コード例 #1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="n"></param>
        /// <param name="externalID"></param>
        /// <param name="stride"></param>
        /// <param name="count"></param>
        private static void RemoveMatAnim(HSD_TexAnim texAnim, int externalID, int stride, int count)
        {
            var fobjs = texAnim.AnimationObject.FObjDesc.List;

            List <int> toRem = new List <int>();

            for (int i = count - 1; i >= 0; i--)
            {
                var frame = externalID + stride * i;

                foreach (var f in fobjs)
                {
                    var key = RemoveKey(f, frame);
                    if (key != null && key.Value != 0 && !toRem.Contains((int)key.Value))
                    {
                        toRem.Add((int)key.Value);
                    }
                }
            }

            toRem.Sort();
            toRem.Reverse();
            foreach (var r in toRem)
            {
                texAnim.RemoveImageAt(r);
            }
        }
コード例 #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="n"></param>
        /// <param name="tobjs"></param>
        /// <param name="externalID"></param>
        /// <param name="stride"></param>
        /// <param name="count"></param>
        public static void InjectIntoMatTexAnim(HSD_TexAnim texAnim, HSD_TOBJ[] tobjs, int externalID, int stride, int count, int defaultValue = 0)
        {
            var fobjs = texAnim.AnimationObject.FObjDesc.List;

            int cspIndex = 0;

            for (int i = 0; i < count; i++)
            {
                var tindex = defaultValue;
                if (i < tobjs.Length && tobjs[i] != null)
                {
                    tindex = texAnim.AddImage(tobjs[i]);
                }
                foreach (var f in fobjs)
                {
                    f.InsertKey(new HSDRaw.Tools.FOBJKey()
                    {
                        Frame             = externalID + stride * cspIndex,
                        Value             = tindex,
                        InterpolationType = HSDRaw.Common.Animation.GXInterpolationType.HSD_A_OP_CON
                    });
                }
                cspIndex++;
            }
        }
コード例 #3
0
        /// <summary>
        ///
        /// </summary>
        public void SaveStockNode()
        {
            // set meta data
            StockNode.Reserved = (short)ReservedItems.Length;
            StockNode.Stride   = (short)Items.Length;

            List <FOBJKey>  keys  = new List <FOBJKey>();
            List <HSD_TOBJ> tobjs = new List <HSD_TOBJ>();

            // reserved
            for (int i = 0; i < ReservedItems.Length; i++)
            {
                if (ReservedItems[i].TOBJS.Length > 0)
                {
                    keys.Add(new FOBJKey()
                    {
                        Frame = i, InterpolationType = GXInterpolationType.HSD_A_OP_CON, Value = tobjs.Count
                    });
                    tobjs.Add(ReservedItems[i].TOBJS[0].TOBJ);
                }
            }

            // get fighter stock icons
            for (int i = 0; i < Items.Length; i++)
            {
                for (int j = 0; j < Items[i].TOBJS.Length; j++)
                {
                    keys.Add(new FOBJKey()
                    {
                        Frame = ReservedItems.Length + j * Items.Length + i, InterpolationType = GXInterpolationType.HSD_A_OP_CON, Value = tobjs.Count
                    });
                    tobjs.Add(Items[i].TOBJS[j].TOBJ);
                }
            }

            // order keys
            keys = keys.OrderBy(e => e.Frame).ToList();

            // generate new tex anim
            var newTexAnim = new HSD_TexAnim();

            newTexAnim.AnimationObject          = new HSD_AOBJ();
            newTexAnim.AnimationObject.FObjDesc = new HSD_FOBJDesc();
            newTexAnim.AnimationObject.FObjDesc.SetKeys(keys, (byte)TexTrackType.HSD_A_T_TIMG);
            newTexAnim.AnimationObject.FObjDesc.Next = new HSD_FOBJDesc();
            newTexAnim.AnimationObject.FObjDesc.Next.SetKeys(keys, (byte)TexTrackType.HSD_A_T_TCLT);

            newTexAnim.FromTOBJs(tobjs, false);
            newTexAnim.Optimize();

            StockNode.MatAnimJoint = new HSD_MatAnimJoint();
            StockNode.MatAnimJoint.MaterialAnimation = new HSD_MatAnim();
            StockNode.MatAnimJoint.MaterialAnimation.TextureAnimation = newTexAnim;

            // done
            MessageBox.Show("Stock Icon Symbol has been rebuilt");
        }
コード例 #4
0
ファイル: MexMapGenerator.cs プロジェクト: youdontown/HSDLib
        /// <summary>
        ///
        /// </summary>
        /// <param name="stage"></param>
        /// <param name="icons"></param>
        public static MEX_mexMapData GenerateMexMap(SBM_MnSelectStageDataTable stage, IEnumerable <MEXStageIconEntry> icons)
        {
            MEX_mexMapData mapData = new MEX_mexMapData();

            var nameTexAnim = new HSD_TexAnim();
            var nameKeys    = new List <FOBJKey>();

            var iconTexAnim = new HSD_TexAnim();
            var iconKeys    = new List <FOBJKey>();

            HSD_JOBJ root = new HSD_JOBJ()
            {
                SX    = 1, SY = 1, SZ = 1,
                Flags = JOBJ_FLAG.CLASSICAL_SCALING
            };

            HSD_AnimJoint animRoot = new HSD_AnimJoint();

            // extra
            {
                var tobjs = stage.IconLargeMatAnimJoint.Child.MaterialAnimation.Next.TextureAnimation.ToTOBJs();

                var index = iconTexAnim.AddImage(tobjs[0]);
                iconKeys.Add(new FOBJKey()
                {
                    Frame = index, Value = index, InterpolationType = GXInterpolationType.HSD_A_OP_CON
                });

                index = iconTexAnim.AddImage(tobjs[1]);
                iconKeys.Add(new FOBJKey()
                {
                    Frame = index, Value = index, InterpolationType = GXInterpolationType.HSD_A_OP_CON
                });
            }

            foreach (var v in icons)
            {
                var index = iconTexAnim.AddImage(v.IconTOBJ);
                if (index == -1)
                {
                    index = 0;
                }
                iconKeys.Add(new FOBJKey()
                {
                    Frame = index, Value = index, InterpolationType = GXInterpolationType.HSD_A_OP_CON
                });

                index = nameTexAnim.AddImage(v.NameTOBJ);
                if (index == -1)
                {
                    index = 0;
                }
                nameKeys.Add(new FOBJKey()
                {
                    Frame = index, Value = index, InterpolationType = GXInterpolationType.HSD_A_OP_CON
                });

                v.Joint.Next      = null;
                v.Joint.Child     = null;
                v.AnimJoint.Next  = null;
                v.AnimJoint.Child = null;

                root.AddChild(v.Joint);
                animRoot.AddChild(v.AnimJoint);
            }

            iconKeys.Add(new FOBJKey()
            {
                Frame = 1600, Value = 0, InterpolationType = GXInterpolationType.HSD_A_OP_CON
            });

            iconTexAnim.GXTexMapID               = HSDRaw.GX.GXTexMapID.GX_TEXMAP0;
            iconTexAnim.AnimationObject          = new HSD_AOBJ();
            iconTexAnim.AnimationObject.EndFrame = 1600;
            iconTexAnim.AnimationObject.FObjDesc = new HSD_FOBJDesc();
            iconTexAnim.AnimationObject.FObjDesc.SetKeys(iconKeys, (byte)TexTrackType.HSD_A_T_TIMG);
            iconTexAnim.AnimationObject.FObjDesc.Next = new HSD_FOBJDesc();
            iconTexAnim.AnimationObject.FObjDesc.Next.SetKeys(iconKeys, (byte)TexTrackType.HSD_A_T_TCLT);

            var iconJOBJ = HSDAccessor.DeepClone <HSD_JOBJ>(stage.IconDoubleModel);

            iconJOBJ.Child = iconJOBJ.Child.Next;

            var iconAnimJoint = HSDAccessor.DeepClone <HSD_AnimJoint>(stage.IconDoubleAnimJoint);

            iconAnimJoint.Child = iconAnimJoint.Child.Next;

            var iconMatAnimJoint = HSDAccessor.DeepClone <HSD_MatAnimJoint>(stage.IconDoubleMatAnimJoint);

            iconMatAnimJoint.Child = iconMatAnimJoint.Child.Next;
            iconMatAnimJoint.Child.MaterialAnimation.Next.TextureAnimation = iconTexAnim;

            var iconNameAnim = HSDAccessor.DeepClone <HSD_MatAnimJoint>(stage.StageNameMatAnimJoint);

            nameTexAnim.AnimationObject          = new HSD_AOBJ();
            nameTexAnim.AnimationObject.EndFrame = 1600;
            nameTexAnim.AnimationObject.FObjDesc = new HSD_FOBJDesc();
            nameTexAnim.AnimationObject.FObjDesc.SetKeys(nameKeys, (byte)TexTrackType.HSD_A_T_TIMG);
            iconNameAnim.Child.Child.MaterialAnimation.TextureAnimation = nameTexAnim;

            mapData.IconModel                  = iconJOBJ;
            mapData.IconAnimJoint              = iconAnimJoint;
            mapData.IconMatAnimJoint           = iconMatAnimJoint;
            mapData.PositionModel              = root;
            mapData.PositionAnimJoint          = animRoot;
            mapData.StageNameMaterialAnimation = iconNameAnim;

            return(mapData);
        }
コード例 #5
0
        /// <summary>
        /// Opens dat file from stream
        /// </summary>
        /// <param name="stream"></param>
        public void Open(Stream stream)
        {
            using (BinaryReaderExt r = new BinaryReaderExt(stream))
            {
                r.BigEndian = true;

                // Parse Header -----------------------------
                var fsize       = r.ReadInt32(); // dat size
                int relocOffset = r.ReadInt32() + 0x20;
                int relocCount  = r.ReadInt32();
                int rootCount   = r.ReadInt32();
                int refCount    = r.ReadInt32();
                VersionChars = r.ReadChars(4);

                // Parse Relocation Table -----------------------------
                List <int>            Offsets       = new List <int>();
                HashSet <int>         OffsetContain = new HashSet <int>();
                Dictionary <int, int> relocOffsets  = new Dictionary <int, int>();
                Offsets.Add(relocOffset);

                r.BaseStream.Position = relocOffset;
                for (int i = 0; i < relocCount; i++)
                {
                    int offset = r.ReadInt32() + 0x20;

                    var temp = r.BaseStream.Position;

                    r.BaseStream.Position = offset;

                    var objectOff = r.ReadInt32() + 0x20;

                    // if we need to read past end of file then we need to include filesize as an offset
                    // this fixes files that had previously been manually relocated to end of file
                    if (objectOff > relocOffset && !Offsets.Contains(fsize))
                    {
                        Offsets.Add(fsize);
                    }

                    //
                    if (objectOff < 0)
                    {
                        r.BaseStream.Position = temp;
                        continue;
                    }

                    relocOffsets.Add(offset, objectOff);

                    if (!OffsetContain.Contains(objectOff))
                    {
                        OffsetContain.Add(objectOff);
                        Offsets.Add(objectOff);
                    }

                    r.BaseStream.Position = temp;
                }

                // Parse Roots---------------------------------
                List <int>    rootOffsets = new List <int>();
                List <string> rootStrings = new List <string>();
                List <int>    refOffsets  = new List <int>();
                List <string> refStrings  = new List <string>();
                var           stringStart = r.BaseStream.Position + (refCount + rootCount) * 8;
                for (int i = 0; i < rootCount; i++)
                {
                    rootOffsets.Add(r.ReadInt32() + 0x20);
                    rootStrings.Add(r.ReadString((int)stringStart + r.ReadInt32(), -1));
                }
                for (int i = 0; i < refCount; i++)
                {
                    var refp = r.ReadInt32() + 0x20;
                    refOffsets.Add(refp);
                    refStrings.Add(r.ReadString((int)stringStart + r.ReadInt32(), -1));

                    var temp = r.Position;

                    var special = refp;
                    while (true)
                    {
                        r.Seek((uint)special);
                        special = r.ReadInt32();

                        if (special == 0 || special == -1)
                        {
                            break;
                        }

                        special += 0x20;

                        relocOffsets.Add(refp, special);

                        refp = special;

                        if (!OffsetContain.Contains(special))
                        {
                            OffsetContain.Add(special);
                            Offsets.Add(special);
                        }
                    }

                    r.Seek(temp);
                }
                foreach (var v in rootOffsets)
                {
                    if (!OffsetContain.Contains(v))
                    {
                        OffsetContain.Add(v);
                        Offsets.Add(v);
                    }
                }
                foreach (var v in refOffsets)
                {
                    if (!OffsetContain.Contains(v))
                    {
                        OffsetContain.Add(v);
                        Offsets.Add(v);
                    }
                }


                // Split Raw Struct Data--------------------------
                Offsets.Sort();

                Dictionary <int, HSDStruct>   offsetToStruct       = new Dictionary <int, HSDStruct>();
                Dictionary <int, List <int> > offsetToOffsets      = new Dictionary <int, List <int> >();
                Dictionary <int, List <int> > offsetToInnerOffsets = new Dictionary <int, List <int> >();

                var relockeys = relocOffsets.Keys.ToList();
                for (int i = 0; i < Offsets.Count - 1; i++)
                {
                    r.BaseStream.Position = Offsets[i];
                    byte[] data = r.ReadBytes(Offsets[i + 1] - Offsets[i]);

                    if (!offsetToOffsets.ContainsKey(Offsets[i]))
                    {
                        var relocKets = relockeys.FindAll(e => e >= Offsets[i] && e < Offsets[i + 1]);
                        var list      = new List <int>();
                        foreach (var k in relocKets)
                        {
                            list.Add(relocOffsets[k]);
                        }
                        offsetToOffsets.Add(Offsets[i], list);
                        offsetToInnerOffsets.Add(Offsets[i], relocKets);
                    }

                    if (!offsetToStruct.ContainsKey(Offsets[i]))
                    {
                        var struture = new HSDStruct(data);

                        offsetToStruct.Add(Offsets[i], struture);
                    }
                }

                // set references-------------------------
                foreach (var str in offsetToStruct)
                {
                    var offsets      = offsetToOffsets[str.Key];
                    var innerOffsets = offsetToInnerOffsets[str.Key];
                    for (int i = 0; i < offsets.Count; i++)
                    {
                        if (offsetToStruct.ContainsKey(offsets[i]) && str.Value.Length >= innerOffsets[i] - str.Key + 4)
                        {
                            str.Value.SetReferenceStruct(innerOffsets[i] - str.Key, offsetToStruct[offsets[i]]);
                        }
                    }

                    _structCache.Add(str.Value);
                    _structCacheToOffset.Add(str.Value, str.Key);
                }

                // set roots
                for (int i = 0; i < rootOffsets.Count; i++)
                {
                    HSDStruct   str = offsetToStruct[rootOffsets[i]];
                    HSDAccessor a   = new HSDAccessor();
                    a._s = str;
                    if (rootStrings[i].EndsWith("shapeanim_joint"))
                    {
                        var acc = new HSDAccessor();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].EndsWith("matanim_joint"))
                    {
                        var acc = new HSD_MatAnimJoint();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].EndsWith("_joint"))
                    {
                        var jobj = new HSD_JOBJ();
                        jobj._s = str;
                        a       = jobj;
                    }
                    else
                    if (rootStrings[i].EndsWith("_animjoint"))
                    {
                        var jobj = new HSD_AnimJoint();
                        jobj._s = str;
                        a       = jobj;
                    }
                    else
                    if (rootStrings[i].EndsWith("_texanim"))
                    {
                        var jobj = new HSD_TexAnim();
                        jobj._s = str;
                        a       = jobj;
                    }
                    else
                    if (rootStrings[i].EndsWith("_figatree"))
                    {
                        var jobj = new HSD_FigaTree();
                        jobj._s = str;
                        a       = jobj;
                    }
                    else
                    if (rootStrings[i].EndsWith("_scene_models") ||
                        rootStrings[i].Equals("Stc_rarwmdls") ||
                        rootStrings[i].Equals("Stc_scemdls") ||
                        rootStrings[i].Equals("lupe") ||
                        rootStrings[i].Equals("tdsce"))
                    {
                        var jobj = new HSDNullPointerArrayAccessor <HSD_JOBJDesc>();
                        jobj._s = str;
                        a       = jobj;
                    }
                    else
                    if (rootStrings[i].StartsWith("ftData"))
                    {
                        var acc = new SBM_PlayerData();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].EndsWith("MnSelectChrDataTable"))
                    {
                        var acc = new SBM_SelectChrDataTable();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].EndsWith("MnSelectStageDataTable"))
                    {
                        var acc = new SBM_MnSelectStageDataTable();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].EndsWith("coll_data"))
                    {
                        var acc = new SBM_Coll_Data();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].EndsWith("scene_data") ||
                        rootStrings[i].Equals("pnlsce") ||
                        rootStrings[i].Equals("flmsce") ||
                        (rootStrings[i].StartsWith("Sc") && str.Length == 0x10))
                    {
                        var acc = new HSD_SOBJ();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].StartsWith("map_plit"))
                    {
                        var acc = new HSDNullPointerArrayAccessor <HSD_Light>();
                        acc._s = str;
                        a      = acc;
                    }

                    /*else
                     * if (rootStrings[i].StartsWith("grGroundParam"))
                     * {
                     *  var acc = new SBM_GroundParam();
                     *  acc._s = str;
                     *  a = acc;
                     * }*/
                    else
                    if (rootStrings[i].StartsWith("map_head"))
                    {
                        var acc = new SBM_Map_Head();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].StartsWith("grGroundParam"))
                    {
                        var acc = new SBM_GroundParam();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].StartsWith("vcDataStar"))
                    {
                        var acc = new KAR_vcDataStar();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].StartsWith("vcDataWheel"))
                    {
                        var acc = new KAR_vcDataWheel();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].StartsWith("grModelMotion"))
                    {
                        var acc = new KAR_grModelMotion();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].StartsWith("grModel"))
                    {
                        var acc = new KAR_grModel();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].StartsWith("grData"))
                    {
                        var acc = new KAR_grData();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].EndsWith("_texg"))
                    {
                        var acc = new HSD_TEXGraphicBank();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].EndsWith("_ptcl"))
                    {
                        var acc = new HSD_ParticleGroup();
                        acc._s = str;
                        a      = acc;
                    }
                    else
                    if (rootStrings[i].StartsWith("eff"))
                    {
                        var acc = new SBM_EffectTable();
                        acc._s = str;
                        a      = acc;
                    }

                    Roots.Add(new HSDRootNode()
                    {
                        Name = rootStrings[i], Data = a
                    });
                }


                // set references
                for (int i = 0; i < refOffsets.Count; i++)
                {
                    HSDStruct   str = offsetToStruct[refOffsets[i]];
                    HSDAccessor a   = new HSDAccessor();
                    a._s = str;
                    References.Add(new HSDRootNode()
                    {
                        Name = refStrings[i], Data = a
                    });
                }
            }
        }
コード例 #6
0
ファイル: MexStockIconTool.cs プロジェクト: youdontown/HSDLib
        /// <summary>
        ///
        /// </summary>
        /// <param name="file"></param>
        /// <returns></returns>
        public static MEX_Stock GenerateStockIconNodeFromVanilla(HSD_TexAnim texanim)
        {
            // extract tex anim assets
            var         tobjs  = texanim.ToTOBJs();
            var         keys   = texanim.AnimationObject.FObjDesc.GetDecodedKeys();
            FOBJ_Player player = new FOBJ_Player();

            player.Keys = keys;


            // generate stock node
            var stockNode = new MEX_Stock();

            stockNode.Reserved = 10;
            stockNode.Stride   = 26;

            var newTobjs = new List <HSD_TOBJ>();
            var newKeys  = new List <FOBJKey>();

            // get hardcoded images

            /*
             *  0 - blank
             * 1 - smash ball
             * 2 - master hand
             * 3 - crazy hand
             * 4 - target
             * 5 - giga bowser
             * 6 - sandbag
             * 7 - red dot
             * 8 - furby
             */

            int[] hardcoded = new[] { 250, 26, 27, 28, 57, 58, 59, 185, 185 };

            for (int i = 0; i < hardcoded.Length; i++)
            {
                newKeys.Add(new FOBJKey()
                {
                    Frame = i, InterpolationType = GXInterpolationType.HSD_A_OP_CON, Value = newTobjs.Count
                });
                newTobjs.Add(tobjs[(int)player.GetValue(hardcoded[i])]);
            }

            // get fighter stock icons
            for (int i = 0; i < 27; i++)
            {
                int color = 0;
                while (true)
                {
                    var key = keys.Find(e => e.Frame == color * 30 + (i == 26 ? 29 : i));

                    if (key != null)
                    {
                        newKeys.Add(new FOBJKey()
                        {
                            Frame = 10 + color * 26 + i, InterpolationType = GXInterpolationType.HSD_A_OP_CON, Value = newTobjs.Count
                        });
                        newTobjs.Add(tobjs[(int)key.Value]);
                        color++;
                    }
                    else
                    {
                        break;
                    }
                }
            }

            // order keys
            newKeys = newKeys.OrderBy(e => e.Frame).ToList();
            foreach (var k in newKeys)
            {
                Console.WriteLine(k.Frame + " " + k.Value);
            }

            // generate new tex anim
            var newTexAnim = new HSD_TexAnim();

            newTexAnim.AnimationObject          = new HSD_AOBJ();
            newTexAnim.AnimationObject.FObjDesc = new HSD_FOBJDesc();
            newTexAnim.AnimationObject.FObjDesc.SetKeys(newKeys, (byte)TexTrackType.HSD_A_T_TIMG);
            newTexAnim.AnimationObject.FObjDesc.Next = new HSD_FOBJDesc();
            newTexAnim.AnimationObject.FObjDesc.Next.SetKeys(newKeys, (byte)TexTrackType.HSD_A_T_TCLT);

            newTexAnim.FromTOBJs(newTobjs, false);

            stockNode.MatAnimJoint = new HSD_MatAnimJoint();
            stockNode.MatAnimJoint.MaterialAnimation = new HSD_MatAnim();
            stockNode.MatAnimJoint.MaterialAnimation.TextureAnimation = newTexAnim;

            return(stockNode);
        }