Switch-Toolbox/Switch_FileFormatsMain/FileFormats/BMD/BMD.cs
KillzXGaming 5081e39414 More format additions and fixes.
Fixed MKAGPDX models a bit so they aren't all missing mesh data. Skinned ones are still buggy!
 BMD wip support using SuperBMDLib.
 Adjusted gui loading a little bit.
2019-07-11 17:22:59 -04:00

108 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Switch_Toolbox;
using System.Windows.Forms;
using Switch_Toolbox.Library;
using Switch_Toolbox.Library.IO;
using Switch_Toolbox.Library.Forms;
using SuperBMDLib;
using System.Drawing;
namespace FirstPlugin
{
public class BMD : TreeNodeFile, IFileFormat, IContextMenuNode
{
public FileType FileType { get; set; } = FileType.Layout;
public bool CanSave { get; set; }
public string[] Description { get; set; } = new string[] { "Gamecube/Wii Binary Model (BMD/BDL)" };
public string[] Extension { get; set; } = new string[] { "*.bmd", "*.bdl" };
public string FileName { get; set; }
public string FilePath { get; set; }
public IFileInfo IFileInfo { get; set; }
public bool Identify(System.IO.Stream stream)
{
using (var reader = new Switch_Toolbox.Library.IO.FileReader(stream, true))
{
reader.SetByteOrder(true);
bool IsBMD = reader.ReadUInt32() == 0x4A334432;
reader.Position = 0;
return IsBMD;
}
}
public Type[] Types
{
get
{
List<Type> types = new List<Type>();
return types.ToArray();
}
}
public Model BMDFile;
private TreeNode TextureFolder;
private TreeNode ShapeFolder;
public void Load(System.IO.Stream stream)
{
Text = FileName;
CanSave = true;
ShapeFolder = new TreeNode("Shapes");
TextureFolder = new TreeNode("Textures");
Nodes.Add(ShapeFolder);
Nodes.Add(TextureFolder);
BMDFile = Model.Load(stream);
for (int i = 0; i < BMDFile.Shapes.Shapes.Count; i++)
{
var shpWrapper = new BMDShapeWrapper(BMDFile.Shapes.Shapes[i]);
shpWrapper.Text = $"Shape {i}";
ShapeFolder.Nodes.Add(shpWrapper);
}
for (int i = 0; i < BMDFile.Textures.Textures.Count; i++)
{
var texWrapper = new BMDTextureWrapper(BMDFile.Textures.Textures[i]);
TextureFolder.Nodes.Add(texWrapper);
}
}
public ToolStripItem[] GetContextMenuItems()
{
List<ToolStripItem> Items = new List<ToolStripItem>();
Items.Add(new STToolStipMenuItem("Save", null, SaveAction, Keys.Control | Keys.S));
return Items.ToArray();
}
private void SaveAction(object sender, EventArgs args)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Filter = Utils.GetAllFilters(this);
sfd.FileName = FileName;
if (sfd.ShowDialog() == DialogResult.OK)
{
STFileSaver.SaveFileFormat(this, sfd.FileName);
}
}
public void Unload()
{
}
public byte[] Save()
{
var mem = new System.IO.MemoryStream();
BMDFile.ExportBMD(mem);
return mem.ToArray();
}
}
}