public void read(FileData f) { keyframe temp; defaultTexId = f.readInt(); int keyframeCount = f.readInt(); int keyframeOffset = f.readInt(); frameCount = f.readInt() + 1; unknown = f.readInt(); if (keyframeOffset != f.eof()) { f.seek(keyframeOffset); for (int i = 0; i < keyframeCount; i++) { temp.texId = f.readInt(); temp.frameNum = f.readInt(); keyframes.Add(temp); } } }
public static AnimationGroupNode Read(string filename, ResFile TargetWiiUBFRES) { FileData f = new FileData(filename); f.seek(0); f.Endian = Endianness.Little; Console.WriteLine("Reading Animations ..."); f.seek(4); // magic check int SwitchCheck = f.readInt(); //Switch version only has padded magic f.skip(4); if (SwitchCheck == 0x20202020) { // SwitchAnim2WiiU(path); //Hacky auto convert switch anims to wii u ResNSW.ResFile b = new ResNSW.ResFile(filename); AnimationGroupNode ThisAnimation = new AnimationGroupNode() { Text = "Skeleton Animations" }; TreeNode dummy = new TreeNode() { Text = "Animation Set" }; int i = 0; foreach (ResNSW.SkeletalAnim ska in b.SkeletalAnims) { Animation a = new Animation(ska.Name); ThisAnimation.Nodes.Add(a); a.FrameCount = ska.FrameCount; i++; try { foreach (Syroot.NintenTools.NSW.Bfres.BoneAnim bn in ska.BoneAnims) { FSKANode bonean = new FSKANode(bn); Animation.KeyNode bone = new Animation.KeyNode(""); a.Bones.Add(bone); if (ska.FlagsRotate == ResNSW.SkeletalAnimFlagsRotate.EulerXYZ) { bone.RotType = Animation.RotationType.EULER; } else { bone.RotType = Animation.RotationType.QUATERNION; } bone.Text = bonean.Text; for (int Frame = 0; Frame < ska.FrameCount; Frame++) { //Set base/start values for bones. //Note. BOTW doesn't use base values as it uses havok engine. Need to add option to disable these if (Frame == 0 && Runtime.HasNoAnimationBaseValues == false) { bone.XSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = 1 }); bone.YSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = 1 }); bone.ZSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = 1 }); bone.XROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.X }); bone.YROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.Y }); bone.ZROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.Z }); bone.XPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.X }); bone.YPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.Y }); bone.ZPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.Z }); } foreach (FSKATrack track in bonean.tracks) { Animation.KeyFrame frame = new Animation.KeyFrame(); frame.InterType = Animation.InterpolationType.HERMITE; frame.Frame = Frame; FSKAKey left = track.GetLeft(Frame); FSKAKey right = track.GetRight(Frame); float value; value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1); // interpolate the value and apply switch (track.flag) { case (int)TrackType.XPOS: frame.Value = value; bone.XPOS.Keys.Add(frame); break; case (int)TrackType.YPOS: frame.Value = value; bone.YPOS.Keys.Add(frame); break; case (int)TrackType.ZPOS: frame.Value = value; bone.ZPOS.Keys.Add(frame); break; case (int)TrackType.XROT: frame.Value = value; bone.XROT.Keys.Add(frame); break; case (int)TrackType.YROT: frame.Value = value; bone.YROT.Keys.Add(frame); break; case (int)TrackType.ZROT: frame.Value = value; bone.ZROT.Keys.Add(frame); break; case (int)TrackType.XSCA: frame.Value = value; bone.XSCA.Keys.Add(frame); break; case (int)TrackType.YSCA: frame.Value = value; bone.YSCA.Keys.Add(frame); break; case (int)TrackType.ZSCA: frame.Value = value; bone.ZSCA.Keys.Add(frame); break; } } } } } catch { } } return(ThisAnimation); } else { f.eof(); TargetWiiUBFRES = new ResFile(filename); ThisAnimation = new AnimationGroupNode() { Text = "Skeleton Animations" }; TreeNode dummy = new TreeNode() { Text = "Animation Set" }; int i = 0; foreach (SkeletalAnim ska in TargetWiiUBFRES.SkeletalAnims.Values) { Animation a = new Animation(ska.Name); ThisAnimation.Nodes.Add(a); a.FrameCount = ska.FrameCount; i++; try { foreach (BoneAnim bn in ska.BoneAnims) { FSKANodeWiiU bonean = new FSKANodeWiiU(bn); Animation.KeyNode bone = new Animation.KeyNode(""); a.Bones.Add(bone); if (ska.FlagsRotate == SkeletalAnimFlagsRotate.EulerXYZ) { bone.RotType = Animation.RotationType.EULER; } else { bone.RotType = Animation.RotationType.QUATERNION; } bone.Text = bonean.Text; for (int Frame = 0; Frame < ska.FrameCount; Frame++) { //Set base/start values for bones. //Note. BOTW doesn't use base values as it uses havok engine. Need to add option to disable these if (Frame == 0 && Runtime.HasNoAnimationBaseValues == false) { bone.XSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.sca.X }); bone.YSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.sca.Y }); bone.ZSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.sca.Z }); bone.XROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.X }); bone.YROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.Y }); bone.ZROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.Z }); bone.XPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.X }); bone.YPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.Y }); bone.ZPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.Z }); } foreach (FSKATrack track in bonean.tracks) { Animation.KeyFrame frame = new Animation.KeyFrame(); frame.InterType = Animation.InterpolationType.HERMITE; frame.Frame = Frame; FSKAKey left = track.GetLeft(Frame); FSKAKey right = track.GetRight(Frame); float value; value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1); // interpolate the value and apply switch (track.flag) { case (int)TrackType.XPOS: frame.Value = value; bone.XPOS.Keys.Add(frame); break; case (int)TrackType.YPOS: frame.Value = value; bone.YPOS.Keys.Add(frame); break; case (int)TrackType.ZPOS: frame.Value = value; bone.ZPOS.Keys.Add(frame); break; case (int)TrackType.XROT: frame.Value = value; bone.XROT.Keys.Add(frame); break; case (int)TrackType.YROT: frame.Value = value; bone.YROT.Keys.Add(frame); break; case (int)TrackType.ZROT: frame.Value = value; bone.ZROT.Keys.Add(frame); break; case (int)TrackType.XSCA: frame.Value = value; bone.XSCA.Keys.Add(frame); break; case (int)TrackType.YSCA: frame.Value = value; bone.YSCA.Keys.Add(frame); break; case (int)TrackType.ZSCA: frame.Value = value; bone.ZSCA.Keys.Add(frame); break; } } } } } catch { } } return(ThisAnimation); } }