mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 20:43:09 +00:00
202 lines
2.8 KiB
Text
202 lines
2.8 KiB
Text
namespace Gfbmdl;
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enum BoneType : uint {
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NoSkinning = 0,
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HasSkinning = 1,
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}
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enum WrapMode : uint {
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Repeat = 0,
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Clamp = 1,
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Mirror = 2,
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}
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enum VertexType : uint {
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Position = 0,
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Normal = 1,
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Binormal = 2,
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UV1 = 3,
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UV2 = 4,
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UV3 = 5,
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UV4 = 6,
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Color1 = 7,
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Color2 = 8,
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Color3 = 9,
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Color4 = 10,
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BoneID = 11,
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BoneWeight = 12,
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}
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enum BufferFormat : uint {
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Float = 0,
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HalfFloat = 1,
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Byte = 3,
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Short = 5,
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BytesAsFloat = 8,
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}
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table Model {
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Version:uint;
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Bounding:BoundingBox;
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TextureNames:[string];
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ShaderNames:[string];
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Unknown:[UnknownEmpty];
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MaterialNames:[string];
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Materials:[Material];
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Groups:[Group];
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Meshes:[Mesh];
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Bones:[Bone];
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CollisionGroups:[CollisionGroup];
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}
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table UnknownEmpty {
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unk:uint;
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}
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table Material {
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Name:string;
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ShaderGroup:string;
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RenderLayer:int;
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Unknown1:ubyte;
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Unknown2:ubyte;
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Parameter1:int;
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Parameter2:int;
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Parameter3:int;
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ShaderIndex:int;
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Parameter4:int;
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Parameter5:int;
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TextureMaps:[TextureMap];
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Switches:[MatSwitch];
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Values:[MatFloat];
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Colors:[MatColor];
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Unknown3:ubyte;
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Unknown4:ubyte;
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Unknown5:ubyte;
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Unknown6:ubyte;
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Unknown7:ubyte;
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Common:MaterialCommon;
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}
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table MaterialCommon {
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Switches:[MatSwitch];
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Values:[MatInt];
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Colors:[MatColor];
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}
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table MatSwitch {
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Name:string;
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Value:bool;
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}
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table MatColor {
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Name:string;
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Color:ColorRGB32;
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}
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table MatInt {
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Name:string;
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Value:int;
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}
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table MatFloat {
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Name:string;
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Value:float;
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}
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table TextureMap {
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Sampler:string;
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Index:int;
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Params:TextureMapping;
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}
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table TextureMapping {
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Unknown1:uint;
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WrapModeX:WrapMode;
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WrapModeY:WrapMode;
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WrapModeZ:WrapMode;
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Unknown5:float;
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Unknown6:float;
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Unknown7:float;
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Unknown8:float;
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lodBias:float;
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}
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table Group {
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BoneIndex:uint;
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MeshIndex:uint;
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Bounding:BoundingBox;
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Layer:uint;
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}
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table Mesh {
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Polygons:[MeshPolygon];
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Attributes:[MeshAttribute];
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Data:[ubyte];
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}
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table MeshPolygon {
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MaterialIndex:uint;
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Faces:[ushort];
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}
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table MeshAttribute {
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VertexType:uint;
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BufferFormat:uint;
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ElementCount:uint;
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}
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table Bone {
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Name:string;
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BoneType:uint;
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Parent:int;
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Zero:uint = 0;
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SegmentScale:bool;
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Scale:Vector3;
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Rotation:Vector3;
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Translation:Vector3;
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RadiusStart:Vector3;
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RadiusEnd:Vector3;
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RigidCheck:BoneRigidData;
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}
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struct BoneRigidData {
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Unknown1:byte;
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}
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table CollisionGroup {
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BoneIndex:uint;
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Unknown1:uint;
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BoneChildren:[uint];
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Bounding:BoundingBox;
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}
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struct BoundingBox {
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MinX:float;
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MinY:float;
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MinZ:float;
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MaxX:float;
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MaxY:float;
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MaxZ:float;
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}
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struct Vector3 {
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X:float;
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Y:float;
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Z:float;
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}
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struct ColorRGB32 {
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R:float;
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G:float;
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B:float;
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}
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struct Vector4 {
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X:float;
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Y:float;
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Z:float;
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W:float;
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}
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root_type Model;
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