//Function addes shapes, vertices and meshes public void AddOjects(string FileName, bool Replace = true) { bool IsWiiU = (GetResFileU() != null); int MatStartIndex = materials.Count; string ext = System.IO.Path.GetExtension(FileName); ext = ext.ToLower(); switch (ext) { case ".bfobj": Cursor.Current = Cursors.WaitCursor; if (Replace) { shapes.Clear(); Nodes["FshpFolder"].Nodes.Clear(); } Shape shpS = new Shape(); VertexBuffer vertexBuffer = new VertexBuffer(); shpS.Import(FileName, vertexBuffer); FSHP shapeS = new FSHP(); shapeS.Shape = shpS; BfresSwitch.ReadShapesVertices(shapeS, shpS, vertexBuffer, this); shapes.Add(shapeS); Nodes["FshpFolder"].Nodes.Add(shapeS); Cursor.Current = Cursors.Default; break; case ".bfmdl": Cursor.Current = Cursors.WaitCursor; if (Replace) { shapes.Clear(); Nodes["FshpFolder"].Nodes.Clear(); } Model mdl = new Model(); mdl.Import(FileName, GetResFile()); mdl.Name = Text; shapes.Clear(); foreach (Shape shp in mdl.Shapes) { FSHP shape = new FSHP(); shape.Shape = shp; BfresSwitch.ReadShapesVertices(shape, shp, mdl.VertexBuffers[shp.VertexBufferIndex], this); shapes.Add(shape); Nodes["FshpFolder"].Nodes.Add(shape); } Cursor.Current = Cursors.Default; break; case ".csv": CsvModel csvModel = new CsvModel(); csvModel.LoadFile(FileName, true); if (csvModel.objects.Count == 0) { MessageBox.Show("No models found!"); return; } BfresModelImportSettings csvsettings = new BfresModelImportSettings(); csvsettings.DisableMaterialEdits(); csvsettings.SetModelAttributes(csvModel.objects[0]); if (csvsettings.ShowDialog() == DialogResult.OK) { if (Replace) { shapes.Clear(); Nodes["FshpFolder"].Nodes.Clear(); } Cursor.Current = Cursors.WaitCursor; foreach (STGenericObject obj in csvModel.objects) { FSHP shape = new FSHP(); shape.VertexBufferIndex = shapes.Count; shape.vertices = obj.vertices; shape.MaterialIndex = 0; shape.vertexAttributes = csvsettings.CreateNewAttributes(); shape.boneIndx = 0; shape.Text = obj.ObjectName; shape.lodMeshes = obj.lodMeshes; shape.CreateNewBoundingBoxes(); shape.CreateBoneList(obj, this); shape.CreateIndexList(obj, this); shape.VertexSkinCount = obj.GetMaxSkinInfluenceCount(); shape.ApplyImportSettings(csvsettings, GetMaterial(shape.MaterialIndex)); shape.SaveShape(IsWiiU); shape.SaveVertexBuffer(IsWiiU); shape.BoneIndices = new List <ushort>(); Nodes["FshpFolder"].Nodes.Add(shape); shapes.Add(shape); } Cursor.Current = Cursors.Default; } break; default: AssimpData assimp = new AssimpData(); assimp.LoadFile(FileName); if (assimp.objects.Count == 0) { MessageBox.Show("No models found!"); return; } BfresModelImportSettings settings = new BfresModelImportSettings(); settings.SetModelAttributes(assimp.objects[0]); if (settings.ShowDialog() == DialogResult.OK) { if (Replace) { shapes.Clear(); Nodes["FshpFolder"].Nodes.Clear(); } Cursor.Current = Cursors.WaitCursor; if (Replace) { materials.Clear(); Nodes["FmatFolder"].Nodes.Clear(); MatStartIndex = 0; } foreach (STGenericMaterial mat in assimp.materials) { FMAT fmat = new FMAT(); if (settings.ExternalMaterialPath != string.Empty) { if (GetResFileU() != null) { fmat.MaterialU = new ResU.Material(); fmat.MaterialU.Import(settings.ExternalMaterialPath, GetResFileU()); BfresWiiU.ReadMaterial(fmat, fmat.MaterialU); } else { fmat.Material = new Material(); fmat.Material.Import(settings.ExternalMaterialPath); fmat.ReadMaterial(fmat.Material); } } fmat.Text = mat.Text; //Setup placeholder textures //Note we can't add/remove samplers so we must fill these slots foreach (var t in fmat.TextureMaps) { t.wrapModeS = 0; t.wrapModeT = 0; switch (t.Type) { case STGenericMatTexture.TextureType.Diffuse: t.Name = "Basic_Alb"; break; case STGenericMatTexture.TextureType.Emission: t.Name = "Basic_Emm"; break; case STGenericMatTexture.TextureType.Normal: t.Name = "Basic_Nrm"; break; case STGenericMatTexture.TextureType.Specular: t.Name = "Basic_Spm"; break; case STGenericMatTexture.TextureType.SphereMap: t.Name = "Basic_Sphere"; break; case STGenericMatTexture.TextureType.Metalness: t.Name = "Basic_Mtl"; break; case STGenericMatTexture.TextureType.Roughness: t.Name = "Basic_Rgh"; break; case STGenericMatTexture.TextureType.MRA: t.Name = "Basic_MRA"; break; case STGenericMatTexture.TextureType.Shadow: t.Name = "Basic_Bake_st0"; break; case STGenericMatTexture.TextureType.Light: t.Name = "Basic_Bake_st1"; break; } } if (PluginRuntime.bntxContainers.Count > 0) { foreach (var node in Parent.Parent.Nodes["EXT"].Nodes) { if (node is BNTX) { var bntx = (BNTX)node; bntx.ImportBasicTextures("Basic_Alb"); bntx.ImportBasicTextures("Basic_Nrm"); bntx.ImportBasicTextures("Basic_Spm"); bntx.ImportBasicTextures("Basic_Sphere"); bntx.ImportBasicTextures("Basic_Mtl"); bntx.ImportBasicTextures("Basic_Rgh"); bntx.ImportBasicTextures("Basic_MRA"); bntx.ImportBasicTextures("Basic_Bake_st0"); bntx.ImportBasicTextures("Basic_Bake_st1"); bntx.ImportBasicTextures("Basic_Emm"); } } } foreach (var tex in mat.TextureMaps) { foreach (var t in fmat.TextureMaps) { if (t.Type == tex.Type) { t.Name = tex.Name; t.wrapModeS = tex.wrapModeS; t.wrapModeT = tex.wrapModeT; t.wrapModeW = tex.wrapModeW; t.Type = tex.Type; } } } List <string> keyList = new List <string>(materials.Keys); fmat.Text = Utils.RenameDuplicateString(keyList, fmat.Text); materials.Add(fmat.Text, fmat); Nodes["FmatFolder"].Nodes.Add(fmat); if (GetResFileU() != null) { fmat.MaterialU.Name = Text; fmat.SetMaterial(fmat.MaterialU); } else { fmat.Material.Name = Text; fmat.SetMaterial(fmat.Material); } } foreach (STGenericObject obj in assimp.objects) { FSHP shape = new FSHP(); shape.VertexBufferIndex = shapes.Count; shape.vertices = obj.vertices; shape.VertexSkinCount = obj.MaxSkinInfluenceCount; shape.vertexAttributes = settings.CreateNewAttributes(); shape.boneIndx = obj.BoneIndex; shape.MaterialIndex = obj.MaterialIndex + MatStartIndex; shape.Text = obj.ObjectName; shape.lodMeshes = obj.lodMeshes; shape.CreateNewBoundingBoxes(); shape.CreateBoneList(obj, this); shape.CreateIndexList(obj, this); shape.ApplyImportSettings(settings, GetMaterial(shape.MaterialIndex)); shape.SaveShape(IsWiiU); shape.SaveVertexBuffer(IsWiiU); shape.BoneIndices = new List <ushort>(); List <string> keyList = shapes.Select(o => o.Text).ToList(); shape.Text = Utils.RenameDuplicateString(keyList, shape.Text); Nodes["FshpFolder"].Nodes.Add(shape); shapes.Add(shape); } Console.WriteLine("Finshed Importing Model"); Cursor.Current = Cursors.Default; } break; } UpdateVertexData(); }
//Function addes shapes, vertices and meshes public void AddOjects(string FileName, ResFile resFileNX, ResU.ResFile resFileU, bool Replace = true) { int totalSkinCountLimiter = 0; bool IsWiiU = (resFileU != null); if (shapes.Count > 0) { totalSkinCountLimiter = shapes[0].VertexSkinCount; } int MatStartIndex = materials.Count; string ext = System.IO.Path.GetExtension(FileName); ext = ext.ToLower(); switch (ext) { case ".bfobj": Cursor.Current = Cursors.WaitCursor; if (Replace) { shapes.Clear(); Nodes["FshpFolder"].Nodes.Clear(); } if (IsWiiU) { var shpS = new ResU.Shape(); var vertexBufferU = new ResU.VertexBuffer(); shpS.Import(FileName, vertexBufferU, resFileU); FSHP shapeS = new FSHP(); shapeS.ShapeU = shpS; BfresWiiU.ReadShapesVertices(shapeS, shpS, vertexBufferU, this); shapes.Add(shapeS); Nodes["FshpFolder"].Nodes.Add(shapeS); } else { Shape shpS = new Shape(); VertexBuffer vertexBuffer = new VertexBuffer(); shpS.Import(FileName, vertexBuffer); FSHP shapeS = new FSHP(); shapeS.Shape = shpS; BfresSwitch.ReadShapesVertices(shapeS, shpS, vertexBuffer, this); shapes.Add(shapeS); Nodes["FshpFolder"].Nodes.Add(shapeS); } IsEdited = true; Cursor.Current = Cursors.Default; break; case ".bfmdl": Cursor.Current = Cursors.WaitCursor; if (Replace) { shapes.Clear(); Nodes["FshpFolder"].Nodes.Clear(); materials.Clear(); Nodes["FmatFolder"].Nodes.Clear(); } if (IsWiiU) { var mdlU = new ResU.Model(); mdlU.Import(FileName, resFileU); mdlU.Name = Text; BfresWiiU.ReadModel(this, mdlU); } else { Model mdl = new Model(); mdl.Import(FileName, resFileNX); mdl.Name = Text; Console.WriteLine(mdl.ShapeCount); Console.WriteLine(mdl.MaterialCount); Console.WriteLine(mdl.VertexBufferCount); Console.WriteLine(mdl.Skeleton.Bones.Count); BfresSwitch.ReadModel(this, mdl); } IsEdited = true; Cursor.Current = Cursors.Default; break; case ".csv": CsvModel csvModel = new CsvModel(); csvModel.LoadFile(new System.IO.FileStream(FileName, System.IO.FileMode.Open), true); if (csvModel.objects.Count == 0) { MessageBox.Show("No models found!"); return; } BfresModelImportSettings csvsettings = new BfresModelImportSettings(); csvsettings.DisableMaterialEdits(); csvsettings.SkinCountLimit = totalSkinCountLimiter; csvsettings.SetModelAttributes(csvModel.objects[0]); if (csvsettings.ShowDialog() == DialogResult.OK) { if (Replace) { shapes.Clear(); Nodes["FshpFolder"].Nodes.Clear(); } Cursor.Current = Cursors.WaitCursor; foreach (STGenericObject obj in csvModel.objects) { FSHP shape = new FSHP(); Nodes["FshpFolder"].Nodes.Add(shape); shapes.Add(shape); shape.VertexBufferIndex = shapes.Count; shape.vertices = obj.vertices; shape.MaterialIndex = 0; shape.vertexAttributes = csvsettings.CreateNewAttributes(); shape.BoneIndex = 0; shape.Text = obj.ObjectName; shape.lodMeshes = obj.lodMeshes; shape.CreateNewBoundingBoxes(); shape.CreateBoneList(obj, this); shape.CreateIndexList(obj, this); //Todo find better way. Currently uses import settings now shape.ApplyImportSettings(csvsettings, GetMaterial(shape.MaterialIndex)); shape.VertexSkinCount = obj.GetMaxSkinInfluenceCount(); shape.BoneIndices = shape.GetIndices(Skeleton); shape.SaveShape(IsWiiU); shape.SaveVertexBuffer(); if (IsWiiU) { shape.ShapeU.SubMeshBoundingIndices = new List <ushort>(); shape.ShapeU.SubMeshBoundingIndices.Add(0); shape.ShapeU.SubMeshBoundingNodes = new List <ResU.BoundingNode>(); shape.ShapeU.SubMeshBoundingNodes.Add(new ResU.BoundingNode() { LeftChildIndex = 0, NextSibling = 0, SubMeshIndex = 0, RightChildIndex = 0, Unknown = 0, SubMeshCount = 1, }); } if (IsWiiU) { BfresWiiU.ReadShapesVertices(shape, shape.ShapeU, shape.VertexBufferU, this); } else { BfresSwitch.ReadShapesVertices(shape, shape.Shape, shape.VertexBuffer, this); } } Cursor.Current = Cursors.Default; } IsEdited = true; break; default: AssimpData assimp = new AssimpData(); assimp.LoadFile(FileName); if (assimp.objects.Count == 0) { MessageBox.Show("No models found!"); return; } BfresModelImportSettings settings = new BfresModelImportSettings(); settings.SetModelAttributes(assimp.objects[0]); if (settings.ShowDialog() == DialogResult.OK) { bool UseMats = settings.ExternalMaterialPath != string.Empty; if (Replace) { shapes.Clear(); Nodes["FshpFolder"].Nodes.Clear(); } Cursor.Current = Cursors.WaitCursor; if (Replace && UseMats) { materials.Clear(); Nodes["FmatFolder"].Nodes.Clear(); MatStartIndex = 0; } if (UseMats) { foreach (STGenericMaterial mat in assimp.materials) { FMAT fmat = new FMAT(); if (IsWiiU) { fmat.MaterialU = new ResU.Material(); fmat.MaterialU.Import(settings.ExternalMaterialPath, resFileU); BfresWiiU.ReadMaterial(fmat, fmat.MaterialU); } else { fmat.Material = new Material(); fmat.Material.Import(settings.ExternalMaterialPath); fmat.ReadMaterial(fmat.Material); } fmat.Text = mat.Text; //Setup placeholder textures //Note we can't add/remove samplers so we must fill these slots foreach (var t in fmat.TextureMaps) { t.wrapModeS = 0; t.wrapModeT = 0; switch (t.Type) { case STGenericMatTexture.TextureType.Diffuse: t.Name = "Basic_Alb"; break; case STGenericMatTexture.TextureType.Emission: t.Name = "Basic_Emm"; break; case STGenericMatTexture.TextureType.Normal: t.Name = "Basic_Nrm"; break; case STGenericMatTexture.TextureType.Specular: t.Name = "Basic_Spm"; break; case STGenericMatTexture.TextureType.SphereMap: t.Name = "Basic_Sphere"; break; case STGenericMatTexture.TextureType.Metalness: t.Name = "Basic_Mtl"; break; case STGenericMatTexture.TextureType.Roughness: t.Name = "Basic_Rgh"; break; case STGenericMatTexture.TextureType.MRA: t.Name = "Basic_MRA"; break; case STGenericMatTexture.TextureType.Shadow: t.Name = "Basic_Bake_st0"; break; case STGenericMatTexture.TextureType.Light: t.Name = "Basic_Bake_st1"; break; } } if (PluginRuntime.bntxContainers.Count > 0 && Parent != null) { foreach (var node in Parent.Parent.Nodes) { if (node is BNTX) { var bntx = (BNTX)node; bntx.ImportBasicTextures("Basic_Alb"); bntx.ImportBasicTextures("Basic_Nrm"); bntx.ImportBasicTextures("Basic_Spm"); bntx.ImportBasicTextures("Basic_Sphere"); bntx.ImportBasicTextures("Basic_Mtl"); bntx.ImportBasicTextures("Basic_Rgh"); bntx.ImportBasicTextures("Basic_MRA"); bntx.ImportBasicTextures("Basic_Bake_st0"); bntx.ImportBasicTextures("Basic_Bake_st1"); bntx.ImportBasicTextures("Basic_Emm"); } } } if (PluginRuntime.ftexContainers.Count > 0 && Parent != null) { foreach (var node in Parent.Parent.Nodes) { if (node is BFRESGroupNode) { if (((BFRESGroupNode)node).Type == BRESGroupType.Textures) { var ftexCont = (BFRESGroupNode)node; ftexCont.ImportBasicTextures("Basic_Alb"); ftexCont.ImportBasicTextures("Basic_Nrm"); ftexCont.ImportBasicTextures("Basic_Spm"); ftexCont.ImportBasicTextures("Basic_Sphere"); ftexCont.ImportBasicTextures("Basic_Mtl"); ftexCont.ImportBasicTextures("Basic_Rgh"); ftexCont.ImportBasicTextures("Basic_MRA"); ftexCont.ImportBasicTextures("Basic_Bake_st0"); ftexCont.ImportBasicTextures("Basic_Bake_st1"); ftexCont.ImportBasicTextures("Basic_Emm"); } } } } foreach (var tex in mat.TextureMaps) { foreach (var t in fmat.TextureMaps) { if (t.Type == tex.Type) { t.Name = tex.Name; t.wrapModeS = tex.wrapModeS; t.wrapModeT = tex.wrapModeT; t.wrapModeW = tex.wrapModeW; t.Type = tex.Type; } } } List <string> keyList = new List <string>(materials.Keys); fmat.Text = Utils.RenameDuplicateString(keyList, fmat.Text); if (IsWiiU) { fmat.MaterialU.Name = Text; fmat.SetMaterial(fmat.MaterialU, resFileU); } else { fmat.Material.Name = Text; fmat.SetMaterial(fmat.Material); } materials.Add(fmat.Text, fmat); Nodes["FmatFolder"].Nodes.Add(fmat); } } if (settings.ImportBones) { if (assimp.skeleton.bones.Count > 0) { Skeleton.bones.Clear(); Skeleton.node.Nodes.Clear(); if (IsWiiU) { BfresWiiU.SaveSkeleton(Skeleton, assimp.skeleton.bones); } else { BfresSwitch.SaveSkeleton(Skeleton, assimp.skeleton.bones); } } } if (materials.Count <= 0) { //Force material creation if there is none present FMAT fmat = new FMAT(); fmat.Text = "NewMaterial"; materials.Add(fmat.Text, fmat); Nodes["FmatFolder"].Nodes.Add(fmat); if (IsWiiU) { fmat.MaterialU = new ResU.Material(); fmat.MaterialU.Name = "NewMaterial"; BfresWiiU.ReadMaterial(fmat, fmat.MaterialU); } else { fmat.Material = new Material(); fmat.Material.Name = "NewMaterial"; fmat.ReadMaterial(fmat.Material); } } foreach (STGenericObject obj in assimp.objects) { FSHP shape = new FSHP(); Nodes["FshpFolder"].Nodes.Add(shape); shapes.Add(shape); shape.VertexBufferIndex = shapes.Count; shape.vertices = obj.vertices; shape.vertexAttributes = settings.CreateNewAttributes(); shape.BoneIndex = obj.BoneIndex; STConsole.WriteLine(Text + " " + obj.MaterialIndex); if (UseMats) { shape.MaterialIndex = obj.MaterialIndex + MatStartIndex; } else { shape.MaterialIndex = 0; } if (shape.MaterialIndex >= materials.Count) { shape.MaterialIndex = 0; } shape.Text = obj.ObjectName; shape.lodMeshes = obj.lodMeshes; shape.CreateNewBoundingBoxes(); shape.CreateBoneList(obj, this); shape.CreateIndexList(obj, this); shape.ApplyImportSettings(settings, GetMaterial(shape.MaterialIndex)); shape.VertexSkinCount = obj.GetMaxSkinInfluenceCount(); shape.BoneIndices = shape.GetIndices(Skeleton); shape.SaveShape(IsWiiU); shape.SaveVertexBuffer(); if (IsWiiU) { shape.ShapeU.SubMeshBoundingIndices = new List <ushort>(); shape.ShapeU.SubMeshBoundingIndices.Add(0); shape.ShapeU.SubMeshBoundingNodes = new List <ResU.BoundingNode>(); shape.ShapeU.SubMeshBoundingNodes.Add(new ResU.BoundingNode() { LeftChildIndex = 0, NextSibling = 0, SubMeshIndex = 0, RightChildIndex = 0, Unknown = 0, SubMeshCount = 1, }); } List <string> keyList = shapes.Select(o => o.Text).ToList(); shape.Text = Utils.RenameDuplicateString(keyList, shape.Text); if (IsWiiU) { BfresWiiU.ReadShapesVertices(shape, shape.ShapeU, shape.VertexBufferU, this); } else { BfresSwitch.ReadShapesVertices(shape, shape.Shape, shape.VertexBuffer, this); } } IsEdited = true; Cursor.Current = Cursors.Default; } break; } if (IsEdited) { UpdateVertexData(); } }