mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-20 18:03:16 +00:00
716d1c4520
- Starting to make all texture classes use STGenericTexture. This will make all functions usable between each one and converting through other classes much easier. - Many bug fixes to the texture importer like duped texture importing, dds opening the window, index out of range issues, etc. - Start on titlebar information. - Start on ASTC texture format support. - Support TGA images. - Support FTEX importing and saving properly. - Export models properly along with textures (with generic classes). Todo, support rigs and bones.
478 lines
19 KiB
C#
478 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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using Syroot.NintenTools.NSW.Bfres;
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using System.Windows.Forms;
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using Switch_Toolbox.Library;
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using ResU = Syroot.NintenTools.Bfres;
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using FirstPlugin;
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using OpenTK;
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namespace Bfres.Structs
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{
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public class FskaFolder : AnimationGroupNode
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{
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public FskaFolder()
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{
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Text = "Skeleton Animations";
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Name = "FSKA";
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ContextMenu = new ContextMenu();
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MenuItem import = new MenuItem("Import");
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ContextMenu.MenuItems.Add(import);
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import.Click += Import;
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MenuItem exportAll = new MenuItem("Export All");
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ContextMenu.MenuItems.Add(exportAll);
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exportAll.Click += ExportAll;
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MenuItem clear = new MenuItem("Clear");
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ContextMenu.MenuItems.Add(clear);
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clear.Click += Clear;
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}
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public void Import(object sender, EventArgs args)
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{
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}
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public void ExportAll(object sender, EventArgs args)
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{
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FolderSelectDialog sfd = new FolderSelectDialog();
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if (sfd.ShowDialog() == DialogResult.OK)
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{
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string folderPath = sfd.SelectedPath;
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foreach (BfresSkeletonAnim fska in Nodes)
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{
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string FileName = folderPath + '\\' + fska.Text + ".bfska";
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((BfresSkeletonAnim)fska).SkeletalAnim.Export(FileName, fska.GetResFile());
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}
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}
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}
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private void Clear(object sender, EventArgs args)
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{
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DialogResult dialogResult = MessageBox.Show("Are you sure you want to remove all skeletal animations? This cannot be undone!", "", MessageBoxButtons.YesNo);
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if (dialogResult == DialogResult.Yes)
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{
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Nodes.Clear();
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}
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}
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}
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public class BfresSkeletonAnim : Animation
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{
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public enum TrackType
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{
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XSCA = 0x4,
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YSCA = 0x8,
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ZSCA = 0xC,
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XPOS = 0x10,
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YPOS = 0x14,
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ZPOS = 0x18,
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XROT = 0x20,
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YROT = 0x24,
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ZROT = 0x28,
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}
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public SkeletalAnim SkeletalAnim;
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public ResU.SkeletalAnim SkeletalAnimU;
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public BfresSkeletonAnim()
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{
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ImageKey = "skeletonAnimation";
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SelectedImageKey = "skeletonAnimation";
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ContextMenu = new ContextMenu();
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MenuItem export = new MenuItem("Export");
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ContextMenu.MenuItems.Add(export);
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export.Click += Export;
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MenuItem replace = new MenuItem("Replace");
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ContextMenu.MenuItems.Add(replace);
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replace.Click += Replace;
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}
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public BfresSkeletonAnim(string name)
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{
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Text = name;
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ImageKey = "skeletonAnimation";
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SelectedImageKey = "skeletonAnimation";
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ContextMenu = new ContextMenu();
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MenuItem export = new MenuItem("Export");
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ContextMenu.MenuItems.Add(export);
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export.Click += Export;
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MenuItem replace = new MenuItem("Replace");
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ContextMenu.MenuItems.Add(replace);
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replace.Click += Replace;
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}
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public ResFile GetResFile()
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{
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//ResourceFile -> FMDL -> Material Folder -> this
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return ((BFRES)Parent.Parent).resFile;
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}
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public ResU.ResFile GetResFileU()
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{
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//ResourceFile -> FMDL -> Material Folder -> this
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return ((BFRES)Parent.Parent).resFileU;
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}
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private void Export(object sender, EventArgs args)
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{
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SaveFileDialog sfd = new SaveFileDialog();
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sfd.Filter = "Supported Formats|*.bfska;";
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sfd.FileName = Text;
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sfd.DefaultExt = ".bfska";
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if (sfd.ShowDialog() == DialogResult.OK)
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{
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if (GetResFileU() != null)
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{
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throw new Exception("Wii U unsupported!");
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}
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else
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{
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SkeletalAnim.Export(sfd.FileName, GetResFile());
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}
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}
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}
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private void Replace(object sender, EventArgs args)
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{
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OpenFileDialog ofd = new OpenFileDialog();
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ofd.Filter = "Supported Formats|*.bfska;";
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if (ofd.ShowDialog() == DialogResult.OK)
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{
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if (GetResFileU() != null)
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{
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throw new Exception("Wii U unsupported!");
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}
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else
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{
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SkeletalAnim.Import(ofd.FileName);
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}
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}
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SkeletalAnim.Name = Text;
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}
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public static List<Animation> SkeletonAnimations = new List<Animation>();
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public void Read(ResU.SkeletalAnim ska, ResU.ResFile b)
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{
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FrameCount = ska.FrameCount;
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SkeletalAnimU = ska;
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foreach (ResU.BoneAnim bn in ska.BoneAnims)
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{
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FSKANode bonean = new FSKANode(bn);
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Animation.KeyNode bone = new Animation.KeyNode("");
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Bones.Add(bone);
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if (ska.FlagsRotate == ResU.SkeletalAnimFlagsRotate.EulerXYZ)
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bone.RotType = Animation.RotationType.EULER;
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else
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bone.RotType = Animation.RotationType.QUATERNION;
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bone.Text = bonean.Text;
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for (int Frame = 0; Frame < ska.FrameCount; Frame++)
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{
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if (Frame == 0)
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{
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if (bn.FlagsBase.HasFlag(ResU.BoneAnimFlagsBase.Scale))
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{
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bone.XSCA.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.sca.X });
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bone.YSCA.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.sca.Y });
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bone.ZSCA.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.sca.Z });
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}
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if (bn.FlagsBase.HasFlag(ResU.BoneAnimFlagsBase.Rotate))
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{
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bone.XROT.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.rot.X });
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bone.YROT.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.rot.Y });
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bone.ZROT.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.rot.Z });
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bone.WROT.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.rot.W });
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}
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if (bn.FlagsBase.HasFlag(ResU.BoneAnimFlagsBase.Translate))
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{
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bone.XPOS.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.pos.X });
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bone.YPOS.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.pos.Y });
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bone.ZPOS.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.pos.Z });
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}
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}
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foreach (FSKATrack track in bonean.tracks)
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{
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KeyFrame frame = new KeyFrame();
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frame.InterType = Animation.InterpolationType.HERMITE;
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frame.Frame = Frame;
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FSKAKey left = track.GetLeft(Frame);
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FSKAKey right = track.GetRight(Frame);
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float value;
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value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1);
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// interpolate the value and apply
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switch (track.flag)
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{
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case (int)TrackType.XPOS: frame.Value = value; bone.XPOS.Keys.Add(frame); break;
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case (int)TrackType.YPOS: frame.Value = value; bone.YPOS.Keys.Add(frame); break;
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case (int)TrackType.ZPOS: frame.Value = value; bone.ZPOS.Keys.Add(frame); break;
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case (int)TrackType.XROT: frame.Value = value; bone.XROT.Keys.Add(frame); break;
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case (int)TrackType.YROT: frame.Value = value; bone.YROT.Keys.Add(frame); break;
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case (int)TrackType.ZROT: frame.Value = value; bone.ZROT.Keys.Add(frame); break;
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case (int)TrackType.XSCA: frame.Value = value; bone.XSCA.Keys.Add(frame); break;
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case (int)TrackType.YSCA: frame.Value = value; bone.YSCA.Keys.Add(frame); break;
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case (int)TrackType.ZSCA: frame.Value = value; bone.ZSCA.Keys.Add(frame); break;
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}
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}
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}
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}
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}
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public void Read(SkeletalAnim ska, ResFile b)
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{
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FrameCount = ska.FrameCount;
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SkeletalAnim = ska;
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foreach (BoneAnim bn in ska.BoneAnims)
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{
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FSKANode bonean = new FSKANode(bn);
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Animation.KeyNode bone = new Animation.KeyNode("");
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Bones.Add(bone);
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if (ska.FlagsRotate == SkeletalAnimFlagsRotate.EulerXYZ)
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bone.RotType = Animation.RotationType.EULER;
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else
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bone.RotType = Animation.RotationType.QUATERNION;
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bone.Text = bonean.Text;
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for (int Frame = 0; Frame < ska.FrameCount; Frame++)
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{
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if (Frame == 0)
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{
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if (bn.FlagsBase.HasFlag(BoneAnimFlagsBase.Scale))
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{
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bone.XSCA.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.sca.X });
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bone.YSCA.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.sca.Y });
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bone.ZSCA.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.sca.Z });
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}
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if (bn.FlagsBase.HasFlag(BoneAnimFlagsBase.Rotate))
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{
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bone.XROT.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.rot.X });
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bone.YROT.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.rot.Y });
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bone.ZROT.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.rot.Z });
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bone.WROT.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.rot.W });
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}
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if (bn.FlagsBase.HasFlag(BoneAnimFlagsBase.Translate))
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{
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bone.XPOS.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.pos.X });
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bone.YPOS.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.pos.Y });
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bone.ZPOS.Keys.Add(new KeyFrame() { Frame = 0, Value = bonean.pos.Z });
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}
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}
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foreach (FSKATrack track in bonean.tracks)
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{
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KeyFrame frame = new KeyFrame();
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frame.InterType = Animation.InterpolationType.HERMITE;
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frame.Frame = Frame;
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FSKAKey left = track.GetLeft(Frame);
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FSKAKey right = track.GetRight(Frame);
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float value;
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value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1);
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// interpolate the value and apply
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switch (track.flag)
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{
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case (int)TrackType.XPOS: frame.Value = value; bone.XPOS.Keys.Add(frame); break;
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case (int)TrackType.YPOS: frame.Value = value; bone.YPOS.Keys.Add(frame); break;
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case (int)TrackType.ZPOS: frame.Value = value; bone.ZPOS.Keys.Add(frame); break;
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case (int)TrackType.XROT: frame.Value = value; bone.XROT.Keys.Add(frame); break;
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case (int)TrackType.YROT: frame.Value = value; bone.YROT.Keys.Add(frame); break;
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case (int)TrackType.ZROT: frame.Value = value; bone.ZROT.Keys.Add(frame); break;
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case (int)TrackType.XSCA: frame.Value = value; bone.XSCA.Keys.Add(frame); break;
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case (int)TrackType.YSCA: frame.Value = value; bone.YSCA.Keys.Add(frame); break;
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case (int)TrackType.ZSCA: frame.Value = value; bone.ZSCA.Keys.Add(frame); break;
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}
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}
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}
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}
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}
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public class FSKANode
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{
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public int flags;
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public int flags2;
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public int stride;
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public int BeginRotate;
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public int BeginTranslate;
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public long offBase;
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public int trackCount;
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public int trackFlag;
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public long offTrack;
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public string Text;
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public Vector3 sca, pos;
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public Vector4 rot;
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public List<FSKATrack> tracks = new List<FSKATrack>();
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public FSKANode(ResU.BoneAnim b)
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{
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return;
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Text = b.Name;
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sca = new Vector3(b.BaseData.Scale.X, b.BaseData.Scale.Y, b.BaseData.Scale.Z);
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rot = new Vector4(b.BaseData.Rotate.X, b.BaseData.Rotate.Y, b.BaseData.Rotate.Z, b.BaseData.Rotate.W);
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pos = new Vector3(b.BaseData.Translate.X, b.BaseData.Translate.Y, b.BaseData.Translate.Z);
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foreach (ResU.AnimCurve tr in b.Curves)
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{
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FSKATrack t = new FSKATrack();
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t.flag = (int)tr.AnimDataOffset;
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tracks.Add(t);
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float tanscale = tr.Delta;
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if (tanscale == 0)
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tanscale = 1;
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for (int i = 0; i < (ushort)tr.Frames.Length; i++)
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{
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if (tr.CurveType == ResU.AnimCurveType.Cubic)
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{
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int framedata = (int)tr.Frames[i];
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float keydata = tr.Offset + ((tr.Keys[i, 0] * tr.Scale));
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float keydata2 = tr.Offset + ((tr.Keys[i, 1] * tr.Scale));
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float keydata3 = tr.Offset + ((tr.Keys[i, 2] * tr.Scale));
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float keydata4 = tr.Offset + ((tr.Keys[i, 3] * tr.Scale));
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}
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if (tr.KeyType == ResU.AnimCurveKeyType.Int16)
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{
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}
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else if (tr.KeyType == ResU.AnimCurveKeyType.Single)
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{
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}
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else if (tr.KeyType == ResU.AnimCurveKeyType.SByte)
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{
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}
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t.keys.Add(new FSKAKey()
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{
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frame = (int)tr.Frames[i],
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unk1 = tr.Offset + ((tr.Keys[i, 0] * tr.Scale)),
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unk2 = tr.Offset + ((tr.Keys[i, 1] * tr.Scale)),
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unk3 = tr.Offset + ((tr.Keys[i, 2] * tr.Scale)),
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unk4 = tr.Offset + ((tr.Keys[i, 3] * tr.Scale)),
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});
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}
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}
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}
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public FSKANode(BoneAnim b)
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{
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Text = b.Name;
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sca = new Vector3(b.BaseData.Scale.X, b.BaseData.Scale.Y, b.BaseData.Scale.Z);
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rot = new Vector4(b.BaseData.Rotate.X, b.BaseData.Rotate.Y, b.BaseData.Rotate.Z, b.BaseData.Rotate.W);
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pos = new Vector3(b.BaseData.Translate.X, b.BaseData.Translate.Y, b.BaseData.Translate.Z);
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foreach (AnimCurve tr in b.Curves)
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{
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FSKATrack t = new FSKATrack();
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t.flag = (int)tr.AnimDataOffset;
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tracks.Add(t);
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float tanscale = tr.Delta;
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if (tanscale == 0)
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tanscale = 1;
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for (int i = 0; i < (ushort)tr.Frames.Length; i++)
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{
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if (tr.CurveType == AnimCurveType.Cubic)
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{
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int framedata = (int)tr.Frames[i];
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float keydata = tr.Offset + ((tr.Keys[i, 0] * tr.Scale));
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float keydata2 = tr.Offset + ((tr.Keys[i, 1] * tr.Scale));
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float keydata3 = tr.Offset + ((tr.Keys[i, 2] * tr.Scale));
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float keydata4 = tr.Offset + ((tr.Keys[i, 3] * tr.Scale));
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}
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if (tr.KeyType == AnimCurveKeyType.Int16)
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{
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}
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else if (tr.KeyType == AnimCurveKeyType.Single)
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{
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}
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else if (tr.KeyType == AnimCurveKeyType.SByte)
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{
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}
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t.keys.Add(new FSKAKey()
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{
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frame = (int)tr.Frames[i],
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unk1 = tr.Offset + ((tr.Keys[i, 0] * tr.Scale)),
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unk2 = tr.Offset + ((tr.Keys[i, 1] * tr.Scale)),
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unk3 = tr.Offset + ((tr.Keys[i, 2] * tr.Scale)),
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unk4 = tr.Offset + ((tr.Keys[i, 3] * tr.Scale)),
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});
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}
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}
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}
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}
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public class FSKATrack
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{
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public short type;
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public short keyCount;
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public int flag;
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public int unk2;
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public int padding1;
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public int padding2;
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public int padding3;
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public float frameCount;
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public float scale, init, unkf3;
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public long offtolastKeys, offtolastData;
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public List<FSKAKey> keys = new List<FSKAKey>();
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public int offset;
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public FSKAKey GetLeft(int frame)
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{
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FSKAKey prev = keys[0];
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for (int i = 0; i < keys.Count - 1; i++)
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{
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FSKAKey key = keys[i];
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if (key.frame > frame && prev.frame <= frame)
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break;
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prev = key;
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}
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return prev;
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}
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public FSKAKey GetRight(int frame)
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{
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FSKAKey cur = keys[0];
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FSKAKey prev = keys[0];
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for (int i = 1; i < keys.Count; i++)
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{
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FSKAKey key = keys[i];
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cur = key;
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if (key.frame > frame && prev.frame <= frame)
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break;
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prev = key;
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}
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return cur;
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}
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}
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public class FSKAKey
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{
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public int frame;
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public float unk1, unk2, unk3, unk4;
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public int offset;
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}
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}
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}
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