Switch-Toolbox/File_Format_Library/FileFormats/Custom/CsvModels.cs
2019-07-29 18:09:53 -04:00

350 lines
14 KiB
C#

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;
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<Type> types = new List<Type>();
return types.ToArray();
}
}
public List<STGenericObject> objects = new List<STGenericObject>();
public class Model
{
public string Name { get; set; }
public int UVChannelCount { get; set; }
public DataType type;
public DataSubType subType;
public List<string[]> bones = new List<string[]>();
public List<float[]> weights = new List<float[]>();
}
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<Model> models = new List<Model>();
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;
int ww = 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<string> bones = new List<string>();
List<float> weights = new List<float>();
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);
}
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 byte[] Save()
{
MemoryStream mem = new MemoryStream();
using (System.IO.StreamWriter file = new System.IO.StreamWriter(mem))
{
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();
}
return mem.ToArray();
}
}
}