public static Type GetTypeByName(string name) { if (!m_actorDescriptors.ContainsKey(name)) { return(typeof(Actor)); } WActorDescriptor desc = m_actorDescriptors[name]; if (desc.ActorClassType == null) { return(typeof(Actor)); } return(Type.GetType($"WindEditor.{ desc.ActorClassType }")); }
public static J3D LoadActorByName(string actorName) { // Stop to check if we've already loaded this model. var existRef = m_j3dList.Find(x => string.Compare(x.FilePath, actorName, StringComparison.InvariantCultureIgnoreCase) == 0); if (existRef != null) { existRef.ReferenceCount++; return(existRef.Asset); } if (actorName == null) { return(null); } // Check to see if we have an Actor Descriptor for this actor. if (!m_actorDescriptors.ContainsKey(actorName)) { return(null); } WActorDescriptor descriptor = m_actorDescriptors[actorName]; // Check to see that this actor descriptor specifies a model path. if (string.IsNullOrEmpty(descriptor.ModelPath) || string.IsNullOrEmpty(descriptor.ArchiveName)) { return(null); } string archivePath = Path.Combine(Properties.Settings.Default.RootDirectory, "res/Object/", descriptor.ArchiveName + ".arc"); // Check to see that the archive exists if (!File.Exists(archivePath)) { return(null); } // Finally, open the archive so we can look insdie of it to see if it exists. VirtualFilesystemDirectory archive = ArchiveUtilities.LoadArchive(archivePath); VirtualFilesystemFile archiveFile = archive.GetFileAtPath(descriptor.ModelPath); if (archiveFile == null) { Console.WriteLine("LoadActorByName failed because the specified path \"{0}\" does not exist in archive \"{1}\"!", descriptor.ModelPath, descriptor.ArchiveName); return(null); } // Now that we finally have the file, we can try to load a J3D from it. byte[] j3dData = archiveFile.Data; J3D j3d = new J3D(archiveFile.Name); using (EndianBinaryReader reader = new EndianBinaryReader(j3dData, Endian.Big)) j3d.LoadFromStream(reader, Properties.Settings.Default.DumpTexturesToDisk, Properties.Settings.Default.DumpShadersToDisk); j3d.SetHardwareLight(0, m_mainLight); j3d.SetHardwareLight(1, m_secondaryLight); // Apply patches for Wind Waker by default, since they don't seem to break anything else. j3d.SetTextureOverride("ZBtoonEX", "resources/textures/ZBtoonEX.png"); j3d.SetTextureOverride("ZAtoon", "resources/textures/ZAtoon.png"); j3d.SetColorWriteOverride("eyeLdamA", false); j3d.SetColorWriteOverride("eyeLdamB", false); j3d.SetColorWriteOverride("mayuLdamA", false); j3d.SetColorWriteOverride("mayuLdamB", false); j3d.SetColorWriteOverride("eyeRdamA", false); j3d.SetColorWriteOverride("eyeRdamB", false); j3d.SetColorWriteOverride("mayuRdamA", false); j3d.SetColorWriteOverride("mayuRdamB", false); existRef = new TSharedRef <J3D>(); existRef.FilePath = actorName; existRef.Asset = j3d; existRef.ReferenceCount++; m_j3dList.Add(existRef); return(j3d); }