Пример #1
0
        public string GetMaterialListExport()
        {
            var materialsExport = new StringBuilder();

            foreach (Material material in Materials)
            {
                if (material.IsInvisible)
                {
                    continue;
                }

                List <string> bitmapNames = material.GetAllBitmapNames();

                if (bitmapNames == null || bitmapNames.Count == 0)
                {
                    continue;
                }

                string pngName = ImageWriter.GetExportedImageName(bitmapNames[0], material.ShaderType);
                pngName = pngName.Substring(0, pngName.Length - 4);

                materialsExport.AppendLine("newmtl " + pngName);
                materialsExport.AppendLine("Ka 1.000 1.000 1.000");
                materialsExport.AppendLine("Kd 1.000 1.000 1.000");
                materialsExport.AppendLine("Ks 0.000 0.000 0.000");
                materialsExport.AppendLine("d 1.0 ");
                materialsExport.AppendLine("illum 2");
                materialsExport.AppendLine("map_Kd " + pngName + ".png");
            }

            return(materialsExport.ToString());
        }
Пример #2
0
        /// <summary>
        /// Returns a string containing an OBJ export for this mesh
        /// </summary>
        /// <param name="forceMaterialList">Forces the export to use a specific material list - e.g. model head</param>
        /// <returns>The OBJ export</returns>
        public string GetSkeletonMeshExport(string forceMaterialList = null)
        {
            var export = new StringBuilder();

            export.AppendLine(LanternStrings.ObjMaterialHeader + (string.IsNullOrEmpty(forceMaterialList)
                                  ? FixCharacterMeshName(Name, true)
                                  : FixCharacterMeshName(forceMaterialList, true)) + LanternStrings.FormatMtlExtension);

            for (var i = 0; i < Vertices.Count; i++)
            {
                vec3 vertex = Vertices[i];
                vec2 uvs    = TextureUvCoordinates[i];
                export.AppendLine("v " + (vertex.x + Center.x) + " " + (vertex.y + Center.y) + " " +
                                  (vertex.z + Center.z));
                export.AppendLine("vt " + uvs.x + " " + uvs.y);
            }

            int currentPolygon = 0;

            foreach (RenderGroup group in RenderGroups)
            {
                string bitmapName = MaterialList.Materials[group.TextureIndex].TextureInfoReference.TextureInfo
                                    .BitmapNames[0].Filename;

                if (bitmapName.ToLower().StartsWith("chain"))
                {
                }

                string slotName = string.Empty;

                slotName = MaterialList.Materials[group.TextureIndex].ExportName;


                string pngName      = bitmapName.Substring(0, bitmapName.Length - 4);
                string materialName =
                    ImageWriter.GetExportedImageName(pngName, MaterialList.Materials[group.TextureIndex].ShaderType);

                export.AppendLine(LanternStrings.ObjUseMtlPrefix + slotName);

                for (int i = 0; i < group.PolygonCount; ++i)
                {
                    int vertex1 = Polygons[currentPolygon].Vertex1 + 1;
                    int vertex2 = Polygons[currentPolygon].Vertex2 + 1;
                    int vertex3 = Polygons[currentPolygon].Vertex3 + 1;

                    export.AppendLine("f " + vertex3 + "/" + vertex3 + " "
                                      + vertex2 + "/" + vertex2 + " " +
                                      +vertex1 + "/" + vertex1);

                    currentPolygon++;
                }
            }

            // Ensure that output use the decimal point rather than the comma (as in Germany)
            string exportString = export.ToString().Replace(',', '.');

            return(exportString);
        }
Пример #3
0
        /// <summary>
        /// Exports the list of material and their associated shader types
        /// This is not the same as the material definition files associated with each model
        /// </summary>
        private void ExportMaterialList()
        {
            var materialListExport = new StringBuilder();

            materialListExport.AppendLine(LanternStrings.ExportHeaderTitle + "Material List Information");
            materialListExport.AppendLine(LanternStrings.ExportHeaderFormat +
                                          "BitmapName, BitmapCount, FrameDelay (optional)");

            for (int i = 0; i < _fragmentTypeDictionary[0x31].Count; ++i)
            {
                if (!(_fragmentTypeDictionary[0x31][i] is MaterialList materialList))
                {
                    continue;
                }

                foreach (Material material in materialList.Materials)
                {
                    if (material.IsInvisible)
                    {
                        continue;
                    }

                    string textureName = material.TextureInfoReference.TextureInfo.BitmapNames[0]
                                         .Filename;
                    textureName = ImageWriter.GetExportedImageName(textureName, material.ShaderType);
                    textureName = textureName.Substring(0, textureName.Length - 4);
                    materialListExport.Append(textureName);
                    materialListExport.Append(",");
                    materialListExport.Append(material.TextureInfoReference.TextureInfo.BitmapNames.Count);

                    if (material.TextureInfoReference.TextureInfo.IsAnimated)
                    {
                        materialListExport.Append("," + material.TextureInfoReference.TextureInfo.AnimationDelayMs);
                    }

                    materialListExport.AppendLine();
                }
            }

            string fileName;

            if (_wldType == WldType.Zone)
            {
                string exportFolder = _zoneName + "/" + LanternStrings.ExportZoneFolder;
                Directory.CreateDirectory(exportFolder);
                fileName = exportFolder + "/" + _zoneName;
            }
            else if (_wldType == WldType.Objects)
            {
                string exportFolder = _zoneName + "/" + LanternStrings.ExportObjectsFolder;
                Directory.CreateDirectory(exportFolder);
                fileName  = exportFolder + "/" + _zoneName;
                fileName += "_objects";
            }
            else
            {
                string exportFolder = _zoneName + "/" + LanternStrings.ExportCharactersFolder;
                Directory.CreateDirectory(exportFolder);
                fileName  = exportFolder + "/" + _zoneName;
                fileName += "_characters";
            }

            fileName += "_materials.txt";

            File.WriteAllText(fileName, materialListExport.ToString());
        }
Пример #4
0
        /// <summary>
        /// Gathers material lists for each skin variant to be output to .MTL files
        /// </summary>
        /// <returns>The list of material file content strings</returns>
        public List <string> GetMaterialSkinExports()
        {
            if (Name.ToLower().StartsWith("baf"))
            {
            }

            var materialExports   = new List <string>();
            var baseSkinMaterials = new List <string>();

            for (int i = 0; i < Skins.Count; ++i)
            {
                var materialsExport  = new StringBuilder();
                var currentUsedSlots = new List <string>();

                foreach (KeyValuePair <int, Material> materialMapping in Skins[i])
                {
                    Material material = materialMapping.Value;

                    if (material == null)
                    {
                        continue;
                    }

                    if (material.IsInvisible)
                    {
                        continue;
                    }

                    List <string> bitmapNames = material.GetAllBitmapNames();

                    if (bitmapNames == null || bitmapNames.Count == 0)
                    {
                        continue;
                    }

                    string pngName = bitmapNames[0];
                    pngName = pngName.Substring(0, pngName.Length - 4);

                    string textureName = ImageWriter.GetExportedImageName(pngName + ".png", material.ShaderType);

                    if (Name.ToLower().Contains("baf") && material.Name.ToLower().Contains("bam"))
                    {
                    }

                    var headerName = material.ExportName;

                    if (textureName == "d_brnch0201.png")
                    {
                    }

                    materialsExport.AppendLine(GetMaterialExportChunk(headerName, textureName));

                    if (i == 0)
                    {
                        if (material.Name.ToLower().Contains("chain"))
                        {
                        }
                        baseSkinMaterials.Add(material.SlotKey);
                    }
                    else
                    {
                        currentUsedSlots.Add(material.SlotKey);
                    }
                }

                // If this is a skin variant, we need to ensure that all base slots are included.
                // If the skin variant does not have a matching entry for the base slot, we add the base slot material.
                if (i != 0)
                {
                    foreach (var baseMaterials in baseSkinMaterials)
                    {
                        if (currentUsedSlots.Contains(baseMaterials))
                        {
                            continue;
                        }

                        int slotIndex = IndexSlotMapping[baseMaterials];

                        Material materialToAdd = Skins[0][slotIndex];

                        string pngName = materialToAdd.GetAllBitmapNames()[0];
                        pngName = pngName.Substring(0, pngName.Length - 4);

                        string textureName = ImageWriter.GetExportedImageName(pngName + ".png", materialToAdd.ShaderType);

                        var headerName = materialToAdd.ExportName;

                        if (headerName == "")
                        {
                        }

                        materialsExport.AppendLine(GetMaterialExportChunk(headerName, textureName));
                    }
                }

                foreach (var general in GeneralTextures)
                {
                    Material materialToAdd = general;

                    string pngName = materialToAdd.GetAllBitmapNames()[0];
                    pngName = pngName.Substring(0, pngName.Length - 4);

                    string textureName = ImageWriter.GetExportedImageName(pngName + ".png", materialToAdd.ShaderType);

                    var headerName = materialToAdd.ExportName;

                    materialsExport.AppendLine(GetMaterialExportChunk(headerName, textureName));
                }


                materialExports.Add(materialsExport.ToString());
            }

            return(materialExports);
        }
Пример #5
0
        /// <summary>
        /// Exports the model to an .obj file
        /// </summary>
        /// <param name="baseVertex">The number of vertices we have processed so far in the model</param>
        /// <param name="objExportType"></param>
        /// <param name="vertexCount">The number of vertices in this model</param>
        /// <param name="activeTexture"></param>
        /// <param name="lastUsedTexture"></param>
        /// <returns></returns>
        public List <string> GetMeshExport(int baseVertex, string activeTexture, ObjExportType objExportType,
                                           out int vertexCount,
                                           out string lastUsedTexture)
        {
            var frames         = new List <string>();
            var usedVertices   = new List <int>();
            var unusedVertices = new List <int>();

            int currentPolygon = 0;

            var faceOutput = new StringBuilder();

            // First assemble the faces that are needed
            foreach (RenderGroup group in RenderGroups)
            {
                int textureIndex = group.TextureIndex;
                int polygonCount = group.PolygonCount;

                List <int> activeArray = null;
                bool       bitmapValid = false;

                // Figure out the correct export array
                if (objExportType == ObjExportType.Textured)
                {
                    activeArray = MaterialList.Materials[textureIndex].IsInvisible ? unusedVertices : usedVertices;
                    bitmapValid = true;
                }
                else if (objExportType == ObjExportType.Collision)
                {
                    activeArray = usedVertices;
                    bitmapValid = false;
                }
                else if (objExportType == ObjExportType.Water)
                {
                    if (MaterialList.Materials[textureIndex].IsInvisible)
                    {
                        activeArray = unusedVertices;
                        bitmapValid = false;
                    }
                    else
                    {
                        string bitmapName = MaterialList.Materials[textureIndex].TextureInfoReference.TextureInfo
                                            .BitmapNames[0].Filename;
                        activeArray = SpecialTextures.IsWater(bitmapName) ? usedVertices : unusedVertices;
                        bitmapValid = SpecialTextures.IsWater(bitmapName);
                    }
                }
                else if (objExportType == ObjExportType.Lava)
                {
                    if (MaterialList.Materials[textureIndex].IsInvisible)
                    {
                        activeArray = unusedVertices;
                        bitmapValid = false;
                    }
                    else
                    {
                        string bitmapName = MaterialList.Materials[textureIndex].TextureInfoReference.TextureInfo
                                            .BitmapNames[0].Filename;
                        activeArray = SpecialTextures.IsLava(bitmapName) ? usedVertices : unusedVertices;
                        bitmapValid = SpecialTextures.IsLava(bitmapName);
                    }
                }
                else if (objExportType == ObjExportType.NoSpecialZones)
                {
                    if (MaterialList.Materials[textureIndex].IsInvisible)
                    {
                        activeArray = unusedVertices;
                        bitmapValid = false;
                    }
                    else
                    {
                        string bitmapName = MaterialList.Materials[textureIndex].TextureInfoReference.TextureInfo
                                            .BitmapNames[0].Filename;

                        if (SpecialTextures.IsWater(bitmapName) || SpecialTextures.IsLava(bitmapName))
                        {
                            activeArray = unusedVertices;
                            bitmapValid = false;
                        }
                        else
                        {
                            activeArray = usedVertices;
                            bitmapValid = true;
                        }
                    }
                }


                if (!MaterialList.Materials[textureIndex].IsInvisible && objExportType != ObjExportType.Collision)
                {
                    string bitmapName = MaterialList.Materials[textureIndex].TextureInfoReference.TextureInfo
                                        .BitmapNames[0].Filename;
                    string pngName      = bitmapName.Substring(0, bitmapName.Length - 4);
                    string materialName =
                        ImageWriter.GetExportedImageName(pngName, MaterialList.Materials[textureIndex].ShaderType);

                    if (materialName != activeTexture && bitmapValid)
                    {
                        faceOutput.AppendLine(LanternStrings.ObjUseMtlPrefix + materialName);
                        activeTexture = materialName;
                    }
                }

                for (int j = 0; j < polygonCount; ++j)
                {
                    int vertex1 = Polygons[currentPolygon].Vertex1 + baseVertex + 1;
                    int vertex2 = Polygons[currentPolygon].Vertex2 + baseVertex + 1;
                    int vertex3 = Polygons[currentPolygon].Vertex3 + baseVertex + 1;

                    if (!Polygons[currentPolygon].Solid && objExportType == ObjExportType.Collision)
                    {
                        continue;
                    }

                    if (activeArray == usedVertices)
                    {
                        int index1 = vertex1 - unusedVertices.Count;
                        int index2 = vertex2 - unusedVertices.Count;
                        int index3 = vertex3 - unusedVertices.Count;

                        // Vertex + UV
                        if (objExportType != ObjExportType.Collision)
                        {
                            faceOutput.AppendLine("f " + index3 + "/" + index3 + " "
                                                  + index2 + "/" + index2 + " " +
                                                  +index1 + "/" + index1);
                        }
                        else
                        {
                            faceOutput.AppendLine("f " + index3 + " "
                                                  + index2 + " " +
                                                  +index1);
                        }
                    }

                    AddIfNotContained(activeArray, Polygons[currentPolygon].Vertex1);
                    AddIfNotContained(activeArray, Polygons[currentPolygon].Vertex2);
                    AddIfNotContained(activeArray, Polygons[currentPolygon].Vertex3);

                    currentPolygon++;
                }
            }

            var vertexOutput = new StringBuilder();

            usedVertices.Sort();

            int frameCount = 1;

            if (AnimatedVertices != null)
            {
                frameCount += AnimatedVertices.Frames.Count;
            }

            for (int i = 0; i < frameCount; ++i)
            {
                // Add each vertex
                foreach (var usedVertex in usedVertices)
                {
                    vec3 vertex;

                    if (i == 0)
                    {
                        vertex = Vertices[usedVertex];
                    }
                    else
                    {
                        if (AnimatedVertices == null)
                        {
                            continue;
                        }

                        vertex = AnimatedVertices.Frames[i - 1][usedVertex];
                    }

                    vertexOutput.AppendLine("v " + (vertex.x + Center.x) + " " + (vertex.y + Center.y) + " " +
                                            (vertex.z + Center.z));

                    if (objExportType == ObjExportType.Collision)
                    {
                        continue;
                    }

                    vec2 vertexUvs = TextureUvCoordinates[usedVertex];
                    vertexOutput.AppendLine("vt " + vertexUvs.x + " " + vertexUvs.y);
                }

                frames.Add(vertexOutput.ToString() + faceOutput);
                vertexOutput.Clear();
            }


            vertexCount     = usedVertices.Count;
            lastUsedTexture = activeTexture;

            // Ensure that output use the decimal point rather than the comma (as in Germany)
            for (var i = 0; i < frames.Count; i++)
            {
                frames[i] = frames[i].Replace(',', '.');
            }

            return(frames);
        }