Switch-Toolbox/File_Format_Library/GUI/GFBMDL/GFLXModelImporter.cs
KillzXGaming e4722ed1af Alot of additions.
General
- Always allow multiple instances of the tool by default. (UseSingleInstance in config.XML)
- Yaz0 now uses a new library using c code. This improves compression times and is comparable to wzst's yaz0 compressor. Thanks to AboodXD for helping port the code.
- Add flat buffer templates for gfbmdl and gfbanm.
- Redid UV editor. Now using new 2D engine with some improvements. Should work better with mutliple file formats than just bfres.
- Auto compress bfres with .sbfres extension.

BFLYT:
-Add animation reference list to panes if they have any animations.
- Note the animation editor in it is not functional yet.

GFBMDL
- Progress on model importing. Currently crashes on many tests so saving is currently disabled till i figure out why.
- Add new texture map display with UV coordinates shown. Displays how transforms are handled.
- Add option to export materials and models entirely as .json files.

DAE
- improve bone/joint check.
2019-12-07 20:16:13 -05:00

345 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using Toolbox.Library.Forms;
using Toolbox.Library;
using FirstPlugin.GFMDLStructs;
namespace FirstPlugin.Forms
{
public partial class GFLXModelImporter : STForm
{
public bool ImportNewBones => !chkUseOriginalBones.Checked;
private List<STGenericObject> Meshes;
private List<GFLXMesh> OriginalMeshes;
public GfbmdlImportSettings Settings = new GfbmdlImportSettings();
private bool Loaded = false;
public int RotationY => (int)rotateModel90YUD.Value;
public GFLXModelImporter()
{
InitializeComponent();
presetCB.Items.Add("Optimal");
presetCB.SelectedIndex = 0;
stPanel1.BackColor = FormThemes.BaseTheme.TextEditorBackColor;
stPanel2.BackColor = FormThemes.BaseTheme.TextEditorBackColor;
CanResize = false;
}
public void LoadMeshes(List<STGenericObject> meshes, List<STGenericMaterial> importedMats,
List<GFLXMaterialData> originalMaterials, List<GFLXMesh> originalMeshes)
{
Loaded = false;
Meshes = meshes;
OriginalMeshes = originalMeshes;
foreach (var mat in originalMaterials)
{
materiialPresetCB.Items.Add(mat.Text);
}
materiialPresetCB.SelectedIndex = 0;
listViewCustom1.Items.Clear();
for (int i = 0; i < meshes.Count; i++)
{
string material = originalMaterials[0].Text;
//Check if a material name matches one in the preset list
//Then auto match the preset
if (meshes[i].MaterialIndex < importedMats.Count &&
meshes[i].MaterialIndex > 0)
{
string importedMat = importedMats[meshes[i].MaterialIndex].Text;
if (materiialPresetCB.Items.Contains(importedMat))
material = importedMat;
}
Settings.MeshSettings.Add(new GfbmdlImportSettings.MeshSetting()
{
HasColor1 = meshes[i].HasVertColors,
HasColor2 = meshes[i].HasVertColors,
HasTexCoord1 = meshes[i].HasUv0,
HasTexCoord2 = meshes[i].HasUv1,
HasTexCoord3 = meshes[i].HasUv2,
HasNormals = meshes[i].HasNrm,
HasBoneIndices = meshes[i].HasIndices,
HasWeights = meshes[i].HasWeights,
HasBitangents = meshes[i].HasUv0,
Material = material,
});
listViewCustom1.Items.Add($"{meshes[i].ObjectName}");
}
SetDefaultFormats();
Loaded = true;
}
private void SetDefaultFormats()
{
positionFormatCB.LoadEnum(typeof(BufferFormat));
positionFormatCB.SelectedItem = BufferFormat.Float;
normalFormatCB.LoadEnum(typeof(BufferFormat));
normalFormatCB.SelectedItem = BufferFormat.HalfFloat;
bitangentFormatCB.LoadEnum(typeof(BufferFormat));
bitangentFormatCB.SelectedItem = BufferFormat.HalfFloat;
uv0FormatCB.LoadEnum(typeof(BufferFormat));
uv0FormatCB.SelectedItem = BufferFormat.Float;
uv1FormatCB.LoadEnum(typeof(BufferFormat));
uv1FormatCB.SelectedItem = BufferFormat.Float;
color0FormatCB.LoadEnum(typeof(BufferFormat));
color0FormatCB.SelectedItem = BufferFormat.Byte;
color1FormatCB.LoadEnum(typeof(BufferFormat));
color1FormatCB.SelectedItem = BufferFormat.Byte;
boneFormatCB.LoadEnum(typeof(BufferFormat));
boneFormatCB.SelectedItem = BufferFormat.Byte;
weightFormatCB.LoadEnum(typeof(BufferFormat));
weightFormatCB.SelectedItem = BufferFormat.BytesAsFloat;
tangentFormatCB.LoadEnum(typeof(BufferFormat));
tangentFormatCB.SelectedItem = BufferFormat.HalfFloat;
}
private void TryMatchOriginal()
{
if (OriginalMeshes == null || OriginalMeshes?.Count == 0)
return;
Loaded = false;
foreach (var mesh in Meshes)
{
var matchedMesh = (GFLXMesh)OriginalMeshes.FirstOrDefault(x => x.Text == mesh.ObjectName);
if (matchedMesh != null)
{
int index = Meshes.IndexOf(mesh);
var setting = Settings.MeshSettings[index];
foreach (var attribute in matchedMesh.MeshData.Attributes)
{
switch ((VertexType)attribute.VertexType)
{
case VertexType.Position:
setting.PositionFormat = (BufferFormat)attribute.BufferFormat;
break;
case VertexType.Normal:
setting.NormalFormat = (BufferFormat)attribute.BufferFormat;
setting.HasNormals = true;
break;
case VertexType.Color1:
setting.Color1Format = (BufferFormat)attribute.BufferFormat;
setting.HasColor1 = true;
break;
case VertexType.Color2:
setting.Color2Format = (BufferFormat)attribute.BufferFormat;
setting.HasColor2 = true;
break;
case VertexType.UV1:
setting.TexCoord1Format = (BufferFormat)attribute.BufferFormat;
setting.HasTexCoord1 = true;
break;
case VertexType.UV2:
setting.TexCoord2Format = (BufferFormat)attribute.BufferFormat;
setting.HasTexCoord2 = true;
break;
case VertexType.UV3:
setting.TexCoord3Format = (BufferFormat)attribute.BufferFormat;
setting.HasTexCoord3 = true;
break;
case VertexType.UV4:
setting.TexCoord4Format = (BufferFormat)attribute.BufferFormat;
setting.HasTexCoord4 = true;
break;
case VertexType.BoneWeight:
setting.BoneWeightFormat = (BufferFormat)attribute.BufferFormat;
if (mesh.vertices.FirstOrDefault().boneWeights.Count == 0)
{
//Fill weights with 1s
for (int v = 0; v < mesh.vertices.Count; v++)
{
for (int j = 0; j < 1; j++)
mesh.vertices[v].boneWeights.Add(1);
}
}
setting.HasWeights = true;
break;
case VertexType.BoneID:
setting.BoneIndexFormat = (BufferFormat)attribute.BufferFormat;
if (mesh.vertices.FirstOrDefault().boneNames.Count == 0)
{
//Fill indices with 1s
for (int v = 0; v < mesh.vertices.Count; v++)
{
for (int j = 0; j < 1; j++)
mesh.vertices[v].boneIds.Add(1);
}
}
setting.HasBoneIndices = true;
break;
case VertexType.Tangents:
setting.TangentsFormat = (BufferFormat)attribute.BufferFormat;
setting.HasTangents = true;
break;
case VertexType.Binormal:
setting.BitangentnFormat = (BufferFormat)attribute.BufferFormat;
setting.HasBitangents = true;
break;
}
}
}
}
Loaded = true;
}
private void listViewCustom1_SelectedIndexChanged(object sender, EventArgs e) {
if (!Loaded) return;
if (listViewCustom1.SelectedIndices.Count > 0)
{
Loaded = false;
int index = listViewCustom1.SelectedIndices[0];
var mesh = Meshes[index];
var settings = Settings.MeshSettings[index];
materiialPresetCB.SelectedItem = settings.Material;
UpdateSelectedMesh(settings);
Loaded = true;
}
}
private void ApplySettings(object sender, EventArgs e)
{
if (!Loaded) return;
var indices = listViewCustom1.SelectedIndices;
for (int i = 0; i < indices?.Count; i++)
{
int index = indices[i];
var mesh = Meshes[index];
var settings = Settings.MeshSettings[index];
settings.Material = materiialPresetCB.GetSelectedText();
settings.HasNormals = chkUseNormals.Checked;
settings.HasBitangents = chkBitangents.Checked;
settings.HasTexCoord1 = chkHasUv1.Checked;
settings.HasTexCoord2 = chkHasUv2.Checked;
settings.HasColor1 = chkUseColor1.Checked;
settings.HasColor2 = chkUseColor2.Checked;
settings.HasBoneIndices = chkUseBoneIndex.Checked;
settings.HasWeights = chkUseBoneWeights.Checked;
settings.HasTangents = chkTangents.Checked;
settings.PositionFormat = (BufferFormat)positionFormatCB.SelectedItem;
settings.NormalFormat = (BufferFormat)normalFormatCB.SelectedItem;
settings.BitangentnFormat = (BufferFormat)bitangentFormatCB.SelectedItem;
settings.TexCoord1Format = (BufferFormat)uv0FormatCB.SelectedItem;
settings.TexCoord2Format = (BufferFormat)uv1FormatCB.SelectedItem;
settings.Color1Format = (BufferFormat)color0FormatCB.SelectedItem;
settings.Color2Format = (BufferFormat)color1FormatCB.SelectedItem;
settings.BoneIndexFormat = (BufferFormat)boneFormatCB.SelectedItem;
settings.BoneWeightFormat = (BufferFormat)weightFormatCB.SelectedItem;
settings.TangentsFormat = (BufferFormat)tangentFormatCB.SelectedItem;
}
}
private void UpdateSelectedMesh(GfbmdlImportSettings.MeshSetting settings) {
chkUseNormals.Checked = settings.HasNormals;
chkBitangents.Checked = settings.HasBitangents;
chkHasUv1.Checked = settings.HasTexCoord1;
chkHasUv2.Checked = settings.HasTexCoord2;
chkUseColor1.Checked = settings.HasColor1;
chkUseColor2.Checked = settings.HasColor2;
chkUseBoneIndex.Checked = settings.HasBoneIndices;
chkUseBoneWeights.Checked = settings.HasWeights;
chkTangents.Checked = settings.HasTangents;
positionFormatCB.SelectedItem = settings.PositionFormat;
normalFormatCB.SelectedItem = settings.NormalFormat;
bitangentFormatCB.SelectedItem = settings.BitangentnFormat;
uv0FormatCB.SelectedItem = settings.TexCoord1Format;
uv1FormatCB.SelectedItem = settings.TexCoord2Format;
color0FormatCB.SelectedItem = settings.Color1Format;
color1FormatCB.SelectedItem = settings.Color2Format;
boneFormatCB.SelectedItem = settings.BoneIndexFormat;
weightFormatCB.SelectedItem = settings.BoneWeightFormat;
tangentFormatCB.SelectedItem = settings.TangentsFormat;
}
private void stButton1_Click(object sender, EventArgs e) {
if (!Loaded) return;
if (listViewCustom1.SelectedIndices.Count == 0) return;
OpenFileDialog ofd = new OpenFileDialog();
ofd.Filter = "Supported Formats|*.json;";
ofd.DefaultExt = "json";
if (ofd.ShowDialog() == DialogResult.OK)
{
try {
Newtonsoft.Json.JsonConvert.DeserializeObject<Material>(
System.IO.File.ReadAllText(ofd.FileName));
}
catch (Exception ex)
{
STErrorDialog.Show("Failed to load material!", "GFBMDL Importer", ex.ToString());
return;
}
string name = System.IO.Path.GetFileNameWithoutExtension(ofd.FileName);
materiialPresetCB.Items.Add(name);
var indices = listViewCustom1.SelectedIndices;
for (int i = 0; i < indices?.Count; i++)
{
var settings = Settings.MeshSettings[indices[i]];
settings.MaterialFile = ofd.FileName;
settings.Material = name;
}
materiialPresetCB.SelectedItem = name;
}
}
private void chkMatchAttributes_CheckedChanged(object sender, EventArgs e) {
if (chkMatchAttributes.Checked)
{
TryMatchOriginal();
if (listViewCustom1.SelectedIndices.Count > 0)
{
int index = listViewCustom1.SelectedIndices[0];
UpdateSelectedMesh(Settings.MeshSettings[index]);
}
}
}
private void numericUpDownFloat1_ValueChanged(object sender, EventArgs e)
{
}
}
}