Switch-Toolbox/Switch_Toolbox_Library/FileFormats/SEModel.cs

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8.6 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SELib;
using Toolbox.Library.Rendering;
using OpenTK;
namespace Toolbox.Library
{
public class SEModel
{
public List<STGenericObject> objects = new List<STGenericObject>();
public List<STGenericMaterial> materials = new List<STGenericMaterial>();
public STSkeleton skeleton;
public static void Save(string FileName, List<STGenericObject> Meshes, List<STGenericMaterial> Materials, List<STBone> bones)
{
SELib.SEModel seModel = new SELib.SEModel();
for (int i = 0; i < Meshes.Count; i++)
seModel.AddMesh(SaveMesh(Meshes[i]));
for (int i = 0; i < Materials.Count; i++)
seModel.AddMaterial(SaveMaterial(Materials[i]));
// for (int i = 0; i < bones.Count; i++)
// seModel.AddBone(SaveBone(bones[i]));
}
private static SELib.SEModelMesh SaveMesh(STGenericObject mesh)
{
var seMesh = new SELib.SEModelMesh();
var MeshLevel = mesh.lodMeshes[mesh.DisplayLODIndex];
for (int i = 0; i < MeshLevel.faces.Count; i++)
{
seMesh.AddFace((uint)MeshLevel.faces[i], (uint)MeshLevel.faces[i++], (uint)MeshLevel.faces[i++]);
}
return seMesh;
}
private static SELib.SEModelMaterial SaveMaterial(STGenericMaterial material)
{
var seMaterial = new SELib.SEModelMaterial();
return seMaterial;
}
private static SELib.SEModelBone SaveBone(STBone bone)
{
var seBone = new SELib.SEModelBone();
return seBone;
}
public void CreateGenericModel(string FileName)
{
skeleton = new STSkeleton();
var seModel = SELib.SEModel.Read(FileName);
for (int i = 0; i < seModel.MeshCount; i++)
objects.Add(CreateGenericObject(seModel, seModel.Meshes[i]));
for (int i = 0; i < seModel.MaterialCount; i++)
materials.Add(CreateGenericMaterial(seModel, seModel.Materials[i]));
for (int i = 0; i < seModel.BoneCount; i++)
skeleton.bones.Add(CreateGenericBone(seModel, seModel.Bones[i]));
}
public STBone CreateGenericBone(SELib.SEModel seModel, SELib.SEModelBone seBone)
{
STBone bone = new STBone(skeleton);
bone.Text = seBone.BoneName;
bone.parentIndex = seBone.BoneParent;
bone.RotationType = STBone.BoneRotationType.Euler;
bone.Position = new Vector3(
(float)seBone.LocalPosition.X,
(float)seBone.LocalPosition.Y,
(float)seBone.LocalPosition.Z);
bone.Scale = new Vector3(
(float)seBone.Scale.X,
(float)seBone.Scale.Y,
(float)seBone.Scale.Z);
bone.Rotation = new Quaternion(
(float)seBone.LocalRotation.X,
(float)seBone.LocalRotation.Y,
(float)seBone.LocalRotation.Z,
(float)seBone.LocalRotation.W);
return bone;
}
public STGenericMaterial CreateGenericMaterial(SELib.SEModel seModel, SELib.SEModelMaterial seMaterial)
{
STGenericMaterial material = new STGenericMaterial();
material.Text = seMaterial.Name;
if (seMaterial.MaterialData is SEModelSimpleMaterial)
{
if (((SEModelSimpleMaterial)seMaterial.MaterialData).DiffuseMap != string.Empty)
{
string TextureName = ((SEModelSimpleMaterial)seMaterial.MaterialData).DiffuseMap;
material.TextureMaps.Add(new STGenericMatTexture()
{
Name = TextureName,
Type = STGenericMatTexture.TextureType.Diffuse
});
}
if (((SEModelSimpleMaterial)seMaterial.MaterialData).NormalMap != string.Empty)
{
string TextureName = ((SEModelSimpleMaterial)seMaterial.MaterialData).NormalMap;
material.TextureMaps.Add(new STGenericMatTexture()
{
Name = TextureName,
Type = STGenericMatTexture.TextureType.Normal
});
}
if (((SEModelSimpleMaterial)seMaterial.MaterialData).SpecularMap != string.Empty)
{
string TextureName = ((SEModelSimpleMaterial)seMaterial.MaterialData).SpecularMap;
material.TextureMaps.Add(new STGenericMatTexture()
{
Name = TextureName,
Type = STGenericMatTexture.TextureType.Specular
});
}
}
return material;
}
public STGenericObject CreateGenericObject(SELib.SEModel seModel, SELib.SEModelMesh seMesh)
{
int Index = seModel.Meshes.IndexOf(seMesh);
STGenericObject mesh = new STGenericObject();
mesh.ObjectName = $"Mesh_{Index}";
if (seMesh.MaterialReferenceIndicies.Count > 0)
mesh.MaterialIndex = seMesh.MaterialReferenceIndicies[0];
mesh.HasPos = true;
for (int v = 0; v < seMesh.VertexCount; v++)
{
if (seMesh.Verticies[v].UVSets.Count > 0)
mesh.HasUv0 = true;
if (seMesh.Verticies[v].Weights.Count > 0)
{
mesh.HasIndices = true;
for (int w = 0; w < seMesh.Verticies[v].WeightCount; w++)
{
if (seMesh.Verticies[v].Weights[w].BoneWeight != 0)
mesh.HasWeights = true;
}
}
if (seMesh.Verticies[v].VertexColor != SELib.Utilities.Color.White)
mesh.HasVertColors = true;
if (seMesh.Verticies[v].VertexNormal != SELib.Utilities.Vector3.Zero)
mesh.HasNrm = true;
Vertex vertex = new Vertex();
mesh.vertices.Add(vertex);
vertex.pos = ToTKVector3(seMesh.Verticies[v].Position);
vertex.nrm = ToTKVector3(seMesh.Verticies[v].VertexNormal);
vertex.col = ToTKVector4(seMesh.Verticies[v].VertexColor);
for (int u = 0; u < seMesh.Verticies[v].UVSetCount; u++)
{
if (u == 0)
vertex.uv0 = ToTKVector2(seMesh.Verticies[v].UVSets[u]);
if (u == 1)
vertex.uv1 = ToTKVector2(seMesh.Verticies[v].UVSets[u]);
if (u == 2)
vertex.uv2 = ToTKVector2(seMesh.Verticies[v].UVSets[u]);
}
for (int w = 0; w < seMesh.Verticies[v].WeightCount; w++)
{
//Get the bone name from the index. Indices for formats get set after the importer
string BoneName = seModel.Bones[(int)seMesh.Verticies[v].Weights[w].BoneIndex].BoneName;
float BoneWeight = seMesh.Verticies[v].Weights[w].BoneWeight;
vertex.boneNames.Add(BoneName);
vertex.boneWeights.Add(BoneWeight);
}
}
mesh.lodMeshes = new List<STGenericObject.LOD_Mesh>();
var lodMesh = new STGenericObject.LOD_Mesh();
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lodMesh.PrimativeType = STPrimitiveType.Triangles;
mesh.lodMeshes.Add(lodMesh);
for (int f = 0; f < seMesh.FaceCount; f++)
{
lodMesh.faces.Add((int)seMesh.Faces[f].FaceIndex1);
lodMesh.faces.Add((int)seMesh.Faces[f].FaceIndex2);
lodMesh.faces.Add((int)seMesh.Faces[f].FaceIndex3);
}
return mesh;
}
private Vector2 ToTKVector2(SELib.Utilities.Vector2 value) {
return new Vector2((float)value.X, (float)value.Y);
}
private Vector3 ToTKVector3(SELib.Utilities.Vector3 value) {
return new Vector3((float)value.X, (float)value.Y, (float)value.Z);
}
private Vector4 ToTKVector4(SELib.Utilities.Color value) {
return new Vector4((float)(value.R / 255),
(float)(value.G / 255),
(float)(value.B / 255),
(float)(value.A / 255));
}
}
}