示例#1
0
        /// <summary>
        /// Read a single entry from JMP.
        /// </summary>
        /// <param name="br">Binary Reader to use.</param>
        /// <param name="fields">List of fields in JMP.</param>
        public JEntry(DhBinaryReader br, List <JField> fields)
        {
            long currentPosition = br.Position();

            Values = new Dictionary <string, object>();
            for (int i = 0; i < fields.Count; i++)
            {
                br.Sail(fields[i].Offset);

                object value;
                switch (fields[i].Type)
                {
                case JFieldType.INTEGER:
                    value = ((br.ReadS32() & fields[i].Bitmask) >> fields[i].Shift);
                    break;

                case JFieldType.STRING:
                    value = br.ReadFixedStr(32);
                    break;

                case JFieldType.FLOAT:
                    value = br.ReadF32();
                    break;

                default:
                    throw new InvalidDataException($"{fields[i].Type} is not a valid jmp entry type!");
                }

                Values.Add(fields[i].Name, value);

                br.Goto(currentPosition);
            }
        }
示例#2
0
文件: TMB.cs 项目: opeyx/Dolhouse
        /// <summary>
        /// Read a single sequence from TMB.
        /// </summary>
        /// <param name="br">The binary reader to read with.</param>
        public TMBSequence(DhBinaryReader br)
        {
            // Read name.
            Name = br.ReadFixedStr(28);

            // Read keyframe count.
            KeyFrameCount = br.ReadU32();

            // Read start index.
            StartIndex = br.ReadU16();

            // Read keyframe size.
            KeyFrameSize = br.ReadU16();

            // Define a new list to hold our keyframes.
            KeyFrames = new List <TIMKeyFrame>();
        }
示例#3
0
文件: BIN.cs 项目: opeyx/Dolhouse
        /// <summary>
        /// Reads BIN from a byte array.
        /// </summary>
        /// <param name="data">The byte array containing the BIN data.</param>
        public BIN(byte[] data)
        {
            // Define a binary reader to read with.
            DhBinaryReader br = new DhBinaryReader(data, DhEndian.Big);

            // Read bin version.
            Version = br.Read();

            // Make sure the bin version is either 0x01 or 0x02.
            if (Version == 0x00 || Version > 0x02)
            {
                throw new Exception($"[BIN] {Version} is not a valid version!");
            }

            // Read bin model name.
            ModelName = br.ReadFixedStr(11);

            // Define a new list to hold the bin's offsets.
            Offsets = br.ReadU32s(21);

            // Go to the bin graph object offset.
            br.Goto(Offsets[12]);

            // Get first graph object, then all of it's attached graph objects.
            GraphObjects = GetGraphObjects(br, 0);


            // Make sure bin batches has a offset.
            if (Offsets[11] != 0)
            {
                // Go to the bin batches offset.
                br.Goto(Offsets[11]);

                // Define a new list to hold the bin's batches.
                Batches = new List <Batch>();

                // Loop through batches.
                for (int i = 0; i < GetBatchCount(); i++)
                {
                    // Read a batch and add it to the batch list.
                    Batches.Add(new Batch(br, Offsets[11]));
                }
            }


            // Make sure bin shaders has a offset.
            if (Offsets[10] != 0)
            {
                // Go to the bin shaders offset.
                br.Goto(Offsets[10]);

                // Define a new list to hold the bin's shaders.
                Shaders = new List <Shader>();

                // Loop through shaders.
                for (int i = 0; i < GetShaderCount(); i++)
                {
                    // Read a shader and add it to the shader list.
                    Shaders.Add(new Shader(br));
                }
            }


            // Make sure bin texture coordinates 1 has a offset.
            if (Offsets[7] != 0)
            {
                // Go to the bin texture coordinates 1 offset.
                br.Goto(Offsets[7]);

                // Define a new list to hold the bin's texture coordinates 1.
                TextureCoordinates1 = new List <Vec2>();

                // Loop through texture coordinates 1.
                for (int i = 0; i < GetTexCoordinate1Count(); i++)
                {
                    // Read a bin texture coordinates and add it to the texture coordinates 1 list.
                    TextureCoordinates1.Add(br.ReadVec2());
                }
            }


            // Make sure bin texture coordinates 0 has a offset.
            if (Offsets[6] != 0)
            {
                // Go to the bin texture coordinates 0 offset.
                br.Goto(Offsets[6]);

                // Define a new list to hold the bin's texture coordinates 0.
                TextureCoordinates0 = new List <Vec2>();

                // Loop through texture coordinates 0.
                for (int i = 0; i < GetTexCoordinate0Count(); i++)
                {
                    // Read a bin texture coordinates 0 and add it to the texture coordinates 0 list.
                    TextureCoordinates0.Add(br.ReadVec2());
                }
            }


            // WE'RE SKIPPING COLOR0 AND COLOR1! (Offset5 and Offset4)


            // Make sure bin normals has a offset.
            if (Offsets[3] != 0)
            {
                // Go to the bin normals offset.
                br.Goto(Offsets[3]);

                // Define a new list to hold the bin's normals.
                Normals = new List <Vec3>();

                // Loop through normals.
                for (int i = 0; i < GetNormalCount(); i++)
                {
                    // Read a bin normal and add it to the normals list.
                    Normals.Add(br.ReadVec3());
                }
            }


            // Make sure bin positions has a offset.
            if (Offsets[2] != 0)
            {
                // Go to the bin positions offset.
                br.Goto(Offsets[2]);

                // Define a new list to hold the bin's positions.
                Positions = new List <Vec3>();

                // Loop through positions.
                for (int i = 0; i < GetPositionCount(); i++)
                {
                    // Read a bin position and add it to the positions list.
                    Positions.Add(new Vec3(br.ReadF16() / 256.0f, br.ReadF16() / 256.0f, br.ReadF16() / 256.0f));
                }
            }


            // Make sure bin materials has a offset.
            if (Offsets[1] != 0)
            {
                // Go to the bin materials offset.
                br.Goto(Offsets[1]);

                // Define a new list to hold the bin's materials.
                Materials = new List <Material>();

                // Loop through materials.
                for (int i = 0; i < GetMaterialCount(); i++)
                {
                    // Read a bin material and add it to the materials list.
                    Materials.Add(new Material(br));
                }
            }


            // Make sure bin textures has a offset.
            if (Offsets[0] != 0)
            {
                // Go to the bin textures offset.
                br.Goto(Offsets[0]);

                // Define a new list to hold the bin's textures.
                Textures = new List <BTI>();

                // Loop through textures.
                for (int i = 0; i < GetTextureCount(); i++)
                {
                    // Read a bin textures and add it to the textures list.
                    Textures.Add(new BTI(br, Offsets[0]));
                }
            }
        }