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Gfx.cs
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207 lines (166 loc) · 6.09 KB
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using System.Drawing;
using System.Drawing.Imaging;
namespace tmdl_utility;
public partial class ModelUtility
{
public class Mesh
{
public int[][] BoneIDs;
public ushort[] Indices;
public int MaterialIndex;
public string Name;
public Vec3[] Normals;
public Vec2[] UV0;
public float[][] VertexWeights;
public Vec3[] Vertices;
}
public class Texture
{
public int channelCount;
public byte[] data;
public string name;
public int width, height;
public void Export(string path)
{
var b = new Bitmap(width, height);
for (var x = 0; x < width; x++)
for (var y = 0; y < height; y++)
{
var c = new byte[4];
for (var i = 0; i < channelCount; i++)
{
var data = this.data[
(x + y * width) * channelCount + i];
c[i] = data;
}
b.SetPixel(x, y, Color.FromArgb(c[3], c[0], c[1], c[2]));
}
b.Save(path, ImageFormat.Png);
}
public byte[] Export()
{
var b = new Bitmap(width, height);
for (var x = 0; x < width; x++)
for (var y = 0; y < height; y++)
{
var c = new byte[4];
for (var i = 0; i < channelCount; i++)
{
var data = this.data[(x + y * width) * channelCount + i];
c[i] = data;
}
b.SetPixel(x, y, Color.FromArgb(c[3], c[0], c[1], c[2]));
}
using (var ms = new MemoryStream())
{
b.Save(ms, ImageFormat.Png);
return ms.ToArray();
}
}
}
public class Material
{
public string name;
public Dictionary<string, string> Textures = new();
}
public class Model
{
public Animation[] Animations;
public Material[] Materials;
public Mesh[] Meshes;
public float ModelScale = 1;
public string Name;
public Skeleton Skeleton;
public Texture[] Textures;
public void Write(ModelWriter writer)
{
writer.WriteString("TMDL");
writer.Write(ModelScale);
writer.WriteNonSigString(Name);
writer.Write(Meshes.Length);
foreach (var mesh in Meshes)
{
writer.WriteString("TMSH");
writer.WriteNonSigString(mesh.Name);
writer.Write(mesh.Vertices.Length);
writer.WriteString("TVTX");
for (var i = 0; i < mesh.Vertices.Length; i++)
{
var meshVertex = mesh.Vertices[i];
writer.Write(meshVertex.X);
writer.Write(meshVertex.Y);
writer.Write(meshVertex.Z);
meshVertex = mesh.Normals[i];
writer.Write(meshVertex.X);
writer.Write(meshVertex.Y);
writer.Write(meshVertex.Z);
var _meshVertex = mesh.UV0[i];
writer.Write(_meshVertex.X);
writer.Write(_meshVertex.Y);
if (mesh.BoneIDs.Length > 0)
{
var boneIdx = mesh.BoneIDs[i];
writer.Write(boneIdx.Length);
for (var j = 0; j < boneIdx.Length; j++) writer.Write(boneIdx[j]);
if (mesh.VertexWeights.Length > 0)
{
var weights = mesh.VertexWeights[i];
writer.Write(weights.Length);
for (var j = 0; j < weights.Length; j++) writer.Write(weights[j]);
}
else
{
writer.Write(4);
for (var j = 0; j < 4; j++) writer.Write(1.0f);
}
}
else
{
writer.Write(4);
for (var j = 0; j < 4; j++) writer.Write(-1);
writer.Write(4);
for (var j = 0; j < 4; j++) writer.Write(0);
}
}
writer.WriteString("TIDX");
writer.Write(mesh.Indices.Length);
foreach (var meshIndex in mesh.Indices) writer.Write(meshIndex);
writer.Write(mesh.MaterialIndex);
}
writer.Write(Textures.Length);
foreach (var texture in Textures)
{
writer.WriteString("TTEX");
writer.Write(texture.name.Length);
writer.WriteString(texture.name);
writer.Write(texture.width);
writer.Write(texture.height);
writer.Write(texture.channelCount);
//writer.Write(texture.data);
for (var y = 0; y < texture.height; y++)
for (var x = 0; x < texture.width; x++)
for (var i = 0; i < texture.channelCount; i++)
{
var idx = (y * texture.width + x) * texture.channelCount;
writer.Write(texture.data[idx + i]);
}
}
writer.Write(Materials.Length);
foreach (var material in Materials)
{
writer.WriteString("TMAT");
writer.WriteNonSigString(material.name);
writer.Write(material.Textures.Count);
foreach (var (key, value) in material.Textures)
{
writer.WriteNonSigString(key);
writer.WriteNonSigString(value);
}
}
writer.WriteString("TSKL");
Skeleton.Write(writer);
writer.Write(Animations.Length);
foreach (var anim in Animations) anim.Write(writer);
}
}
}