/// <summary> /// Write a single graph object with BinaryWriter. /// </summary> /// <param name="bw">Binary Writer to use.</param> /// <param name="graphObjectsOffset">Offset to the graph objects.</param> public void Write(DhBinaryWriter bw) { // Write parent graphobject index. bw.WriteS16(ParentIndex); // Write child graphobject index. bw.WriteS16(ChildIndex); // Write next graphobject index. bw.WriteS16(NextIndex); // Write previous graphobject index. bw.WriteS16(PreviousIndex); // Write renderflags. bw.WriteU16((ushort)RenderFlags); // Write unknown 1. bw.WriteU16(Unknown1); // Write scale. bw.WriteVec3(Scale); // Write rotation. bw.WriteVec3(Rotation); // Write position. bw.WriteVec3(Position); // Write bounding box minimum. bw.WriteVec3(BoundingBoxMinimum); // Write bounding box maximum. bw.WriteVec3(BoundingBoxMaximum); // Write bounding sphere radius. bw.WriteF32(BoundingSphereRadius); // Write part count. bw.WriteS16((short)Parts.Count); // Write unknown 3. bw.WriteU16(Unknown3); // Write part offset. (CALCULATED) bw.WriteU32(0); // Write unknown 4. bw.WriteU32s(Unknown4); // Write unknown 4. TODO - Why does demolisher only read file if padding is written twice?? bw.WriteU32s(Unknown4); }
/// <summary> /// Write a single entry to stream. /// </summary> /// <param name="bw">Binary Writer to use.</param> public void Write(DhBinaryWriter bw) { // Write Id. bw.WriteU32(Id); // Write Gain. bw.WriteF32(Gain); // Write Delay / Length. bw.WriteF32(Delay); // Write Pitch. bw.WriteF32(Pitch); // Write Unknown 1. bw.WriteS32(Unknown1); // Write Balance. bw.Write(Balance); // Write Unknown 3. bw.Write(Unknown2); // Write Unknown 4. bw.Write(Unknown3); // Write Unknown 5. bw.Write(Unknown4); // Write Padding 2. bw.WriteU32s(Padding); }
/// <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()); }
/// <summary> /// Creates a byte array from this MP. TODO: Complete writing. /// </summary> /// <returns>The MP as a byte array.</returns> public byte[] Write() { // Define a stream to hold our MP 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[7]; // Write Grid Scale. bw.WriteVec3(GridScale); // Write Minimum Bounds. bw.WriteVec3(MinimumBounds); // Write Axis Lengths. bw.WriteVec3(AxisLengths); // Write offsets. (CALCULATED) bw.WriteU32s(offsets); // Set vertices offset. offsets[0] = (uint)bw.Position(); // Loop through vertices. for (int i = 0; i < Vertices.Count; i++) { // Write vertex. bw.WriteVec3(Vertices[i]); } // Set normals offset. offsets[1] = (uint)bw.Position(); // Loop through normals. for (int i = 0; i < Normals.Count; i++) { // Write normals. bw.WriteVec3(Normals[i]); } // Set triangle data offset. offsets[2] = (uint)bw.Position(); // Loop through triangle data. for (int i = 0; i < TriangleData.Count; i++) { // Write triangle data. TriangleData[i].Write(bw); } // Set triangle groups offset. offsets[3] = (uint)bw.Position(); // Write ushort to define beginning of triangle groups section. bw.WriteU16(0xFFFF); // Loop through triangle groups. for (int i = 0; i < TriangleGroups.Count; i++) { // Write triangle group. TriangleGroups[i].Write(bw); } // Write ushort to define ending of triangle groups section. bw.WriteU16(0xFFFF); // Set grid indices offset. offsets[4] = (uint)bw.Position(); // Set duplicated grid indices offset. offsets[5] = (uint)bw.Position(); // Loop through grid indices. for (int i = 0; i < GridIndices.Count; i++) { // Write grid index. GridIndices[i].Write(bw); } // Set unknown data offset. offsets[6] = (uint)bw.Position(); // Loop through unknown data. (3 bytes each) for (int i = 0; i < Unknowns.Count; i++) { // Write unknown data. Unknowns[i].Write(bw); } // Pad to nearest whole 32. bw.WritePadding32('@'); // Goto offsets section. bw.Goto(36); // Write offsets. bw.WriteU32s(offsets); // Return the MP as a byte array. return(stream.ToArray()); }