Beispiel #1
0
        public static MATL LibraryToMATL(MaterialLibrary library)
        {
            MATL matl = new MATL
            {
                Entries = new MatlEntry[library.material.Length]
            };

            for (int i = 0; i < library.material.Length; i++)
            {
                MatlEntry entry = new MatlEntry
                {
                    MaterialLabel = library.material[i].label,
                    MaterialName  = library.material[i].name,
                    Attributes    = new MatlAttribute[library.material[i].param.Length]
                };

                for (int j = 0; j < library.material[i].param.Length; j++)
                {
                    entry.Attributes[j] = new MatlAttribute
                    {
                        ParamID = library.material[i].param[j].name,

                        DataObject = library.material[i].param[j].value
                    };
                }

                matl.Entries[i] = entry;
            }

            return(matl);
        }
Beispiel #2
0
        public static MaterialLibrary MATLtoLibrary(MATL matlFile)
        {
            MaterialLibrary library = new MaterialLibrary
            {
                material = new Material[matlFile.Entries.Length]
            };

            int entryIndex = 0;

            foreach (var entry in matlFile.Entries)
            {
                Material mat = new Material();
                mat.name  = entry.MaterialName;
                mat.label = entry.MaterialLabel;

                mat.param = new MatlXmlAttribute[entry.Attributes.Length];

                int attribIndex = 0;
                foreach (var attr in entry.Attributes)
                {
                    MatlXmlAttribute attrib = new MatlXmlAttribute();
                    attrib.name              = attr.ParamID;
                    attrib.value             = attr.DataObject;
                    mat.param[attribIndex++] = attrib;
                }

                library.material[entryIndex] = mat;
                entryIndex++;
            }

            return(library);
        }
Beispiel #3
0
 public override void Open(string Path)
 {
     if (SSBH.TryParseSSBHFile(Path, out ISSBH_File ssbhFile))
     {
         if (ssbhFile is MATL)
         {
             Material = (MATL)ssbhFile;
         }
     }
 }
Beispiel #4
0
 public override void Open()
 {
     if (SSBH.TryParseSSBHFile(AbsolutePath, out ISSBH_File ssbhFile))
     {
         if (ssbhFile is MATL)
         {
             Material = (MATL)ssbhFile;
         }
     }
 }
Beispiel #5
0
        private static void DeserializeXml(string inputPath, string outputPath, XmlSerializer serializer)
        {
            Console.WriteLine($"Converting {Path.GetFileName(inputPath)} to {outputPath}_out.numatb...");
            using (TextReader reader = new StringReader(File.ReadAllText(inputPath)))
            {
                var result = (MaterialLibrary)serializer.Deserialize(reader);

                MATL newmatl = LibraryToMATL(result);

                SSBH.TrySaveSSBHFile(outputPath + "_out.numatb", newmatl);
            }
        }
Beispiel #6
0
        private static void SerializeMatl(string inputPath, string outputPath, XmlSerializer serializer)
        {
            Console.WriteLine($"Converting {Path.GetFileName(inputPath)} to {outputPath}_out.xml...");
            if (SSBH.TryParseSSBHFile(inputPath, out ISSBH_File file))
            {
                MATL matlFile = (MATL)file;

                MaterialLibrary library = MATLtoLibrary(matlFile);

                using (TextWriter writer = new StringWriter())
                {
                    serializer.Serialize(writer, library);
                    string serial = writer.ToString();
                    File.WriteAllText(outputPath + "_out.xml", serial);
                }
            }
            else
            {
                Console.WriteLine("Error reading matl file");
            }
        }
Beispiel #7
0
        public IOModel GetIOModel()
        {
            IOModel outModel = new IOModel();

            MESH meshFile     = null;
            MATL materialFile = null;

            foreach (FileNode n in Parent.Nodes)
            {
                if (n.Text.Equals(_model.MeshString))
                {
                    meshFile = ((NUMSHB_Node)n).mesh;
                }
                if (n.Text.Equals(_model.SkeletonFileName))
                {
                    outModel.Skeleton = (RSkeleton)((SKEL_Node)n).GetRenderableNode();
                }
                if (n.Text.Equals(_model.MaterialFileNames[0].MaterialFileName))
                {
                    materialFile = ((MATL_Node)n).Material;
                }
            }

            Dictionary <string, int> indexByBoneName = new Dictionary <string, int>();

            if (outModel.Skeleton != null)
            {
                for (int i = 0; i < outModel.Skeleton.Bones.Count; i++)
                {
                    indexByBoneName.Add(outModel.Skeleton.Bones[i].Name, i);
                }
            }

            Dictionary <string, int> materialNameToIndex = new Dictionary <string, int>();

            if (materialFile != null)
            {
                int materialIndex = 0;
                foreach (var entry in materialFile.Entries)
                {
                    materialNameToIndex.Add(entry.MaterialLabel, materialIndex++);
                    IOMaterial material = new IOMaterial();
                    material.Name = entry.MaterialLabel;
                    outModel.Materials.Add(material);

                    foreach (var attr in entry.Attributes)
                    {
                        if (attr.ParamID == MatlEnums.ParamId.Texture0)
                        {
                            IOTexture dif = new IOTexture();
                            dif.Name = attr.DataObject.ToString();
                            material.DiffuseTexture = dif;
                        }
                    }
                }
            }

            if (meshFile != null)
            {
                SSBHVertexAccessor vertexAccessor = new SSBHVertexAccessor(meshFile);
                {
                    SSBHRiggingAccessor riggingAccessor = new SSBHRiggingAccessor(meshFile);
                    foreach (MeshObject obj in meshFile.Objects)
                    {
                        IOMesh outMesh = new IOMesh()
                        {
                            Name = obj.Name,
                        };
                        outModel.Meshes.Add(outMesh);

                        // get material
                        if (materialFile != null)
                        {
                            foreach (var entry in _model.ModelEntries)
                            {
                                if (entry.MeshName.Equals(obj.Name) && entry.SubIndex == obj.SubMeshIndex)
                                {
                                    outMesh.MaterialIndex = materialNameToIndex[entry.MaterialName];
                                    break;
                                }
                            }
                        }

                        IOVertex[] vertices = new IOVertex[obj.VertexCount];
                        for (int i = 0; i < vertices.Length; i++)
                        {
                            vertices[i] = new IOVertex();
                        }

                        foreach (MeshAttribute attr in obj.Attributes)
                        {
                            SSBHVertexAttribute[] values = vertexAccessor.ReadAttribute(attr.AttributeStrings[0].Name, 0, obj.VertexCount, obj);

                            if (attr.AttributeStrings[0].Name.Equals("Position0"))
                            {
                                outMesh.HasPositions = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].Position = new OpenTK.Vector3(values[i].X, values[i].Y, values[i].Z);
                                }
                            }
                            if (attr.AttributeStrings[0].Name.Equals("Normal0"))
                            {
                                outMesh.HasNormals = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].Normal = new OpenTK.Vector3(values[i].X, values[i].Y, values[i].Z);
                                }
                            }

                            // Flip UVs vertically for export.
                            if (attr.AttributeStrings[0].Name.Equals("map1"))
                            {
                                outMesh.HasUV0 = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].UV0 = new OpenTK.Vector2(values[i].X, 1 - values[i].Y);
                                }
                            }
                            if (attr.AttributeStrings[0].Name.Equals("uvSet"))
                            {
                                outMesh.HasUV1 = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].UV1 = new OpenTK.Vector2(values[i].X, 1 - values[i].Y);
                                }
                            }
                            if (attr.AttributeStrings[0].Name.Equals("uvSet1"))
                            {
                                outMesh.HasUV2 = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].UV2 = new OpenTK.Vector2(values[i].X, 1 - values[i].Y);
                                }
                            }
                            if (attr.AttributeStrings[0].Name.Equals("uvSet2"))
                            {
                                outMesh.HasUV3 = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].UV3 = new OpenTK.Vector2(values[i].X, 1 - values[i].Y);
                                }
                            }
                            if (attr.AttributeStrings[0].Name.Equals("colorSet1"))
                            {
                                outMesh.HasColor = true;
                                for (int i = 0; i < values.Length; i++)
                                {
                                    vertices[i].Color = new OpenTK.Vector4(values[i].X, values[i].Y, values[i].Z, values[i].W) / 127f;
                                }
                            }
                        }

                        // Fix SingleBinds
                        if (outModel.Skeleton != null && !obj.ParentBoneName.Equals(""))
                        {
                            int parentIndex = outModel.Skeleton.GetBoneIndex(obj.ParentBoneName);
                            if (parentIndex != -1)
                            {
                                for (int i = 0; i < vertices.Length; i++)
                                {
                                    vertices[i].Position      = OpenTK.Vector3.TransformPosition(vertices[i].Position, outModel.Skeleton.Bones[parentIndex].WorldTransform);
                                    vertices[i].Normal        = OpenTK.Vector3.TransformNormal(vertices[i].Normal, outModel.Skeleton.Bones[parentIndex].WorldTransform);
                                    vertices[i].BoneIndices.X = indexByBoneName[obj.ParentBoneName];
                                    vertices[i].BoneWeights.X = 1;
                                    outMesh.HasBoneWeights    = true;
                                }
                            }
                        }

                        // Apply Rigging
                        SSBHVertexInfluence[] influences = riggingAccessor.ReadRiggingBuffer(obj.Name, (int)obj.SubMeshIndex);

                        foreach (SSBHVertexInfluence influence in influences)
                        {
                            outMesh.HasBoneWeights = true;

                            // Some influences refer to bones that don't exist in the skeleton.
                            // _eff bones?
                            if (!indexByBoneName.ContainsKey(influence.BoneName))
                            {
                                continue;
                            }

                            if (vertices[influence.VertexIndex].BoneWeights.X == 0)
                            {
                                vertices[influence.VertexIndex].BoneIndices.X = indexByBoneName[influence.BoneName];
                                vertices[influence.VertexIndex].BoneWeights.X = influence.Weight;
                            }
                            else if (vertices[influence.VertexIndex].BoneWeights.Y == 0)
                            {
                                vertices[influence.VertexIndex].BoneIndices.Y = indexByBoneName[influence.BoneName];
                                vertices[influence.VertexIndex].BoneWeights.Y = influence.Weight;
                            }
                            else if (vertices[influence.VertexIndex].BoneWeights.Z == 0)
                            {
                                vertices[influence.VertexIndex].BoneIndices.Z = indexByBoneName[influence.BoneName];
                                vertices[influence.VertexIndex].BoneWeights.Z = influence.Weight;
                            }
                            else if (vertices[influence.VertexIndex].BoneWeights.W == 0)
                            {
                                vertices[influence.VertexIndex].BoneIndices.W = indexByBoneName[influence.BoneName];
                                vertices[influence.VertexIndex].BoneWeights.W = influence.Weight;
                            }
                        }

                        outMesh.Vertices.AddRange(vertices);
                        outMesh.Indices.AddRange(vertexAccessor.ReadIndices(0, obj.IndexCount, obj));
                    }
                }
            }


            return(outModel);
        }