mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-24 05:23:08 +00:00
346 lines
14 KiB
C#
346 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Threading.Tasks;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.Rendering;
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using System.Windows.Forms;
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using OpenTK;
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namespace FirstPlugin
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{
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public class CsvModel : IFileFormat
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{
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public FileType FileType { get; set; } = FileType.Spreadsheet;
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public bool CanSave { get; set; }
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public string[] Description { get; set; } = new string[] { "CSV Model" };
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public string[] Extension { get; set; } = new string[] { "*.csv" };
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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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return false;
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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 List<STGenericObject> objects = new List<STGenericObject>();
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public class Model
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{
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public string Name { get; set; }
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public int UVChannelCount { get; set; }
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public DataType type;
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public DataSubType subType;
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public List<string[]> bones = new List<string[]>();
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public List<float[]> weights = new List<float[]>();
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}
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public enum DataType : int
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{
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vertex = 1,
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faces = 2,
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bones = 3,
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}
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public enum DataSubType : int
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{
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position = 0,
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normals = 1,
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colors = 2,
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uv0 = 3,
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uv1 = 4,
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uv2 = 5,
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uv3 = 6,
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}
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float X, Y, Z, W;
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public void Load(System.IO.Stream stream)
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{
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LoadFile(stream);
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}
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public void LoadFile(Stream stream, bool IsModel = false)
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{
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if (!IsModel)
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{
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MessageBox.Show("Not valid model csv");
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return;
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}
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string line = null;
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List<Model> models = new List<Model>();
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TextReader csv = new StreamReader(stream);
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Model model = new Model();
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STGenericObject STobj = new STGenericObject();
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Vertex vtx = new Vertex();
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STGenericObject.LOD_Mesh lod = new STGenericObject.LOD_Mesh();
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int Index = 0;
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int ww = 0;
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while (true)
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{
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line = csv.ReadLine();
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if (line != null)
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{
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if (line.StartsWith("Obj Name"))
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{
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model = new Model();
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STobj = new STGenericObject();
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model.Name = line.Split(':')[1].Replace("\n", "");
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model.subType = DataSubType.position;
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models.Add(model);
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STobj.ObjectName = model.Name;
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lod = new STGenericObject.LOD_Mesh();
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lod.IndexFormat = STIndexFormat.UInt16;
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lod.PrimitiveType = STPolygonType.Triangle;
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STobj.lodMeshes.Add(lod);
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STobj.VertexBufferIndex = Index;
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objects.Add(STobj);
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Index++;
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}
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else if (line.StartsWith("tex_Array:"))
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{
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}
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else if (line.StartsWith("Bone_Suport"))
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{
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}
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else if (line.StartsWith("Color_Suport"))
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{
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}
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else if (line.StartsWith("UV_Num:"))
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{
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int uvCount;
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int.TryParse(line.Split(':')[1].Replace("\n", ""), out uvCount);
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model.UVChannelCount = uvCount;
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}
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else if (line.StartsWith("vert_Array"))
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{
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model.type = DataType.vertex;
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}
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else if (line.StartsWith("face_Array"))
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{
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model.type = DataType.faces;
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}
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else if (line.StartsWith("bone_Array"))
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{
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model.type = DataType.bones;
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}
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else
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{
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string[] values = line.Replace("\n", "").Replace("\r", "").Split(',');
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if (model.type == DataType.vertex)
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{
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switch (model.subType)
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{
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case DataSubType.position:
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vtx = new Vertex();
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STobj.vertices.Add(vtx);
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STobj.HasPos = true;
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float.TryParse(values[0], out X);
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float.TryParse(values[1], out Y);
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float.TryParse(values[2], out Z);
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vtx.pos = new Vector3(X, Y, Z);
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model.subType = DataSubType.normals;
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break;
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case DataSubType.normals:
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STobj.HasNrm = true;
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float.TryParse(values[0], out X);
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float.TryParse(values[1], out Y);
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float.TryParse(values[2], out Z);
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vtx.nrm = new Vector3(X, Y, Z);
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model.subType = DataSubType.colors;
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break;
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case DataSubType.colors:
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STobj.HasVertColors = true;
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float.TryParse(values[0], out X);
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float.TryParse(values[1], out Y);
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float.TryParse(values[2], out Z);
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float.TryParse(values[3], out W);
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vtx.col = new Vector4(X / 255, Y / 255, Z / 255, 1);
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model.subType = DataSubType.uv0;
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break;
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case DataSubType.uv0:
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STobj.HasUv0 = true;
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float.TryParse(values[0], out X);
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float.TryParse(values[1], out Y);
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vtx.uv0 = new Vector2(X, 1 - Y);
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if (model.UVChannelCount == 1)
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model.subType = DataSubType.position;
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else
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model.subType = DataSubType.uv1;
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break;
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case DataSubType.uv1:
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STobj.HasUv1 = true;
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float.TryParse(values[0], out X);
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float.TryParse(values[1], out Y);
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vtx.uv1 = new Vector2(X, 1 - Y);
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if (model.UVChannelCount == 2)
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model.subType = DataSubType.position;
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else
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model.subType = DataSubType.uv2;
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break;
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case DataSubType.uv2:
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STobj.HasUv2 = true;
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float.TryParse(values[0], out X);
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float.TryParse(values[1], out Y);
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vtx.uv2 = new Vector2(X, 1 - Y);
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if (model.UVChannelCount == 3)
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model.subType = DataSubType.position;
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else
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model.subType = DataSubType.uv3;
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break;
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case DataSubType.uv3:
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float.TryParse(values[0], out X);
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float.TryParse(values[1], out Y);
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model.subType = DataSubType.position;
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break;
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}
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}
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if (model.type == DataType.faces)
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{
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int face;
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foreach (string v in values)
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{
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var cleaned = v.Replace(".0", string.Empty);
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int.TryParse(cleaned, out face);
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lod.faces.Add(face-1);
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}
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}
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if (model.type == DataType.bones)
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{
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STobj.HasWeights = true;
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STobj.HasIndices = true;
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Array.Resize(ref values, values.Length - 1);
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List<string> bones = new List<string>();
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List<float> weights = new List<float>();
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int bbs = 0;
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foreach (string obj in values)
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{
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if (bbs == 0)
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{
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bones.Add(obj);
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bbs += 1;
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}
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else
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{
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float.TryParse(obj, out X);
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weights.Add(X);
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bbs = 0;
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}
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}
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STobj.bones.Add(bones.ToArray());
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STobj.weightsT.Add(weights.ToArray());
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}
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}
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}
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else
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break;
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}
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if (objects[0].weightsT.Count != objects[0].vertices.Count)
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throw new Exception("Incorrect vertex amount");
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foreach (STGenericObject obj in objects)
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{
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obj.lodMeshes[0].GenerateSubMesh();
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for (int v = 0; v < obj.vertices.Count; v++)
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{
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foreach (string bn in obj.bones[v])
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obj.vertices[v].boneNames.Add(bn);
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foreach (float f in obj.weightsT[v])
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obj.vertices[v].boneWeights.Add(f);
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}
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foreach (Vertex v in obj.vertices)
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{
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if (v.boneNames.Count == 1)
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Console.WriteLine($"{v.boneNames[0]} {v.boneWeights[0]}");
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if (v.boneNames.Count == 2)
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Console.WriteLine($"{v.boneNames[0]} {v.boneWeights[0]} {v.boneNames[1]} {v.boneWeights[1]}");
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if (v.boneNames.Count == 3)
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Console.WriteLine($"{v.boneNames[0]} {v.boneWeights[0]} {v.boneNames[1]} {v.boneWeights[1]} {v.boneNames[2]} {v.boneWeights[2]}");
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if (v.boneNames.Count == 4)
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Console.WriteLine($"{v.boneNames[0]} {v.boneWeights[0]} {v.boneNames[1]} {v.boneWeights[1]} {v.boneNames[2]} {v.boneWeights[2]} {v.boneNames[3]} {v.boneWeights[3]}");
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}
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}
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csv.Close();
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csv = null;
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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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MemoryStream mem = new MemoryStream();
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using (System.IO.StreamWriter file = new System.IO.StreamWriter(mem))
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{
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foreach (STGenericObject obj in objects)
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{
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file.WriteLine($"Obj Name:" + obj.ObjectName);
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file.WriteLine($"Bone_Suport");
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file.WriteLine($"UV_Num:1");
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file.WriteLine($"vert_Array");
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foreach (Vertex v in obj.vertices)
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{
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file.WriteLine($"{v.pos.X},{v.pos.Y},{v.pos.Z}");
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file.WriteLine($"{v.nrm.X},{v.nrm.Y},{v.nrm.Z}");
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file.WriteLine($"{v.col.X * 255},{v.col.Y * 255},{v.col.Z * 255},{v.col.W * 255}");
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file.WriteLine($"{v.uv0.X},{v.uv0.Y}");
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// file.WriteLine($"{v.uv1.X},{v.uv1.Y}");
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}
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file.WriteLine($"face_Array");
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for (int f = 0; f < obj.faces.Count / 3; f++)
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{
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file.WriteLine($"{obj.faces[f] + 1},{obj.faces[f++] + 1},{obj.faces[f++] + 1}");
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}
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file.WriteLine($"bone_Array");
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foreach (Vertex v in obj.vertices)
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{
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if (v.boneNames.Count == 1)
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file.WriteLine($"{v.boneNames[0]} {v.boneWeights[0]}");
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if (v.boneNames.Count == 2)
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file.WriteLine($"{v.boneNames[0]} {v.boneWeights[0]} {v.boneNames[1]} {v.boneWeights[1]}");
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if (v.boneNames.Count == 3)
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file.WriteLine($"{v.boneNames[0]} {v.boneWeights[0]} {v.boneNames[1]} {v.boneWeights[1]} {v.boneNames[2]} {v.boneWeights[2]}");
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if (v.boneNames.Count == 4)
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file.WriteLine($"{v.boneNames[0]} {v.boneWeights[0]} {v.boneNames[1]} {v.boneWeights[1]} {v.boneNames[2]} {v.boneWeights[2]} {v.boneNames[3]} {v.boneWeights[3]}");
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}
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}
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file.Close();
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}
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return mem.ToArray();
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}
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}
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}
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