mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-23 11:23:08 +00:00
5081e39414
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.
108 lines
3.2 KiB
C#
108 lines
3.2 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 Switch_Toolbox;
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using System.Windows.Forms;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.IO;
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using Switch_Toolbox.Library.Forms;
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using SuperBMDLib;
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using System.Drawing;
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namespace FirstPlugin
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{
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public class BMD : TreeNodeFile, IFileFormat, IContextMenuNode
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{
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public FileType FileType { get; set; } = FileType.Layout;
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public bool CanSave { get; set; }
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public string[] Description { get; set; } = new string[] { "Gamecube/Wii Binary Model (BMD/BDL)" };
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public string[] Extension { get; set; } = new string[] { "*.bmd", "*.bdl" };
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public string FileName { get; set; }
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public string FilePath { get; set; }
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public IFileInfo IFileInfo { get; set; }
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public bool Identify(System.IO.Stream stream)
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{
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using (var reader = new Switch_Toolbox.Library.IO.FileReader(stream, true))
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{
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reader.SetByteOrder(true);
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bool IsBMD = reader.ReadUInt32() == 0x4A334432;
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reader.Position = 0;
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return IsBMD;
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}
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}
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public Type[] Types
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{
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get
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{
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List<Type> types = new List<Type>();
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return types.ToArray();
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}
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}
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public Model BMDFile;
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private TreeNode TextureFolder;
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private TreeNode ShapeFolder;
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public void Load(System.IO.Stream stream)
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{
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Text = FileName;
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CanSave = true;
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ShapeFolder = new TreeNode("Shapes");
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TextureFolder = new TreeNode("Textures");
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Nodes.Add(ShapeFolder);
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Nodes.Add(TextureFolder);
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BMDFile = Model.Load(stream);
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for (int i = 0; i < BMDFile.Shapes.Shapes.Count; i++)
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{
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var shpWrapper = new BMDShapeWrapper(BMDFile.Shapes.Shapes[i]);
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shpWrapper.Text = $"Shape {i}";
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ShapeFolder.Nodes.Add(shpWrapper);
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}
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for (int i = 0; i < BMDFile.Textures.Textures.Count; i++)
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{
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var texWrapper = new BMDTextureWrapper(BMDFile.Textures.Textures[i]);
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TextureFolder.Nodes.Add(texWrapper);
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}
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}
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public ToolStripItem[] GetContextMenuItems()
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{
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List<ToolStripItem> Items = new List<ToolStripItem>();
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Items.Add(new STToolStipMenuItem("Save", null, SaveAction, Keys.Control | Keys.S));
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return Items.ToArray();
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}
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private void SaveAction(object sender, EventArgs args)
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{
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SaveFileDialog sfd = new SaveFileDialog();
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sfd.Filter = Utils.GetAllFilters(this);
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sfd.FileName = FileName;
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if (sfd.ShowDialog() == DialogResult.OK)
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{
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STFileSaver.SaveFileFormat(this, sfd.FileName);
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}
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}
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public void Unload()
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{
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}
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public byte[] Save()
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{
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var mem = new System.IO.MemoryStream();
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BMDFile.ExportBMD(mem);
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return mem.ToArray();
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}
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}
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}
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