Exemple #1
0
        public void AddObjectToDictionary(SerializableDOMNode actor, Dictionary <FourCC, List <SerializableDOMNode> > actorCategories)
        {
            string rawFourCC       = FourCCConversion.GetStringFromEnum(actor.FourCC);
            string fixedFourCC     = ChunkHeader.LayerToFourCC(rawFourCC, actor.Layer);
            FourCC fixedFourCCEnum = FourCCConversion.GetEnumFromString(fixedFourCC);

            if (!actorCategories.ContainsKey(fixedFourCCEnum))
            {
                actorCategories[fixedFourCCEnum] = new List <SerializableDOMNode>();
            }

            actorCategories[fixedFourCCEnum].Add(actor);
        }
Exemple #2
0
        public void ExportToStream(EndianBinaryWriter writer, WScene scene)
        {
            // Build a dictionary which lists unique FourCC's and a list of all relevant actors.
            var actorCategories = new Dictionary <FourCC, List <SerializableDOMNode> >();

            foreach (var child in scene)
            {
                var groupNode = child as WDOMGroupNode;
                if (groupNode == null)
                {
                    continue;
                }

                // If this is an ACTR, SCOB, or TRES group node, we have to dig into it to get the layers.
                if (groupNode.FourCC == FourCC.ACTR || groupNode.FourCC == FourCC.SCOB || groupNode.FourCC == FourCC.TRES)
                {
                    foreach (var layer in groupNode.Children)
                    {
                        foreach (var obj in layer.Children)
                        {
                            var actor = obj as SerializableDOMNode;

                            if (actor != null)
                            {
                                AddObjectToDictionary(actor, actorCategories);
                            }
                        }
                    }
                }
                else
                {
                    foreach (var obj in groupNode.Children)
                    {
                        var actor = obj as SerializableDOMNode;

                        if (actor != null)
                        {
                            AddObjectToDictionary(actor, actorCategories);
                        }
                    }
                }
            }

            // Create a chunk header for each one.
            var chunkHeaders = new List <ChunkHeader>();

            foreach (var kvp in actorCategories)
            {
                ChunkHeader header = new ChunkHeader();
                header.FourCC       = kvp.Key;
                header.ElementCount = kvp.Value.Count;

                chunkHeaders.Add(header);
            }

            long chunkStart = writer.BaseStream.Position;

            // Write the Header
            writer.Write(chunkHeaders.Count);
            for (int i = 0; i < chunkHeaders.Count; i++)
            {
                writer.Write((int)0); // Dummy Placeholder values for the Chunk Header.
                writer.Write((int)0);
                writer.Write((int)0);
            }

            // For each chunk, write the data for that chunk. Before writing the data, get the current offset and update the header.
            List <SerializableDOMNode>[] dictionaryData = new List <SerializableDOMNode> [actorCategories.Count];
            actorCategories.Values.CopyTo(dictionaryData, 0);

            for (int i = 0; i < chunkHeaders.Count; i++)
            {
                ChunkHeader header = chunkHeaders[i];
                chunkHeaders[i] = new ChunkHeader(header.FourCC, header.ElementCount, (int)(writer.BaseStream.Position - chunkStart));

                List <SerializableDOMNode> actors = dictionaryData[i];
                foreach (var actor in actors)
                {
                    MapActorDescriptor template = Globals.ActorDescriptors.Find(x => x.FourCC == actor.FourCC);
                    if (template == null)
                    {
                        Console.WriteLine("Unsupported FourCC (\"{0}\") for exporting!", actor.FourCC);
                        continue;
                    }

                    actor.PreSave();

                    actor.Save(writer);
                    //WriteActorToChunk(actor, template, writer);
                }
            }

            // Now that we've written every actor to file we can go back and re-write the headers now that we know their offsets.
            writer.BaseStream.Position = chunkStart + 0x4; // 0x4 is the offset to the Chunk Headers
            foreach (var header in chunkHeaders)
            {
                writer.WriteFixedString(FourCCConversion.GetStringFromEnum(header.FourCC), 4); // FourCC
                writer.Write(header.ElementCount);                                             // Number of Entries
                writer.Write(header.ChunkOffset);                                              // Offset from start of file.
            }

            // Seek to the end of the file, and then pad us to 32-byte alignment.
            writer.BaseStream.Seek(0, SeekOrigin.End);
            int delta = WMath.Pad32Delta(writer.BaseStream.Position);

            for (int i = 0; i < delta; i++)
            {
                writer.Write(0xFF);
            }
        }