mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-18 08:53:08 +00:00
1111 lines
45 KiB
C#
1111 lines
45 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.IO;
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using System.Threading.Tasks;
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using Syroot.NintenTools.Bfres;
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using Syroot.NintenTools.Bfres.Helpers;
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using Syroot.NintenTools.Bfres.GX2;
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using System.Windows.Forms;
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using Bfres.Structs;
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using Switch_Toolbox.Library.IO;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.Rendering;
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using OpenTK;
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using ResNSW = Syroot.NintenTools.NSW.Bfres;
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namespace FirstPlugin
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{
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public static class BfresWiiU
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{
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public static byte[] CreateNewBFRES(string Name)
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{
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MemoryStream mem = new MemoryStream();
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ResFile resFile = new ResFile();
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resFile.Name = Name;
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resFile.Save(mem);
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var data = mem.ToArray();
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mem.Close();
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mem.Dispose();
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return data;
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}
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public static Model SetModel(FMDL fmdl)
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{
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Model model = new Model();
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model.Name = fmdl.Text;
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model.Path = "";
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model.Shapes = new ResDict<Shape>();
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model.VertexBuffers = new List<VertexBuffer>();
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model.Materials = new ResDict<Material>();
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model.UserData = new ResDict<UserData>();
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model.Skeleton = new Skeleton();
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model.Skeleton = fmdl.Skeleton.node.SkeletonU;
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model.UserData = fmdl.ModelU.UserData;
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fmdl.Skeleton.CalculateIndices();
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int i = 0;
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var duplicates = fmdl.shapes.GroupBy(c => c.Text).Where(g => g.Skip(1).Any()).SelectMany(c => c);
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foreach (var shape in duplicates)
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shape.Text += i++;
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foreach (FSHP shape in fmdl.shapes)
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{
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BFRES.CheckMissingTextures(shape);
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SetShape(shape, shape.ShapeU);
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model.Shapes.Add(shape.Text, shape.ShapeU);
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model.VertexBuffers.Add(shape.VertexBufferU);
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shape.ShapeU.VertexBufferIndex = (ushort)(model.VertexBuffers.Count - 1);
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// BFRES.SetShaderAssignAttributes(shape.GetMaterial().shaderassign, shape);
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}
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foreach (FMAT mat in fmdl.materials.Values)
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{
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SetMaterial(mat, mat.MaterialU, fmdl.GetResFileU());
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model.Materials.Add(mat.Text, mat.MaterialU);
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}
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return model;
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}
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public static void ReadModel(FMDL model, Model mdl)
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{
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if (model == null)
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model = new FMDL();
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model.Text = mdl.Name;
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model.Skeleton = new FSKL(mdl.Skeleton);
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model.Nodes.RemoveAt(2);
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model.Nodes.Add(model.Skeleton.node);
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model.ModelU = mdl;
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foreach (Material mat in mdl.Materials.Values)
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{
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FMAT FMAT = new FMAT();
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FMAT.Text = mat.Name;
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FMAT.ReadMaterial(mat);
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model.Nodes["FmatFolder"].Nodes.Add(FMAT);
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model.materials.Add(FMAT.Text, FMAT);
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}
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foreach (Shape shp in mdl.Shapes.Values)
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{
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VertexBuffer vertexBuffer = mdl.VertexBuffers[shp.VertexBufferIndex];
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Material material = mdl.Materials[shp.MaterialIndex];
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FSHP mesh = new FSHP();
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ReadShapesVertices(mesh, shp, vertexBuffer, model);
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mesh.MaterialIndex = shp.MaterialIndex;
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model.Nodes["FshpFolder"].Nodes.Add(mesh);
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model.shapes.Add(mesh);
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}
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}
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public static void ReadShapesVertices(FSHP fshp, Shape shp, VertexBuffer vertexBuffer, FMDL model)
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{
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fshp.boundingBoxes.Clear();
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fshp.boundingRadius.Clear();
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fshp.BoneIndices.Clear();
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foreach (Bounding bnd in shp.SubMeshBoundings)
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{
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FSHP.BoundingBox box = new FSHP.BoundingBox();
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box.Center = new Vector3(bnd.Center.X, bnd.Center.Y, bnd.Center.Z);
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box.Extend = new Vector3(bnd.Extent.X, bnd.Extent.Y, bnd.Extent.Z);
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fshp.boundingBoxes.Add(box);
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}
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foreach (float rad in shp.RadiusArray)
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{
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fshp.boundingRadius.Add(rad);
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}
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fshp.VertexBufferIndex = shp.VertexBufferIndex;
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fshp.ShapeU = shp;
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fshp.VertexBufferU = vertexBuffer;
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fshp.VertexSkinCount = shp.VertexSkinCount;
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fshp.BoneIndex = shp.BoneIndex;
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fshp.Text = shp.Name;
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fshp.TargetAttribCount = shp.TargetAttribCount;
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fshp.MaterialIndex = shp.MaterialIndex;
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if (shp.SkinBoneIndices != null)
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{
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foreach (ushort bn in shp.SkinBoneIndices)
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fshp.BoneIndices.Add(bn);
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}
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ReadMeshes(fshp, shp);
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ReadVertexBuffer(fshp, vertexBuffer, model);
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}
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private static void ReadMeshes(FSHP fshp, Shape shp)
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{
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fshp.lodMeshes.Clear();
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foreach (Mesh msh in shp.Meshes)
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{
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uint FaceCount = msh.IndexCount;
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uint[] indicesArray = msh.GetIndices().ToArray();
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FSHP.LOD_Mesh lod = new FSHP.LOD_Mesh();
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foreach (SubMesh subMsh in msh.SubMeshes)
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{
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FSHP.LOD_Mesh.SubMesh sub = new FSHP.LOD_Mesh.SubMesh();
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sub.size = subMsh.Count;
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sub.offset = subMsh.Offset;
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lod.subMeshes.Add(sub);
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}
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lod.IndexFormat = (STIndexFormat)msh.IndexFormat;
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lod.PrimitiveType = (STPolygonType)msh.PrimitiveType;
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lod.FirstVertex = msh.FirstVertex;
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for (int face = 0; face < FaceCount; face++)
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lod.faces.Add((int)indicesArray[face] + (int)msh.FirstVertex);
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fshp.lodMeshes.Add(lod);
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}
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}
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private static void ReadVertexBuffer(FSHP fshp, VertexBuffer vtx, FMDL model)
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{
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fshp.vertices.Clear();
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fshp.vertexAttributes.Clear();
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//Create a buffer instance which stores all the buffer data
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VertexBufferHelper helper = new VertexBufferHelper(vtx, Syroot.BinaryData.ByteOrder.BigEndian);
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//Set each array first from the lib if exist. Then add the data all in one loop
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Syroot.Maths.Vector4F[] vec4Positions = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4Normals = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4uv0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4uv1 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4uv2 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4c0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4t0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4b0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4w0 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4i0 = new Syroot.Maths.Vector4F[0];
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//For shape morphing
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Syroot.Maths.Vector4F[] vec4Positions1 = new Syroot.Maths.Vector4F[0];
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Syroot.Maths.Vector4F[] vec4Positions2 = new Syroot.Maths.Vector4F[0];
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foreach (VertexAttrib att in vtx.Attributes.Values)
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{
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FSHP.VertexAttribute attr = new FSHP.VertexAttribute();
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attr.Name = att.Name;
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attr.Format = attr.GetTypeWiiU(att.Format);
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if (att.Name == "_p0")
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vec4Positions = AttributeData(att, helper, "_p0");
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if (att.Name == "_n0")
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vec4Normals = AttributeData(att, helper, "_n0");
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if (att.Name == "_u0")
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vec4uv0 = AttributeData(att, helper, "_u0");
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if (att.Name == "_u1")
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vec4uv1 = AttributeData(att, helper, "_u1");
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if (att.Name == "_u2")
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vec4uv2 = AttributeData(att, helper, "_u2");
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if (att.Name == "_c0")
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vec4c0 = AttributeData(att, helper, "_c0");
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if (att.Name == "_t0")
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vec4t0 = AttributeData(att, helper, "_t0");
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if (att.Name == "_b0")
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vec4b0 = AttributeData(att, helper, "_b0");
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if (att.Name == "_w0")
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vec4w0 = AttributeData(att, helper, "_w0");
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if (att.Name == "_i0")
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vec4i0 = AttributeData(att, helper, "_i0");
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if (att.Name == "_p1")
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vec4Positions1 = AttributeData(att, helper, "_p1");
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if (att.Name == "_p2")
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vec4Positions2 = AttributeData(att, helper, "_p2");
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fshp.vertexAttributes.Add(attr);
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}
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for (int i = 0; i < vec4Positions.Length; i++)
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{
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Vertex v = new Vertex();
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if (vec4Positions.Length > 0)
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v.pos = new Vector3(vec4Positions[i].X, vec4Positions[i].Y, vec4Positions[i].Z);
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if (vec4Positions1.Length > 0)
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v.pos1 = new Vector3(vec4Positions1[i].X, vec4Positions1[i].Y, vec4Positions1[i].Z);
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if (vec4Positions2.Length > 0)
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v.pos2 = new Vector3(vec4Positions2[i].X, vec4Positions2[i].Y, vec4Positions2[i].Z);
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if (vec4Normals.Length > 0)
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v.nrm = new Vector3(vec4Normals[i].X, vec4Normals[i].Y, vec4Normals[i].Z);
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if (vec4uv0.Length > 0)
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v.uv0 = new Vector2(vec4uv0[i].X, vec4uv0[i].Y);
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if (vec4uv1.Length > 0)
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v.uv1 = new Vector2(vec4uv1[i].X, vec4uv1[i].Y);
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if (vec4uv2.Length > 0)
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v.uv2 = new Vector2(vec4uv2[i].X, vec4uv2[i].Y);
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if (vec4w0.Length > 0)
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{
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v.boneWeights.Add(vec4w0[i].X);
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v.boneWeights.Add(vec4w0[i].Y);
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v.boneWeights.Add(vec4w0[i].Z);
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v.boneWeights.Add(vec4w0[i].W);
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}
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if (vec4i0.Length > 0)
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{
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v.boneIds.Add((int)vec4i0[i].X);
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v.boneIds.Add((int)vec4i0[i].Y);
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v.boneIds.Add((int)vec4i0[i].Z);
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v.boneIds.Add((int)vec4i0[i].W);
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}
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if (vec4t0.Length > 0)
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v.tan = new Vector4(vec4t0[i].X, vec4t0[i].Y, vec4t0[i].Z, vec4t0[i].W);
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if (vec4b0.Length > 0)
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v.bitan = new Vector4(vec4b0[i].X, vec4b0[i].Y, vec4b0[i].Z, vec4b0[i].W);
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if (vec4c0.Length > 0)
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v.col = new Vector4(vec4c0[i].X, vec4c0[i].Y, vec4c0[i].Z, vec4c0[i].W);
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if (fshp.VertexSkinCount == 1)
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{
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int boneIndex = fshp.BoneIndex;
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if (v.boneIds.Count > 0)
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boneIndex = model.Skeleton.Node_Array[v.boneIds[0]];
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//Check if the bones are a rigid type
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//In game it seems to not transform if they are not rigid
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if (model.Skeleton.bones[boneIndex].RigidMatrixIndex != -1)
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{
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Matrix4 sb = model.Skeleton.bones[boneIndex].Transform;
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v.pos = Vector3.TransformPosition(v.pos, sb);
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v.nrm = Vector3.TransformNormal(v.nrm, sb);
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}
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}
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if (fshp.VertexSkinCount == 0)
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{
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try
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{
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if (model.Skeleton.bones.Count > 0) {
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int boneIndex = fshp.BoneIndex;
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Matrix4 NoBindFix = model.Skeleton.bones[boneIndex].Transform;
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v.pos = Vector3.TransformPosition(v.pos, NoBindFix);
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v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix);
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}
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}
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catch //Matrix failed. Print the coordinate data of the bone
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{
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Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].Text);
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Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetPosition());
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Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetRotation());
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Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetScale());
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}
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}
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fshp.vertices.Add(v);
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}
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}
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private static Syroot.Maths.Vector4F[] AttributeData(VertexAttrib att, VertexBufferHelper helper, string attName)
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{
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VertexBufferHelperAttrib attd = helper[attName];
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return attd.Data;
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}
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public static void ReadSkeleton(this TreeNodeCustom skl, Skeleton skeleton, FSKL RenderableSkeleton)
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{
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if (skeleton.MatrixToBoneList == null)
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skeleton.MatrixToBoneList = new List<ushort>();
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RenderableSkeleton.Node_Array = new int[skeleton.MatrixToBoneList.Count];
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int nodes = 0;
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foreach (ushort node in skeleton.MatrixToBoneList)
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{
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RenderableSkeleton.Node_Array[nodes] = node;
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nodes++;
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}
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RenderableSkeleton.bones.Clear();
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foreach (Bone bone in skeleton.Bones.Values)
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{
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BfresBone STBone = new BfresBone(RenderableSkeleton);
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ReadBone(STBone, bone);
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RenderableSkeleton.bones.Add(STBone);
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}
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skl.Nodes.Clear();
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foreach (var bone in RenderableSkeleton.bones) {
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if (bone.Parent == null)
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{
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skl.Nodes.Add(bone);
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}
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}
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RenderableSkeleton.update();
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RenderableSkeleton.reset();
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}
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public static void ReadBone(this BfresBone bone, Bone bn, bool SetParent = true)
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{
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bone.BoneU = bn;
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bone.FlagVisible = bn.Flags.HasFlag(BoneFlags.Visible);
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bone.Text = bn.Name;
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bone.RigidMatrixIndex = bn.RigidMatrixIndex;
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bone.SmoothMatrixIndex = bn.SmoothMatrixIndex;
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bone.BillboardIndex = bn.BillboardIndex;
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bone.UseRigidMatrix = bn.RigidMatrixIndex != -1;
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bone.UseSmoothMatrix = bn.SmoothMatrixIndex != -1;
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if (SetParent)
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bone.parentIndex = bn.ParentIndex;
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bone.scale = new float[3];
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bone.rotation = new float[4];
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bone.position = new float[3];
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if (bn.FlagsRotation == BoneFlagsRotation.Quaternion)
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bone.RotationType = STBone.BoneRotationType.Quaternion;
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else
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bone.RotationType = STBone.BoneRotationType.Euler;
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bone.scale[0] = bn.Scale.X;
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bone.scale[1] = bn.Scale.Y;
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bone.scale[2] = bn.Scale.Z;
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bone.rotation[0] = bn.Rotation.X;
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bone.rotation[1] = bn.Rotation.Y;
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bone.rotation[2] = bn.Rotation.Z;
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bone.rotation[3] = bn.Rotation.W;
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bone.position[0] = bn.Position.X;
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bone.position[1] = bn.Position.Y;
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bone.position[2] = bn.Position.Z;
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}
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public static void SetShape(this FSHP s, Shape shp)
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{
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shp.Name = s.Text;
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shp.MaterialIndex = (ushort)s.MaterialIndex;
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shp.BoneIndex = (ushort)s.BoneIndex;
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if (shp.SubMeshBoundingNodes == null)
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shp.SubMeshBoundingNodes = new List<BoundingNode>();
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if (shp.SubMeshBoundingIndices == null)
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shp.SubMeshBoundingIndices = new List<ushort>();
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if (shp.SkinBoneIndices == null)
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shp.SkinBoneIndices = new List<ushort>();
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int indx = 0;
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foreach (var mesh in shp.Meshes)
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{
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switch (s.lodMeshes[indx].PrimitiveType)
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{
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case STPolygonType.Triangle:
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mesh.PrimitiveType = GX2PrimitiveType.Triangles;
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break;
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case STPolygonType.Line:
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mesh.PrimitiveType = GX2PrimitiveType.Lines;
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break;
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case STPolygonType.LineStrip:
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mesh.PrimitiveType = GX2PrimitiveType.LineStrip;
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break;
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case STPolygonType.Point:
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mesh.PrimitiveType = GX2PrimitiveType.Points;
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break;
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}
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indx++;
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}
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}
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public static void SetMaterial(this FMAT m, Material mat, ResFile ResFile)
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{
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mat.Name = m.Text;
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if (m.Enabled)
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mat.Flags = MaterialFlags.Visible;
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else
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mat.Flags = MaterialFlags.None;
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if (mat.ShaderParamData == null)
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mat.ShaderParamData = new byte[0];
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byte[] ParamData = WriteShaderParams(m, mat);
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if (ParamData.Length != mat.ShaderParamData.Length)
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throw new Exception("Param size mis match!");
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else
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mat.ShaderParamData = ParamData;
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WriteRenderInfo(m, mat);
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WriteTextureRefs(m, mat, ResFile);
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WriteShaderAssign(m.shaderassign, mat);
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}
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public static void ReadMaterial(this FMAT m, Material mat)
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{
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m.MaterialU = mat;
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if (mat.Flags == MaterialFlags.Visible)
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m.Enabled = true;
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else
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m.Enabled = false;
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m.ReadRenderInfo(mat);
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m.ReadShaderAssign(mat);
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m.SetActiveGame();
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m.ReadShaderParams(mat);
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m.ReadTextureRefs(mat);
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m.ReadRenderState(mat.RenderState);
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m.UpdateRenderPass();
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}
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public static void ReadRenderState(this FMAT m, RenderState renderState)
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{
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}
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public static void ReadTextureRefs(this FMAT m, Material mat)
|
|
{
|
|
m.TextureMaps.Clear();
|
|
|
|
int AlbedoCount = 0;
|
|
int id = 0;
|
|
string TextureName = "";
|
|
if (mat.TextureRefs == null)
|
|
mat.TextureRefs = new List<TextureRef>();
|
|
|
|
int textureUnit = 1;
|
|
foreach (var tex in mat.TextureRefs)
|
|
{
|
|
TextureName = tex.Name;
|
|
|
|
MatTexture texture = new MatTexture();
|
|
texture.wiiUSampler = mat.Samplers[id].TexSampler;
|
|
|
|
texture.MinLod = mat.Samplers[id].TexSampler.MinLod;
|
|
texture.MaxLod = mat.Samplers[id].TexSampler.MaxLod;
|
|
texture.BiasLod = mat.Samplers[id].TexSampler.LodBias;
|
|
|
|
texture.wrapModeS = (int)mat.Samplers[id].TexSampler.ClampX;
|
|
texture.wrapModeT = (int)mat.Samplers[id].TexSampler.ClampY;
|
|
texture.wrapModeW = (int)mat.Samplers[id].TexSampler.ClampZ;
|
|
mat.Samplers.TryGetKey(mat.Samplers[id], out texture.SamplerName);
|
|
|
|
string useSampler = texture.SamplerName;
|
|
|
|
//Use the fragment sampler in the shader assign section. It's usually more accurate this way
|
|
if (mat.ShaderAssign.SamplerAssigns.ContainsKey(texture.SamplerName))
|
|
useSampler = mat.ShaderAssign.SamplerAssigns[texture.SamplerName];
|
|
|
|
|
|
if (mat.Samplers[id].TexSampler.MinFilter == GX2TexXYFilterType.Point)
|
|
texture.minFilter = 1;
|
|
if (mat.Samplers[id].TexSampler.MagFilter == GX2TexXYFilterType.Point)
|
|
texture.magFilter = 1;
|
|
if (mat.Samplers[id].TexSampler.MinFilter == GX2TexXYFilterType.Bilinear)
|
|
texture.minFilter = 0;
|
|
if (mat.Samplers[id].TexSampler.MagFilter == GX2TexXYFilterType.Bilinear)
|
|
texture.magFilter = 0;
|
|
|
|
if (Runtime.activeGame == Runtime.ActiveGame.MK8D)
|
|
{
|
|
if (useSampler == "_a0")
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
else if (useSampler == "_a1")
|
|
{
|
|
m.HasDiffuseLayer = true;
|
|
texture.Type = MatTexture.TextureType.DiffuseLayer2;
|
|
}
|
|
else if (useSampler == "_n0")
|
|
{
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
else if (useSampler == "_e0")
|
|
{
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
else if (texture.SamplerName == "_s0" || useSampler == "_s0")
|
|
{
|
|
m.HasSpecularMap = true;
|
|
texture.Type = MatTexture.TextureType.Specular;
|
|
}
|
|
else if (useSampler == "_x0")
|
|
{
|
|
m.HasSphereMap = true;
|
|
texture.Type = MatTexture.TextureType.SphereMap;
|
|
}
|
|
else if (useSampler == "_b0")
|
|
{
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
else if (texture.SamplerName == "bake0")
|
|
{
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
else if (useSampler == "_b1")
|
|
{
|
|
m.HasLightMap = true;
|
|
texture.Type = MatTexture.TextureType.Light;
|
|
}
|
|
else if (texture.SamplerName == "_ao0")
|
|
{
|
|
texture.Type = MatTexture.TextureType.AO;
|
|
m.HasAmbientOcclusionMap = true;
|
|
}
|
|
}
|
|
else if (Runtime.activeGame == Runtime.ActiveGame.SMO)
|
|
{
|
|
if (useSampler == "_a0")
|
|
{
|
|
if (AlbedoCount == 0)
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
}
|
|
else if (useSampler == "_n0")
|
|
{
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
else if (useSampler == "_e0")
|
|
{
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
else if (TextureName.Contains("mtl"))
|
|
{
|
|
m.HasMetalnessMap = true;
|
|
texture.Type = MatTexture.TextureType.Metalness;
|
|
}
|
|
else if (TextureName.Contains("rgh"))
|
|
{
|
|
texture.Type = MatTexture.TextureType.Roughness;
|
|
m.HasRoughnessMap = true;
|
|
}
|
|
else if (TextureName.Contains("sss"))
|
|
{
|
|
|
|
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
|
|
m.HasSubSurfaceScatteringMap = true;
|
|
}
|
|
else if (texture.SamplerName == "_ao0")
|
|
{
|
|
texture.Type = MatTexture.TextureType.AO;
|
|
m.HasAmbientOcclusionMap = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (texture.SamplerName == "s_diffuse")
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
else if (texture.SamplerName == "s_normal")
|
|
{
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
else if (texture.SamplerName == "s_specmask")
|
|
{
|
|
m.HasSpecularMap = true;
|
|
texture.Type = MatTexture.TextureType.Specular;
|
|
}
|
|
else if (useSampler == "_a0")
|
|
{
|
|
m.HasDiffuseMap = true;
|
|
AlbedoCount++;
|
|
texture.Type = MatTexture.TextureType.Diffuse;
|
|
}
|
|
if (useSampler == "_n0")
|
|
{
|
|
m.HasNormalMap = true;
|
|
texture.Type = MatTexture.TextureType.Normal;
|
|
}
|
|
else if (TextureName.Contains("Emm"))
|
|
{
|
|
m.HasEmissionMap = true;
|
|
texture.Type = MatTexture.TextureType.Emission;
|
|
}
|
|
else if (TextureName.Contains("Spm"))
|
|
{
|
|
m.HasSpecularMap = true;
|
|
texture.Type = MatTexture.TextureType.Specular;
|
|
}
|
|
else if (TextureName.Contains("b00"))
|
|
{
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
else if (texture.SamplerName == "bake0")
|
|
{
|
|
m.HasShadowMap = true;
|
|
texture.Type = MatTexture.TextureType.Shadow;
|
|
}
|
|
else if (TextureName.Contains("Moc") || TextureName.Contains("AO"))
|
|
{
|
|
m.HasAmbientOcclusionMap = true;
|
|
texture.Type = MatTexture.TextureType.AO;
|
|
}
|
|
else if (TextureName.Contains("b01"))
|
|
{
|
|
m.HasLightMap = true;
|
|
texture.Type = MatTexture.TextureType.Light;
|
|
}
|
|
else if (TextureName.Contains("MRA")) //Metalness, Roughness, and Cavity Map in one
|
|
{
|
|
m.HasRoughnessMap = true;
|
|
texture.Type = MatTexture.TextureType.MRA;
|
|
}
|
|
else if (TextureName.Contains("mtl"))
|
|
{
|
|
m.HasMetalnessMap = true;
|
|
texture.Type = MatTexture.TextureType.Metalness;
|
|
}
|
|
else if (TextureName.Contains("rgh"))
|
|
{
|
|
texture.Type = MatTexture.TextureType.Roughness;
|
|
m.HasRoughnessMap = true;
|
|
}
|
|
else if (TextureName.Contains("sss"))
|
|
{
|
|
texture.Type = MatTexture.TextureType.SubSurfaceScattering;
|
|
m.HasSubSurfaceScatteringMap = true;
|
|
}
|
|
else if (texture.SamplerName == "_ao0")
|
|
{
|
|
texture.Type = MatTexture.TextureType.AO;
|
|
m.HasAmbientOcclusionMap = true;
|
|
}
|
|
}
|
|
|
|
texture.textureUnit = textureUnit++;
|
|
|
|
texture.Name = TextureName;
|
|
m.TextureMaps.Add(texture);
|
|
|
|
id++;
|
|
}
|
|
}
|
|
public static void ReadShaderParams(this FMAT m, Material mat)
|
|
{
|
|
m.matparam.Clear();
|
|
|
|
if (mat.ShaderParamData == null)
|
|
return;
|
|
|
|
using (FileReader reader = new FileReader(new System.IO.MemoryStream(mat.ShaderParamData)))
|
|
{
|
|
reader.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
|
|
foreach (ShaderParam param in mat.ShaderParams.Values)
|
|
{
|
|
BfresShaderParam shaderParam = new BfresShaderParam();
|
|
shaderParam.Type = shaderParam.GetTypeWiiU(param.Type);
|
|
shaderParam.Name = param.Name;
|
|
shaderParam.HasPadding = param.UsePadding;
|
|
shaderParam.PaddingLength = param.PaddingLength;
|
|
shaderParam.DependedIndex = param.DependedIndex;
|
|
shaderParam.DependIndex = param.DependIndex;
|
|
|
|
reader.Seek(param.DataOffset, System.IO.SeekOrigin.Begin);
|
|
shaderParam.ReadValue(reader, (int)param.DataSize);
|
|
|
|
m.matparam.Add(param.Name, shaderParam);
|
|
}
|
|
reader.Close();
|
|
}
|
|
}
|
|
public static byte[] WriteShaderParams(this FMAT m, Material mat)
|
|
{
|
|
mat.ShaderParams = new ResDict<ShaderParam>();
|
|
|
|
System.IO.MemoryStream mem = new System.IO.MemoryStream();
|
|
using (FileWriter writer = new FileWriter(mem))
|
|
{
|
|
uint Offset = 0;
|
|
int index = 0;
|
|
writer.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
|
|
foreach (BfresShaderParam shaderParam in m.matparam.Values)
|
|
{
|
|
ShaderParam param = new ShaderParam();
|
|
param.Name = shaderParam.Name;
|
|
param.Type = shaderParam.SetTypeWiiU(shaderParam.Type);
|
|
param.DataOffset = (ushort)Offset;
|
|
param.offset = -1;
|
|
param.callbackPointer = 0;
|
|
param.PaddingLength = shaderParam.PaddingLength;
|
|
|
|
param.DependedIndex = shaderParam.DependedIndex;
|
|
param.DependIndex = shaderParam.DependIndex;
|
|
|
|
writer.Seek(param.DataOffset, System.IO.SeekOrigin.Begin);
|
|
shaderParam.WriteValue(writer);
|
|
|
|
Offset += (param.DataSize + (uint)shaderParam.PaddingLength);
|
|
mat.ShaderParams.Add(param.Name, param);
|
|
index++;
|
|
}
|
|
writer.Close();
|
|
}
|
|
return mem.ToArray();
|
|
}
|
|
public static void ReadRenderInfo(this FMAT m, Material mat)
|
|
{
|
|
m.renderinfo.Clear();
|
|
|
|
foreach (RenderInfo rnd in mat.RenderInfos.Values)
|
|
{
|
|
BfresRenderInfo r = new BfresRenderInfo();
|
|
r.Name = rnd.Name;
|
|
r.Type = r.GetTypeWiiU(rnd.Type);
|
|
switch (rnd.Type)
|
|
{
|
|
case RenderInfoType.Int32: r.ValueInt = rnd.GetValueInt32s(); break;
|
|
case RenderInfoType.Single: r.ValueFloat = rnd.GetValueSingles(); break;
|
|
case RenderInfoType.String: r.ValueString = rnd.GetValueStrings(); break;
|
|
}
|
|
m.renderinfo.Add(r);
|
|
}
|
|
}
|
|
public static void WriteTextureRefs(this FMAT m, Material mat, ResFile resFile)
|
|
{
|
|
mat.TextureRefs = new List<TextureRef>();
|
|
mat.TextureRefs.Clear();
|
|
mat.Samplers.Clear();
|
|
|
|
int index = 0;
|
|
foreach (MatTexture textu in m.TextureMaps)
|
|
{
|
|
TextureRef texref = new TextureRef();
|
|
texref.Name = textu.Name;
|
|
|
|
Sampler sampler = new Sampler();
|
|
sampler.TexSampler = textu.wiiUSampler;
|
|
sampler.Name = textu.SamplerName;
|
|
mat.Samplers.Add(textu.SamplerName, sampler);
|
|
|
|
Texture texMapped = new Texture();
|
|
resFile.Textures.TryGetValue(textu.Name, out texMapped);
|
|
texref.Texture = texMapped;
|
|
|
|
mat.TextureRefs.Add(texref);
|
|
index++;
|
|
}
|
|
}
|
|
public static void WriteRenderInfo(this FMAT m, Material mat)
|
|
{
|
|
if (mat.RenderInfos == null)
|
|
mat.RenderInfos = new ResDict<RenderInfo>();
|
|
|
|
mat.RenderInfos.Clear();
|
|
foreach (BfresRenderInfo rnd in m.renderinfo)
|
|
{
|
|
RenderInfo r = new RenderInfo();
|
|
r.Name = rnd.Name;
|
|
|
|
switch (rnd.Type)
|
|
{
|
|
case ResNSW.RenderInfoType.Int32: r.SetValue(rnd.ValueInt); break;
|
|
case ResNSW.RenderInfoType.Single: r.SetValue(rnd.ValueFloat); break;
|
|
case ResNSW.RenderInfoType.String: r.SetValue(rnd.ValueString); break;
|
|
}
|
|
mat.RenderInfos.Add(r.Name, r);
|
|
}
|
|
}
|
|
public static void ReadShaderAssign(this FMAT m, Material mat)
|
|
{
|
|
m.shaderassign = new FMAT.ShaderAssign();
|
|
|
|
if (mat.ShaderAssign == null)
|
|
mat.ShaderAssign = new ShaderAssign();
|
|
if (mat.ShaderAssign.ShaderOptions == null)
|
|
mat.ShaderAssign.ShaderOptions = new ResDict<ResString>();
|
|
if (mat.ShaderAssign.AttribAssigns == null)
|
|
mat.ShaderAssign.AttribAssigns = new ResDict<ResString>();
|
|
if (mat.ShaderAssign.SamplerAssigns == null)
|
|
mat.ShaderAssign.SamplerAssigns = new ResDict<ResString>();
|
|
|
|
m.shaderassign.options.Clear();
|
|
m.shaderassign.samplers.Clear();
|
|
m.shaderassign.attributes.Clear();
|
|
|
|
m.shaderassign = new FMAT.ShaderAssign();
|
|
m.shaderassign.ShaderArchive = mat.ShaderAssign.ShaderArchiveName;
|
|
m.shaderassign.ShaderModel = mat.ShaderAssign.ShadingModelName;
|
|
|
|
foreach (var op in mat.ShaderAssign.ShaderOptions)
|
|
m.shaderassign.options.Add(op.Key, op.Value);
|
|
|
|
if (mat.ShaderAssign.SamplerAssigns != null)
|
|
{
|
|
foreach (var op in mat.ShaderAssign.SamplerAssigns)
|
|
m.shaderassign.samplers.Add(op.Key, op.Value);
|
|
|
|
}
|
|
if (mat.ShaderAssign.AttribAssigns != null)
|
|
{
|
|
foreach (var op in mat.ShaderAssign.AttribAssigns)
|
|
m.shaderassign.attributes.Add(op.Key, op.Value);
|
|
}
|
|
}
|
|
public static void WriteShaderAssign(this FMAT.ShaderAssign shd, Material mat)
|
|
{
|
|
mat.ShaderAssign = new ShaderAssign();
|
|
mat.ShaderAssign.ShaderOptions = new ResDict<ResString>();
|
|
mat.ShaderAssign.AttribAssigns = new ResDict<ResString>();
|
|
mat.ShaderAssign.SamplerAssigns = new ResDict<ResString>();
|
|
|
|
mat.ShaderAssign.ShaderArchiveName = shd.ShaderArchive;
|
|
mat.ShaderAssign.ShadingModelName = shd.ShaderModel;
|
|
foreach (var option in shd.options)
|
|
mat.ShaderAssign.ShaderOptions.Add(option.Key, option.Value);
|
|
foreach (var samp in shd.samplers)
|
|
mat.ShaderAssign.SamplerAssigns.Add(samp.Key, samp.Value);
|
|
foreach (var att in shd.attributes)
|
|
mat.ShaderAssign.AttribAssigns.Add(att.Key, att.Value);
|
|
}
|
|
|
|
public static Shape SaveShape(FSHP fshp)
|
|
{
|
|
Shape ShapeU = new Shape();
|
|
ShapeU.VertexSkinCount = (byte)fshp.VertexSkinCount;
|
|
ShapeU.Flags = ShapeFlags.HasVertexBuffer;
|
|
ShapeU.BoneIndex = (ushort)fshp.BoneIndex;
|
|
ShapeU.MaterialIndex = (ushort)fshp.MaterialIndex;
|
|
ShapeU.VertexBufferIndex = (ushort)fshp.VertexBufferIndex;
|
|
ShapeU.KeyShapes = new ResDict<KeyShape>();
|
|
ShapeU.Name = fshp.Text;
|
|
ShapeU.TargetAttribCount = (byte)fshp.TargetAttribCount;
|
|
ShapeU.SubMeshBoundings = new List<Bounding>();
|
|
ShapeU.RadiusArray = new List<float>();
|
|
ShapeU.Meshes = new List<Mesh>();
|
|
|
|
foreach (ushort index in fshp.BoneIndices)
|
|
ShapeU.SkinBoneIndices.Add(index);
|
|
|
|
foreach (float radius in fshp.boundingRadius)
|
|
ShapeU.RadiusArray.Add(radius);
|
|
|
|
foreach (FSHP.BoundingBox box in fshp.boundingBoxes)
|
|
{
|
|
Bounding bnd = new Bounding();
|
|
bnd.Center = new Syroot.Maths.Vector3F(box.Center.X, box.Center.Y, box.Center.Z);
|
|
bnd.Extent = new Syroot.Maths.Vector3F(box.Extend.X, box.Extend.Y, box.Extend.Z);
|
|
ShapeU.SubMeshBoundings.Add(bnd);
|
|
}
|
|
|
|
foreach (FSHP.LOD_Mesh mesh in fshp.lodMeshes)
|
|
{
|
|
Mesh msh = new Mesh();
|
|
msh.SubMeshes = new List<SubMesh>();
|
|
msh.PrimitiveType = (GX2PrimitiveType)mesh.PrimitiveType;
|
|
msh.FirstVertex = mesh.FirstVertex;
|
|
|
|
foreach (FSHP.LOD_Mesh.SubMesh sub in mesh.subMeshes)
|
|
{
|
|
SubMesh subMesh = new SubMesh();
|
|
subMesh.Offset = sub.offset;
|
|
subMesh.Count = (uint)mesh.faces.Count;
|
|
msh.SubMeshes.Add(subMesh);
|
|
}
|
|
|
|
IList<uint> faceList = new List<uint>();
|
|
msh.IndexBuffer = new Syroot.NintenTools.Bfres.Buffer();
|
|
foreach (int f in mesh.faces)
|
|
{
|
|
faceList.Add((uint)f);
|
|
}
|
|
if (faceList.Count > 65000)
|
|
{
|
|
MessageBox.Show($"Warning! Your poly count for a single mesh {fshp.Text} is pretty high! ({faceList.Count})." +
|
|
$" You may want to split this!");
|
|
msh.SetIndices(faceList, GX2IndexFormat.UInt32);
|
|
}
|
|
else
|
|
msh.SetIndices(faceList, GX2IndexFormat.UInt16);
|
|
|
|
ShapeU.Meshes.Add(msh);
|
|
break;
|
|
}
|
|
return ShapeU;
|
|
}
|
|
public static void SaveSkeleton(FSKL fskl, List<STBone> Bones)
|
|
{
|
|
if (fskl.node.SkeletonU == null)
|
|
fskl.node.SkeletonU = new Skeleton();
|
|
|
|
fskl.node.SkeletonU.Bones.Clear();
|
|
fskl.node.SkeletonU.MatrixToBoneList = new List<ushort>();
|
|
fskl.node.SkeletonU.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();
|
|
|
|
fskl.node.Nodes.Clear();
|
|
|
|
ushort SmoothIndex = 0;
|
|
foreach (STBone genericBone in Bones)
|
|
{
|
|
genericBone.BillboardIndex = -1;
|
|
|
|
//Clone a generic bone with the generic data
|
|
BfresBone bn = new BfresBone(fskl);
|
|
bn.CloneBaseInstance(genericBone);
|
|
|
|
//Set the bfres bone data
|
|
if (bn.BoneU == null)
|
|
bn.BoneU = new Bone();
|
|
bn.GenericToBfresBone();
|
|
|
|
if (bn.SmoothMatrixIndex != short.MaxValue)
|
|
fskl.node.SkeletonU.MatrixToBoneList.Add(SmoothIndex++);
|
|
|
|
//Check duplicated names
|
|
List<string> names = fskl.bones.Select(o => o.Text).ToList();
|
|
bn.Text = Utils.RenameDuplicateString(names, bn.Text);
|
|
|
|
fskl.node.SkeletonU.InverseModelMatrices.Add(Syroot.Maths.Matrix3x4.Zero);
|
|
fskl.bones.Add(bn);
|
|
|
|
bn.BoneU.Name = bn.Text;
|
|
fskl.node.SkeletonU.Bones.Add(bn.Text, bn.BoneU);
|
|
|
|
//Add bones to tree
|
|
if (bn.Parent == null)
|
|
{
|
|
fskl.node.Nodes.Add(bn);
|
|
}
|
|
}
|
|
|
|
|
|
fskl.update();
|
|
fskl.reset();
|
|
|
|
fskl.Node_Array = new int[fskl.node.SkeletonU.MatrixToBoneList.Count];
|
|
int nodes = 0;
|
|
foreach (ushort node in fskl.node.SkeletonU.MatrixToBoneList)
|
|
{
|
|
fskl.Node_Array[nodes] = node;
|
|
nodes++;
|
|
}
|
|
}
|
|
public static void SaveVertexBuffer(FSHP fshp)
|
|
{
|
|
VertexBuffer buffer = new VertexBuffer();
|
|
buffer.Attributes = new ResDict<VertexAttrib>();
|
|
|
|
VertexBufferHelper helper = new VertexBufferHelper(buffer, Syroot.BinaryData.ByteOrder.BigEndian);
|
|
List<VertexBufferHelperAttrib> atrib = new List<VertexBufferHelperAttrib>();
|
|
|
|
fshp.UpdateVertices();
|
|
|
|
Console.WriteLine("Creating Buffer");
|
|
|
|
foreach (FSHP.VertexAttribute att in fshp.vertexAttributes)
|
|
{
|
|
if (att.Name == "_p0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.verts.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_n0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.norms.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_u0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.uv0.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_u1")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.uv1.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_u2")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.uv2.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_w0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.weights.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_i0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.boneInd.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_b0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.bitans.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_t0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.tans.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
if (att.Name == "_c0")
|
|
{
|
|
VertexBufferHelperAttrib vert = new VertexBufferHelperAttrib();
|
|
vert.Name = att.Name;
|
|
vert.Data = fshp.colors.ToArray();
|
|
vert.Format = att.SetTypeWiiU(att.Format);
|
|
atrib.Add(vert);
|
|
}
|
|
}
|
|
if (atrib.Count == 0)
|
|
{
|
|
MessageBox.Show("Attributes are empty?");
|
|
return;
|
|
}
|
|
helper.Attributes = atrib;
|
|
fshp.VertexBufferU = helper.ToVertexBuffer();
|
|
fshp.VertexBufferU.VertexSkinCount = fshp.VertexSkinCount;
|
|
}
|
|
|
|
public static void WriteExternalFiles(ResFile resFile, TreeNode EditorRoot)
|
|
{
|
|
resFile.ExternalFiles.Clear();
|
|
if (EditorRoot.Nodes.ContainsKey("EXT"))
|
|
{
|
|
foreach (TreeNode node in EditorRoot.Nodes["EXT"].Nodes)
|
|
{
|
|
ExternalFile ext = new ExternalFile();
|
|
if (node is BNTX)
|
|
ext.Data = ((BNTX)node).Save();
|
|
else
|
|
ext.Data = ((ExternalFileData)node).Data;
|
|
|
|
resFile.ExternalFiles.Add(node.Text, ext);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|