412 lines
16 KiB
C#
412 lines
16 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 Toolbox;
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using System.Windows.Forms;
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using Toolbox.Library;
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using Toolbox.Library.IO;
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using Toolbox.Library.Forms;
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using Toolbox.Library.Rendering;
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using SuperBMDLib;
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using System.Drawing;
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using SuperBMDLib.Rigging;
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using SuperBMDLib.Geometry.Enums;
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using SuperBMDLib.Util;
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using OpenTK;
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namespace FirstPlugin
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{
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public class BMD : TreeNodeFile, IFileFormat, IContextMenuNode
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{
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public FileType FileType { get; set; } = FileType.Layout;
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public bool CanSave { get; set; }
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public string[] Description { get; set; } = new string[] { "Gamecube/Wii Binary Model (BMD/BDL)" };
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public string[] Extension { get; set; } = new string[] { "*.bmd", "*.bdl" };
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public string FileName { get; set; }
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public string FilePath { get; set; }
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public IFileInfo IFileInfo { get; set; }
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public bool Identify(System.IO.Stream stream)
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{
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using (var reader = new Toolbox.Library.IO.FileReader(stream, true))
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{
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reader.SetByteOrder(true);
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bool IsBMD = reader.ReadUInt32() == 0x4A334432;
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reader.Position = 0;
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return IsBMD;
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}
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}
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public Type[] Types
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{
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get
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{
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List<Type> types = new List<Type>();
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return types.ToArray();
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}
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}
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Viewport viewport
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{
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get
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{
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var editor = LibraryGUI.GetObjectEditor();
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return editor.GetViewport();
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}
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set
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{
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var editor = LibraryGUI.GetObjectEditor();
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editor.LoadViewport(value);
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}
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}
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bool DrawablesLoaded = false;
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public override void OnClick(TreeView treeView)
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{
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if (Runtime.UseOpenGL && !Runtime.UseLegacyGL)
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{
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if (viewport == null)
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{
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viewport = new Viewport(ObjectEditor.GetDrawableContainers());
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viewport.Dock = DockStyle.Fill;
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}
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if (!DrawablesLoaded)
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{
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ObjectEditor.AddContainer(DrawableContainer);
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DrawablesLoaded = true;
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}
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viewport.ReloadDrawables(DrawableContainer);
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LibraryGUI.LoadEditor(viewport);
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viewport.Text = Text;
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}
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}
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public BMD_Renderer Renderer;
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public DrawableContainer DrawableContainer = new DrawableContainer();
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public Model BMDFile;
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public STSkeleton Skeleton;
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private BMDTextureFolder TextureFolder;
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private TreeNode ShapeFolder;
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private TreeNode MaterialFolder;
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private TreeNode SkeletonFolder;
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public void Load(System.IO.Stream stream)
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{
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Text = FileName;
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CanSave = true;
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//Set renderer
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Renderer = new BMD_Renderer();
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Skeleton = new STSkeleton();
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DrawableContainer.Name = FileName;
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DrawableContainer.Drawables.Add(Renderer);
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DrawableContainer.Drawables.Add(Skeleton);
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BMDFile = Model.Load(stream);
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LoadBMD(BMDFile);
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}
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private class BMDTextureFolder : STTextureFolder, ITextureContainer
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{
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public bool DisplayIcons => true;
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public List<STGenericTexture> TextureList
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{
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get
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{
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List<STGenericTexture> textures = new List<STGenericTexture>();
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foreach (STGenericTexture node in Nodes)
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textures.Add(node);
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return textures;
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}
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set { }
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}
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public BMDTextureFolder(string text) : base(text)
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{
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}
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}
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private void LoadBMD(Model model)
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{
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Nodes.Clear();
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ShapeFolder = new TreeNode("Shapes");
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SkeletonFolder = new TreeNode("Skeleton");
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MaterialFolder = new TreeNode("Materials");
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TextureFolder = new BMDTextureFolder("Textures");
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Nodes.Add(ShapeFolder);
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Nodes.Add(MaterialFolder);
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Nodes.Add(SkeletonFolder);
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Nodes.Add(TextureFolder);
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BMDFile = model;
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FillSkeleton(BMDFile.Scenegraph, Skeleton, BMDFile.Joints.FlatSkeleton);
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foreach (var bone in Skeleton.bones)
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{
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if (bone.Parent == null)
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SkeletonFolder.Nodes.Add(bone);
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}
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for (int i = 0; i < BMDFile.Shapes.Shapes.Count; i++)
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{
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var curShape = BMDFile.Shapes.Shapes[i];
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var mat = new BMDMaterialWrapper(BMDFile.Materials.GetMaterial(i), BMDFile);
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MaterialFolder.Nodes.Add(mat);
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var shpWrapper = new BMDShapeWrapper(curShape, BMDFile, mat);
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shpWrapper.Text = $"Shape {i}";
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ShapeFolder.Nodes.Add(shpWrapper);
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Renderer.Meshes.Add(shpWrapper);
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var polyGroup = new STGenericPolygonGroup();
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shpWrapper.PolygonGroups.Add(polyGroup);
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var VertexAttributes = BMDFile.VertexData.Attributes;
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int vertexID = 0;
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int packetID = 0;
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foreach (var att in curShape.Descriptor.Attributes)
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shpWrapper.Nodes.Add($"Attribute {att.Key} {att.Value.Item1}");
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foreach (SuperBMDLib.Geometry.Packet pack in curShape.Packets)
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{
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int primID = 0;
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foreach (SuperBMDLib.Geometry.Primitive prim in pack.Primitives)
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{
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List<SuperBMDLib.Geometry.Vertex> triVertices = J3DUtility.PrimitiveToTriangles(prim);
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for (int triIndex = 0; triIndex < triVertices.Count; triIndex += 3)
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{
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polyGroup.faces.AddRange(new int[] { vertexID + 2, vertexID + 1, vertexID });
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for (int triVertIndex = 0; triVertIndex < 3; triVertIndex++)
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{
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SuperBMDLib.Geometry.Vertex vert = triVertices[triIndex + triVertIndex];
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Vertex vertex = new Vertex();
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vertex.pos = VertexAttributes.Positions[(int)vert.GetAttributeIndex(GXVertexAttribute.Position)];
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shpWrapper.vertices.Add(vertex);
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if (curShape.Descriptor.CheckAttribute(GXVertexAttribute.Normal))
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vertex.nrm = VertexAttributes.Normals[(int)vert.NormalIndex];
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if (curShape.Descriptor.CheckAttribute(GXVertexAttribute.Color0))
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{
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var color0 = VertexAttributes.Color_0[(int)vert.Color0Index];
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vertex.col = new OpenTK.Vector4(color0.R, color0.G, color0.B, color0.A);
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}
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for (int j = 0; j < vert.VertexWeight.WeightCount; j++)
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{
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// vertex.boneWeights.Add(vert.VertexWeight.Weights[j]);
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// vertex.boneIds.Add(vert.VertexWeight.BoneIndices[j]);
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}
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if (vert.VertexWeight.WeightCount == 1)
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{
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if (BMDFile.SkinningEnvelopes.InverseBindMatrices.Count > vert.VertexWeight.BoneIndices[0])
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{
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Matrix4 test = BMDFile.SkinningEnvelopes.InverseBindMatrices[vert.VertexWeight.BoneIndices[0]].Inverted();
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test.Transpose();
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vertex.pos = OpenTK.Vector3.TransformPosition(vertex.pos, test);
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vertex.nrm = OpenTK.Vector3.TransformNormal(vertex.nrm, test);
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}
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else
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{
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vertex.pos = OpenTK.Vector3.TransformPosition(vertex.pos, BMDFile.Joints.FlatSkeleton[vert.VertexWeight.BoneIndices[0]].TransformationMatrix);
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vertex.nrm = OpenTK.Vector3.TransformNormal(vertex.nrm, BMDFile.Joints.FlatSkeleton[vert.VertexWeight.BoneIndices[0]].TransformationMatrix);
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}
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}
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for (int texCoordNum = 0; texCoordNum < 8; texCoordNum++)
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{
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if (curShape.Descriptor.CheckAttribute(GXVertexAttribute.Tex0 + texCoordNum))
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{
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switch (texCoordNum)
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{
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case 0:
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vertex.uv0 = VertexAttributes.TexCoord_0[(int)vert.TexCoord0Index];
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break;
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case 1:
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vertex.uv1 = VertexAttributes.TexCoord_0[(int)vert.TexCoord0Index];
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break;
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case 2:
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vertex.uv2 = VertexAttributes.TexCoord_0[(int)vert.TexCoord0Index];
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break;
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}
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}
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}
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vertexID++;
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}
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}
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primID++;
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}
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packetID++;
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}
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}
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CorrectMaterialIndices(Renderer.Meshes, BMDFile.Scenegraph, BMDFile.Materials);
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for (int i = 0; i < BMDFile.Textures.Textures.Count; i++)
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{
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var texWrapper = new BMDTextureWrapper(BMDFile.Textures.Textures[i]);
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TextureFolder.Nodes.Add(texWrapper);
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Renderer.TextureList.Add(texWrapper);
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}
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}
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public void CorrectMaterialIndices(List<GenericRenderedObject> Meshes, SuperBMDLib.BMD.INF1 INF1, SuperBMDLib.BMD.MAT3 materials)
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{
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foreach (SuperBMDLib.Scenegraph.SceneNode node in INF1.FlatNodes)
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{
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if (node.Type == SuperBMDLib.Scenegraph.Enums.NodeType.Shape)
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{
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if (node.Index < Meshes.Count)
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{
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int matIndex = node.Parent.Index;
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((BMDShapeWrapper)Meshes[node.Index]).SetMaterial((STGenericMaterial)MaterialFolder.Nodes[matIndex]);
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((BMDShapeWrapper)Meshes[node.Index]).Nodes.Add(MaterialFolder.Nodes[matIndex].Text);
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Console.WriteLine("" + '"' + MaterialFolder.Nodes[matIndex].Text + '"' + ",");
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}
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}
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}
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}
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public void FillSkeleton(SuperBMDLib.BMD.INF1 INF1, STSkeleton skeleton, List<SuperBMDLib.Rigging.Bone> flatSkeleton)
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{
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for (int i = 1; i < INF1.FlatNodes.Count; i++)
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{
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SuperBMDLib.Scenegraph.SceneNode curNode = INF1.FlatNodes[i];
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if (curNode.Type == SuperBMDLib.Scenegraph.Enums.NodeType.Joint)
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{
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var Bone = flatSkeleton[curNode.Index];
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var stBone = new STBone(skeleton);
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stBone.Text = Bone.Name;
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stBone.FromTransform(Bone.TransformationMatrix);
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skeleton.bones.Add(stBone);
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}
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}
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int boneIndex = 0;
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for (int i = 1; i < INF1.FlatNodes.Count; i++)
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{
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SuperBMDLib.Scenegraph.SceneNode curNode = INF1.FlatNodes[i];
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if (curNode.Type == SuperBMDLib.Scenegraph.Enums.NodeType.Joint)
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{
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var Bone = flatSkeleton[curNode.Index];
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var stBone = skeleton.bones[boneIndex];
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if (curNode.Parent != null && curNode.Parent.Type == SuperBMDLib.Scenegraph.Enums.NodeType.Joint) {
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var parent = flatSkeleton[curNode.Parent.Index];
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var boneParent = skeleton.GetBone(parent.Name);
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if (boneParent != null)
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stBone.parentIndex = skeleton.bones.IndexOf(boneParent);
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}
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else
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stBone.parentIndex = -1;
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boneIndex++;
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}
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}
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}
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public ToolStripItem[] GetContextMenuItems()
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{
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List<ToolStripItem> Items = new List<ToolStripItem>();
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Items.Add(new STToolStipMenuItem("Save", null, SaveAction, Keys.Control | Keys.S));
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Items.Add(new STToolStripSeparator());
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Items.Add(new STToolStipMenuItem("Export", null, ExportAction, Keys.Control | Keys.E) );
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Items.Add(new STToolStipMenuItem("Replace", null, ReplaceAction, Keys.Control | Keys.R) { Enabled = false});
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return Items.ToArray();
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}
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private void ExportAction(object sender, EventArgs args)
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{
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SaveFileDialog sfd = new SaveFileDialog();
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sfd.Filter = "Collada DAE |*.dae;";
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sfd.FileName = System.IO.Path.GetFileNameWithoutExtension(FileName);
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if (sfd.ShowDialog() == DialogResult.OK)
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{
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var model = new STGenericModel();
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var materials = new List<STGenericMaterial>();
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var textures = new List<STGenericTexture>();
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foreach (var mesh in Renderer.Meshes)
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materials.Add(mesh.GetMaterial());
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foreach (var tex in Renderer.TextureList)
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textures.Add(tex);
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model.Materials = materials;
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model.Objects = Renderer.Meshes;
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ExportModelSettings exportDlg = new ExportModelSettings();
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if (exportDlg.ShowDialog() == DialogResult.OK)
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DAE.Export(sfd.FileName, exportDlg.Settings, model, textures, Skeleton);
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}
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}
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private void ReplaceAction(object sender, EventArgs args)
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{
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OpenFileDialog ofd = new OpenFileDialog();
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ofd.Filter = "Collada DAE |*.dae;";
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if (ofd.ShowDialog() == DialogResult.OK)
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{
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BMDModelImportSettings settings = new BMDModelImportSettings();
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if (settings.ShowDialog() == DialogResult.OK)
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{
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Arguments arguments = new Arguments();
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arguments.input_path = ofd.FileName;
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arguments.texheaders_path = settings.TexturePath;
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arguments.materials_path = settings.MaterialPath;
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var model = Model.Load(arguments);
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LoadBMD(model);
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}
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}
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}
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private void SaveAction(object sender, EventArgs args)
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{
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SaveFileDialog sfd = new SaveFileDialog();
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sfd.Filter = Utils.GetAllFilters(this);
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sfd.FileName = FileName;
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if (sfd.ShowDialog() == DialogResult.OK)
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{
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STFileSaver.SaveFileFormat(this, sfd.FileName);
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}
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}
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public void Unload()
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{
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}
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public void Save(System.IO.Stream stream)
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{
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BMDFile.ExportBMD(stream);
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}
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}
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}
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