurve.TranslateZ;
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boneAnim.Curves.Add(SetAnimationCurve(bone.ZPOS));
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}
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if (bone.XSCA.HasAnimation())
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{
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boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleX;
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boneAnim.Curves.Add(SetAnimationCurve(bone.XSCA));
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}
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if (bone.YSCA.HasAnimation())
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{
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boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleY;
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boneAnim.Curves.Add(SetAnimationCurve(bone.YSCA));
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}
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if (bone.ZSCA.HasAnimation())
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{
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boneAnim.FlagsCurve |= BoneAnimFlagsCurve.ScaleZ;
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boneAnim.Curves.Add(SetAnimationCurve(bone.ZSCA));
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}
|
|
if (bone.XROT.HasAnimation())
|
|
{
|
|
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateX;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.XROT));
|
|
}
|
|
if (bone.YROT.HasAnimation())
|
|
{
|
|
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateY;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.YROT));
|
|
}
|
|
if (bone.ZROT.HasAnimation())
|
|
{
|
|
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateZ;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.ZROT));
|
|
}
|
|
if (bone.WROT.HasAnimation())
|
|
{
|
|
boneAnim.FlagsCurve |= BoneAnimFlagsCurve.RotateW;
|
|
boneAnim.Curves.Add(SetAnimationCurve(bone.WROT));
|
|
}
|
|
|
|
return boneAnim;
|
|
}
|
|
private static AnimCurve SetAnimationCurve(Animation.KeyGroup keyGroup)
|
|
{
|
|
AnimCurve curve = new AnimCurve();
|
|
curve.Frames = new float[(int)keyGroup.Keys.Count];
|
|
curve.FrameType = AnimCurveFrameType.Single;
|
|
curve.KeyType = AnimCurveKeyType.Single;
|
|
curve.EndFrame = keyGroup.FrameCount;
|
|
curve.AnimDataOffset = 0;
|
|
curve.Delta = 0;
|
|
curve.Scale = 1;
|
|
curve.StartFrame = 0;
|
|
curve.Offset = 0;
|
|
|
|
var frame = keyGroup.GetKeyFrame(0);
|
|
int valuesLength = 1;
|
|
if (frame.InterType == InterpolationType.HERMITE)
|
|
{
|
|
curve.CurveType = AnimCurveType.Cubic;
|
|
curve.Keys = new float[keyGroup.Keys.Count, 4];
|
|
for (int k = 0; k < keyGroup.Keys.Count; k++)
|
|
{
|
|
float value = keyGroup.GetValue(keyGroup.Keys[k].Frame);
|
|
curve.Keys[k, 0] = value;
|
|
curve.Keys[k, 1] = 0;
|
|
curve.Keys[k, 2] = 0;
|
|
curve.Keys[k, 3] = 0;
|
|
|
|
curve.Frames[k] = keyGroup.Keys[k].Frame;
|
|
}
|
|
}
|
|
if (frame.InterType == InterpolationType.LINEAR)
|
|
{
|
|
curve.CurveType = AnimCurveType.Linear;
|
|
curve.Keys = new float[keyGroup.Keys.Count, 2];
|
|
}
|
|
if (frame.InterType == InterpolationType.STEP)
|
|
{
|
|
curve.CurveType = AnimCurveType.StepInt;
|
|
curve.Keys = new float[keyGroup.Keys.Count, 1];
|
|
}
|
|
if (frame.InterType == InterpolationType.STEPBOOL)
|
|
{
|
|
curve.CurveType = AnimCurveType.StepBool;
|
|
curve.Keys = new float[keyGroup.Keys.Count, 1];
|
|
}
|
|
return curve;
|
|
}
|
|
public static void ReadSkeleton(this TreeNodeCustom skl, Skeleton skeleton, FSKL RenderableSkeleton)
|
|
{
|
|
if (skeleton.MatrixToBoneList == null)
|
|
skeleton.MatrixToBoneList = new List<ushort>();
|
|
|
|
RenderableSkeleton.Node_Array = new int[skeleton.MatrixToBoneList.Count];
|
|
int nodes = 0;
|
|
foreach (ushort node in skeleton.MatrixToBoneList)
|
|
{
|
|
RenderableSkeleton.Node_Array[nodes] = node;
|
|
nodes++;
|
|
}
|
|
|
|
foreach (Bone bone in skeleton.Bones)
|
|
{
|
|
BfresBone STBone = new BfresBone(RenderableSkeleton);
|
|
ReadBone(STBone, bone);
|
|
RenderableSkeleton.bones.Add(STBone);
|
|
}
|
|
foreach (var bone in RenderableSkeleton.bones){
|
|
if (bone.Parent == null)
|
|
{
|
|
skl.Nodes.Add(bone);
|
|
}
|
|
}
|
|
|
|
|
|
RenderableSkeleton.update();
|
|
RenderableSkeleton.reset();
|
|
|
|
|
|
}
|
|
public static void ReadBone(this BfresBone bone, Bone bn, bool SetParent = true)
|
|
{
|
|
bone.Bone = bn;
|
|
bone.FlagVisible = bn.Flags.HasFlag(BoneFlags.Visible);
|
|
bone.Text = bn.Name;
|
|
bone.RigidMatrixIndex = bn.RigidMatrixIndex;
|
|
bone.SmoothMatrixIndex = bn.SmoothMatrixIndex;
|
|
bone.BillboardIndex = bn.BillboardIndex;
|
|
if (SetParent)
|
|
bone.parentIndex = bn.ParentIndex;
|
|
|
|
bone.scale = new float[3];
|
|
bone.rotation = new float[4];
|
|
bone.position = new float[3];
|
|
if (bn.FlagsRotation == BoneFlagsRotation.Quaternion)
|
|
bone.RotationType = STBone.BoneRotationType.Quaternion;
|
|
else
|
|
bone.RotationType = STBone.BoneRotationType.Euler;
|
|
bone.scale[0] = bn.Scale.X;
|
|
bone.scale[1] = bn.Scale.Y;
|
|
bone.scale[2] = bn.Scale.Z;
|
|
bone.rotation[0] = bn.Rotation.X;
|
|
bone.rotation[1] = bn.Rotation.Y;
|
|
bone.rotation[2] = bn.Rotation.Z;
|
|
bone.rotation[3] = bn.Rotation.W;
|
|
bone.position[0] = bn.Position.X;
|
|
bone.position[1] = bn.Position.Y;
|
|
bone.position[2] = bn.Position.Z;
|
|
}
|
|
|
|
public static void SaveSkeleton(FSKL fskl, List<STBone> Bones)
|
|
{
|
|
fskl.node.Skeleton.Bones.Clear();
|
|
fskl.node.Skeleton.MatrixToBoneList = new List<ushort>();
|
|
fskl.node.Skeleton.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();
|
|
|
|
ushort SmoothIndex = 0;
|
|
foreach (STBone genericBone in Bones)
|
|
{
|
|
genericBone.BillboardIndex = ushort.MaxValue;
|
|
|
|
STConsole.WriteLine($"Applying bone " + genericBone.Text);
|
|
|
|
//Clone a generic bone with the generic data
|
|
BfresBone bn = new BfresBone(fskl);
|
|
bn.CloneBaseInstance(genericBone);
|
|
|
|
//Set the bfres bone data
|
|
if (bn.Bone == null)
|
|
bn.Bone = new Bone();
|
|
bn.GenericToBfresBone();
|
|
|
|
if (bn.SmoothMatrixIndex != short.MaxValue)
|
|
fskl.node.Skeleton.MatrixToBoneList.Add(SmoothIndex++);
|
|
|
|
fskl.node.Skeleton.InverseModelMatrices.Add(Syroot.Maths.Matrix3x4.Zero);
|
|
|
|
fskl.bones.Add(bn);
|
|
}
|
|
|
|
foreach (BfresBone wrapper in fskl.bones)
|
|
{
|
|
//Check duplicated names
|
|
// List<string> names = fskl.bones.Select(o => o.Text).ToList();
|
|
// wrapper.Text = Utils.RenameDuplicateString(names, wrapper.Text);
|
|
|
|
wrapper.Bone.Name = wrapper.Text;
|
|
fskl.node.Skeleton.Bones.Add(wrapper.Bone);
|
|
|
|
//Add bones to tree
|
|
if (wrapper.Parent == null)
|
|
{
|
|
fskl.node.Nodes.Add(wrapper);
|
|
}
|
|
}
|
|
|
|
fskl.update();
|
|
fskl.reset();
|
|
|
|
fskl.Node_Array = new int[fskl.node.Skeleton.MatrixToBoneList.Count];
|
|
int nodes = 0;
|
|
foreach (ushort node in fskl.node.Skeleton.MatrixToBoneList)
|
|
{
|
|
fskl.Node_Array[nodes] = node;
|
|
nodes++;
|
|
}
|
|
}
|
|
|
|
public static void SetShape(this FSHP s, Shape shp)
|
|
{
|
|
shp.Name = s.Text;
|
|
shp.MaterialIndex = (ushort)s.MaterialIndex;
|
|
shp.BoneIndex = (ushort)s.BoneIndex;
|
|
}
|
|
public static void CreateNewMaterial(string Name)
|
|
{
|
|
FMAT mat = new FMAT();
|
|
mat.Text = Name;
|
|
mat.Material = new Material();
|
|
|
|
SetMaterial(mat, mat.Material);
|
|
}
|
|
public static void SetMaterial(this FMAT m, Material mat)
|
|
{
|
|
mat.Name = m.Text;
|
|
|
|
if (m.Enabled)
|
|
mat.Flags = MaterialFlags.Visible;
|
|
else
|
|
mat.Flags = MaterialFlags.None;
|
|
|
|
if (mat.ShaderParamData == null)
|
|
mat.ShaderParamData = new byte[0];
|
|
|
|
byte[] ParamData = WriteShaderParams(m, mat);
|
|
|
|
if (ParamData.Length != mat.ShaderParamData.Length)
|
|
throw new Exception("Param size mis match!");
|
|
else
|
|
mat.ShaderParamData = ParamData;
|
|
|
|
WriteRenderInfo(m, mat);
|
|
WriteTextureRefs(m, mat);
|
|
WriteShaderAssign(m.shaderassign, mat);
|
|
}
|
|
public static void ReadMaterial(this FMAT m, Material mat)
|
|
{
|
|
if (mat.Flags == MaterialFlags.Visible)
|
|
m.Enabled = true;
|
|
else
|
|
m.Enabled = false;
|
|
|
|
m.ReadRenderInfo(mat);
|
|
m.ReadShaderAssign(mat);
|
|
m.SetActiveGame();
|
|
m.ReadShaderParams(mat);
|
|
m.Material = mat;
|
|
m.ReadTextureRefs(mat);
|
|
|
|
if (Runtime.activeGame == Runtime.ActiveGame.KSA)
|
|
KsaShader.LoadRenderInfo(m, m.renderinfo);
|
|
}
|
|
public static void ReadTextureRefs(this FMAT m, Material mat)
|
|
{
|
|
m.TextureMaps.Clear();
|
|
|
|
int AlbedoCount = 0;
|
|
int id = 0;
|
|
string TextureName = "";
|
|
if (mat.TextureRefs == null)
|
|
mat.TextureRefs = new List<string>();
|
|
|
|
int textureUnit = 1;
|
|
foreach (string tex in mat.TextureRefs)
|
|
{
|
|
TextureName = tex;
|
|
|
|
MatTexture texture = new MatTexture();
|
|
texture.switchSampler = mat.Samplers[id];
|
|
|
|
texture.wrapModeS = (int)mat.Samplers[id].WrapModeU;
|
|
texture.wrapModeT = (int)mat.Samplers[id].WrapModeV;
|
|
texture.wrapModeW = (int)mat.Samplers[id].WrapModeW;
|
|
texture.SamplerName = mat.SamplerDict.GetKey(id);
|
|
|
|
string useSampler = texture.SamplerName;
|
|
|
|
//Use the fragment sampler in the shader assign section. It's usually more accurate this way
|
|
if (m.shaderassign.samplers.ContainsKey(texture.SamplerName))
|
|
useSampler = m.shaderassign.samplers[texture.SamplerName];
|
|
|
|
bool IsAlbedo = Misc.HackyTextureList.Any(TextureName.Contains);
|
|
|
|
|
|
if (Runtime.activeGame == Runtime.ActiveGame.MK8D)
|
|
{
|
|
if (useSampler == "_a0")
|
|
{
|
|
if (AlbedoCount == 0)
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
}
|
|
if (useSampler == "_n0")
|
|
{
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
if (useSampler == "_e0")
|
|
{
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
if (useSampler == "_s0")
|
|
{
|
|
m.HasSpecularMap = true;
|
|
texture.Type = MatTexture.TextureType.Specular;
|
|
}
|
|
if (useSampler == "_x0")
|
|
{
|
|
m.HasSphereMap = true;
|
|
texture.Type = MatTexture.TextureType.SphereMap;
|
|
}
|
|
if (useSampler == "_b0")
|
|
{
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
if (useSampler == "_b1")
|
|
{
|
|
m.HasLightMap = true;
|
|
texture.Type = MatTexture.TextureType.Light;
|
|
}
|
|
}
|
|
else if (Runtime.activeGame == Runtime.ActiveGame.SMO)
|
|
{
|
|
if (useSampler == "_a0")
|
|
{
|
|
if (AlbedoCount == 0)
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
}
|
|
if (useSampler == "_n0")
|
|
{
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
if (useSampler == "_e0")
|
|
{
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
if (TextureName.Contains("mtl"))
|
|
{
|
|
m.HasMetalnessMap = true;
|
|
texture.Type = MatTexture.TextureType.Metalness;
|
|
}
|
|
else if (TextureName.Contains("rgh"))
|
|
{
|
|
texture.Type = MatTexture.TextureType.Roughness;
|
|
m.HasRoughnessMap = true;
|
|
}
|
|
else if (TextureName.Contains("sss"))
|
|
{
|
|
|
|
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
|
|
m.HasSubSurfaceScatteringMap = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//This works decently for now. I tried samplers but Kirby Star Allies doesn't map with samplers properly?
|
|
if (IsAlbedo)
|
|
{
|
|
if (AlbedoCount == 0)
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
if (AlbedoCount == 1)
|
|
{
|
|
// poly.material.HasDiffuseLayer = true;
|
|
// texture.hash = 19;
|
|
// texture.Type = MatTexture.TextureType.DiffuseLayer2;
|
|
|
|
}
|
|
}
|
|
|
|
else if (TextureName.Contains("Nrm") || TextureName.Contains("Norm") || TextureName.Contains("norm") || TextureName.Contains("nrm"))
|
|
{
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
else if (TextureName.Contains("Emm"))
|
|
{
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
else if (TextureName.Contains("Spm"))
|
|
{
|
|
m.HasSpecularMap = true;
|
|
texture.Type = MatTexture.TextureType.Specular;
|
|
}
|
|
else if (TextureName.Contains("b00"))
|
|
{
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
else if (TextureName.Contains("Moc") || TextureName.Contains("AO"))
|
|
{
|
|
m.HasAmbientOcclusionMap = true;
|
|
texture.Type = MatTexture.TextureType.AO;
|
|
}
|
|
else if (TextureName.Contains("b01"))
|
|
{
|
|
m.HasLightMap = true;
|
|
texture.Type = MatTexture.TextureType.Light;
|
|
}
|
|
else if (TextureName.Contains("MRA")) //Metalness, Roughness, and Cavity Map in one
|
|
{
|
|
m.HasMRA = true;
|
|
texture.Type = MatTexture.TextureType.MRA;
|
|
}
|
|
else if (TextureName.Contains("mtl"))
|
|
{
|
|
m.HasMetalnessMap = true;
|
|
texture.Type = MatTexture.TextureType.Metalness;
|
|
}
|
|
else if (TextureName.Contains("rgh"))
|
|
{
|
|
texture.Type = MatTexture.TextureType.Roughness;
|
|
m.HasRoughnessMap = true;
|
|
}
|
|
else if (TextureName.Contains("sss"))
|
|
{
|
|
|
|
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
|
|
m.HasSubSurfaceScatteringMap = true;
|
|
}
|
|
}
|
|
texture.Name = TextureName;
|
|
|
|
texture.textureUnit = textureUnit++;
|
|
|
|
m.TextureMaps.Add(texture);
|
|
|
|
id++;
|
|
}
|
|
}
|
|
public static void ReadShaderParams(this FMAT m, Material mat)
|
|
{
|
|
m.matparam.Clear();
|
|
|
|
if (mat.ShaderParamData == null)
|
|
return;
|
|
|
|
using (FileReader reader = new FileReader(new System.IO.MemoryStream(mat.ShaderParamData)))
|
|
{
|
|
reader.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian;
|
|
foreach (ShaderParam param in mat.ShaderParams)
|
|
{
|
|
BfresShaderParam shaderParam = new BfresShaderParam();
|
|
shaderParam.Type = param.Type;
|
|
shaderParam.Name = param.Name;
|
|
|
|
reader.Seek(param.DataOffset, System.IO.SeekOrigin.Begin);
|
|
shaderParam.ReadValue(reader, (int)param.DataSize);
|
|
|
|
m.matparam.Add(param.Name, shaderParam);
|
|
}
|
|
reader.Close();
|
|
}
|
|
}
|
|
|
|
public static byte[] WriteShaderParams(this FMAT m, Material mat)
|
|
{
|
|
mat.ShaderParams = new List<ShaderParam>();
|
|
|
|
System.IO.MemoryStream mem = new System.IO.MemoryStream();
|
|
using (FileWriter writer = new FileWriter(mem))
|
|
{
|
|
uint Offset = 0;
|
|
int index = 0;
|
|
writer.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian;
|
|
foreach (BfresShaderParam shaderParam in m.matparam.Values)
|
|
{
|
|
ShaderParam param = new ShaderParam();
|
|
param.Name = shaderParam.Name;
|
|
param.Type = shaderParam.Type;
|
|
param.DataOffset = (ushort)Offset;
|
|
param.DependedIndex = (ushort)index;
|
|
param.DependIndex = (ushort)index;
|
|
|
|
writer.Seek(param.DataOffset, System.IO.SeekOrigin.Begin);
|
|
shaderParam.WriteValue(writer);
|
|
|
|
Offset += param.DataSize;
|
|
mat.ShaderParams.Add(param);
|
|
index++;
|
|
}
|
|
writer.Close();
|
|
}
|
|
return mem.ToArray();
|
|
}
|
|
public static void ReadRenderInfo(this FMAT m, Material mat)
|
|
{
|
|
m.renderinfo.Clear();
|
|
|
|
foreach (RenderInfo rnd in mat.RenderInfos)
|
|
{
|
|
BfresRenderInfo r = new BfresRenderInfo();
|
|
r.Name = rnd.Name;
|
|
r.Type = rnd.Type;
|
|
switch (rnd.Type)
|
|
{
|
|
case RenderInfoType.Int32: r.ValueInt = rnd.GetValueInt32s(); break;
|
|
case RenderInfoType.Single: r.ValueFloat = rnd.GetValueSingles(); break;
|
|
case RenderInfoType.String: r.ValueString = rnd.GetValueStrings(); break;
|
|
}
|
|
m.renderinfo.Add(r);
|
|
}
|
|
}
|
|
public static void WriteTextureRefs(this FMAT m, Material mat)
|
|
{
|
|
mat.TextureRefs = new List<string>();
|
|
mat.TextureRefs.Clear();
|
|
|
|
foreach (var textu in m.TextureMaps)
|
|
mat.TextureRefs.Add(textu.Name);
|
|
|
|
}
|
|
public static void WriteRenderInfo(this FMAT m, Material mat)
|
|
{
|
|
if (mat.RenderInfos == null)
|
|
mat.RenderInfos = new List<RenderInfo>();
|
|
|
|
mat.RenderInfos.Clear();
|
|
foreach (BfresRenderInfo rnd in m.renderinfo)
|
|
{
|
|
RenderInfo r = new RenderInfo();
|
|
r.Name = rnd.Name;
|
|
switch (rnd.Type)
|
|
{
|
|
case RenderInfoType.Int32: r.SetValue(rnd.ValueInt); break;
|
|
case RenderInfoType.Single: r.SetValue(rnd.ValueFloat); break;
|
|
case RenderInfoType.String: r.SetValue(rnd.ValueString); break;
|
|
}
|
|
mat.RenderInfos.Add(r);
|
|
}
|
|
}
|
|
public static void ReadShaderAssign(this FMAT m, Material mat)
|
|
{
|
|
m.shaderassign = new FMAT.ShaderAssign();
|
|
|
|
if (mat.ShaderAssign == null)
|
|
mat.ShaderAssign = new ShaderAssign();
|
|
if (mat.ShaderAssign.ShaderOptions == null)
|
|
mat.ShaderAssign.ShaderOptions = new List<string>();
|
|
if (mat.ShaderAssign.AttribAssigns == null)
|
|
mat.ShaderAssign.AttribAssigns = new List<string>();
|
|
if (mat.ShaderAssign.SamplerAssigns == null)
|
|
mat.ShaderAssign.SamplerAssigns = new List<string>();
|
|
|
|
m.shaderassign.options.Clear();
|
|
m.shaderassign.samplers.Clear();
|
|
m.shaderassign.attributes.Clear();
|
|
|
|
m.shaderassign = new FMAT.ShaderAssign();
|
|
m.shaderassign.ShaderArchive = mat.ShaderAssign.ShaderArchiveName;
|
|
m.shaderassign.ShaderModel = mat.ShaderAssign.ShadingModelName;
|
|
|
|
for (int op = 0; op < mat.ShaderAssign.ShaderOptions.Count; op++)
|
|
m.shaderassign.options.Add(mat.ShaderAssign.ShaderOptionDict.GetKey(op), mat.ShaderAssign.ShaderOptions[op]);
|
|
|
|
if (mat.ShaderAssign.SamplerAssigns != null)
|
|
{
|
|
for (int op = 0; op < mat.ShaderAssign.SamplerAssigns.Count; op++)
|
|
m.shaderassign.samplers.Add(mat.ShaderAssign.SamplerAssignDict.GetKey(op), mat.ShaderAssign.SamplerAssigns[op]);
|
|
}
|
|
if (mat.ShaderAssign.AttribAssigns != null)
|
|
{
|
|
for (int op = 0; op < mat.ShaderAssign.AttribAssigns.Count; op++)
|
|
m.shaderassign.attributes.Add(mat.ShaderAssign.AttribAssignDict.GetKey(op), mat.ShaderAssign.AttribAssigns[op]);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
public static void WriteShaderAssign(this FMAT.ShaderAssign shd, Material mat)
|
|
{
|
|
mat.ShaderAssign = new ShaderAssign();
|
|
mat.ShaderAssign.ShaderOptionDict = new ResDict();
|
|
mat.ShaderAssign.SamplerAssignDict = new ResDict();
|
|
mat.ShaderAssign.AttribAssignDict = new ResDict();
|
|
mat.ShaderAssign.ShaderOptions = new List<string>();
|
|
mat.ShaderAssign.AttribAssigns = new List<string>();
|
|
mat.ShaderAssign.SamplerAssigns = new List<string>();
|
|
|
|
mat.ShaderAssign.ShaderArchiveName = shd.ShaderArchive;
|
|
mat.ShaderAssign.ShadingModelName = shd.ShaderModel;
|
|
|
|
foreach (var option in shd.options)
|
|
{
|
|
mat.ShaderAssign.ShaderOptionDict.Add(option.Key);
|
|
mat.ShaderAssign.ShaderOptions.Add(option.Value);
|
|
}
|
|
foreach (var samp in shd.samplers)
|
|
{
|
|
mat.ShaderAssign.SamplerAssignDict.Add(samp.Key);
|
|
mat.ShaderAssign.SamplerAssigns.Add(samp.Value);
|
|
}
|
|
foreach (var att in shd.attributes)
|
|
{
|
|
mat.ShaderAssign.AttribAssignDict.Add(att.Key);
|
|
mat.ShaderAssign.AttribAssigns.Add(att.Value);
|
|
}
|
|
}
|
|
public static void WriteExternalFiles(ResFile resFile, TreeNode EditorRoot)
|
|
{
|
|
resFile.ExternalFiles.Clear();
|
|
if (EditorRoot.Nodes.ContainsKey("EXT"))
|
|
{
|
|
foreach (TreeNode node in EditorRoot.Nodes["EXT"].Nodes)
|
|
{
|
|
ExternalFile ext = new ExternalFile();
|
|
if (node is BNTX)
|
|
ext.Data = ((BNTX)node).Save();
|
|
else if (node is IFileFormat && ((IFileFormat)node).CanSave)
|
|
ext.Data = ((IFileFormat)node).Save();
|
|
else
|
|
ext.Data = ((ExternalFileData)node).Data;
|
|
|
|
resFile.ExternalFiles.Add(ext);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|