//We're not realistically going to fully convert everything, but we can get vertex data and bones if nothing else //Returns an aqp ready for the ConvertToNGSPSO2Mesh method public static AquaObject ReadAXS(string filePath, out AquaNode aqn) { AquaObject aqp = new NGSAquaObject(); aqn = new AquaNode(); using (Stream stream = (Stream) new FileStream(filePath, FileMode.Open)) using (var streamReader = new BufferedStreamReader(stream, 8192)) { Debug.WriteLine(Path.GetFileName(filePath)); long last__oaPos = 0; eertStruct eertNodes = null; ipnbStruct tempLpnbList = null; List <ffubStruct> ffubList = new List <ffubStruct>(); List <XgmiStruct> xgmiList = new List <XgmiStruct>(); List <string> texNames = new List <string>(); List <MeshDefinitions> meshDefList = new List <MeshDefinitions>(); List <stamData> stamList = new List <stamData>(); Dictionary <string, rddaStruct> rddaList = new Dictionary <string, rddaStruct>(); Dictionary <string, rddaStruct> imgRddaList = new Dictionary <string, rddaStruct>(); Dictionary <string, rddaStruct> vertRddaList = new Dictionary <string, rddaStruct>(); Dictionary <string, rddaStruct> faceRddaList = new Dictionary <string, rddaStruct>(); Dictionary <string, int> xgmiIdByCombined = new Dictionary <string, int>(); Dictionary <string, int> xgmiIdByUnique = new Dictionary <string, int>(); ffubStruct imgFfub = new ffubStruct(); ffubStruct vertFfub = new ffubStruct(); ffubStruct faceFfub = new ffubStruct(); var fType = streamReader.Read <int>(); var fsaLen = streamReader.Read <int>(); streamReader.Seek(0x8, SeekOrigin.Current); //Go to Vert definition, node, material, and misc data while (streamReader.Position() < fsaLen) { var tag = streamReader.Peek <int>(); var test = Encoding.UTF8.GetString(BitConverter.GetBytes(tag)); Debug.WriteLine(streamReader.Position().ToString("X")); Debug.WriteLine(test); switch (tag) { case __oa: last__oaPos = streamReader.Position(); streamReader.Seek(0xD0, SeekOrigin.Current); break; case FIA: streamReader.Seek(0x10, SeekOrigin.Current); break; case __lm: var stam = streamReader.ReadLM(); if (stam != null && stam.Count > 0) { stamList = stam; } break; case __bm: streamReader.ReadBM(meshDefList, tempLpnbList, stamList, last__oaPos); break; case lpnb: tempLpnbList = streamReader.ReadIpnb(); break; case eert: eertNodes = streamReader.ReadEert(); break; //case ssem: // streamReader.SkipBasicAXSStruct(); //Maybe use for material data later. Remember to store ordered id for _bm mesh entries for this // break; case Xgmi: var xgmiData = streamReader.ReadXgmi(); if (!xgmiIdByCombined.ContainsKey(xgmiData.stamCombinedId)) { xgmiIdByCombined.Add(xgmiData.stamCombinedId, xgmiList.Count); } xgmiIdByUnique.Add(xgmiData.stamUniqueId, xgmiList.Count); xgmiList.Add(xgmiData); break; default: streamReader.SkipBasicAXSStruct(); break; } } //Assemble aqn from eert if (eertNodes != null) { for (int i = 0; i < eertNodes.boneCount; i++) { var rttaNode = eertNodes.rttaList[i]; Matrix4x4 mat = Matrix4x4.Identity; mat *= Matrix4x4.CreateScale(rttaNode.scale); var rotation = Matrix4x4.CreateFromQuaternion(rttaNode.quatRot); mat *= rotation; mat *= Matrix4x4.CreateTranslation(rttaNode.pos); var parentId = rttaNode.parentNodeId; //If there's a parent, multiply by it if (i != 0) { if (rttaNode.parentNodeId == -1) { parentId = 0; } var pn = aqn.nodeList[parentId]; var parentInvTfm = new Matrix4x4(pn.m1.X, pn.m1.Y, pn.m1.Z, pn.m1.W, pn.m2.X, pn.m2.Y, pn.m2.Z, pn.m2.W, pn.m3.X, pn.m3.Y, pn.m3.Z, pn.m3.W, pn.m4.X, pn.m4.Y, pn.m4.Z, pn.m4.W); Matrix4x4.Invert(parentInvTfm, out var invParentInvTfm); mat = mat * invParentInvTfm; } else { parentId = -1; } rttaNode.nodeMatrix = mat; //Create AQN node NODE aqNode = new NODE(); aqNode.animatedFlag = 1; aqNode.parentId = parentId; aqNode.unkNode = -1; aqNode.pos = rttaNode.pos; aqNode.eulRot = QuaternionToEuler(rttaNode.quatRot); if (Math.Abs(aqNode.eulRot.Y) > 120) { aqNode.scale = new Vector3(-1, -1, -1); } else { aqNode.scale = new Vector3(1, 1, 1); } Matrix4x4.Invert(mat, out var invMat); aqNode.m1 = new Vector4(invMat.M11, invMat.M12, invMat.M13, invMat.M14); aqNode.m2 = new Vector4(invMat.M21, invMat.M22, invMat.M23, invMat.M24); aqNode.m3 = new Vector4(invMat.M31, invMat.M32, invMat.M33, invMat.M34); aqNode.m4 = new Vector4(invMat.M41, invMat.M42, invMat.M43, invMat.M44); aqNode.boneName = rttaNode.nodeName; Debug.WriteLine($"{i} " + aqNode.boneName.GetString()); aqn.nodeList.Add(aqNode); } } //Go to mesh buffers streamReader.Seek(fsaLen, SeekOrigin.Begin); if (streamReader.Position() >= stream.Length) { return(null); } var fType2 = streamReader.Read <int>(); //Read mesh data if (fType2 != FMA) { Debug.WriteLine("Unexpected struct in location of FMA!"); return(null); } streamReader.Seek(0xC, SeekOrigin.Current); //Skip daeh int meshSettingLen = streamReader.ReadDAEH(); //Read ffub and rdda //Count mesh count here for now and store starts and ends of data long meshSettingStart = streamReader.Position(); while (streamReader.Position() < meshSettingStart + meshSettingLen) { streamReader.ReadFFUBorRDDA(ffubList, rddaList, imgRddaList, vertRddaList, faceRddaList, ref imgFfub, ref vertFfub, ref faceFfub); } int meshCount = meshDefList.Count; //Read image data var ext = Path.GetExtension(filePath); for (int i = 0; i < xgmiList.Count; i++) { var xgmiData = xgmiList[i]; var imgBufferInfo = imgRddaList[$"{xgmiData.md5_1.ToString("X")}{xgmiData.md5_2.ToString("X")}"]; Debug.WriteLine($"Image set {i}: " + imgBufferInfo.md5_1.ToString("X") + " " + imgBufferInfo.dataStartOffset.ToString("X") + " " + imgBufferInfo.toTagStruct.ToString("X") + " " + (meshSettingStart + imgFfub.dataStartOffset + imgBufferInfo.dataStartOffset).ToString("X")); var position = meshSettingStart + imgFfub.dataStartOffset + imgBufferInfo.dataStartOffset; var buffer = streamReader.ReadBytes(position, imgBufferInfo.dataSize); var outImagePath = filePath.Replace(ext, $"_tex_{i}" + ".dds"); texNames.Add(Path.GetFileName(outImagePath)); try { string name = Path.GetFileName(filePath); Debug.WriteLine($"{name}_xgmi_{ i}"); var image = AIFMethods.GetImage(xgmiData, buffer); File.WriteAllBytes(filePath.Replace(ext, $"_tex_{i}" + ".dds"), image); } catch (Exception exc) { #if DEBUG string name = Path.GetFileName(filePath); Debug.WriteLine($"Extract tex {i} failed."); File.WriteAllBytes($"C:\\{name}_xgmiHeader_{i}.bin", xgmiData.GetBytes()); File.WriteAllBytes($"C:\\{name}_xgmiBuffer_{i}.bin", buffer); Debug.WriteLine(exc.Message); #endif } buffer = null; } //Read model data - Since ffubs are initialized, they default to 0. int vertFfubPadding = imgFfub.structSize; int faceFfubPadding = imgFfub.structSize + vertFfub.structSize; for (int i = 0; i < meshCount; i++) { var mesh = meshDefList[i]; var nodeMatrix = Matrix4x4.Identity; for (int bn = 0; bn < eertNodes.boneCount; bn++) { var node = eertNodes.rttaList[bn]; if (node.meshNodePtr == mesh.oaPos) { nodeMatrix = node.nodeMatrix; break; } } var vertBufferInfo = vertRddaList[$"{mesh.salvStr.md5_1.ToString("X")}{mesh.salvStr.md5_2.ToString("X")}"]; var faceBufferInfo = faceRddaList[$"{mesh.lxdiStr.md5_1.ToString("X")}{mesh.lxdiStr.md5_2.ToString("X")}"]; Debug.WriteLine($"Vert set {i}: " + vertBufferInfo.md5_1.ToString("X") + " " + vertBufferInfo.dataStartOffset.ToString("X") + " " + vertBufferInfo.toTagStruct.ToString("X") + " " + (meshSettingStart + vertFfubPadding + vertFfub.dataStartOffset + vertBufferInfo.dataStartOffset).ToString("X")); Debug.WriteLine($"Face set {i}: " + faceBufferInfo.md5_1.ToString("X") + " " + faceBufferInfo.dataStartOffset.ToString("X") + " " + faceBufferInfo.toTagStruct.ToString("X") + " " + (meshSettingStart + faceFfubPadding + faceFfub.dataStartOffset + faceBufferInfo.dataStartOffset).ToString("X")); //Vert data var vertCount = vertBufferInfo.dataSize / mesh.salvStr.vertLen; AquaObject.VTXL vtxl = new AquaObject.VTXL(); streamReader.Seek((meshSettingStart + vertFfubPadding + vertFfub.dataStartOffset + vertBufferInfo.dataStartOffset), SeekOrigin.Begin); AquaObjectMethods.ReadVTXL(streamReader, mesh.vtxe, vtxl, vertCount, mesh.vtxe.vertDataTypes.Count); vtxl.convertToLegacyTypes(); //Fix vert transforms for (int p = 0; p < vtxl.vertPositions.Count; p++) { vtxl.vertPositions[p] = Vector3.Transform(vtxl.vertPositions[p], nodeMatrix); if (vtxl.vertNormals.Count > 0) { vtxl.vertNormals[p] = Vector3.TransformNormal(vtxl.vertNormals[p], nodeMatrix); } } //Handle bone indices if (mesh.ipnbStr != null && mesh.ipnbStr.shortList.Count > 0) { vtxl.bonePalette = (mesh.ipnbStr.shortList.ConvertAll(delegate(short num) { return((ushort)num); })); //Convert the indices based on the global bone list as pso2 will expect for (int bn = 0; bn < vtxl.bonePalette.Count; bn++) { vtxl.bonePalette[bn] = (ushort)mesh.lpnbStr.shortList[vtxl.bonePalette[bn]]; } } aqp.vtxlList.Add(vtxl); //Face data AquaObject.GenericTriangles genMesh = new AquaObject.GenericTriangles(); int faceIndexCount = faceBufferInfo.dataSize / 2; List <int> faceList = new List <int>(); streamReader.Seek((meshSettingStart + faceFfubPadding + faceFfub.dataStartOffset + faceBufferInfo.dataStartOffset), SeekOrigin.Begin); int maxStep = streamReader.Read <ushort>(); for (int fId = 0; fId < faceIndexCount - 1; fId++) { faceList.Add(streamReader.Read <ushort>()); } //Convert the data to something usable with this algorithm and then destripify it. List <ushort> triList = unpackInds(inverseWatermarkTransform(faceList, maxStep)).ConvertAll(delegate(int num) { return((ushort)num); }); var tempFaceData = new AquaObject.stripData() { triStrips = triList, format0xC33 = true, triIdCount = triList.Count }; genMesh.triList = tempFaceData.GetTriangles(); //Extra genMesh.vertCount = vertCount; genMesh.matIdList = new List <int>(new int[genMesh.triList.Count]); for (int j = 0; j < genMesh.matIdList.Count; j++) { genMesh.matIdList[j] = aqp.tempMats.Count; } aqp.tempTris.Add(genMesh); //Material var mat = new AquaObject.GenericMaterial(); mat.texNames = GetTexNames(mesh, xgmiIdByCombined, xgmiIdByUnique, texNames); aqp.tempMats.Add(mat); } return(aqp); } }
//Takes in an Assimp model and generates a full PSO2 model and skeleton from it. public static AquaObject AssimpAquaConvertFull(string initialFilePath, float scaleFactor, bool preAssignNodeIds, bool isNGS) { AquaUtil aquaUtil = new AquaUtil(); float baseScale = 1f / 100f * scaleFactor; //We assume that this will be 100x the true scale because 1 unit to 1 meter isn't the norm Assimp.AssimpContext context = new Assimp.AssimpContext(); context.SetConfig(new Assimp.Configs.FBXPreservePivotsConfig(false)); Assimp.Scene aiScene = context.ImportFile(initialFilePath, Assimp.PostProcessSteps.Triangulate | Assimp.PostProcessSteps.JoinIdenticalVertices | Assimp.PostProcessSteps.FlipUVs); AquaObject aqp; AquaNode aqn = new AquaNode(); if (isNGS) { aqp = new NGSAquaObject(); } else { aqp = new ClassicAquaObject(); } //Construct Materials Dictionary <string, int> matNameTracker = new Dictionary <string, int>(); foreach (var aiMat in aiScene.Materials) { string name; if (matNameTracker.ContainsKey(aiMat.Name)) { name = $"{aiMat.Name} ({matNameTracker[aiMat.Name]})"; matNameTracker[aiMat.Name] += 1; } else { name = aiMat.Name; matNameTracker.Add(aiMat.Name, 1); } AquaObject.GenericMaterial genMat = new AquaObject.GenericMaterial(); List <string> shaderList = new List <string>(); AquaObjectMethods.GetMaterialNameData(ref name, shaderList, out string alphaType, out string playerFlag); genMat.matName = name; genMat.shaderNames = shaderList; genMat.blendType = alphaType; genMat.specialType = playerFlag; genMat.texNames = new List <string>(); genMat.texUVSets = new List <int>(); //Texture assignments. Since we can't rely on these to export properly, we dummy them or just put diffuse if a playerFlag isn't defined. //We'll have the user set these later if needed. if (genMat.specialType != null) { AquaObjectMethods.GenerateSpecialMaterialParameters(genMat); } else if (aiMat.TextureDiffuse.FilePath != null) { genMat.texNames.Add(Path.GetFileName(aiMat.TextureDiffuse.FilePath)); } else { genMat.texNames.Add("tex0_d.dds"); } genMat.texUVSets.Add(0); AquaObjectMethods.GenerateMaterial(aqp, genMat, true); } //Default to this so ids can be assigned by order if needed Dictionary <string, int> boneDict = new Dictionary <string, int>(); if (aiScene.RootNode.Name == null || !aiScene.RootNode.Name.Contains("(") || preAssignNodeIds == true) { int nodeCounter = 0; BuildAiNodeDictionary(aiScene.RootNode, ref nodeCounter, boneDict); } IterateAiNodesAQP(aqp, aqn, aiScene, aiScene.RootNode, Matrix4x4.Transpose(GetMat4FromAssimpMat4(aiScene.RootNode.Transform)), baseScale); //Assimp data is gathered, proceed to processing model data for PSO2 AquaUtil.ModelSet set = new AquaUtil.ModelSet(); set.models.Add(aqp); aquaUtil.aquaModels.Add(set); aquaUtil.ConvertToNGSPSO2Mesh(false, false, false, true, false, false, true); //AQPs created this way will require more processing to finish. //-Texture lists in particular, MUST be generated as what exists is not valid without serious errors return(aqp); }