/// <summary> /// Creates a byte array from this JMP. /// </summary> /// <returns>The JMP as a byte array.</returns> public byte[] Write() { MemoryStream stream = new MemoryStream(); DhBinaryWriter bw = new DhBinaryWriter(stream, DhEndian.Big); uint entryOffset = CalculateEntryOffset(); uint entrySize = CalculateEntrySize(); bw.WriteU32((uint)Entries.Count); bw.WriteU32((uint)Fields.Count); bw.WriteU32(entryOffset); bw.WriteU32(entrySize); for (int i = 0; i < Fields.Count; i++) { Fields[i].Write(bw); } for (int i = 0; i < Entries.Count; i++) { bw.Goto(entryOffset + (i * entrySize)); Entries[i].Write(bw, Fields); } bw.Back(0); bw.WritePadding32('@'); return(stream.ToArray()); }
/// <summary> /// Creates a byte array from this TMB. /// </summary> /// <returns>The TMB as a byte array.</returns> public byte[] Write() { // Define a stream to hold our TMB data. MemoryStream stream = new MemoryStream(); // Define a binary writer to write with. DhBinaryWriter bw = new DhBinaryWriter(stream, DhEndian.Big); // Write the amount of sequences. bw.WriteU16((ushort)Sequences.Count); // Find the largest duration value in each keyframe in each sequence. float longestDuration = Sequences.Max(s => s.KeyFrames.Max(k => k.Time)); // Write the largest duration. (This is the duration of the timing) bw.WriteU16((ushort)longestDuration); // Write placeholder for sequence data offset. bw.WriteU32(0); // Loop through sequences within this bank. foreach (TMBSequence sequence in Sequences) { // Loop through keyframe's within this sequence. foreach (TIMKeyFrame keyframe in sequence.KeyFrames) { // Write this keyframe. keyframe.Write(bw); } } // Save the sequence data offset. uint sequenceDataOffset = (uint)bw.Position(); // Goto sequence data offset value. bw.Goto(4); // Write sequence data offset. bw.WriteU32(sequenceDataOffset); // Go back to end of stream. bw.Back(0); // Loop through sequences within this bank. foreach (TMBSequence sequence in Sequences) { // Write this sequence. sequence.Write(bw); } // Pad to nearest whole 32. bw.WritePadding32(); // Return the TMB as byte array. return(stream.ToArray()); }
/// <summary> /// Creates a stream from this JMP. /// </summary> /// <returns>The JMP as a stream.</returns> public Stream Write() { // Define a stream to hold our GEB data. Stream stream = new MemoryStream(); // Define a binary writer to write with. DhBinaryWriter bw = new DhBinaryWriter(stream, DhEndian.Big); // Write JMP's Header bw.WriteU32((uint)Entries.Count); bw.WriteU32((uint)Fields.Count); bw.WriteU32(EntryOffset); bw.WriteU32(EntrySize); // Write JMP's Fields for (int i = 0; i < Fields.Count; i++) { Fields[i].Write(bw); } // Seek to beginning of file. bw.Goto(0); // Write JMP's Entries for (int i = 0; i < Entries.Count; i++) { bw.Goto(EntryOffset + (i * EntrySize)); Entries[i].Write(bw, Fields); } // Back up from the end of the file. bw.Back(0); // Pad file with @'s to nearest whole 32 bytes. bw.WritePadding32('@'); // Returns the JMP as a stream. return(stream); }
/// <summary> /// Creates a byte array from this BIN. /// </summary> /// <returns>The BIN as a byte array.</returns> public byte[] Write() { // Define a stream to hold our BIN data. MemoryStream stream = new MemoryStream(); // Define a binary writer to write with. DhBinaryWriter bw = new DhBinaryWriter(stream, DhEndian.Big); // Define a buffer to store our offsets. uint[] offsets = new uint[21]; // Write version. bw.Write(Version); // Write model Name. bw.WriteFixedStr(ModelName, 11); // Write offsets. bw.WriteU32s(Offsets); // Make sure bin has textures. if (Textures.Count > 0) { // Set textures offset. offsets[0] = (uint)bw.Position(); // Define a array to temporarily uint[] textureDataOffsets = new uint[Textures.Count]; // Write texture headers. (CALCULATED) bw.Write(new byte[Textures.Count * 0x0C]); // Pad to nearest whole 32. bw.WritePadding32(); // Loop through textures to write texture data. for (int i = 0; i < textureDataOffsets.Length; i++) { // Get actual offset of texture data. textureDataOffsets[i] = (uint)bw.Position() - offsets[0]; // Write texture data. bw.Write(Textures[i].Data); } // Store this so we can resume after writing the texture headers. long currentOffset = (uint)bw.Position(); // Pad to nearest whole 32. bw.WritePadding32(); // Goto textures offset. bw.Goto(offsets[0]); // Loop through textures to write texture headers. for (int i = 0; i < Textures.Count; i++) { // Write texture width. bw.WriteU16(Textures[i].Width); // Write texture height. bw.WriteU16(Textures[i].Height); // Write texture format. bw.Write((byte)Textures[i].Format); // Write texture alpha flag. bw.Write(Textures[i].AlphaFlag); // Write padding. bw.WriteU16(0); // Write texture dataoffset. bw.WriteU32(textureDataOffsets[i]); } // Goto resume point. bw.Goto(currentOffset); // Pad to nearest whole 32. bw.WritePadding32(); } // Make sure bin has materials. if (Materials.Count > 0) { // Set materials offset. offsets[1] = (uint)bw.Position(); // Loop through materials. for (int i = 0; i < Materials.Count; i++) { // Write material. Materials[i].Write(bw); } // Pad to nearest whole 32. bw.WritePadding32(); } // Make sure bin has positions. if (Positions.Count > 0) { // Set positions offset. offsets[2] = (uint)bw.Position(); // Loop through positions. for (int i = 0; i < Positions.Count; i++) { // Write position. bw.WriteS16s(new short[] { (short)(Positions[i].X * 256.0f), (short)(Positions[i].Y * 256.0f), (short)(Positions[i].Z * 256.0f) }); } // Pad to nearest whole 32. bw.WritePadding32(); } // Make sure bin has normals. if (Normals.Count > 0) { // Set normals offset. offsets[3] = (uint)bw.Position(); // Loop through normals. for (int i = 0; i < Normals.Count; i++) { // Write normal. bw.WriteVec3(Normals[i]); } // Pad to nearest whole 32. bw.WritePadding32(); } // SKIP COLOR0 offsets[4] = (uint)0; // SKIP COLOR1 offsets[5] = (uint)0; // Make sure bin has texture coordinates 0. if (TextureCoordinates0.Count > 0) { // Set texture coordinates 0 offset. offsets[6] = (uint)bw.Position(); // Loop through texture coordinates 0. for (int i = 0; i < TextureCoordinates0.Count; i++) { // Write texture coordinate 0. bw.WriteVec2(TextureCoordinates0[i]); } // Pad to nearest whole 32. bw.WritePadding32(); } // SKIP TEXTURE COORDINATES 1 offsets[7] = (uint)0; // SKIP TEXTURE COORDINATES 2 (?) offsets[8] = (uint)0; // SKIP TEXTURE COORDINATES 3 (?) offsets[9] = (uint)0; // Make sure bin has shaders. if (Shaders.Count > 0) { // Set shaders offset. offsets[10] = (uint)bw.Position(); // Loop through shaders. for (int i = 0; i < Shaders.Count; i++) { // Write shader. Shaders[i].Write(bw); } // Pad to nearest whole 32. bw.WritePadding32(); } // Make sure bin has batches. if (Batches.Count > 0) { // Set batches offset. offsets[11] = (uint)bw.Position(); // Loop through batches. for (int i = 0; i < Batches.Count; i++) { // Write batch headers. Batches[i].Write(bw); } // Pad to nearest whole 32. bw.WritePadding32(); // We need to store this stuff somewhere long[] listStarts = new long[Batches.Count]; long[] listEnds = new long[Batches.Count]; // Loop through batches. (Write primitives) for (int i = 0; i < Batches.Count; i++) { // We'll store this offset for later. listStarts[i] = bw.Position(); // Loop through primitives. for (int y = 0; y < Batches[i].Primitives.Count; y++) { // Write primitive. Batches[i].Primitives[y].Write(bw, Batches[i].VertexAttributes); } // We'll store this offset for later. listEnds[i] = bw.Position(); } // This offset is where we'll continue writing from. long currentOffset = bw.Position(); // Loop through batches. (Write offsets) for (int i = 0; i < Batches.Count; i++) { // Goto current batch's offset. bw.Goto(offsets[11] + i * 24); // Skip 2 bytes. bw.Sail(2); // Write list size represented as 32 byte blocks. bw.WriteS16((short)(Math.Ceiling((float)(listEnds[i] - listStarts[i]) / 32))); // Skip 8 bytes. bw.Sail(8); // Write primitive list offset. bw.WriteU32((uint)(listStarts[i] - offsets[11])); } // Goto continue point we saved earlier. bw.Goto(currentOffset); // Pad to nearest whole 32. bw.WritePadding32(); } // Make sure bin has graphobjects. if (GraphObjects.Count > 0) { // Set graphObjects offset. offsets[12] = (uint)bw.Position(); // Loop through graphObjects. for (int i = 0; i < GraphObjects.Count; i++) { // Write graphObject headers. GraphObjects[i].Write(bw); } // Pad to nearest whole 16. bw.WritePadding16(); // Array to hold graphobject's parts offset. long[] graphObjectsPartsOffsets = new long[GraphObjects.Count]; // Loop through graphObjects. (Write parts) for (int i = 0; i < GraphObjects.Count; i++) { // Store this graphobject's part offset. graphObjectsPartsOffsets[i] = bw.Position(); // Loop through graphobject's parts. for (int y = 0; y < GraphObjects[i].Parts.Count; y++) { // Write graphobject's parts. GraphObjects[i].Parts[y].Write(bw); } } // This offset is where we'll continue writing from. long currentOffset = bw.Position(); // Loop through graphObjects. (Write offsets) for (int i = 0; i < GraphObjects.Count; i++) { // Goto current graphobject's part offset. bw.Goto(offsets[12] + (i * 140)); // Skip 80 bytes. bw.Sail(80); // Write graphobject's part offset. bw.WriteU32((uint)(graphObjectsPartsOffsets[i] - offsets[12])); } // Goto continue point we saved earlier. bw.Goto(currentOffset); } // Goto offsets section. bw.Goto(12); // Write offsets. bw.WriteU32s(offsets); // Goto end of file. bw.Back(0); // Pad to nearest whole 16. bw.WritePadding16(); // Return the BIN as a byte array. return(stream.ToArray()); }
/// <summary> /// Creates a stream from this TXP. /// </summary> /// <returns>The TXP as a stream.</returns> public Stream Write() { // Buffer for new TXP File Stream stream = new MemoryStream(); // Define a binary writer to write with. DhBinaryWriter bw = new DhBinaryWriter(stream, DhEndian.Big); // Write Unknown 1. bw.WriteU16(Unknown1); // Write Unknown 2. bw.WriteU16(Unknown2); // Write Entry Count. bw.WriteU16((ushort)Entries.Count); // Check if Entry Count is greater than 0. if (Entries.Count > 0) { // Write Keyframe Count. bw.WriteU16((ushort)Entries[0].Indices.Count); } else { // Write 0. bw.WriteU16(0); } // Write Keyframe Offset. bw.WriteU32((uint)(12 + (Entries.Count * 12))); // Loop through entries. for (int i = 0; i < Entries.Count; i++) { // Write entry header. Entries[i].WriteHeader(bw); } // Define a list to hold the offsets for each keyframe offsets. List <uint> indicesOffsets = new List <uint>(); // Loop through entries. for (int i = 0; i < Entries.Count; i++) { // Save the current offset indicesOffsets.Add((uint)bw.Position()); // Write entry indices. Entries[i].WriteIndices(bw); } // Loop through entries. for (int i = 0; i < Entries.Count; i++) { // Go to current entry's indices offset value. bw.Goto(0x0C + (i * 12) + 8); // Write indices offset. bw.WriteU32(indicesOffsets[i]); } // Return to end of file. bw.Back(0); // Write padding to nearest whole 32 bytes. bw.WritePadding32(); // Return the TXP as a stream return(stream); }