mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 22:40:27 +00:00
c78251aab3
Update primative type for meshes. This will allow custom primative types for rendering. Add strikers and punch out wii model/texture support (older formats of LM2/LM3). Add LM2 Arcade model support (updated format of MKAGPDX) Add support for LM2/LM3 pck audio archives. Add support for LM2 message/localization data.
238 lines
9.3 KiB
C#
238 lines
9.3 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.Text;
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using System.Threading.Tasks;
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using SELib;
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using Toolbox.Library.Rendering;
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using OpenTK;
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namespace Toolbox.Library
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{
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public class SEModel
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{
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public List<STGenericObject> objects = new List<STGenericObject>();
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public List<STGenericMaterial> materials = new List<STGenericMaterial>();
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public STSkeleton skeleton;
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public static void Save(string FileName, List<STGenericObject> Meshes, List<STGenericMaterial> Materials, List<STBone> bones)
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{
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SELib.SEModel seModel = new SELib.SEModel();
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for (int i = 0; i < Meshes.Count; i++)
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seModel.AddMesh(SaveMesh(Meshes[i]));
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for (int i = 0; i < Materials.Count; i++)
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seModel.AddMaterial(SaveMaterial(Materials[i]));
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// for (int i = 0; i < bones.Count; i++)
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// seModel.AddBone(SaveBone(bones[i]));
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}
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private static SELib.SEModelMesh SaveMesh(STGenericObject mesh)
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{
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var seMesh = new SELib.SEModelMesh();
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var MeshLevel = mesh.lodMeshes[mesh.DisplayLODIndex];
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for (int i = 0; i < MeshLevel.faces.Count; i++)
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{
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seMesh.AddFace((uint)MeshLevel.faces[i], (uint)MeshLevel.faces[i++], (uint)MeshLevel.faces[i++]);
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}
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return seMesh;
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}
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private static SELib.SEModelMaterial SaveMaterial(STGenericMaterial material)
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{
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var seMaterial = new SELib.SEModelMaterial();
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return seMaterial;
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}
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private static SELib.SEModelBone SaveBone(STBone bone)
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{
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var seBone = new SELib.SEModelBone();
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return seBone;
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}
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public void CreateGenericModel(string FileName)
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{
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skeleton = new STSkeleton();
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var seModel = SELib.SEModel.Read(FileName);
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for (int i = 0; i < seModel.MeshCount; i++)
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objects.Add(CreateGenericObject(seModel, seModel.Meshes[i]));
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for (int i = 0; i < seModel.MaterialCount; i++)
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materials.Add(CreateGenericMaterial(seModel, seModel.Materials[i]));
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for (int i = 0; i < seModel.BoneCount; i++)
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skeleton.bones.Add(CreateGenericBone(seModel, seModel.Bones[i]));
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}
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public STBone CreateGenericBone(SELib.SEModel seModel, SELib.SEModelBone seBone)
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{
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STBone bone = new STBone(skeleton);
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bone.Text = seBone.BoneName;
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bone.parentIndex = seBone.BoneParent;
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bone.RotationType = STBone.BoneRotationType.Euler;
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Vector3 rotEular = ToEular(seBone.LocalRotation);
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bone.position = new float[] { (float)seBone.LocalPosition.X, (float)seBone.LocalPosition.Y, (float)seBone.LocalPosition.Z };
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bone.scale = new float[] { (float)seBone.Scale.X, (float)seBone.Scale.Y, (float)seBone.Scale.Z };
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bone.rotation = new float[] { rotEular.X, rotEular.Y, rotEular.Z, 0 };
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return bone;
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}
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public STGenericMaterial CreateGenericMaterial(SELib.SEModel seModel, SELib.SEModelMaterial seMaterial)
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{
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STGenericMaterial material = new STGenericMaterial();
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material.Text = seMaterial.Name;
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if (seMaterial.MaterialData is SEModelSimpleMaterial)
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{
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if (((SEModelSimpleMaterial)seMaterial.MaterialData).DiffuseMap != string.Empty)
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{
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string TextureName = ((SEModelSimpleMaterial)seMaterial.MaterialData).DiffuseMap;
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material.TextureMaps.Add(new STGenericMatTexture()
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{
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Name = TextureName,
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Type = STGenericMatTexture.TextureType.Diffuse
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});
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}
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if (((SEModelSimpleMaterial)seMaterial.MaterialData).NormalMap != string.Empty)
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{
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string TextureName = ((SEModelSimpleMaterial)seMaterial.MaterialData).NormalMap;
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material.TextureMaps.Add(new STGenericMatTexture()
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{
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Name = TextureName,
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Type = STGenericMatTexture.TextureType.Normal
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});
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}
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if (((SEModelSimpleMaterial)seMaterial.MaterialData).SpecularMap != string.Empty)
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{
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string TextureName = ((SEModelSimpleMaterial)seMaterial.MaterialData).SpecularMap;
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material.TextureMaps.Add(new STGenericMatTexture()
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{
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Name = TextureName,
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Type = STGenericMatTexture.TextureType.Specular
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});
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}
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}
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return material;
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}
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public STGenericObject CreateGenericObject(SELib.SEModel seModel, SELib.SEModelMesh seMesh)
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{
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int Index = seModel.Meshes.IndexOf(seMesh);
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STGenericObject mesh = new STGenericObject();
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mesh.ObjectName = $"Mesh_{Index}";
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if (seMesh.MaterialReferenceIndicies.Count > 0)
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mesh.MaterialIndex = seMesh.MaterialReferenceIndicies[0];
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mesh.HasPos = true;
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for (int v = 0; v < seMesh.VertexCount; v++)
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{
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if (seMesh.Verticies[v].UVSets.Count > 0)
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mesh.HasUv0 = true;
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if (seMesh.Verticies[v].Weights.Count > 0)
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{
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mesh.HasIndices = true;
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for (int w = 0; w < seMesh.Verticies[v].WeightCount; w++)
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{
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if (seMesh.Verticies[v].Weights[w].BoneWeight != 0)
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mesh.HasWeights = true;
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}
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}
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if (seMesh.Verticies[v].VertexColor != SELib.Utilities.Color.White)
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mesh.HasVertColors = true;
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if (seMesh.Verticies[v].VertexNormal != SELib.Utilities.Vector3.Zero)
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mesh.HasNrm = true;
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Vertex vertex = new Vertex();
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mesh.vertices.Add(vertex);
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vertex.pos = ToTKVector3(seMesh.Verticies[v].Position);
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vertex.nrm = ToTKVector3(seMesh.Verticies[v].VertexNormal);
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vertex.col = ToTKVector4(seMesh.Verticies[v].VertexColor);
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for (int u = 0; u < seMesh.Verticies[v].UVSetCount; u++)
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{
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if (u == 0)
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vertex.uv0 = ToTKVector2(seMesh.Verticies[v].UVSets[u]);
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if (u == 1)
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vertex.uv1 = ToTKVector2(seMesh.Verticies[v].UVSets[u]);
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if (u == 2)
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vertex.uv2 = ToTKVector2(seMesh.Verticies[v].UVSets[u]);
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}
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for (int w = 0; w < seMesh.Verticies[v].WeightCount; w++)
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{
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//Get the bone name from the index. Indices for formats get set after the importer
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string BoneName = seModel.Bones[(int)seMesh.Verticies[v].Weights[w].BoneIndex].BoneName;
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float BoneWeight = seMesh.Verticies[v].Weights[w].BoneWeight;
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vertex.boneNames.Add(BoneName);
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vertex.boneWeights.Add(BoneWeight);
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}
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}
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mesh.lodMeshes = new List<STGenericObject.LOD_Mesh>();
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var lodMesh = new STGenericObject.LOD_Mesh();
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lodMesh.PrimativeType = STPrimativeType.Triangles;
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mesh.lodMeshes.Add(lodMesh);
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for (int f = 0; f < seMesh.FaceCount; f++)
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{
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lodMesh.faces.Add((int)seMesh.Faces[f].FaceIndex1);
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lodMesh.faces.Add((int)seMesh.Faces[f].FaceIndex2);
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lodMesh.faces.Add((int)seMesh.Faces[f].FaceIndex3);
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}
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return mesh;
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}
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private Vector2 ToTKVector2(SELib.Utilities.Vector2 value) {
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return new Vector2((float)value.X, (float)value.Y);
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}
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private Vector3 ToTKVector3(SELib.Utilities.Vector3 value) {
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return new Vector3((float)value.X, (float)value.Y, (float)value.Z);
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}
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private Vector4 ToTKVector4(SELib.Utilities.Color value) {
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return new Vector4((float)(value.R / 255),
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(float)(value.G / 255),
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(float)(value.B / 255),
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(float)(value.A / 255));
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}
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private static Vector3 ToEular(SELib.Utilities.Quaternion selibQuat)
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{
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OpenTK.Quaternion q = new Quaternion((float)selibQuat.X, (float)selibQuat.Y, (float)selibQuat.Z, (float)selibQuat.W);
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Matrix4 mat = Matrix4.CreateFromQuaternion(q);
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float x, y, z;
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y = (float)Math.Asin(Clamp(mat.M13, -1, 1));
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if (Math.Abs(mat.M13) < 0.99999)
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{
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x = (float)Math.Atan2(-mat.M23, mat.M33);
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z = (float)Math.Atan2(-mat.M12, mat.M11);
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}
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else
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{
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x = (float)Math.Atan2(mat.M32, mat.M22);
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z = 0;
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}
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return new Vector3(x, y, z) * -1;
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}
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private static float Clamp(float v, float min, float max)
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{
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if (v < min) return min;
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if (v > max) return max;
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return v;
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}
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}
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}
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