public static BooleanKeyGroup CreateBooleanTrackWiiU(ResU.AnimCurve animCurve)
        {
            BooleanKeyGroup track = new BooleanKeyGroup();

            track.AnimDataOffset = animCurve.AnimDataOffset;
            track.Scale          = animCurve.Scale;
            track.Offset         = animCurve.Offset;
            track.StartFrame     = animCurve.StartFrame;
            track.EndFrame       = animCurve.EndFrame;
            track.Delta          = animCurve.Delta;

            for (int i = 0; i < (ushort)animCurve.Frames.Length; i++)
            {
                switch (animCurve.CurveType)
                {
                case ResU.AnimCurveType.StepBool:     //1 element are stored for step
                    track.Keys.Add(new BooleanKeyFrame()
                    {
                        IsKeyed   = true,
                        InterType = InterpolationType.STEPBOOL,
                        Frame     = (int)animCurve.Frames[i],
                        Visible   = animCurve.KeyStepBoolData[i],
                    });
                    break;

                default:
                    throw new Exception("Unsupported anim type!");
                }
            }

            return(track);
        }
        private static IList <ResU.AnimCurve> ConvertAnimCurveSwitchToWiiU(IList <ResNX.AnimCurve> curvesNX)
        {
            var curvesU = new List <ResU.AnimCurve>();

            foreach (var curveNX in curvesNX)
            {
                ResU.AnimCurve curve = new ResU.AnimCurve();
                curve.AnimDataOffset  = curveNX.AnimDataOffset;
                curve.CurveType       = (ResU.AnimCurveType)curveNX.CurveType;
                curve.Delta           = curveNX.Delta;
                curve.EndFrame        = curveNX.EndFrame;
                curve.Frames          = curveNX.Frames;
                curve.Keys            = curveNX.Keys;
                curve.KeyStepBoolData = curveNX.KeyStepBoolData;
                curve.KeyType         = (ResU.AnimCurveKeyType)curveNX.KeyType;
                curve.FrameType       = (ResU.AnimCurveFrameType)curveNX.FrameType;
                curve.StartFrame      = curveNX.StartFrame;
                curve.Scale           = curveNX.Scale;
                curve.Offset          = (float)curveNX.Offset;

                curvesU.Add(curve);
            }

            return(curvesU);
        }
Exemple #3
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        public static float[] GetSlopes(ResU.AnimCurve curve, float index)
        {
            float[] slopes = new float[2];
            if (curve.CurveType == ResU.AnimCurveType.Cubic)
            {
                float InSlope  = 0;
                float OutSlope = 0;
                for (int i = 0; i < curve.Frames.Length; i++)
                {
                    var   coef0   = curve.Keys[i, 0] * curve.Scale + curve.Offset;
                    var   coef1   = curve.Keys[i, 1] * curve.Scale;
                    var   coef2   = curve.Keys[i, 2] * curve.Scale;
                    var   coef3   = curve.Keys[i, 3] * curve.Scale;
                    float time    = 0;
                    float delta   = 0;
                    float invTime = 1;
                    if (i < curve.Frames.Length - 1)
                    {
                        var nextValue = curve.Keys[i + 1, 0] * curve.Scale + curve.Offset;
                        delta   = nextValue - coef0;
                        time    = curve.Frames[i + 1] - curve.Frames[i];
                        invTime = 1f / time;
                    }

                    float p0 = coef0;
                    float p1 = coef0 + (coef1 + coef3) / 3f;
                    float p2 = coef0 + (coef1 + coef1 + coef2) / 3f;
                    float p3 = coef0 + delta;

                    if (index == i)
                    {
                        OutSlope = (p1 - p0) * 3f * invTime;
                        return(new float[2] {
                            InSlope, OutSlope
                        });
                    }

                    InSlope = (p3 - p2) * 3f * invTime;
                }
            }

            return(slopes);
        }
Exemple #4
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        public static float[] GetSlopes(ResU.AnimCurve curve, float index)
        {
            float[] slopes = new float[2];
            if (curve.CurveType == ResU.AnimCurveType.Cubic)
            {
                float InSlope  = 0;
                float OutSlope = 0;
                for (int i = 0; i < curve.Frames.Length; i++)
                {
                    var   coef0 = curve.Keys[i, 0] * curve.Scale + curve.Offset;
                    var   coef1 = curve.Keys[i, 1] * curve.Scale + curve.Offset;
                    var   coef2 = curve.Keys[i, 2] * curve.Scale + curve.Offset;
                    var   coef3 = curve.Keys[i, 3] * curve.Scale + curve.Offset;
                    float time  = 0;
                    float delta = 0;
                    if (i < curve.Frames.Length - 1)
                    {
                        var nextValue = curve.Keys[i + 1, 0] * curve.Scale + curve.Offset;
                        delta = nextValue - coef0;
                        time  = curve.Frames[i + 1] - curve.Frames[i];
                    }

                    var slopeData = CurveInterpolationHelper.GetCubicSlopes(time, delta,
                                                                            new float[4] {
                        coef0, coef1, coef2, coef3,
                    });

                    if (index == i)
                    {
                        OutSlope = slopeData[1];
                        return(new float[2] {
                            InSlope, OutSlope
                        });
                    }

                    //The previous inslope is used
                    InSlope = slopeData[0];
                }
            }

            return(slopes);
        }
        public static Animation.KeyGroup CreateTrackWiiU(ResU.AnimCurve animCurve)
        {
            Animation.KeyGroup track = new Animation.KeyGroup();
            track.AnimDataOffset = animCurve.AnimDataOffset;
            track.Scale          = animCurve.Scale;
            track.Offset         = animCurve.Offset;
            track.StartFrame     = animCurve.StartFrame;
            track.EndFrame       = animCurve.EndFrame;
            track.Delta          = animCurve.Delta;

            float tanscale = animCurve.Delta;

            if (tanscale == 0)
            {
                tanscale = 1;
            }

            if (animCurve.Scale == 0)
            {
                animCurve.Scale = 1;
            }

            for (int i = 0; i < (ushort)animCurve.Frames.Length; i++)
            {
                switch (animCurve.CurveType)
                {
                case ResU.AnimCurveType.Cubic:     //4 elements are stored for cubic
                    track.InterpolationType = InterpolationType.HERMITE;
                    track.Keys.Add(new Animation.KeyFrame()
                    {
                        IsKeyed   = true,
                        InterType = InterpolationType.HERMITE,
                        Frame     = (int)animCurve.Frames[i],
                        Value     = animCurve.Offset + (animCurve.Keys[i, 0] * animCurve.Scale),
                        Slope1    = animCurve.Offset + (animCurve.Keys[i, 1] * animCurve.Scale),
                        Slope2    = animCurve.Offset + (animCurve.Keys[i, 2] * animCurve.Scale),
                        Delta     = animCurve.Offset + (animCurve.Keys[i, 3] * animCurve.Scale),
                    });
                    break;

                case ResU.AnimCurveType.Linear:     //2 elements are stored for linear
                    track.InterpolationType = InterpolationType.LINEAR;
                    track.Keys.Add(new Animation.KeyFrame()
                    {
                        IsKeyed   = true,
                        InterType = InterpolationType.LINEAR,
                        Frame     = (int)animCurve.Frames[i],
                        Value     = animCurve.Offset + (animCurve.Keys[i, 0] * animCurve.Scale),
                        Delta     = animCurve.Offset + (animCurve.Keys[i, 1] * animCurve.Scale),
                    });
                    break;

                case ResU.AnimCurveType.StepInt:     //1 element are stored for step
                    track.InterpolationType = InterpolationType.STEP;
                    track.Keys.Add(new Animation.KeyFrame()
                    {
                        IsKeyed   = true,
                        InterType = InterpolationType.STEP,
                        Frame     = (int)animCurve.Frames[i],
                        Value     = (int)animCurve.Offset + (int)animCurve.Keys[i, 0] * animCurve.Scale,
                        Value1    = (int)animCurve.Offset + (int)animCurve.Keys[i, 0] * animCurve.Scale,
                    });

                    Console.WriteLine($"Frame {animCurve.Frames[i]} Offset " + (int)animCurve.Offset + " " + ((int)animCurve.Offset + (int)animCurve.Keys[i, 0] * animCurve.Scale));
                    break;

                default:
                    throw new Exception("Unsupported anim type!");
                }
            }

            return(track);
        }
Exemple #6
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        public GifToTexturePatternAnimation(string FileName, BFRESGroupNode TargetFTEXFolder, FTXP ftxp)
        {
            string TextureName = System.IO.Path.GetFileNameWithoutExtension(FileName);

            string ext = Utils.GetExtension(FileName);

            ImageKeyFrame[] Images = new ImageKeyFrame[0];

            if (ext == ".gif")
            {
                Image gifImg = Image.FromFile(FileName);

                //Add all the images
                Images = GetImages(gifImg);
            }
            if (ext == ".png" || ext == ".apng")
            {
                APNG png = new APNG();
                png.Load(FileName);
                for (int i = 0; i < png.NumEmbeddedPNG; i++)
                {
                    Images[i] = new ImageKeyFrame()
                    {
                        Frame = i,
                        Image = png.ToBitmap(i)
                    };
                }
            }

            TargetFTEXFolder.ImportTexture(Images, TextureName);

            //Now load the key data to the animation
            ftxp.TexPatternAnim             = new ResU.TexPatternAnim();
            ftxp.TexPatternAnim.Name        = ftxp.Text;
            ftxp.TexPatternAnim.Path        = "";
            ftxp.TexPatternAnim.FrameCount  = Images.Length;
            ftxp.TexPatternAnim.TextureRefs = new ResU.ResDict <ResU.TextureRef>();
            foreach (ImageKeyFrame key in Images)
            {
                string name = $"{TextureName}{key.Frame}";

                ftxp.TexPatternAnim.TextureRefs.Add($"{TextureName}{key.Frame}",
                                                    new ResU.TextureRef()
                {
                    Name    = $"{name}",
                    Texture = ((FTEX)TargetFTEXFolder.ResourceNodes[name]).texture,
                });
            }

            var material = new ResU.TexPatternMatAnim();

            material.Name = "NewMaterial";

            material.PatternAnimInfos = new List <ResU.PatternAnimInfo>();

            material.BaseDataList.Add(0);

            ResU.PatternAnimInfo info = new ResU.PatternAnimInfo();
            info.CurveIndex   = 0;
            info.SubBindIndex = -1;
            info.Name         = "_a0";
            material.PatternAnimInfos.Add(info);

            ftxp.TexPatternAnim.TexPatternMatAnims.Add(material);
            ResU.AnimCurve curve = new ResU.AnimCurve();
            curve.AnimDataOffset = 0;
            curve.CurveType      = ResU.AnimCurveType.StepInt;
            curve.Delta          = 0;
            curve.EndFrame       = Images.Length;
            curve.StartFrame     = 0;
            curve.FrameType      = ResU.AnimCurveFrameType.Byte;
            curve.Scale          = 1;
            curve.Offset         = 0;
            curve.Frames         = new float[(int)curve.EndFrame];

            for (int i = 0; i < curve.EndFrame; i++)
            {
                curve.Frames[i] = Images[i].Frame;
            }

            curve.Keys = new float[(int)curve.Frames.Length, 1];
            for (int i = 0; i < (ushort)curve.Keys.Length; i++)
            {
                int index = ftxp.TexPatternAnim.TextureRefs.IndexOf($"{TextureName}{Images[i].Frame}");
                curve.Keys[i, 0] = index;
            }

            material.Curves.Add(curve);

            ftxp.UpdateMaterialBinds();
        }
        private static ResU.AnimCurve GenerateCurve(uint AnimOffset, CLR0Node anim, CLR0MaterialEntryNode entry)
        {
            ResU.AnimCurve curve = new ResU.AnimCurve();
            curve.AnimDataOffset = AnimOffset;
            curve.StartFrame     = 0;
            curve.Offset         = 0;
            curve.Scale          = 1;
            curve.FrameType      = ResU.AnimCurveFrameType.Single;
            curve.KeyType        = ResU.AnimCurveKeyType.Single;
            curve.CurveType      = ResU.AnimCurveType.Linear;

            List <float> Frames = new List <float>();
            List <float> Keys   = new List <float>();

            for (int c = 0; c < entry.Colors.Count; c++)
            {
                Frames.Add(c);
                //Max of 4 values.  Cubic using 4, linear using 2, and step using 1
                float[] KeyValues = new float[4];

                switch (AnimOffset)
                {
                case 0:     //Red
                    Keys.Add((float)entry.Colors[c].R / 255f);
                    break;

                case 4:     //Green
                    Keys.Add((float)entry.Colors[c].G / 255f);
                    break;

                case 8:     //Blue
                    Keys.Add((float)entry.Colors[c].B / 255f);
                    break;

                case 12:     //Alpha
                    Keys.Add((float)entry.Colors[c].A / 255f);
                    break;

                default:
                    throw new Exception("Invalid animation offset set!");
                }
            }

            //Max value in frames is our end frame
            curve.EndFrame = Frames.Max();
            curve.Frames   = Frames.ToArray();

            //If a curve only has one frame we don't need to interpolate or add keys to a curve as it's constant
            if (curve.Frames.Length <= 1)
            {
                return(null);
            }

            switch (curve.CurveType)
            {
            case ResU.AnimCurveType.Cubic:
                curve.Keys = new float[Keys.Count, 4];
                for (int frame = 0; frame < Keys.Count; frame++)
                {
                    float Delta = 0;

                    if (frame < Keys.Count - 1)
                    {
                        Delta = Keys[frame + 1] - Keys[frame];
                    }

                    float value  = Keys[frame];
                    float Slope  = 0;
                    float Slope2 = 0;

                    curve.Keys[frame, 0] = value;
                    curve.Keys[frame, 1] = Slope;
                    curve.Keys[frame, 2] = Slope2;
                    curve.Keys[frame, 3] = Delta;
                }
                break;

            case ResU.AnimCurveType.StepInt:
                //Step requires no interpolation
                curve.Keys = new float[Keys.Count, 1];
                for (int frame = 0; frame < Keys.Count; frame++)
                {
                    curve.Keys[frame, 0] = 0;
                }
                break;

            case ResU.AnimCurveType.Linear:
                curve.Keys = new float[Keys.Count, 2];
                for (int frame = 0; frame < Keys.Count; frame++)
                {
                    //Delta for second value used in linear curves
                    float time  = curve.Frames[frame];
                    float Delta = 0;

                    if (frame < Keys.Count - 1)
                    {
                        Delta = Keys[frame + 1] - Keys[frame];
                    }

                    curve.Keys[frame, 0] = Keys[frame];
                    curve.Keys[frame, 1] = Delta;
                }
                break;
            }

            return(curve);
        }