Esempio n. 1
0
        public static TextureBindings BindTextures(Dictionary <string, Material> materials)
        {
            var textures = new TextureBindings();
            var images   = textures.Images;

            foreach (string mtlName in materials.Keys)
            {
                Material material     = materials[mtlName];
                Asset    textureAsset = material.TextureAsset;

                if (textureAsset == null || textureAsset.Id == 9854798)
                {
                    var   linkedTo = material.LinkedTo;
                    Color color;

                    if (linkedTo.BrickColor != null)
                    {
                        BrickColor bc = linkedTo.BrickColor;
                        color = bc.Color;
                    }
                    else if (linkedTo.Color3uint8 != null)
                    {
                        color = linkedTo.Color3uint8;
                    }
                    else
                    {
                        BrickColor def = BrickColor.FromNumber(-1);
                        color = def.Color;
                    }

                    float r = color.R / 255f,
                          g = color.G / 255f,
                          b = color.B / 255f;

                    if (!images.ContainsKey("BrickColor"))
                    {
                        byte[] rawImg = ResourceUtility.GetResource("Images/BlankWhite.png");

                        using (MemoryStream imgStream = new MemoryStream(rawImg))
                        {
                            Image image = Image.FromStream(imgStream);
                            textures.BindTexture("BrickColor", image, false);
                        }
                    }

                    material.UseEnvMap   = true;
                    material.VertexColor = new Vector3(r, g, b);

                    textures.BindTextureAlias(mtlName, "BrickColor");
                }
                else
                {
                    byte[] rawImg = textureAsset.GetContent();

                    using (MemoryStream imgStream = new MemoryStream(rawImg))
                    {
                        Image image = Image.FromStream(imgStream);
                        textures.BindTexture(mtlName, image);
                    }
                }
            }

            return(textures);
        }
        public TextureBindings BindTextures(TextureCompositor compositor, Dictionary <string, Material> materials)
        {
            TextureBindings textures = new TextureBindings();

            Bitmap core = compositor.BakeTextureMap();

            Rbx2Source.SetDebugImage(core);

            Bitmap head = TextureCompositor.CropBitmap(core, RECT_HEAD);

            textures.BindTexture("Head", head);

            Bitmap body            = TextureCompositor.CropBitmap(core, RECT_BODY);
            Folder characterAssets = compositor.CharacterAssets;

            Rbx2Source.Print("Processing Package Textures...");
            Rbx2Source.IncrementStack();

            // Collect CharacterMeshes
            var packagedLimbs = characterAssets
                                .GetChildrenOfClass <CharacterMesh>()
                                .ToDictionary(mesh => mesh.BodyPart);

            // Compose the textures that will be used
            var limbOverlays = new Dictionary <Limb, long>();
            var limbBitmaps  = new Dictionary <long, Bitmap>()
            {
                { 0, body }
            };

            foreach (Limb limb in LimbMatcher.Keys)
            {
                // Head is already textured, ignore it.
                if (limb == Limb.Head)
                {
                    continue;
                }

                // Is there a CharacterMesh for this limb?
                if (packagedLimbs.ContainsKey(limb))
                {
                    // Check the CharacterMesh textures.
                    CharacterMesh mesh = packagedLimbs[limb];

                    if (mesh.OverlayTextureId > 0)
                    {
                        // Use the overlay texture for this limb.
                        long overlayId = mesh.OverlayTextureId;
                        limbOverlays.Add(limb, overlayId);

                        // Compose this overlay texture with the body texture if it doesn't exist yet.
                        if (!limbBitmaps.ContainsKey(overlayId))
                        {
                            Asset overlayAsset = Asset.Get(overlayId);

                            TextureCompositor overlayCompositor = new TextureCompositor(AvatarType.R6, RECT_FULL);
                            overlayCompositor.SetContext("Overlay Texture " + overlayId);
                            overlayCompositor.AppendTexture(overlayAsset, RECT_BODY, 1);
                            overlayCompositor.AppendTexture(body, RECT_BODY);

                            Bitmap overlayTex = overlayCompositor.BakeTextureMap(RECT_BODY);
                            limbBitmaps.Add(overlayId, overlayTex);
                        }

                        continue;
                    }
                    else if (mesh.BaseTextureId > 0)
                    {
                        // Use the base texture for this limb.
                        long baseId = mesh.BaseTextureId;
                        limbOverlays.Add(limb, baseId);

                        // Compose the base texture if it doesn't exist yet.
                        if (!limbBitmaps.ContainsKey(baseId))
                        {
                            Asset baseAsset = Asset.Get(baseId);

                            TextureCompositor baseCompositor = new TextureCompositor(AvatarType.R6, RECT_FULL);
                            baseCompositor.SetContext("Base Texture " + baseId);
                            baseCompositor.AppendTexture(baseAsset, RECT_BODY);

                            Bitmap baseTex = baseCompositor.BakeTextureMap(RECT_BODY);
                            limbBitmaps.Add(baseId, baseTex);
                        }

                        continue;
                    }
                }

                // If no continue statement is reached, fallback to using the body texture.
                // This occurs if the limb has no package, or the package limb has no textures.
                limbOverlays.Add(limb, 0);
            }

            // Add the images into the texture assembly.
            foreach (long id in limbBitmaps.Keys)
            {
                Bitmap bitmap  = limbBitmaps[id];
                string matName = GetBodyMatName(id);
                textures.BindTexture(matName, bitmap, false);
            }

            // Link the limbs to their textures.
            foreach (Limb limb in limbOverlays.Keys)
            {
                long   id      = limbOverlays[limb];
                string matName = GetBodyMatName(id);

                string limbName = Rbx2Source.GetEnumName(limb);
                textures.BindTextureAlias(limbName, matName);
            }

            // Handle the rest of the materials
            foreach (string matName in materials.Keys)
            {
                if (!textures.MatLinks.ContainsKey(matName))
                {
                    Material material = materials[matName];
                    Asset    texture  = material.TextureAsset;

                    TextureCompositor matComp = new TextureCompositor(AvatarType.R6, RECT_ITEM);
                    matComp.SetContext("Accessory Texture " + matName);
                    matComp.AppendTexture(texture, RECT_ITEM);

                    Bitmap bitmap = matComp.BakeTextureMap();
                    textures.BindTexture(matName, bitmap);
                }
            }

            Rbx2Source.DecrementStack();
            return(textures);
        }