Port temporary SMD animation export code from forge for testing

This commit is contained in:
KillzXGaming 2019-03-29 21:57:31 -04:00
parent adae13380f
commit 3d63151626
12 changed files with 345 additions and 34 deletions

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@ -119,40 +119,18 @@ namespace Bfres.Structs
SkeletalAnim.Export(FileName, GetResFile()); SkeletalAnim.Export(FileName, GetResFile());
} }
} }
else if (ext == ".smd")
{
STSkeleton skeleton = GetActiveSkeleton();
if (skeleton != null)
SMD.Save(this, skeleton, FileName);
else
throw new Exception("No skeleton found to assign!");
}
else if (ext == ".seanim") else if (ext == ".seanim")
{ {
STSkeleton skeleton = null; STSkeleton skeleton = GetActiveSkeleton();
var viewport = LibraryGUI.Instance.GetActiveViewport();
if (viewport != null)
{
foreach (var drawable in viewport.scene.objects)
{
if (drawable is STSkeleton)
{
foreach (var bone in Bones)
{
var animBone = ((STSkeleton)drawable).GetBone(bone.Text);
if (animBone != null)
skeleton = (STSkeleton)drawable;
}
}
}
}
else
{
foreach (var model in ((BFRES)Parent.Parent.Parent.Parent).BFRESRender.models)
{
foreach (var bone in Bones)
{
var animBone = model.Skeleton.GetBone(bone.Text);
if (animBone != null)
skeleton = model.Skeleton;
}
}
}
if (skeleton != null) if (skeleton != null)
SEANIM.SaveAnimation(FileName, this, skeleton); SEANIM.SaveAnimation(FileName, this, skeleton);
@ -161,6 +139,42 @@ namespace Bfres.Structs
} }
} }
private STSkeleton GetActiveSkeleton()
{
var viewport = LibraryGUI.Instance.GetActiveViewport();
if (viewport != null)
{
foreach (var drawable in viewport.scene.objects)
{
if (drawable is STSkeleton)
{
foreach (var bone in Bones)
{
var animBone = ((STSkeleton)drawable).GetBone(bone.Text);
if (animBone != null)
return (STSkeleton)drawable;
}
}
}
}
else
{
foreach (var model in ((BFRES)Parent.Parent.Parent.Parent).BFRESRender.models)
{
foreach (var bone in Bones)
{
var animBone = model.Skeleton.GetBone(bone.Text);
if (animBone != null)
return model.Skeleton;
}
}
}
return null;
}
public override void Replace(string FileName) { public override void Replace(string FileName) {
Replace(FileName, GetResFile(), GetResFileU()); Replace(FileName, GetResFile(), GetResFileU());
} }

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@ -18,7 +18,7 @@ namespace FirstPlugin
public static string BONE = GetFilter(".bfbn"); public static string BONE = GetFilter(".bfbn");
public static string FMAT = GetFilter(".bfmat"); public static string FMAT = GetFilter(".bfmat");
public static string FSKA = GetFilter(".bfska", ".seanim"); public static string FSKA = GetFilter(".bfska", ".seanim", ".smd");
public static string FMAA = GetFilter(".bfmaa", ".gif"); public static string FMAA = GetFilter(".bfmaa", ".gif");
public static string FSHU = GetFilter(".bfshu"); public static string FSHU = GetFilter(".bfshu");
@ -102,6 +102,7 @@ namespace FirstPlugin
case ".bmp": filters.Add(ext, "Bitmap Image"); break; case ".bmp": filters.Add(ext, "Bitmap Image"); break;
case ".tiff": filters.Add(ext, "Tagged Image File Format"); break; case ".tiff": filters.Add(ext, "Tagged Image File Format"); break;
case ".seanim": filters.Add(ext, "SE Animation"); break; case ".seanim": filters.Add(ext, "SE Animation"); break;
case ".smd": filters.Add(ext, "Source Model Animation"); break;
case ".bftex": filters.Add(ext, "Binary Texture"); break; case ".bftex": filters.Add(ext, "Binary Texture"); break;
case ".astc": filters.Add(ext, "Adaptable Scalable Texture Compression"); break; case ".astc": filters.Add(ext, "Adaptable Scalable Texture Compression"); break;
default: default:

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@ -0,0 +1,295 @@
using System;
using System.IO;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using OpenTK;
using System.Text;
namespace Switch_Toolbox.Library.Animations
{
//Todo rewrite this
//Currently from forge
//https://raw.githubusercontent.com/jam1garner/Smash-Forge/master/Smash%20Forge/Filetypes/SMD.cs
public class SMD
{
public STSkeleton Bones;
public Animation Animation; // todo
public SMD()
{
Bones = new STSkeleton();
}
public SMD(string fname)
{
Read(fname);
}
public void Read(string fname)
{
StreamReader reader = File.OpenText(fname);
string line;
string current = "";
Bones = new STSkeleton();
Dictionary<int, STBone> BoneList = new Dictionary<int, STBone>();
int time = 0;
while ((line = reader.ReadLine()) != null)
{
line = Regex.Replace(line, @"\s+", " ");
string[] args = line.Replace(";", "").TrimStart().Split(' ');
if (args[0].Equals("triangles") || args[0].Equals("end") || args[0].Equals("skeleton") || args[0].Equals("nodes"))
{
current = args[0];
continue;
}
if (current.Equals("nodes"))
{
int id = int.Parse(args[0]);
STBone b = new STBone(Bones);
b.Text = args[1].Replace('"', ' ').Trim();
int s = 2;
while (args[s].Contains("\""))
b.Text += args[s++];
b.parentIndex = int.Parse(args[s]);
BoneList.Add(id, b);
}
if (current.Equals("skeleton"))
{
if (args[0].Contains("time"))
time = int.Parse(args[1]);
else
{
if (time == 0)
{
STBone b = BoneList[int.Parse(args[0])];
b.position = new float[3];
b.rotation = new float[3];
b.scale = new float[3];
b.position[0] = float.Parse(args[1]);
b.position[1] = float.Parse(args[2]);
b.position[2] = float.Parse(args[3]);
b.rotation[0] = float.Parse(args[4]);
b.rotation[1] = float.Parse(args[5]);
b.rotation[2] = float.Parse(args[6]);
b.scale[0] = 1f;
b.scale[1] = 1f;
b.scale[2] = 1f;
b.pos = new Vector3(float.Parse(args[1]), float.Parse(args[2]), float.Parse(args[3]));
b.rot = STSkeleton.FromEulerAngles(float.Parse(args[6]), float.Parse(args[5]), float.Parse(args[4]));
Bones.bones.Add(b);
if (b.parentIndex != -1)
b.parentIndex = Bones.bones.IndexOf(BoneList[b.parentIndex]);
}
}
}
}
Bones.reset();
}
public void Save(string FileName)
{
StringBuilder o = new StringBuilder();
o.AppendLine("version 1");
if (Bones != null)
{
o.AppendLine("nodes");
for (int i = 0; i < Bones.bones.Count; i++)
o.AppendLine(" " + i + " \"" + Bones.bones[i].Text + "\" " + Bones.bones[i].parentIndex);
o.AppendLine("end");
o.AppendLine("skeleton");
o.AppendLine("time 0");
for (int i = 0; i < Bones.bones.Count; i++)
{
STBone b = Bones.bones[i];
o.AppendFormat("{0} {1} {2} {3} {4} {5} {6}\n", i, b.position[0], b.position[1], b.position[2], b.rotation[0], b.rotation[1], b.rotation[2]);
}
o.AppendLine("end");
}
File.WriteAllText(FileName, o.ToString());
}
public static void read(string fname, Animation a, STSkeleton v)
{
StreamReader reader = File.OpenText(fname);
string line;
string current = "";
bool readBones = false;
int frame = 0, prevframe = 0;
Animation.KeyFrame k = new Animation.KeyFrame();
STSkeleton vbn = v;
if (v != null && v.bones.Count == 0)
{
readBones = true;
}
else
vbn = new STSkeleton();
while ((line = reader.ReadLine()) != null)
{
line = Regex.Replace(line, @"\s+", " ");
string[] args = line.Replace(";", "").TrimStart().Split(' ');
if (args[0].Equals("nodes") || args[0].Equals("skeleton") || args[0].Equals("end") || args[0].Equals("time"))
{
current = args[0];
if (args.Length > 1)
{
prevframe = frame;
frame = int.Parse(args[1]);
/*if (frame != prevframe + 1) {
Console.WriteLine ("Needs interpolation " + frame);
}*/
k = new Animation.KeyFrame();
k.Frame = frame;
//a.addKeyframe(k);
}
continue;
}
if (current.Equals("nodes"))
{
STBone b = new STBone(vbn);
b.Text = args[1].Replace("\"", "");
b.parentIndex = int.Parse(args[2]);
//b.children = new System.Collections.Generic.List<int> ();
vbn.bones.Add(b);
Animation.KeyNode node = new Animation.KeyNode(b.Text);
a.Bones.Add(node);
}
if (current.Equals("time"))
{
// reading the skeleton if this isn't an animation
if (readBones && frame == 0)
{
STBone b = vbn.bones[int.Parse(args[0])];
b.position = new float[3];
b.rotation = new float[3];
b.scale = new float[3];
b.position[0] = float.Parse(args[1]);
b.position[1] = float.Parse(args[2]);
b.position[2] = float.Parse(args[3]);
b.rotation[0] = float.Parse(args[4]);
b.rotation[1] = float.Parse(args[5]);
b.rotation[2] = float.Parse(args[6]);
b.scale[0] = 1f;
b.scale[1] = 1f;
b.scale[2] = 1f;
b.pos = new Vector3(float.Parse(args[1]), float.Parse(args[2]), float.Parse(args[3]));
b.rot = STSkeleton.FromEulerAngles(float.Parse(args[6]), float.Parse(args[5]), float.Parse(args[4]));
if (b.parentIndex != -1)
vbn.bones[b.parentIndex].Nodes.Add(b);
}
Animation.KeyNode bone = a.GetBone(vbn.bones[int.Parse(args[0])].Text);
bone.RotType = Animation.RotationType.EULER;
Animation.KeyFrame n = new Animation.KeyFrame();
n.Value = float.Parse(args[1]);
n.Frame = frame;
bone.XPOS.Keys.Add(n);
n = new Animation.KeyFrame();
n.Value = float.Parse(args[2]);
n.Frame = frame;
bone.YPOS.Keys.Add(n);
n = new Animation.KeyFrame();
n.Value = float.Parse(args[3]);
n.Frame = frame;
bone.ZPOS.Keys.Add(n);
n = new Animation.KeyFrame();
n.Value = float.Parse(args[4]);
n.Frame = frame;
bone.XROT.Keys.Add(n);
n = new Animation.KeyFrame();
n.Value = float.Parse(args[5]);
n.Frame = frame;
bone.YROT.Keys.Add(n);
n = new Animation.KeyFrame();
n.Value = float.Parse(args[6]);
n.Frame = frame;
bone.ZROT.Keys.Add(n);
if (args.Length > 7)
{
n = new Animation.KeyFrame();
n.Value = float.Parse(args[7]);
n.Frame = frame;
bone.XSCA.Keys.Add(n);
n = new Animation.KeyFrame();
n.Value = float.Parse(args[8]);
n.Frame = frame;
bone.YSCA.Keys.Add(n);
n = new Animation.KeyFrame();
n.Value = float.Parse(args[9]);
n.Frame = frame;
bone.ZSCA.Keys.Add(n);
}
}
}
a.FrameCount = frame;
vbn.update();
}
public static void Save(Animation anim, STSkeleton Skeleton, String Fname)
{
using (System.IO.StreamWriter file = new System.IO.StreamWriter(@Fname))
{
file.WriteLine("version 1");
file.WriteLine("nodes");
foreach (STBone b in Skeleton.bones)
{
file.WriteLine(Skeleton.bones.IndexOf(b) + " \"" + b.Text + "\" " + b.parentIndex);
}
file.WriteLine("end");
file.WriteLine("skeleton");
anim.SetFrame(0);
for (int i = 0; i <= anim.FrameCount; i++)
{
anim.NextFrame(Skeleton);
file.WriteLine("time " + i);
foreach (Animation.KeyNode sb in anim.Bones)
{
STBone b = Skeleton.GetBone(sb.Text);
if (b == null) continue;
Vector3 eul = ANIM.quattoeul(b.rot);
file.WriteLine(Skeleton.bones.IndexOf(b) + " " + b.pos.X + " " + b.pos.Y + " " + b.pos.Z + " " + eul.X + " " + eul.Y + " " + eul.Z);
}
}
file.WriteLine("end");
file.Close();
}
}
}
}

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@ -197,10 +197,11 @@
<Compile Include="Animations\SceneAnimation.cs" /> <Compile Include="Animations\SceneAnimation.cs" />
<Compile Include="Audio\AudioFileRipper.cs" /> <Compile Include="Audio\AudioFileRipper.cs" />
<Compile Include="Audio\VGAudioFile.cs" /> <Compile Include="Audio\VGAudioFile.cs" />
<Compile Include="FileFormats\Animation\SMD.cs" />
<Compile Include="FileFormats\APNG\APNG.cs" /> <Compile Include="FileFormats\APNG\APNG.cs" />
<Compile Include="FileFormats\APNG\CRC.cs" /> <Compile Include="FileFormats\APNG\CRC.cs" />
<Compile Include="FileFormats\Assimp\AssimpSaver.cs" /> <Compile Include="FileFormats\Assimp\AssimpSaver.cs" />
<Compile Include="FileFormats\SEANIM.cs" /> <Compile Include="FileFormats\Animation\SEANIM.cs" />
<Compile Include="Forms\BatchFormatExport.cs"> <Compile Include="Forms\BatchFormatExport.cs">
<SubType>Form</SubType> <SubType>Form</SubType>
</Compile> </Compile>