Beispiel #1
0
        public void read(FileData f)
        {
            keyframe temp;

            defaultTexId = f.readInt();
            int keyframeCount  = f.readInt();
            int keyframeOffset = f.readInt();

            frameCount = f.readInt() + 1;
            unknown    = f.readInt();
            if (keyframeOffset != f.eof())
            {
                f.seek(keyframeOffset);
                for (int i = 0; i < keyframeCount; i++)
                {
                    temp.texId    = f.readInt();
                    temp.frameNum = f.readInt();
                    keyframes.Add(temp);
                }
            }
        }
Beispiel #2
0
        public static AnimationGroupNode Read(string filename, ResFile TargetWiiUBFRES)
        {
            FileData f = new FileData(filename);

            f.seek(0);

            f.Endian = Endianness.Little;

            Console.WriteLine("Reading Animations ...");

            f.seek(4);                     // magic check
            int SwitchCheck = f.readInt(); //Switch version only has padded magic

            f.skip(4);
            if (SwitchCheck == 0x20202020)
            {
                //    SwitchAnim2WiiU(path); //Hacky auto convert switch anims to wii u


                ResNSW.ResFile b = new ResNSW.ResFile(filename);

                AnimationGroupNode ThisAnimation = new AnimationGroupNode()
                {
                    Text = "Skeleton Animations"
                };

                TreeNode dummy = new TreeNode()
                {
                    Text = "Animation Set"
                };

                int i = 0;
                foreach (ResNSW.SkeletalAnim ska in b.SkeletalAnims)
                {
                    Animation a = new Animation(ska.Name);
                    ThisAnimation.Nodes.Add(a);

                    a.FrameCount = ska.FrameCount;
                    i++;
                    try
                    {
                        foreach (Syroot.NintenTools.NSW.Bfres.BoneAnim bn in ska.BoneAnims)
                        {
                            FSKANode bonean = new FSKANode(bn);

                            Animation.KeyNode bone = new Animation.KeyNode("");
                            a.Bones.Add(bone);
                            if (ska.FlagsRotate == ResNSW.SkeletalAnimFlagsRotate.EulerXYZ)
                            {
                                bone.RotType = Animation.RotationType.EULER;
                            }
                            else
                            {
                                bone.RotType = Animation.RotationType.QUATERNION;
                            }

                            bone.Text = bonean.Text;

                            for (int Frame = 0; Frame < ska.FrameCount; Frame++)
                            {
                                //Set base/start values for bones.
                                //Note. BOTW doesn't use base values as it uses havok engine. Need to add option to disable these
                                if (Frame == 0 && Runtime.HasNoAnimationBaseValues == false)
                                {
                                    bone.XSCA.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = 1
                                    });
                                    bone.YSCA.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = 1
                                    });
                                    bone.ZSCA.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = 1
                                    });
                                    bone.XROT.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.rot.X
                                    });
                                    bone.YROT.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.rot.Y
                                    });
                                    bone.ZROT.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.rot.Z
                                    });
                                    bone.XPOS.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.pos.X
                                    });
                                    bone.YPOS.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.pos.Y
                                    });
                                    bone.ZPOS.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.pos.Z
                                    });
                                }
                                foreach (FSKATrack track in bonean.tracks)
                                {
                                    Animation.KeyFrame frame = new Animation.KeyFrame();
                                    frame.InterType = Animation.InterpolationType.HERMITE;
                                    frame.Frame     = Frame;

                                    FSKAKey left  = track.GetLeft(Frame);
                                    FSKAKey right = track.GetRight(Frame);
                                    float   value;



                                    value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1);

                                    // interpolate the value and apply
                                    switch (track.flag)
                                    {
                                    case (int)TrackType.XPOS: frame.Value = value; bone.XPOS.Keys.Add(frame); break;

                                    case (int)TrackType.YPOS: frame.Value = value; bone.YPOS.Keys.Add(frame); break;

                                    case (int)TrackType.ZPOS: frame.Value = value; bone.ZPOS.Keys.Add(frame); break;

                                    case (int)TrackType.XROT: frame.Value = value; bone.XROT.Keys.Add(frame); break;

                                    case (int)TrackType.YROT: frame.Value = value; bone.YROT.Keys.Add(frame); break;

                                    case (int)TrackType.ZROT: frame.Value = value; bone.ZROT.Keys.Add(frame); break;

                                    case (int)TrackType.XSCA: frame.Value = value; bone.XSCA.Keys.Add(frame); break;

                                    case (int)TrackType.YSCA: frame.Value = value; bone.YSCA.Keys.Add(frame); break;

                                    case (int)TrackType.ZSCA: frame.Value = value; bone.ZSCA.Keys.Add(frame); break;
                                    }
                                }
                            }
                        }
                    }
                    catch
                    {
                    }
                }
                return(ThisAnimation);
            }
            else
            {
                f.eof();

                TargetWiiUBFRES = new ResFile(filename);

                ThisAnimation = new AnimationGroupNode()
                {
                    Text = "Skeleton Animations"
                };

                TreeNode dummy = new TreeNode()
                {
                    Text = "Animation Set"
                };

                int i = 0;
                foreach (SkeletalAnim ska in TargetWiiUBFRES.SkeletalAnims.Values)
                {
                    Animation a = new Animation(ska.Name);
                    ThisAnimation.Nodes.Add(a);

                    a.FrameCount = ska.FrameCount;
                    i++;
                    try
                    {
                        foreach (BoneAnim bn in ska.BoneAnims)
                        {
                            FSKANodeWiiU bonean = new FSKANodeWiiU(bn);

                            Animation.KeyNode bone = new Animation.KeyNode("");
                            a.Bones.Add(bone);
                            if (ska.FlagsRotate == SkeletalAnimFlagsRotate.EulerXYZ)
                            {
                                bone.RotType = Animation.RotationType.EULER;
                            }
                            else
                            {
                                bone.RotType = Animation.RotationType.QUATERNION;
                            }

                            bone.Text = bonean.Text;


                            for (int Frame = 0; Frame < ska.FrameCount; Frame++)
                            {
                                //Set base/start values for bones.
                                //Note. BOTW doesn't use base values as it uses havok engine. Need to add option to disable these
                                if (Frame == 0 && Runtime.HasNoAnimationBaseValues == false)
                                {
                                    bone.XSCA.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.sca.X
                                    });
                                    bone.YSCA.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.sca.Y
                                    });
                                    bone.ZSCA.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.sca.Z
                                    });
                                    bone.XROT.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.rot.X
                                    });
                                    bone.YROT.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.rot.Y
                                    });
                                    bone.ZROT.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.rot.Z
                                    });
                                    bone.XPOS.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.pos.X
                                    });
                                    bone.YPOS.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.pos.Y
                                    });
                                    bone.ZPOS.Keys.Add(new Animation.KeyFrame()
                                    {
                                        Frame = 0, Value = bonean.pos.Z
                                    });
                                }
                                foreach (FSKATrack track in bonean.tracks)
                                {
                                    Animation.KeyFrame frame = new Animation.KeyFrame();
                                    frame.InterType = Animation.InterpolationType.HERMITE;
                                    frame.Frame     = Frame;

                                    FSKAKey left  = track.GetLeft(Frame);
                                    FSKAKey right = track.GetRight(Frame);
                                    float   value;



                                    value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1);

                                    // interpolate the value and apply
                                    switch (track.flag)
                                    {
                                    case (int)TrackType.XPOS: frame.Value = value; bone.XPOS.Keys.Add(frame); break;

                                    case (int)TrackType.YPOS: frame.Value = value; bone.YPOS.Keys.Add(frame); break;

                                    case (int)TrackType.ZPOS: frame.Value = value; bone.ZPOS.Keys.Add(frame); break;

                                    case (int)TrackType.XROT: frame.Value = value; bone.XROT.Keys.Add(frame); break;

                                    case (int)TrackType.YROT: frame.Value = value; bone.YROT.Keys.Add(frame); break;

                                    case (int)TrackType.ZROT: frame.Value = value; bone.ZROT.Keys.Add(frame); break;

                                    case (int)TrackType.XSCA: frame.Value = value; bone.XSCA.Keys.Add(frame); break;

                                    case (int)TrackType.YSCA: frame.Value = value; bone.YSCA.Keys.Add(frame); break;

                                    case (int)TrackType.ZSCA: frame.Value = value; bone.ZSCA.Keys.Add(frame); break;
                                    }
                                }
                            }
                        }
                    }
                    catch
                    {
                    }
                }
                return(ThisAnimation);
            }
        }