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using System;
using System.IO;
using System.Collections.Generic;
using NW4RTools.Models;
namespace NW4RTools {
public class ObjExporter {
public static void WriteModel(TextWriter tw, ResFile file, string modelName) {
new ObjExporter(file).SaveModel(tw, modelName);
}
ResFile CurrentFile;
Models.Model CurrentModel;
TextWriter Output;
private ObjExporter(ResFile file) {
CurrentFile = file;
}
Dictionary<Models.VertexPosData, int> VtxPosOffsets;
Dictionary<Models.VertexNrmData, int> VtxNrmOffsets;
Dictionary<Models.VertexTexCoordData, int> VtxTexCoordOffsets;
public void SaveModel(TextWriter tw, string modelName) {
Output = tw;
CurrentModel = CurrentFile.GetGroup<Model>("3DModels(NW4R)")[modelName];
Output.WriteLine("# {0} exported by Treeki's NW4RTools", modelName);
Output.WriteLine("# {0}", DateTime.Now);
Output.WriteLine();
// Write vertex data pool
int Offset;
VtxPosOffsets = new Dictionary<VertexPosData, int>();
Offset = 1;
foreach (var kv in CurrentModel.VtxPosData) {
VtxPosOffsets[kv.Value] = Offset;
Output.WriteLine("# Vertex Positions: {0} [offset {1}]", kv.Key, Offset);
for (int i = 0; i < kv.Value.EntryCount; i++) {
float[] v = kv.Value.GetEntry(i);
if (kv.Value.ComponentCount == VertexSettings.CompCount.Position2) {
Output.WriteLine("v {0} {1} 0.0", v[0], v[1]);
} else {
Output.WriteLine("v {0} {1} {2}", v[0], v[1], v[2]);
}
}
Offset += kv.Value.EntryCount;
}
VtxNrmOffsets = new Dictionary<VertexNrmData, int>();
Offset = 1;
foreach (var kv in CurrentModel.VtxNrmData) {
VtxNrmOffsets[kv.Value] = Offset;
Output.WriteLine("# Vertex Normals: {0} [offset {1}]", kv.Key, Offset);
for (int i = 0; i < kv.Value.EntryCount; i++) {
float[] v = kv.Value.GetEntry(i);
Output.WriteLine("vn {0} {1} {2}", v[0], v[1], v[2]);
}
Offset += kv.Value.EntryCount;
}
VtxTexCoordOffsets = new Dictionary<VertexTexCoordData, int>();
Offset = 1;
foreach (var kv in CurrentModel.VtxTexCoordData) {
VtxTexCoordOffsets[kv.Value] = Offset;
Output.WriteLine("# Vertex TexCoords: {0} [offset {1}]", kv.Key, Offset);
for (int i = 0; i < kv.Value.EntryCount; i++) {
float[] v = kv.Value.GetEntry(i);
Output.WriteLine("vt {0} {1}", v[0], v[1]);
}
Offset += kv.Value.EntryCount;
}
Output.WriteLine();
// Write shapes
// TODO: replace with something using the Bytecode
foreach (var kv in CurrentModel.Shapes) {
Output.WriteLine("g {0}", kv.Key);
WriteShape(kv.Value);
Output.WriteLine();
}
Output.Flush();
}
private void WriteShape(Models.Shape shape) {
// first, parse the first DisplayList to get the attr info
// for now we'll hardcode the offsets. must be fixed later
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);
// get the Matrix to use
// todo: how to apply this?!
Matrix m = CurrentModel.Nodes[CurrentModel.MatrixIDtoNodeID[shape.MatrixID]].NodeMatrix;
// now parse the second DisplayList
int posOffset = VtxPosOffsets[shape.PosData];
int nrmOffset = shape.NrmData == null ? -1 : VtxNrmOffsets[shape.NrmData];
int tcOffset = shape.TexCoordData[0] == null ? -1 : VtxTexCoordOffsets[shape.TexCoordData[0]];
// TODO: Better DisplayList parsing, in a similar fashion to ByteCode
var dl = new InputStream(shape.DisplayList2);
while (true) {
if (dl.AtEnd)
break;
byte cmd = dl.ReadByte();
if (cmd == 0)
break;
PrimitiveType prim = (PrimitiveType)((cmd >> 3) & 7);
int vtxCount = dl.ReadUInt16();
Output.WriteLine("# Primitive: {0} ({1} vertices)", prim, vtxCount);
// first, parse it into a list of vertices
GXIndexedVertex[] vtxs = new GXIndexedVertex[vtxCount];
string[] pVtxs = new string[vtxCount];
// this is a little hackish, oh well
string nrmPrefix = (vs.NormalDesc == VertexSettings.DescType.None) ? "" : "/";
for (int i = 0; i < vtxCount; i++) {
vtxs[i].LoadFrom(dl, vs);
string tc = (vtxs[i].TexCoords[0] == -1) ? "" : (tcOffset + vtxs[i].TexCoords[0]).ToString();
string n = (vtxs[i].Normal == -1) ? "" : "/" + (nrmOffset + vtxs[i].Normal).ToString();
pVtxs[i] = String.Format(" {0}/{1}{2}{3}", posOffset + vtxs[i].Position, tc, nrmPrefix, n);
}
switch (prim) {
case PrimitiveType.Triangles:
for (int i = 0; i < vtxCount; i += 3) {
Output.WriteLine("f {0} {1} {2}", pVtxs[i], pVtxs[i + 1], pVtxs[i + 2]);
}
break;
case PrimitiveType.TriangleStrip:
// De-stripify it!
for (int i = 2; i < vtxCount; i++) {
Output.Write("f");
if ((i & 1) == 0) {
// Even number
Output.Write(pVtxs[i - 2]);
Output.Write(pVtxs[i - 1]);
Output.Write(pVtxs[i]);
} else {
// Odd number
Output.Write(pVtxs[i - 1]);
Output.Write(pVtxs[i - 2]);
Output.Write(pVtxs[i]);
}
Output.WriteLine();
}
break;
default:
Output.WriteLine("# UNIMPLEMENTED");
return;
}
}
}
}
}
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