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using System;
using System.IO;
using System.Collections.Generic;
using System.Text;
using NW4RTools.Models;
using Collada141;
namespace NW4RTools {
public class ColladaExporter {
public static void WriteModel(Stream outputStream, ResFile file, string modelName) {
new ColladaExporter(file).SaveModel(outputStream, modelName);
}
ResFile CurrentFile;
Models.Model CurrentModel;
COLLADA Collada;
library_geometries LibGeometries;
library_visual_scenes LibVisualScenes;
library_images LibImages;
library_materials LibMaterials;
library_effects LibEffects;
private ColladaExporter(ResFile file) {
CurrentFile = file;
}
public void SaveModel(Stream outputStream, string modelName) {
CurrentModel = CurrentFile.GetGroup<Model>("3DModels(NW4R)")[modelName];
Collada = new COLLADA();
Collada.asset = new asset();
Collada.asset.contributor = new assetContributor[1];
Collada.asset.contributor[0] = new assetContributor();
Collada.asset.contributor[0].authoring_tool = "NW4RTools Collada exporter by Treeki";
Collada.asset.contributor[0].source_data = "NW4R model: " + modelName;
//Collada.asset.created = DateTime.Now;
//Collada.asset.modified = DateTime.Now;
Collada.asset.unit = new assetUnit();
Collada.asset.unit.meter = 1.0;
Collada.asset.up_axis = UpAxisType.Y_UP;
var ColladaItems = new List<object>();
// First up, before anything else: images and materials
// Compile a list of every texture we use in the model
var usedTextures = new List<string>();
foreach (var kv in CurrentModel.Materials) {
foreach (var texInfo in kv.Value.TextureInfos) {
if (!usedTextures.Contains(texInfo.TextureName))
usedTextures.Add(texInfo.TextureName);
}
}
// Create a Collada image for these
LibImages = new library_images();
ColladaItems.Add(LibImages);
var ImageList = new List<image>();
var TexGroup = CurrentFile.GetGroup<Texture>("Textures(NW4R)");
foreach (var texName in usedTextures) {
var img = new image();
var tex = TexGroup[texName];
img.name = "Texture-" + texName;
img.id = img.name;
img.Item = "./images/" + texName + ".png";
ImageList.Add(img);
}
LibImages.image = ImageList.ToArray();
// Make a quick reference material for each one
LibMaterials = new library_materials();
ColladaItems.Add(LibMaterials);
var MaterialList = new List<material>();
foreach (var kv in CurrentModel.Materials) {
var mat = new material();
mat.name = "Material-" + kv.Key;
mat.id = mat.name;
mat.instance_effect = new instance_effect();
mat.instance_effect.url = "#Material-Effect-" + kv.Key;
MaterialList.Add(mat);
}
LibMaterials.material = MaterialList.ToArray();
// Now create an effect for each material (this is where all the real work is done!)
LibEffects = new library_effects();
ColladaItems.Add(LibEffects);
var EffectList = new List<effect>();
foreach (var kv in CurrentModel.Materials) {
EffectList.Add(CreateEffectFromMaterial(kv.Key, kv.Value));
}
LibEffects.effect = EffectList.ToArray();
// Now shapes
LibGeometries = new library_geometries();
ColladaItems.Add(LibGeometries);
var GeometryList = new List<geometry>();
foreach (var kv in CurrentModel.Shapes) {
GeometryList.Add(CreateGeometryFromShape(kv.Key, kv.Value));
}
LibGeometries.geometry = GeometryList.ToArray();
// SHAPES ARE DONE.
// Next up: Visual Scenes (I will just create one atm)
LibVisualScenes = new library_visual_scenes();
ColladaItems.Add(LibVisualScenes);
LibVisualScenes.visual_scene = new visual_scene[1];
var mainScene = LibVisualScenes.visual_scene[0] = new visual_scene();
// TODO: Change this so it doesn't have the possibility of name collisions with shapes
mainScene.id = "RootNode";
mainScene.name = "RootNode";
var mainSceneNodeList = new List<node>();
// OK, so here's what's up: first off, we must create a definition for every node
var NodeDefs = new Dictionary<Node, node>();
foreach (var kv in CurrentModel.Nodes) {
string nodeName = kv.Key;
Node origNode = kv.Value;
var cNode = new node();
cNode.id = nodeName;
cNode.name = nodeName;
//cNode.type = NodeType.JOINT;
cNode.node1 = new node[0];
double cosX = Math.Cos(origNode.Rotation.x / 180 * Math.PI);
double cosY = Math.Cos(origNode.Rotation.y / 180 * Math.PI);
double cosZ = Math.Cos(origNode.Rotation.z / 180 * Math.PI);
double sinX = Math.Sin(origNode.Rotation.x / 180 * Math.PI);
double sinY = Math.Sin(origNode.Rotation.y / 180 * Math.PI);
double sinZ = Math.Sin(origNode.Rotation.z / 180 * Math.PI);
var nodeMatrix = new matrix();
nodeMatrix.Values = new double[] {
origNode.Scale.x * cosY * cosZ,
origNode.Scale.y * (sinX * cosZ * sinY - cosX * sinZ),
origNode.Scale.z * (sinX * sinZ + cosX * cosZ * sinY),
origNode.Translation.x,
origNode.Scale.x * sinZ * cosY,
origNode.Scale.y * (sinX * sinZ * sinY + cosZ * cosX),
origNode.Scale.z * (cosX * sinZ * sinY - sinX * cosZ),
origNode.Translation.y,
-origNode.Scale.x * sinY,
origNode.Scale.y * sinX * cosY,
origNode.Scale.z * cosX * cosY,
origNode.Translation.z,
0, 0, 0, 1
};
cNode.Items = new object[] { nodeMatrix };
cNode.ItemsElementName = new ItemsChoiceType2[] { ItemsChoiceType2.matrix };
NodeDefs[origNode] = cNode;
}
// Now add them to the hierarchy
foreach (var kv in NodeDefs) {
Node origNode = kv.Key;
node cNode = kv.Value;
if (origNode.Parent == null) {
mainSceneNodeList.Add(cNode);
} else {
var parentNode = NodeDefs[origNode.Parent];
// this is stupid, thanks C#
node[] nodeArrayCopy = parentNode.node1;
Array.Resize<node>(ref nodeArrayCopy, nodeArrayCopy.Length + 1);
nodeArrayCopy[nodeArrayCopy.Length - 1] = cNode;
parentNode.node1 = nodeArrayCopy;
}
}
// Apply shapes to nodes
/*foreach (var kv in CurrentModel.Shapes) {
Shape shape = kv.Value;
Node origNode = CurrentModel.Nodes[CurrentModel.MatrixIDtoNodeID[shape.MatrixID]];
node cNode = NodeDefs[origNode];
var newGeoEntry = new instance_geometry();
newGeoEntry.name = kv.Key;
newGeoEntry.url = String.Format("#{0}-lib", kv.Key);
instance_geometry[] geoArrayCopy = cNode.instance_geometry;
if (geoArrayCopy == null)
geoArrayCopy = new instance_geometry[1];
else
Array.Resize<instance_geometry>(ref geoArrayCopy, geoArrayCopy.Length + 1);
geoArrayCopy[geoArrayCopy.Length - 1] = newGeoEntry;
cNode.instance_geometry = geoArrayCopy;
// TODO: Add material handling, I'll probably have to parse DrawOpa/DrawXlu for this...
}*/
// WARNING: THIS NEEDS REFACTORING
int drawID = 0;
foreach (var insn in CurrentModel.Bytecode["DrawOpa"].Instructions) {
if (insn is ByteCode.DrawShapeInstruction) {
var dsInsn = insn as ByteCode.DrawShapeInstruction;
Shape shape = CurrentModel.Shapes[dsInsn.ShapeID];
string shapeName = CurrentModel.Shapes.GetKeyForIndex(dsInsn.ShapeID);
Node origNode = CurrentModel.Nodes[dsInsn.NodeID];
node cNode = NodeDefs[origNode];
Material mat = CurrentModel.Materials[dsInsn.MaterialID];
string matName = CurrentModel.Materials.GetKeyForIndex(dsInsn.MaterialID);
var newGeoEntry = new instance_geometry();
newGeoEntry.name = String.Format("DrawOpa{0}-{1}", drawID, shapeName);
newGeoEntry.url = String.Format("#{0}-lib", shapeName);
// now add the material
var bindMaterial = newGeoEntry.bind_material = new bind_material();
bindMaterial.technique_common = new instance_material[1];
var matTechnique = bindMaterial.technique_common[0] = new instance_material();
// constant marker so that I don't have to set a unique material name in each primitive
// it doesn't matter, since each geometry instance only uses one material anyway
matTechnique.symbol = "NW4R_MATERIAL";
matTechnique.target = "#Material-" + matName;
matTechnique.bind_vertex_input = new instance_materialBind_vertex_input[1];
matTechnique.bind_vertex_input[0] = new instance_materialBind_vertex_input();
matTechnique.bind_vertex_input[0].semantic = "CHANNEL1";
matTechnique.bind_vertex_input[0].input_semantic = "TEXCOORD";
matTechnique.bind_vertex_input[0].input_set = 0;
// ok, now add the instance_geometry into the node
instance_geometry[] geoArrayCopy = cNode.instance_geometry;
if (geoArrayCopy == null)
geoArrayCopy = new instance_geometry[1];
else
Array.Resize<instance_geometry>(ref geoArrayCopy, geoArrayCopy.Length + 1);
geoArrayCopy[geoArrayCopy.Length - 1] = newGeoEntry;
cNode.instance_geometry = geoArrayCopy;
drawID++;
}
}
drawID = 0;
if (CurrentModel.Bytecode.ContainsKey("DrawXlu")) {
foreach (var insn in CurrentModel.Bytecode["DrawXlu"].Instructions) {
if (insn is ByteCode.DrawShapeInstruction) {
var dsInsn = insn as ByteCode.DrawShapeInstruction;
Shape shape = CurrentModel.Shapes[dsInsn.ShapeID];
string shapeName = CurrentModel.Shapes.GetKeyForIndex(dsInsn.ShapeID);
Node origNode = CurrentModel.Nodes[dsInsn.NodeID];
node cNode = NodeDefs[origNode];
Material mat = CurrentModel.Materials[dsInsn.MaterialID];
string matName = CurrentModel.Materials.GetKeyForIndex(dsInsn.MaterialID);
var newGeoEntry = new instance_geometry();
newGeoEntry.name = String.Format("DrawXlu{0}-{1}", drawID, shapeName);
newGeoEntry.url = String.Format("#{0}-lib", shapeName);
// now add the material
var bindMaterial = newGeoEntry.bind_material = new bind_material();
bindMaterial.technique_common = new instance_material[1];
var matTechnique = bindMaterial.technique_common[0] = new instance_material();
// constant marker so that I don't have to set a unique material name in each primitive
// it doesn't matter, since each geometry instance only uses one material anyway
matTechnique.symbol = "NW4R_MATERIAL";
matTechnique.target = "#Material-" + matName;
matTechnique.bind_vertex_input = new instance_materialBind_vertex_input[1];
matTechnique.bind_vertex_input[0] = new instance_materialBind_vertex_input();
matTechnique.bind_vertex_input[0].semantic = "CHANNEL1";
matTechnique.bind_vertex_input[0].input_semantic = "TEXCOORD";
matTechnique.bind_vertex_input[0].input_set = 0;
// ok, now add the instance_geometry into the node
instance_geometry[] geoArrayCopy = cNode.instance_geometry;
if (geoArrayCopy == null)
geoArrayCopy = new instance_geometry[1];
else
Array.Resize<instance_geometry>(ref geoArrayCopy, geoArrayCopy.Length + 1);
geoArrayCopy[geoArrayCopy.Length - 1] = newGeoEntry;
cNode.instance_geometry = geoArrayCopy;
drawID++;
}
}
}
/*foreach (var kv in CurrentModel.Shapes) {
var thisNode = new node();
thisNode.id = kv.Key;
thisNode.name = kv.Key;
thisNode.instance_geometry = new instance_geometry[1];
thisNode.instance_geometry[0] = new instance_geometry();
thisNode.instance_geometry[0].url = String.Format("#{0}-lib", kv.Key);
mainSceneNodeList.Add(thisNode);
}*/
mainScene.node = mainSceneNodeList.ToArray();
// Finally, create a scene
Collada.scene = new COLLADAScene();
Collada.scene.instance_visual_scene = new InstanceWithExtra();
Collada.scene.instance_visual_scene.url = "#RootNode";
Collada.Items = ColladaItems.ToArray();
Collada.Save(outputStream);
}
private effect CreateEffectFromMaterial(string name, Material mat) {
var eff = new effect();
eff.id = "Material-Effect-" + name;
eff.name = eff.id;
// HACK!!
if (mat.TextureInfos.Count == 0)
return eff;
// this is based off what colladamax outputs
eff.Items = new effectFx_profile_abstractProfile_COMMON[1];
var profile = eff.Items[0] = new effectFx_profile_abstractProfile_COMMON();
// TODO: handle this correctly for multiple textures ETC and check how bb does it
profile.Items = new object[2];
// create a surface newparam
var surfaceParam = new common_newparam_type();
var surface = new fx_surface_common();
surface.type = fx_surface_type_enum.Item2D;
surface.init_from = new fx_surface_init_from_common[1];
surface.init_from[0] = new fx_surface_init_from_common();
surface.init_from[0].Value = "Texture-" + mat.TextureInfos[0].TextureName;
surfaceParam.sid = "Surface-" + mat.TextureInfos[0].TextureName;
surfaceParam.ItemElementName = ItemChoiceType.surface;
surfaceParam.Item = surface;
profile.Items[0] = surfaceParam;
// now create a sampler newparam
var samplerParam = new common_newparam_type();
var sampler2d = new fx_sampler2D_common();
// add wrapping
sampler2d.source = "Surface-" + mat.TextureInfos[0].TextureName;
sampler2d.wrap_s = mat.TextureInfos[0].WrapS.ToColladaSamplerWrap();
sampler2d.wrap_t = mat.TextureInfos[0].WrapT.ToColladaSamplerWrap();
samplerParam.sid = "Sampler-" + mat.TextureInfos[0].TextureName;
samplerParam.ItemElementName = ItemChoiceType.sampler2D;
samplerParam.Item = sampler2d;
profile.Items[1] = samplerParam;
// now make a technique
// should I really use blinn...?
profile.technique = new effectFx_profile_abstractProfile_COMMONTechnique();
profile.technique.sid = "common";
var pShader = new effectFx_profile_abstractProfile_COMMONTechniquePhong();
pShader.diffuse = new common_color_or_texture_type();
var diffuseTex = new common_color_or_texture_typeTexture();
diffuseTex.texture = "Sampler-" + mat.TextureInfos[0].TextureName;
diffuseTex.texcoord = "CHANNEL1";
pShader.diffuse.Item = diffuseTex;
pShader.emission = new common_color_or_texture_type();
var emissionClr = new common_color_or_texture_typeColor();
emissionClr.Values = new double[] { 0, 0, 0, 1 };
pShader.emission.Item = emissionClr;
pShader.ambient = new common_color_or_texture_type();
var ambientClr = new common_color_or_texture_typeColor();
ambientClr.Values = new double[] { 0, 0, 0, 1 };
pShader.ambient.Item = ambientClr;
pShader.transparent = new common_transparent_type();
pShader.transparent.opaque = fx_opaque_enum.A_ONE;
var transparentClr = new common_color_or_texture_typeColor();
transparentClr.Values = new double[] { 1, 1, 1, 1 };
pShader.transparent.Item = transparentClr;
pShader.transparency = new common_float_or_param_type();
var bs = new common_float_or_param_typeFloat();
bs.Value = 1;
pShader.transparency.Item = bs;
// we can reuse DiffuseTex!
pShader.transparent.Item = diffuseTex;
profile.technique.Item = pShader;
return eff;
}
private geometry CreateGeometryFromShape(string name, Shape shape) {
var geo = new geometry();
geo.id = name + "-lib";
geo.name = name + "Mesh";
var m = new mesh();
geo.Item = m;
// Vertex settings
var firstDL = new InputStream(shape.DisplayList1);
firstDL.Seek(0x0C);
UInt32 vtxDesc1 = firstDL.ReadUInt32();
firstDL.Seek(0x12);
UInt32 vtxDesc2 = firstDL.ReadUInt32();
firstDL.Seek(0x22);
UInt32 vtxAttr1 = firstDL.ReadUInt32();
firstDL.Seek(0x28);
UInt32 vtxAttr2 = firstDL.ReadUInt32();
firstDL.Seek(0x2E);
UInt32 vtxAttr3 = firstDL.ReadUInt32();
var vs = new VertexSettings();
vs.SetDesc(vtxDesc1, vtxDesc2);
vs.SetAttrFmt(vtxAttr1, vtxAttr2, vtxAttr3);
// Figure out how many elements we need in the Source array
// Position data ALWAYS exists
int sourceCount = 1;
sourceCount += (shape.NrmData != null) ? 1 : 0;
for (int i = 0; i < 8; i++)
sourceCount += (shape.TexCoordData[i] != null) ? 1 : 0;
m.source = new source[sourceCount];
int currentSource = 0;
// TODO: Refactor this messy code!
int dest;
// Write position data
var posData = shape.PosData;
var posSource = new source();
posSource.id = name + "-lib-Position";
m.source[currentSource++] = posSource;
var posArray = new float_array();
posArray.id = name + "-lib-Position-array";
posArray.count = (ulong)(posData.GetRealCount() * posData.EntryCount);
posArray.Values = new double[posArray.count];
dest = 0;
for (int i = 0; i < posData.EntryCount; i++) {
float[] data = posData.GetEntry(i);
for (int j = 0; j < data.Length; j++) {
posArray.Values[dest++] = data[j];
}
}
posSource.Item = posArray;
// Write position technique
posSource.technique_common = new sourceTechnique_common();
var posAcc = posSource.technique_common.accessor = new accessor();
posAcc.source = String.Format("#{0}-lib-Position-array", name);
posAcc.count = posData.EntryCount;
posAcc.stride = (ulong)posData.GetRealCount();
posAcc.param = new param[posData.GetRealCount()];
string[] posParamNames = new string[] { "X", "Y", "Z" };
for (int i = 0; i < posAcc.param.Length; i++) {
posAcc.param[i] = new param();
posAcc.param[i].name = posParamNames[i];
posAcc.param[i].type = "float";
}
// Write normal data
if (shape.NrmData != null) {
var nrmData = shape.NrmData;
var nrmSource = new source();
nrmSource.id = name + "-lib-Normal";
m.source[currentSource++] = nrmSource;
var nrmArray = new float_array();
nrmArray.id = name + "-lib-Normal-array";
nrmArray.count = (ulong)(nrmData.GetRealCount() * nrmData.EntryCount);
nrmArray.Values = new double[nrmArray.count];
dest = 0;
for (int i = 0; i < nrmData.EntryCount; i++) {
float[] data = nrmData.GetEntry(i);
for (int j = 0; j < data.Length; j++) {
nrmArray.Values[dest++] = data[j];
}
}
nrmSource.Item = nrmArray;
// Write normal technique
nrmSource.technique_common = new sourceTechnique_common();
var nrmAcc = nrmSource.technique_common.accessor = new accessor();
nrmAcc.source = String.Format("#{0}-lib-Normal-array", name);
nrmAcc.count = nrmData.EntryCount;
nrmAcc.stride = (ulong)nrmData.GetRealCount();
nrmAcc.param = new param[nrmData.GetRealCount()];
string[] nrmParamNames = new string[] { "X", "Y", "Z" };
for (int i = 0; i < nrmAcc.param.Length; i++) {
nrmAcc.param[i] = new param();
nrmAcc.param[i].name = nrmParamNames[i];
nrmAcc.param[i].type = "float";
}
}
// Write TexCoord data
for (int tcIndex = 0; tcIndex < 8; tcIndex++) {
if (shape.TexCoordData[tcIndex] != null) {
var tcData = shape.TexCoordData[tcIndex];
var tcSource = new source();
tcSource.id = String.Format("{0}-lib-TexCoord{1}", name, tcIndex);
m.source[currentSource++] = tcSource;
var tcArray = new float_array();
tcArray.id = String.Format("{0}-lib-TexCoord{1}-array", name, tcIndex);
tcArray.count = (ulong)(tcData.GetRealCount() * tcData.EntryCount);
tcArray.Values = new double[tcArray.count];
dest = 0;
for (int i = 0; i < tcData.EntryCount; i++) {
float[] data = tcData.GetEntry(i);
for (int j = 0; j < data.Length; j++) {
// flip T (Y axis) coordinate
if (j == 1)
tcArray.Values[dest++] = 1.0 - data[j];
else
tcArray.Values[dest++] = data[j];
}
}
tcSource.Item = tcArray;
// Write texcoord technique
tcSource.technique_common = new sourceTechnique_common();
var tcAcc = tcSource.technique_common.accessor = new accessor();
tcAcc.source = String.Format("#{0}-lib-TexCoord{1}-array", name, tcIndex);
tcAcc.count = tcData.EntryCount;
tcAcc.stride = (ulong)tcData.GetRealCount();
tcAcc.param = new param[tcData.GetRealCount()];
string[] tcParamNames = new string[] { "S", "T" };
for (int i = 0; i < tcAcc.param.Length; i++) {
tcAcc.param[i] = new param();
tcAcc.param[i].name = tcParamNames[i];
tcAcc.param[i].type = "float";
}
}
}
// Ok, we've written all the raw float data, now set up vertices
// TODO: Vertex colours
m.vertices = new vertices();
m.vertices.id = String.Format("{0}-lib-Vertex", name);
m.vertices.input = new InputLocal[1];
m.vertices.input[0] = new InputLocal();
m.vertices.input[0].semantic = "POSITION";
m.vertices.input[0].source = String.Format("#{0}-lib-Position", name);
// And before we finish, write the polygon data of course
var dl = new InputStream(shape.DisplayList2);
List<object> meshItems = new List<object>();
// create the Input array -- we can reuse sourceCount!
var inputArray = new InputLocalOffset[sourceCount];
currentSource = 0;
var posInput = inputArray[currentSource] = new InputLocalOffset();
posInput.semantic = "VERTEX";
posInput.offset = (ulong)currentSource;
posInput.source = String.Format("#{0}-lib-Vertex", name);
currentSource++;
if (shape.NrmData != null) {
var nrmInput = inputArray[currentSource] = new InputLocalOffset();
nrmInput.semantic = "NORMAL";
nrmInput.offset = (ulong)currentSource;
nrmInput.source = String.Format("#{0}-lib-Normal", name);
currentSource++;
}
for (int i = 0; i < 8; i++) {
if (shape.TexCoordData[i] != null) {
var tcInput = inputArray[currentSource] = new InputLocalOffset();
tcInput.semantic = "TEXCOORD";
tcInput.offset = (ulong)currentSource;
tcInput.@set = (ulong)i;
tcInput.source = String.Format("#{0}-lib-TexCoord{1}", name, i);
currentSource++;
}
}
// Create a list for tristrips beforehand, because they're THE most common
List<string> triStrips = new List<string>();
// Now go through the display list
while (true) {
if (dl.AtEnd)
break;
byte cmd = dl.ReadByte();
if (cmd == 0)
break;
PrimitiveType prim = (PrimitiveType)((cmd >> 3) & 7);
int vtxCount = dl.ReadUInt16();
// first, parse it into a list of vertices
GXIndexedVertex[] vtxs = new GXIndexedVertex[vtxCount];
string[] pVtxs = new string[vtxCount];
for (int i = 0; i < vtxCount; i++) {
vtxs[i].LoadFrom(dl, vs);
pVtxs[i] = vtxs[i].Position.ToString();
if (vs.NormalDesc != VertexSettings.DescType.None)
pVtxs[i] += " " + vtxs[i].Normal.ToString();
for (int j = 0; j < 8; j++) {
if (vs.TexCoordDesc[j] != VertexSettings.DescType.None) {
pVtxs[i] += " " + vtxs[i].TexCoords[j].ToString();
}
}
}
switch (prim) {
case PrimitiveType.Triangles:
var pTri = new triangles();
pTri.material = "NW4R_MATERIAL";
pTri.count = (ulong)(vtxCount / 3);
// should be 1? dunno
pTri.input = inputArray;
StringBuilder pTriData = new StringBuilder();
for (int i = 0; i < vtxCount; i++) {
pTriData.AppendFormat("{0} ", pVtxs[i]);
}
pTri.p = pTriData.ToString();
meshItems.Add(pTri);
break;
case PrimitiveType.TriangleStrip:
StringBuilder pTriStripData = new StringBuilder();
for (int i = 0; i < vtxCount; i++) {
pTriStripData.AppendFormat("{0} ", pVtxs[i]);
}
triStrips.Add(pTriStripData.ToString());
break;
default:
Console.WriteLine("UNIMPLEMENTED PRIMITIVE TYPE");
return geo;
}
}
// If any tristrips were found, add them!
if (triStrips.Count > 0) {
var pTriStrips = new tristrips();
pTriStrips.material = "NW4R_MATERIAL";
pTriStrips.input = inputArray;
pTriStrips.count = (ulong)triStrips.Count;
pTriStrips.p = triStrips.ToArray();
meshItems.Add(pTriStrips);
}
m.Items = meshItems.ToArray();
// FINALLY DONE!
return geo;
}
}
}
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