/// <summary> /// Write a single entry to stream. /// Full credits for the 'packing' snippet goes to arookas: /// https://github.com/arookas/jmpman/blob/master/jmpman/jmp.cs /// </summary> /// <param name="bw">Binary Writer to use.</param> public void Write(DhBinaryWriter bw, List <JField> fields) { long currentPosition = bw.Position(); Dictionary <ushort, uint> buffer = new Dictionary <ushort, uint>(fields.Count); for (int i = 0; i < fields.Count; i++) { bw.Sail(fields[i].Offset); switch (fields[i].Type) { case JFieldType.INTEGER: int value = Convert.ToInt32(Values.Values.ElementAt(i)); if (fields[i].Bitmask == 0xFFFFFFFF) { // not packed, write data directly. bw.WriteS32((value)); } else { if (!buffer.ContainsKey(fields[i].Offset)) { buffer[fields[i].Offset] = 0u; } // packed, add data to buffer. buffer[fields[i].Offset] |= ((uint)(value << fields[i].Shift) & fields[i].Bitmask); } break; case JFieldType.STRING: bw.WriteFixedStr(Convert.ToString(Values.Values.ElementAt(i)), 32); break; case JFieldType.FLOAT: bw.WriteF32(Convert.ToSingle(Values.Values.ElementAt(i))); break; default: throw new InvalidDataException($"{fields[i].Type} is not a valid jmp entry type!"); } foreach (var data in buffer) { bw.Goto(currentPosition + data.Key); bw.WriteU32(data.Value); } bw.Goto(currentPosition); } }
public void Write(DhBinaryWriter bw) { // Write name. bw.WriteFixedStr(Name, 28); // Write keyframe count. bw.WriteU32(KeyFrameCount); // Write start index. bw.WriteU16(StartIndex); // Write keyframe size. bw.WriteU16(KeyFrameSize); }
/// <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()); }