public string GetIdentifier() => Bw1Node.GetIdentifier(this.WeirdId);
public IModel LoadModel(ModlModelFileBundle modelFileBundle) { var flipSign = ModlFlags.FLIP_HORIZONTALLY ? -1 : 1; var modlFile = modelFileBundle.ModlFile; using var er = new EndianBinaryReader(modlFile.Impl.OpenRead(), Endianness.LittleEndian); var bwModel = modelFileBundle.ModlType switch { ModlType.BW1 => (IModl)er.ReadNew <Bw1Modl>(), ModlType.BW2 => er.ReadNew <Bw2Modl>(), }; var model = new ModelImpl(); var finMesh = model.Skin.AddMesh(); var finBones = new IBone[bwModel.Nodes.Count]; var finBonesByModlNode = new Dictionary <IBwNode, IBone>(); var finBonesByIdentifier = new Dictionary <string, IBone>(); { var nodeQueue = new FinTuple2Queue <IBone, ushort>((model.Skeleton.Root, 0)); while (nodeQueue.TryDequeue(out var parentFinBone, out var modlNodeId)) { var modlNode = bwModel.Nodes[modlNodeId]; var transform = modlNode.Transform; var bonePosition = transform.Position; var modlRotation = transform.Rotation; var rotation = new Quaternion( flipSign * modlRotation.X, modlRotation.Y, modlRotation.Z, flipSign * modlRotation.W); var eulerRadians = QuaternionUtil.ToEulerRadians(rotation); var finBone = parentFinBone .AddChild(flipSign * bonePosition.X, bonePosition.Y, bonePosition.Z) .SetLocalRotationRadians( eulerRadians.X, eulerRadians.Y, eulerRadians.Z); var identifier = modlNode.GetIdentifier(); finBone.Name = identifier; finBones[modlNodeId] = finBone; finBonesByModlNode[modlNode] = finBone; finBonesByIdentifier[identifier] = finBone; if (bwModel.CnctParentToChildren.TryGetList( modlNodeId, out var modlChildIds)) { nodeQueue.Enqueue( modlChildIds !.Select(modlChildId => (finBone, modlChildId))); } } foreach (var animFile in modelFileBundle.AnimFiles ?? Array.Empty <IFileHierarchyFile>()) { var anim = modelFileBundle.ModlType switch { ModlType.BW1 => (IAnim)animFile.Impl.ReadNew <Bw1Anim>( Endianness.BigEndian), ModlType.BW2 => animFile.Impl.ReadNew <Bw2Anim>( Endianness.BigEndian) }; var maxFrameCount = -1; foreach (var animBone in anim.AnimBones) { maxFrameCount = (int)Math.Max(maxFrameCount, Math.Max( animBone .PositionKeyframeCount, animBone .RotationKeyframeCount)); } var finAnimation = model.AnimationManager.AddAnimation(); finAnimation.Name = animFile.NameWithoutExtension; finAnimation.FrameRate = 30; finAnimation.FrameCount = maxFrameCount; for (var b = 0; b < anim.AnimBones.Count; ++b) { var animBone = anim.AnimBones[b]; var animBoneFrames = anim.AnimBoneFrames[b]; var animNodeIdentifier = animBone.GetIdentifier(); if (!finBonesByIdentifier.TryGetValue( animNodeIdentifier, out var finBone)) { // TODO: Gross hack for the vet models, what's the real fix??? if (animNodeIdentifier == Bw1Node.GetIdentifier(33)) { finBone = finBonesByIdentifier[Bw1Node.GetIdentifier(34)]; } else if (finBonesByIdentifier.TryGetValue( animNodeIdentifier + 'X', out var xBone)) { finBone = xBone; } else if (finBonesByIdentifier.TryGetValue( "BONE_" + animNodeIdentifier, out var prefixBone)) { finBone = prefixBone; } else if (animNodeIdentifier == "WF_GRUNT_BACKPAC") { // TODO: Is this right????? finBone = finBonesByIdentifier["BONE_BCK_MISC"]; } else { ; } } var finBoneTracks = finAnimation.AddBoneTracks(finBone !); var fbtPositions = finBoneTracks.Positions; for (var f = 0; f < animBone.PositionKeyframeCount; ++f) { var(fPX, fPY, fPZ) = animBoneFrames.PositionFrames[f]; fbtPositions.Set(f, 0, flipSign * fPX); fbtPositions.Set(f, 1, fPY); fbtPositions.Set(f, 2, fPZ); } var fbtRotations = finBoneTracks.Rotations; for (var f = 0; f < animBone.RotationKeyframeCount; ++f) { var(fRX, fRY, fRZ, frW) = animBoneFrames.RotationFrames[f]; var animationQuaternion = new Quaternion(flipSign * fRX, fRY, fRZ, flipSign * frW); var eulerRadians = QuaternionUtil.ToEulerRadians(animationQuaternion); fbtRotations.Set(f, 0, eulerRadians.X); fbtRotations.Set(f, 1, eulerRadians.Y); fbtRotations.Set(f, 2, eulerRadians.Z); } } } var textureDictionary = new LazyDictionary <string, ITexture>( textureName => { var textureFile = modlFile.Parent.Files.Single( file => file.Name.ToLower() == $"{textureName}.png"); var image = FinImage.FromFile(textureFile.Impl); var finTexture = model.MaterialManager.CreateTexture(image); finTexture.Name = textureName; // TODO: Need to handle wrapping finTexture.WrapModeU = WrapMode.REPEAT; finTexture.WrapModeV = WrapMode.REPEAT; return(finTexture); }); foreach (var modlNode in bwModel.Nodes) { var finMaterials = modlNode.Materials.Select(modlMaterial => { var textureName = modlMaterial.Texture1.ToLower(); if (textureName == "") { return(null); } var finTexture = textureDictionary[textureName]; var finMaterial = model.MaterialManager .AddTextureMaterial(finTexture); return(finMaterial); }) .ToArray(); foreach (var modlMesh in modlNode.Meshes) { var finMaterial = finMaterials[modlMesh.MaterialIndex]; foreach (var triangleStrip in modlMesh.TriangleStrips) { var vertices = new IVertex[triangleStrip.VertexAttributeIndicesList.Count]; for (var i = 0; i < vertices.Length; i++) { var vertexAttributeIndices = triangleStrip.VertexAttributeIndicesList[i]; var position = modlNode.Positions[vertexAttributeIndices.PositionIndex]; var vertex = vertices[i] = model.Skin.AddVertex( flipSign * position.X * modlNode.Scale, position.Y * modlNode.Scale, position.Z * modlNode.Scale); if (vertexAttributeIndices.NormalIndex != null) { var normal = modlNode.Normals[ vertexAttributeIndices.NormalIndex.Value]; vertex.SetLocalNormal(flipSign * normal.X, normal.Y, normal.Z); } if (vertexAttributeIndices.NodeIndex != null) { var finBone = finBones[vertexAttributeIndices.NodeIndex.Value]; vertex.SetBoneWeights( model.Skin .GetOrCreateBoneWeights( PreprojectMode.NONE, new BoneWeight(finBone, null, 1))); } else { var finBone = finBonesByModlNode[modlNode]; vertex.SetBoneWeights( model.Skin.GetOrCreateBoneWeights( PreprojectMode.BONE, finBone)); } var texCoordIndex0 = vertexAttributeIndices.TexCoordIndices[0]; var texCoordIndex1 = vertexAttributeIndices.TexCoordIndices[1]; if (texCoordIndex1 != null) { int texCoordIndex; if (texCoordIndex0 != null) { texCoordIndex = (texCoordIndex0.Value << 8) | texCoordIndex1.Value; } else { texCoordIndex = texCoordIndex1.Value; } var uv = modlNode.UvMaps[0][texCoordIndex]; vertex.SetUv(uv.U, uv.V); } } var triangleStripPrimitive = finMesh.AddTriangleStrip(vertices); if (finMaterial != null) { triangleStripPrimitive.SetMaterial(finMaterial); } } } } } return(model); } }