using System; using System.Collections.Generic; using System.IO; using System.Text; using System.Threading.Tasks; using Toolbox.Library; using Toolbox.Library.Rendering; using System.Windows.Forms; using OpenTK; using System.Linq; namespace FirstPlugin { public class CsvModel : IFileFormat { public FileType FileType { get; set; } = FileType.Spreadsheet; public bool CanSave { get; set; } public string[] Description { get; set; } = new string[] { "CSV Model" }; public string[] Extension { get; set; } = new string[] { "*.csv" }; public string FileName { get; set; } public string FilePath { get; set; } public IFileInfo IFileInfo { get; set; } public bool Identify(System.IO.Stream stream) { return false; } public Type[] Types { get { List types = new List(); return types.ToArray(); } } public List objects = new List(); public class Model { public string Name { get; set; } public int UVChannelCount { get; set; } public DataType type; public DataSubType subType; public List bones = new List(); public List weights = new List(); } public enum DataType : int { vertex = 1, faces = 2, bones = 3, } public enum DataSubType : int { position = 0, normals = 1, colors = 2, uv0 = 3, uv1 = 4, uv2 = 5, uv3 = 6, } float X, Y, Z, W; public void Load(System.IO.Stream stream) { LoadFile(stream); } public void LoadFile(Stream stream, bool IsModel = false) { if (!IsModel) { MessageBox.Show("Not valid model csv"); return; } string line = null; List models = new List(); TextReader csv = new StreamReader(stream); Model model = new Model(); STGenericObject STobj = new STGenericObject(); Vertex vtx = new Vertex(); STGenericObject.LOD_Mesh lod = new STGenericObject.LOD_Mesh(); int Index = 0; while (true) { line = csv.ReadLine(); if (line != null) { if (line.StartsWith("Obj Name")) { model = new Model(); STobj = new STGenericObject(); model.Name = line.Split(':')[1].Replace("\n", ""); model.subType = DataSubType.position; models.Add(model); STobj.ObjectName = model.Name; lod = new STGenericObject.LOD_Mesh(); lod.IndexFormat = STIndexFormat.UInt16; lod.PrimitiveType = STPolygonType.Triangle; STobj.lodMeshes.Add(lod); STobj.VertexBufferIndex = Index; objects.Add(STobj); Index++; } else if (line.StartsWith("tex_Array:")) { } else if (line.StartsWith("Bone_Suport")) { } else if (line.StartsWith("Color_Suport")) { } else if (line.StartsWith("UV_Num:")) { int uvCount; int.TryParse(line.Split(':')[1].Replace("\n", ""), out uvCount); model.UVChannelCount = uvCount; } else if (line.StartsWith("vert_Array")) { model.type = DataType.vertex; } else if (line.StartsWith("face_Array")) { model.type = DataType.faces; } else if (line.StartsWith("bone_Array")) { model.type = DataType.bones; } else { string[] values = line.Replace("\n", "").Replace("\r", "").Split(','); if (model.type == DataType.vertex) { switch (model.subType) { case DataSubType.position: vtx = new Vertex(); STobj.vertices.Add(vtx); STobj.HasPos = true; float.TryParse(values[0], out X); float.TryParse(values[1], out Y); float.TryParse(values[2], out Z); vtx.pos = new Vector3(X, Y, Z); model.subType = DataSubType.normals; break; case DataSubType.normals: STobj.HasNrm = true; float.TryParse(values[0], out X); float.TryParse(values[1], out Y); float.TryParse(values[2], out Z); vtx.nrm = new Vector3(X, Y, Z); model.subType = DataSubType.colors; break; case DataSubType.colors: STobj.HasVertColors = true; float.TryParse(values[0], out X); float.TryParse(values[1], out Y); float.TryParse(values[2], out Z); float.TryParse(values[3], out W); vtx.col = new Vector4(X / 255, Y / 255, Z / 255, 1); model.subType = DataSubType.uv0; break; case DataSubType.uv0: STobj.HasUv0 = true; float.TryParse(values[0], out X); float.TryParse(values[1], out Y); vtx.uv0 = new Vector2(X, 1 - Y); if (model.UVChannelCount == 1) model.subType = DataSubType.position; else model.subType = DataSubType.uv1; break; case DataSubType.uv1: STobj.HasUv1 = true; float.TryParse(values[0], out X); float.TryParse(values[1], out Y); vtx.uv1 = new Vector2(X, 1 - Y); if (model.UVChannelCount == 2) model.subType = DataSubType.position; else model.subType = DataSubType.uv2; break; case DataSubType.uv2: STobj.HasUv2 = true; float.TryParse(values[0], out X); float.TryParse(values[1], out Y); vtx.uv2 = new Vector2(X, 1 - Y); if (model.UVChannelCount == 3) model.subType = DataSubType.position; else model.subType = DataSubType.uv3; break; case DataSubType.uv3: float.TryParse(values[0], out X); float.TryParse(values[1], out Y); model.subType = DataSubType.position; break; } } if (model.type == DataType.faces) { int face; foreach (string v in values) { var cleaned = v.Replace(".0", string.Empty); int.TryParse(cleaned, out face); lod.faces.Add(face-1); } } if (model.type == DataType.bones) { STobj.HasWeights = true; STobj.HasIndices = true; Array.Resize(ref values, values.Length - 1); List bones = new List(); List weights = new List(); int bbs = 0; foreach (string obj in values) { if (bbs == 0) { bones.Add(obj); bbs += 1; } else { float.TryParse(obj, out X); weights.Add(X); bbs = 0; } } STobj.bones.Add(bones.ToArray()); STobj.weightsT.Add(weights.ToArray()); } } } else break; } if (objects[0].weightsT.Count > 0 && objects[0].weightsT.Count != objects[0].vertices.Count) throw new Exception("Incorrect vertex amount"); foreach (STGenericObject obj in objects) { obj.lodMeshes[0].GenerateSubMesh(); for (int v = 0; v < obj.vertices.Count; v++) { foreach (string bn in obj.bones[v]) obj.vertices[v].boneNames.Add(bn); foreach (float f in obj.weightsT[v]) obj.vertices[v].boneWeights.Add(f); } obj.VertexSkinCount = (byte)obj.vertices.Max(v => v.boneNames.Count); int vID = 0; foreach (Vertex v in obj.vertices) { if (v.boneNames.Count == 1) Console.WriteLine($"{vID} {v.boneNames[0]} {v.boneWeights[0]}"); if (v.boneNames.Count == 2) Console.WriteLine($"{vID} {v.boneNames[0]} {v.boneWeights[0]} {v.boneNames[1]} {v.boneWeights[1]}"); if (v.boneNames.Count == 3) Console.WriteLine($"{vID} {v.boneNames[0]} {v.boneWeights[0]} {v.boneNames[1]} {v.boneWeights[1]} {v.boneNames[2]} {v.boneWeights[2]}"); if (v.boneNames.Count == 4) Console.WriteLine($"{vID} {v.boneNames[0]} {v.boneWeights[0]} {v.boneNames[1]} {v.boneWeights[1]} {v.boneNames[2]} {v.boneWeights[2]} {v.boneNames[3]} {v.boneWeights[3]}"); vID++; } } csv.Close(); csv = null; } public void Unload() { } public void Save(System.IO.Stream stream) { using (System.IO.StreamWriter file = new System.IO.StreamWriter(stream)) { foreach (STGenericObject obj in objects) { file.WriteLine($"Obj Name:" + obj.ObjectName); file.WriteLine($"Bone_Suport"); file.WriteLine($"UV_Num:1"); file.WriteLine($"vert_Array"); foreach (Vertex v in obj.vertices) { file.WriteLine($"{v.pos.X},{v.pos.Y},{v.pos.Z}"); file.WriteLine($"{v.nrm.X},{v.nrm.Y},{v.nrm.Z}"); file.WriteLine($"{v.col.X * 255},{v.col.Y * 255},{v.col.Z * 255},{v.col.W * 255}"); file.WriteLine($"{v.uv0.X},{v.uv0.Y}"); // file.WriteLine($"{v.uv1.X},{v.uv1.Y}"); } file.WriteLine($"face_Array"); for (int f = 0; f < obj.faces.Count / 3; f++) { file.WriteLine($"{obj.faces[f] + 1},{obj.faces[f++] + 1},{obj.faces[f++] + 1}"); } file.WriteLine($"bone_Array"); foreach (Vertex v in obj.vertices) { if (v.boneNames.Count == 1) file.WriteLine($"{v.boneNames[0]} {v.boneWeights[0]}"); if (v.boneNames.Count == 2) file.WriteLine($"{v.boneNames[0]} {v.boneWeights[0]} {v.boneNames[1]} {v.boneWeights[1]}"); if (v.boneNames.Count == 3) file.WriteLine($"{v.boneNames[0]} {v.boneWeights[0]} {v.boneNames[1]} {v.boneWeights[1]} {v.boneNames[2]} {v.boneWeights[2]}"); if (v.boneNames.Count == 4) file.WriteLine($"{v.boneNames[0]} {v.boneWeights[0]} {v.boneNames[1]} {v.boneWeights[1]} {v.boneNames[2]} {v.boneWeights[2]} {v.boneNames[3]} {v.boneWeights[3]}"); } } file.Close(); } } } }