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path: root/NW4RTools/ObjExporter.cs
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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?!
			if (shape.MatrixID != -1) {
				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;

				// These can contain other stuff. Who knew.

				if ((cmd & 0x80) == 0) {
					GXCommand castCmd = (GXCommand)cmd;

					switch (castCmd) {
						case GXCommand.LoadPosMtxFromArray:
						case GXCommand.LoadNrmMtxFromArray:
						case GXCommand.LoadTexCoordMtxFromArray:
						case GXCommand.LoadLightFromArray:
							dl.Skip(4);
							break;
						default:
							Console.WriteLine("UNIMPLEMENTED GX COMMAND: {0}", castCmd);
							break;
					}
					continue; // don't process it as a primitive
				}

				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;
				}
			}
		}
	}
}