Ejemplo n.º 1
0
        private void Replace(object sender, EventArgs args)
        {
            BNTX bn = this;

            OpenFileDialog ofd = new OpenFileDialog();

            ofd.Filter =
                "Supported Formats|*.bntx;|" +
                "All files(*.*)|*.*";

            if (ofd.ShowDialog() == DialogResult.OK)
            {
                byte[] newBntx = File.ReadAllBytes(ofd.FileName);


                FileData f = new FileData(newBntx);
                f.Endian = Endianness.Little;


                bn.Nodes.Clear();
                bn.ReadBNTX(f);
            }
        }
Ejemplo n.º 2
0
        public void Read(ResFile TargetSwitchBFRES, FileData f)
        {
            Nodes.Add(TModels);
            Nodes.Add(TMaterialAnim);
            Nodes.Add(TVisualAnim);
            Nodes.Add(TShapeAnim);
            Nodes.Add(TSceneAnim);
            Nodes.Add(TEmbedded);
            ImageKey         = "bfres";
            SelectedImageKey = "bfres";

            FSKACount = TargetSwitchBFRES.SkeletalAnims.Count;
            FVISCount = TargetSwitchBFRES.BoneVisibilityAnims.Count;
            FMAACount = TargetSwitchBFRES.MaterialAnims.Count;

            Console.WriteLine("Name = " + TargetSwitchBFRES.Name);

            foreach (ExternalFile ext in TargetSwitchBFRES.ExternalFiles)
            {
                f = new FileData(ext.Data);

                f.Endian = Endianness.Little;

                string EmMagic = f.readString(f.pos(), 4);

                if (EmMagic.Equals("BNTX")) //Textures
                {
                    int  temp = f.pos();
                    BNTX t    = new BNTX();
                    t.ReadBNTX(f);
                    TEmbedded.Nodes.Add(t);
                }
            }

            int ModelCur = 0;

            //FMDLs -Models-
            foreach (Model mdl in TargetSwitchBFRES.Models)
            {
                FMDL_Model model = new FMDL_Model(); //This will store VBN data and stuff
                model.Text = mdl.Name;

                TModels.Nodes.Add(model);

                ReadSkeleton(model, mdl);

                model.skeleton.reset();
                model.skeleton.update();

                //MeshTime!!
                foreach (Shape shp in mdl.Shapes)
                {
                    Mesh poly = new Mesh();
                    poly.Text          = shp.Name;
                    poly.MaterialIndex = shp.MaterialIndex;
                    poly.matrFlag      = shp.VertexSkinCount;
                    poly.fsklindx      = shp.BoneIndex;

                    TModels.Nodes[ModelCur].Nodes.Add(poly);


                    ReadVertexBuffer(mdl, shp, poly);


                    //  int LODCount = shp.Meshes.Count - 1; //For going to the lowest poly LOD mesh
                    int LODCount = 0;

                    uint   FaceCount    = FaceCount = shp.Meshes[LODCount].IndexCount;
                    uint[] indicesArray = shp.Meshes[LODCount].GetIndices().ToArray();

                    poly.BoundingCount = shp.SubMeshBoundings.Count;

                    for (int face = 0; face < FaceCount; face++)
                    {
                        poly.faces.Add((int)indicesArray[face] + (int)shp.Meshes[LODCount].FirstVertex);
                    }

                    foreach (Bounding bnd in shp.SubMeshBoundings)
                    {
                        Mesh.BoundingBox box = new Mesh.BoundingBox();
                        box.Center = new Vector3(bnd.Center.X, bnd.Center.Y, bnd.Center.Z);
                        box.Extent = new Vector3(bnd.Extent.X, bnd.Extent.Y, bnd.Extent.Z);

                        poly.boundingBoxes.Add(box); //Each box is by LOD mesh. This will be in a seperate class later so only one will be added
                    }
                    foreach (float r in shp.RadiusArray)
                    {
                        poly.radius.Add(r);
                    }

                    // Read materials
                    Material mat = mdl.Materials[shp.MaterialIndex];

                    poly.material.Name = mat.Name;

                    ReadTextureRefs(mat, poly);
                    ReadShaderParams(mat, poly);
                    ReadRenderInfo(mat, poly);

                    foreach (Sampler smp in mdl.Materials[shp.MaterialIndex].Samplers)
                    {
                        SamplerInfo s = new SamplerInfo();
                        s.WrapModeU = (int)smp.WrapModeU;
                        s.WrapModeV = (int)smp.WrapModeV;
                        s.WrapModeW = (int)smp.WrapModeW;
                        poly.material.samplerinfo.Add(s);
                    }

                    model.poly.Add(poly);
                }
                models.Add(model);
                ModelCur++;
            }
        }