using CodeWalker.GameFiles; using SharpDX; using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; namespace CodeWalker { public class FbxConverter { public bool InvertTexcoordV { get; set; } = true; public YdrFile ConvertToYdr(string name, byte[] fbxdata) { var fdoc = FbxIO.Read(fbxdata); if (fdoc == null) return null; var dwbl = TryConvertDrawable(fdoc, name); YdrFile ydr = new YdrFile(); ydr.Drawable = dwbl; ydr.Name = name; return ydr; } private Drawable TryConvertDrawable(FbxDocument fdoc, string name) { var rootnodes = fdoc.GetSceneNodes(); var mlists = new List>(); var mlistall = new List(); foreach (var node in rootnodes) { if (node.Name == "Model") { var mlist = TryConvertModels(node); //flatten any models structure with depth >2 if (mlist != null) { mlists.Add(mlist); mlistall.AddRange(mlist); } } } var mlHigh = new List(); var mlMed = new List(); var mlLow = new List(); var mlVlow = new List(); var mlUnks = new List(); var mlAll = new List(); foreach (var m in mlistall) { var mnl = m.Name.ToLowerInvariant(); if (mnl.EndsWith("_vlow")) { mlVlow.Add(m.Model); } else if (mnl.EndsWith("_low")) { mlLow.Add(m.Model); } else if (mnl.EndsWith("_med")) { mlMed.Add(m.Model); } else if (mnl.EndsWith("_high")) { mlHigh.Add(m.Model); } else { mlUnks.Add(m.Model); } } if (mlHigh.Count == 0)//mlUnks could be embedded collisions... ignore for now { mlHigh.AddRange(mlUnks); } mlAll.AddRange(mlHigh); mlAll.AddRange(mlMed); mlAll.AddRange(mlLow); mlAll.AddRange(mlVlow); var allVerts = new List(); var bbMin = new Vector3(float.MaxValue); var bbMax = new Vector3(float.MinValue); var bsCen = Vector3.Zero; var bsRad = 0.0f; foreach (var m in mlistall) { if (m?.Model?.Geometries?.data_items == null) continue; foreach (var g in m.Model.Geometries.data_items) { var vb = g.VertexData.VertexBytes; var vs = g.VertexData.VertexStride; var vc = g.VertexData.VertexCount; for (int i = 0; i < vc; i++) { var vp = MetaTypes.ConvertData(vb, i * vs);//position offset should always be 0! allVerts.Add(vp); bbMin = Vector3.Min(bbMin, vp); bbMax = Vector3.Max(bbMax, vp); //bsCen += vp; } } } if (allVerts.Count > 0) { //bsCen = bsCen / allVerts.Count; bsCen = (bbMin + bbMax) * 0.5f; foreach (var vp in allVerts) { bsRad = Math.Max(bsRad, (vp - bsCen).Length()); } } var sgrp = new ShaderGroup(); var slist = new List(); var smapp = new List(); foreach (var m in mlAll) { if (m?.Geometries?.data_items == null) continue; smapp.Clear(); foreach (var g in m.Geometries.data_items) { smapp.Add((ushort)slist.Count); slist.Add(g.Shader); } m.ShaderMapping = smapp.ToArray();//TODO: re-use shaders!! } sgrp.Shaders = new ResourcePointerArray64(); sgrp.Shaders.data_items = slist.ToArray(); sgrp.ShadersCount1 = (ushort)slist.Count; sgrp.ShadersCount2 = (ushort)slist.Count; sgrp.VFT = 1080113376;//is this needed? sgrp.Unknown_4h = 1; sgrp.Unknown_30h = (uint)(8 + slist.Count*3);//WTF is this? var d = new Drawable(); d.Name = name + ".#dr"; d.ShaderGroup = sgrp; d.BoundingCenter = bsCen; d.BoundingSphereRadius = bsRad; d.BoundingBoxMin = new Vector4(bbMin, float.NaN); d.BoundingBoxMax = new Vector4(bbMax, float.NaN); d.LodDistHigh = 9998;//lod dist defaults d.LodDistMed = 9998; d.LodDistLow = 9998; d.LodDistVlow = 9998; d.Unknown_80h = 0;//TODO: figure these out! related to high/med/low/vlow 0xFF00 + ? d.Unknown_84h = 0; d.Unknown_88h = 0; d.Unknown_8Ch = 0; d.Unknown_9Ah = 33;//WTF is this??? d.FileVFT = 1079446584; d.FileUnknown = 1; if (mlHigh.Count > 0) { d.DrawableModelsHigh = new ResourcePointerList64(); d.DrawableModelsHigh.data_items = mlHigh.ToArray(); d.Unknown_80h = 65281;//WTF is this??? 0xFF00 + ? } if (mlMed.Count > 0) { d.DrawableModelsMedium = new ResourcePointerList64(); d.DrawableModelsMedium.data_items = mlMed.ToArray(); d.LodDistHigh = bsRad * 2.0f; //when med models present, generate a high lod dist.. d.Unknown_84h = 65281;//WTF is this??? 0xFF00 + ? } if (mlLow.Count > 0) { d.DrawableModelsLow = new ResourcePointerList64(); d.DrawableModelsLow.data_items = mlLow.ToArray(); d.LodDistMed = bsRad * 8.0f; //when low models present, generate a med lod dist.. d.Unknown_88h = 65281;//WTF is this??? 0xFF00 + ? } if (mlVlow.Count > 0) { d.DrawableModelsVeryLow = new ResourcePointerList64(); d.DrawableModelsVeryLow.data_items = mlVlow.ToArray(); d.LodDistLow = bsRad * 32.0f; //when vlow models present, generate a low lod dist.. d.Unknown_8Ch = 65281;//WTF is this??? 0xFF00 + ? } d.DrawableModelsX = d.DrawableModelsHigh; d.LightAttributes = new ResourceSimpleList64_s(); //todo: light attributes? return d; } private List TryConvertModels(FbxNode mnode) { var result = new List(); var nodemodel = TryConvertModel(mnode); if (nodemodel != null) { result.Add(nodemodel); } foreach (var cnode in mnode.Connections) { if (cnode.Name == "Model") { var mlist = TryConvertModels(cnode); if (mlist != null) { result.AddRange(mlist); } } } return result; } private FbxModel TryConvertModel(FbxNode mnode) { FbxNode geonode = null; var matnodes = new List(); foreach (var cnode in mnode.Connections) { if (cnode == null) continue; switch (cnode.Name) { case "Geometry": geonode = cnode; break; case "Material": matnodes.Add(cnode); break; } } if (geonode == null) return null; if (matnodes.Count == 0) return null; //need atleast one material... var fnEdges = geonode["Edges"]?.Value as int[];//do we need this? maybe for collision/navmesh var fnVerts = geonode["Vertices"]?.Value as double[]; var fnIndices = geonode["PolygonVertexIndex"]?.Value as int[]; if ((fnVerts == null) || (fnIndices == null)) { return null; } //no mesh data.. abort! var fnNormals = new List(); var fnBinormals = new List(); var fnTangents = new List(); var fnTexcoords = new List(); var fnColours = new List(); var fnMaterials = new List(); foreach (var cnode in geonode.Nodes) { if (cnode == null) continue; switch (cnode.Name) { case "LayerElementNormal": fnNormals.Add(cnode); break; case "LayerElementBinormal": fnBinormals.Add(cnode); break; case "LayerElementTangent": fnTangents.Add(cnode); break; case "LayerElementUV": fnTexcoords.Add(cnode); break; case "LayerElementColor": fnColours.Add(cnode); break; case "LayerElementMaterial": fnMaterials.Add(cnode); break; case "LayerElementSmoothing": break;//ignore currently case "Layer": break;//ignore- merge all layers data instead } } var nNormals = fnNormals.Count; var nBinormals = fnBinormals.Count; var nTangents = fnTangents.Count; var nTexcoords = fnTexcoords.Count; var nColours = fnColours.Count; var nMaterials = fnMaterials.Count; var fPolys = new List(); var fPolyVerts = new List(); var fPolysByMat = new List[matnodes.Count]; foreach (var fnIndex in fnIndices) //build the polygons. { var pVert = new FbxVertex(); pVert.Position = GetVector3FromDoubleArray(fnVerts, (fnIndex < 0) ? (-fnIndex-1) : fnIndex); pVert.Normals = nNormals > 0 ? new Vector3[nNormals] : null; pVert.Binormals = nBinormals > 0 ? new Vector3[nBinormals] : null; pVert.Tangents = nTangents > 0 ? new Vector3[nTangents] : null; pVert.Texcoords = nTexcoords > 0 ? new Vector2[nTexcoords] : null; pVert.Colours = nColours > 0 ? new Vector4[nColours] : null; fPolyVerts.Add(pVert); if (fnIndex < 0) //yeah because negative index means end of polygon... { var fPoly = new FbxPolygon(); fPoly.Vertices = fPolyVerts.ToArray(); fPoly.Materials = nMaterials > 0 ? new FbxNode[nMaterials] : null; fPolyVerts.Clear(); fPolys.Add(fPoly); if (fPoly.Vertices.Length > 3) { } //more than 3 vertices in this poly! will need to split it into triangles!! but do it later since all poly verts are needed for next steps } } for (int i = 0; i < nNormals; i++) { var fnNorms = fnNormals[i]; var arNorms = fnNorms["Normals"]?.Value as double[]; var aiNorms = fnNorms["NormalIndex"]?.Value as int[]; if (!IsByPolygonVertexMapType(fnNorms)) { continue; } var indexed = IsIndexToDirectRefType(fnNorms); if (indexed && (aiNorms == null)) { continue; } //need the index array if it's IndexToDirect! int j = 0; foreach (var fPoly in fPolys) { foreach (var fVert in fPoly.Vertices) { var ai = indexed ? aiNorms[j] : j; fVert.Normals[i] = GetVector3FromDoubleArray(arNorms, ai); j++; } } } for (int i = 0; i < nBinormals; i++) { var fnBinorms = fnBinormals[i]; var arBinorms = fnBinorms["Binormals"]?.Value as double[]; var aiBinorms = fnBinorms["BinormalIndex"]?.Value as int[]; if (!IsByPolygonVertexMapType(fnBinorms)) { continue; } var indexed = IsIndexToDirectRefType(fnBinorms); if (indexed && (aiBinorms == null)) { continue; } //need the index array if it's IndexToDirect! int j = 0; foreach (var fPoly in fPolys) { foreach (var fVert in fPoly.Vertices) { var ai = indexed ? aiBinorms[j] : j; fVert.Binormals[i] = GetVector3FromDoubleArray(arBinorms, ai); j++; } } } for (int i = 0; i < nTangents; i++) { var fnTangs = fnTangents[i]; var arTangs = fnTangs["Tangents"]?.Value as double[]; var aiTangs = fnTangs["TangentIndex"]?.Value as int[]; if (!IsByPolygonVertexMapType(fnTangs)) { continue; } var indexed = IsIndexToDirectRefType(fnTangs); if (indexed && (aiTangs == null)) { continue; } //need the index array if it's IndexToDirect! int j = 0; foreach (var fPoly in fPolys) { foreach (var fVert in fPoly.Vertices) { var ai = indexed ? aiTangs[j] : j; fVert.Tangents[i] = GetVector3FromDoubleArray(arTangs, ai); j++; } } } for (int i = 0; i < nTexcoords; i++) { var fnTexcs = fnTexcoords[i]; var arTexcs = fnTexcs["UV"]?.Value as double[]; var aiTexcs = fnTexcs["UVIndex"]?.Value as int[]; if (!IsByPolygonVertexMapType(fnTexcs)) { continue; } var indexed = IsIndexToDirectRefType(fnTexcs); if (indexed && (aiTexcs == null)) { continue; } //need the index array if it's IndexToDirect! int j = 0; foreach (var fPoly in fPolys) { foreach (var fVert in fPoly.Vertices) { var ai = indexed ? aiTexcs[j] : j; var tc = GetVector2FromDoubleArray(arTexcs, ai); fVert.Texcoords[i] = InvertTexcoordV ? new Vector2(tc.X, -tc.Y) : tc;//whyyyy j++; } } } for (int i = 0; i < nColours; i++) { var fnCols = fnColours[i]; var arCols = fnCols["Colors"]?.Value as double[]; var aiCols = fnCols["ColorIndex"]?.Value as int[]; if (!IsByPolygonVertexMapType(fnCols)) { continue; } var indexed = IsIndexToDirectRefType(fnCols); if (indexed && (aiCols == null)) { continue; } //need the index array if it's IndexToDirect! int j = 0; foreach (var fPoly in fPolys) { foreach (var fVert in fPoly.Vertices) { var ai = indexed ? aiCols[j] : j; fVert.Colours[i] = GetVector4FromDoubleArray(arCols, ai); j++; } } } for (int i = 0; i < nMaterials; i++) { var fnMats = fnMaterials[i]; var arMats = fnMats["Materials"]?.Value as int[]; var mapType = fnMats["MappingInformationType"]?.Value as string; var refType = fnMats["ReferenceInformationType"]?.Value as string; var allSame = false; switch (mapType) { case "ByPolygon": break; case "AllSame": allSame = true; break; default: continue; } switch (refType) { case "IndexToDirect": break; default: continue; } for (int j = 0; j < fPolys.Count; j++) { var fPoly = fPolys[j]; var iMat = allSame ? arMats[0] : arMats[j]; fPoly.Materials[i] = matnodes[iMat]; //group all the polygons by material... var matPolys = fPolysByMat[iMat]; if (matPolys == null) { matPolys = new List(); fPolysByMat[iMat] = matPolys; } matPolys.Add(fPoly); } } var dModel = new DrawableModel(); var dGeoms = new List(); var dGeomAABBs = new List(); var dModelAABB = new AABB_s(); for (int i = 0; i < fPolysByMat.Length; i++) { AABB_s dGeomAABB; var dGeom = TryConvertGeometry(fPolysByMat[i], matnodes[i], out dGeomAABB); if (dGeom != null) { dGeoms.Add(dGeom); dGeomAABBs.Add(dGeomAABB); } } if (dGeomAABBs.Count > 1)//need to include whole model AABB first, if more than one geometry.. { var dGeomAABBs2 = new List(); dModelAABB.Min = new Vector4(float.MaxValue); dModelAABB.Max = new Vector4(float.MinValue); foreach (var aabb in dGeomAABBs) { dModelAABB.Min = Vector4.Min(dModelAABB.Min, aabb.Min); dModelAABB.Max = Vector4.Max(dModelAABB.Max, aabb.Max); } dGeomAABBs2.Add(dModelAABB); dGeomAABBs2.AddRange(dGeomAABBs); dGeomAABBs = dGeomAABBs2; } dModel.VFT = 1080101496;//is this needed? dModel.Unknown_4h = 1; dModel.RenderMaskFlags = 0x00FF; //GIMS "Mask" dModel.Geometries = new ResourcePointerArray64(); dModel.Geometries.data_items = dGeoms.ToArray(); dModel.GeometriesCount1 = (ushort)dGeoms.Count; dModel.GeometriesCount2 = (ushort)dGeoms.Count; dModel.GeometriesCount3 = (ushort)dGeoms.Count; dModel.BoundsData = dGeomAABBs.ToArray(); //shader mappings array will be added when adding models to drawable. var fModel = new FbxModel(); fModel.Name = (mnode.Properties.Count > 1) ? (mnode.Properties[1] as string)?.Replace("Model::", "") : null; fModel.Node = mnode; fModel.Model = dModel; return fModel; } private DrawableGeometry TryConvertGeometry(List fPolys, FbxNode matNode, out AABB_s aabb) { aabb = new AABB_s(); if (matNode == null) return null; if (fPolys == null) return null; if (fPolys.Count == 0) return null; var dShader = TryConvertMaterial(matNode); var dVertDecl = GetVertexDeclaration(dShader); var vDict = new Dictionary(); var vList = new List(); var iList = new List(); foreach (var fPoly in fPolys) { if (fPoly.Vertices == null) continue; if (vList.Count >= 65535) break;//too many vertices in this geometry!! ushort i0 = 0;//first generated index ushort iP = 0;//previous generated index ushort iN = 0;//current index for (int v = 0; v < fPoly.Vertices.Length; v++) { var vert = fPoly.Vertices[v]; vert.GenVertexBytes(dVertDecl); if (!vDict.TryGetValue(vert, out iN)) { iN = (ushort)vList.Count; vDict[vert] = iN; vList.Add(vert); } else { }//found identical vertex, use its index if (v == 0) i0 = iN; if (v < 3) //first triangle { iList.Add(iN); } else //for each extra vertex, make triangle from v0, vN-1, vN - assumes convex polygon!! { iList.Add(i0); iList.Add(iP); iList.Add(iN); } iP = iN; } } var vStride = dVertDecl.Stride; var vBytes = new byte[vList.Count * vStride]; for (int i = 0; i < vList.Count; i++) { var v = vList[i].Bytes; var o = i * vStride; for (int j = 0; j < vStride; j++) { vBytes[o + j] = v[j]; } } if (vList.Count > 0) { aabb.Min = new Vector4(float.MaxValue); aabb.Max = new Vector4(float.MinValue); foreach (var vert in vList) { var v = new Vector4(vert.Position, vert.Position.X); aabb.Min = Vector4.Min(aabb.Min, v); aabb.Max = Vector4.Max(aabb.Max, v); } } var vData = new VertexData(); vData.info = dVertDecl; vData.VertexType = (VertexType)dVertDecl.Flags; vData.VertexStride = dVertDecl.Stride; vData.VertexCount = vList.Count; vData.VertexBytes = vBytes; var vBuff = new VertexBuffer(); vBuff.Data1 = vData; vBuff.Data2 = vData; vBuff.Info = dVertDecl; vBuff.VertexCount = (uint)vList.Count; vBuff.VertexStride = vStride; vBuff.VFT = 1080153064;//is this needed? vBuff.Unknown_4h = 1; var iBuff = new IndexBuffer(); iBuff.IndicesCount = (uint)iList.Count; iBuff.Indices = iList.ToArray(); iBuff.VFT = 1080111576;//is this needed? iBuff.Unknown_4h = 1; var dGeom = new DrawableGeometry(); dGeom.Shader = dShader; dGeom.VertexData = vData; dGeom.VertexBuffer = vBuff; dGeom.IndexBuffer = iBuff; dGeom.VFT = 1080133736;//is this needed? dGeom.Unknown_4h = 1; dGeom.IndicesCount = (uint)iList.Count; dGeom.TrianglesCount = (uint)iList.Count / 3; dGeom.VerticesCount = (ushort)vList.Count; dGeom.Unknown_62h = 3; //indices per triangle..? dGeom.VertexStride = vStride; dGeom.BoneIdsCount = 0;//todo: bones return dGeom; } private ShaderFX TryConvertMaterial(FbxNode matNode) { var shader = new ShaderFX(); var spsName = "default"; var texConns = new List(); var texNames = new List(); #region 3dsmax/GIMS properties //var floatValueNames = new List(); //var floatValues = new List(); //var texValueNames = new List(); //var texValues = new List(); //var matProps = matNode["Properties70"]; //foreach (var matProp in matProps.Nodes)//currently broken due to GIMS not doing things right //{ // if (matProp == null) continue; // if (matProp.Name != "P") continue; // var propStr = GetStringFromObjectList(matProp.Properties, 4); // var propId = matProp.Value as string; // if (propId == null) continue; // if (propId == "3dsMax|params|SPSName") spsName = propStr?.ToLowerInvariant() ?? "default"; // if (propId.StartsWith("3dsMax|params|FloatValueNames|FloatValueNames")) floatValueNames.Add(propStr); // if (propId.StartsWith("3dsMax|params|FloatValues|FloatValues")) floatValues.Add(GetVector4FromObjectList(matProp.Properties, 4)); // if (propId.StartsWith("3dsMax|params|TexValueNames|TexValueNames")) texValueNames.Add(propStr); // if (propId.StartsWith("3dsMax|params|TexValues|TexValues")) texValues.Add(matProp); //} #endregion foreach (var conn in matNode.Connections) { if (conn.Name == "Texture") { texConns.Add(conn); var texName = GetStringFromObjectList(conn.Properties, 1)?.Replace("Texture::", ""); var ftexName = conn["FileName"]?.Value as string; if (ftexName != null) { try { texName = Path.GetFileNameWithoutExtension(ftexName); } catch { } } texNames.Add(texName); } } if (texNames.Count > 1) { spsName = "normal"; } var spsFileName = spsName + ".sps"; shader.Name = JenkHash.GenHash(spsName); shader.FileName = JenkHash.GenHash(spsFileName); shader.ParametersList = new ShaderParametersBlock(); var paramsBlock = shader.ParametersList; var pNames = new List(); var pVals = new List(); shader.Unknown_Ch = 0; shader.RenderBucket = 0; shader.Unknown_12h = 32768;//shrugs shader.Unknown_1Ch = 0; shader.Unknown_24h = 0; shader.Unknown_26h = 0; shader.Unknown_28h = 0; shader.Unknown_2Ch = 0; switch (spsName) { default: case "default": //shader.RenderBucket = 3; //shader.ParameterSize = 208; //shader.ParameterDataSize = 272; AddShaderParam(pNames, pVals, ShaderParamNames.DiffuseSampler, GetTextureBaseParam(texNames, 0));//assume first texture is diffuse... AddShaderParam(pNames, pVals, ShaderParamNames.matMaterialColorScale, new Vector4(1, 0, 0, 1)); AddShaderParam(pNames, pVals, ShaderParamNames.HardAlphaBlend, new Vector4(0, 0, 0, 0)); AddShaderParam(pNames, pVals, ShaderParamNames.useTessellation, new Vector4(0, 0, 0, 0)); AddShaderParam(pNames, pVals, ShaderParamNames.wetnessMultiplier, new Vector4(1, 0, 0, 0)); AddShaderParam(pNames, pVals, ShaderParamNames.globalAnimUV1, new Vector4(0, 1, 0, 0)); AddShaderParam(pNames, pVals, ShaderParamNames.globalAnimUV0, new Vector4(1, 0, 0, 0)); break; case "normal": //shader.RenderBucket = 0; //shader.ParameterSize = 320; //shader.ParameterDataSize = 400; AddShaderParam(pNames, pVals, ShaderParamNames.DiffuseSampler, GetTextureBaseParam(texNames, 0));//assume first texture is diffuse... AddShaderParam(pNames, pVals, ShaderParamNames.BumpSampler, GetTextureBaseParam(texNames, 1));//assume 2nd texture is normalmap.. AddShaderParam(pNames, pVals, ShaderParamNames.HardAlphaBlend, new Vector4(1, 0, 0, 0)); AddShaderParam(pNames, pVals, ShaderParamNames.useTessellation, new Vector4(0, 0, 0, 0)); AddShaderParam(pNames, pVals, ShaderParamNames.wetnessMultiplier, new Vector4(1, 0, 0, 0)); AddShaderParam(pNames, pVals, ShaderParamNames.bumpiness, new Vector4(1, 0, 0, 0)); AddShaderParam(pNames, pVals, ShaderParamNames.specularIntensityMult, new Vector4(0.5f, 0, 0, 0)); AddShaderParam(pNames, pVals, ShaderParamNames.specularFalloffMult, new Vector4(20, 0, 0, 0));//too metallic? AddShaderParam(pNames, pVals, ShaderParamNames.specularFresnel, new Vector4(0.9f, 0, 0, 0)); AddShaderParam(pNames, pVals, ShaderParamNames.globalAnimUV1, new Vector4(0, 1, 0, 0)); AddShaderParam(pNames, pVals, ShaderParamNames.globalAnimUV0, new Vector4(1, 0, 0, 0)); break; } for (int i = 0; i < pVals.Count; i++) { var pVal = pVals[i]; if (pVal.DataType == 1) { pVal.Unknown_1h = (byte)(160 + ((pVals.Count - 1) - i));//seriously wtf is this and why } } MetaName[] nameHashes = new MetaName[pNames.Count]; for (int i = 0; i < pNames.Count; i++) { nameHashes[i] = (MetaName)pNames[i]; } paramsBlock.Hashes = nameHashes; paramsBlock.Parameters = pVals.ToArray(); paramsBlock.Count = pVals.Count; shader.ParameterSize = paramsBlock.ParametersSize; shader.ParameterDataSize = (ushort)(paramsBlock.BlockLength + 36);//but why +36? shader.ParameterCount = (byte)pVals.Count; shader.TextureParametersCount = paramsBlock.TextureParamsCount; shader.RenderBucketMask = (1u << shader.RenderBucket) | 0xFF00; return shader; } private TextureBase GetTextureBaseParam(List texNames, int index) { var name = "givemechecker"; if (texNames.Count > index) { var nameval = texNames[index]; if (nameval != null) { name = texNames[index]; } } var texParam = new TextureBase(); texParam.Unknown_4h = 1; texParam.Unknown_30h = 131073;//wtf is this? 2x shorts, 0x00020001 texParam.Name = name; texParam.NameHash = JenkHash.GenHash(name.ToLowerInvariant()); return texParam; } private void AddShaderParam(List paramNames, List paramValues, ShaderParamNames paramName, object paramValue) { var p = new ShaderParameter(); p.Data = paramValue; if (paramValue is TextureBase) { p.DataType = 0; p.Unknown_1h = (byte)((paramNames.Count > 0) ? paramNames.Count + 1 : 0);//seriously wtf is this? } else if (paramValue is Vector4) { p.DataType = 1; } else { } paramNames.Add(paramName); paramValues.Add(p); } private VertexDeclaration GetVertexDeclaration(ShaderFX shader) { var d = new VertexDeclaration(); d.Types = 8598872888530528662; d.Unknown_6h = 0; switch (shader.Name) { default: case 3839837909: //default d.Flags = 89; d.Stride = 36; d.Count = 4; break; case 1330140418: //normal d.Flags = 16473; d.Stride = 52; d.Count = 5; break; } return d; } private bool IsByPolygonVertexMapType(FbxNode node) { var mapType = node["MappingInformationType"]?.Value as string; if (mapType != "ByPolygonVertex") { return false; } //any other types? return true; } private bool IsIndexToDirectRefType(FbxNode node) { var refType = node["ReferenceInformationType"]?.Value as string; var indexed = false; switch (refType) { case "Direct": break; case "IndexToDirect": indexed = true; break; default: break;//shouldn't be possible } return indexed; } private Vector2 GetVector2FromDoubleArray(double[] arr, int i) { var aIndX = i * 2; var aIndY = aIndX + 1; var pX = aIndX < arr.Length ? arr[aIndX] : 0; var pY = aIndY < arr.Length ? arr[aIndY] : 0; return new Vector2((float)pX, (float)pY); } private Vector3 GetVector3FromDoubleArray(double[] arr, int i) { var aIndX = i * 3; var aIndY = aIndX + 1; var aIndZ = aIndX + 2; var pX = aIndX < arr.Length ? arr[aIndX] : 0; var pY = aIndY < arr.Length ? arr[aIndY] : 0; var pZ = aIndZ < arr.Length ? arr[aIndZ] : 0; return new Vector3((float)pX, (float)pY, (float)pZ); } private Vector4 GetVector4FromDoubleArray(double[] arr, int i) { var aIndX = i * 4; var aIndY = aIndX + 1; var aIndZ = aIndX + 2; var aIndW = aIndX + 3; var pX = aIndX < arr.Length ? arr[aIndX] : 0; var pY = aIndY < arr.Length ? arr[aIndY] : 0; var pZ = aIndZ < arr.Length ? arr[aIndZ] : 0; var pW = aIndW < arr.Length ? arr[aIndW] : 0; return new Vector4((float)pX, (float)pY, (float)pZ, (float)pW); } private Vector4 GetVector4FromObjectList(List list, int i) { var aIndX = i; var aIndY = aIndX + 1; var aIndZ = aIndX + 2; var aIndW = aIndX + 3; var pX = aIndX < list.Count ? list[aIndX] : 0; var pY = aIndY < list.Count ? list[aIndY] : 0; var pZ = aIndZ < list.Count ? list[aIndZ] : 0; var pW = aIndW < list.Count ? list[aIndW] : 0; var r = Vector4.Zero; if (pX is double) r.X = (float)(double)pX; if (pY is double) r.Y = (float)(double)pY; if (pZ is double) r.Z = (float)(double)pZ; if (pW is double) r.W = (float)(double)pW; return r; } private string GetStringFromObjectList(List list, int i) { return (list.Count > i) ? list[i] as string : string.Empty; } } public class FbxModel { public string Name { get; set; } public FbxNode Node { get; set; } public DrawableModel Model { get; set; } public override string ToString() { return Name; } } public class FbxPolygon { public FbxVertex[] Vertices { get; set; } public FbxNode[] Materials { get; set; } } public class FbxVertex : IEquatable { public Vector3 Position { get; set; } public Vector3[] Normals { get; set; } public Vector3[] Binormals { get; set; } public Vector3[] Tangents { get; set; } public Vector2[] Texcoords { get; set; } public Vector4[] Colours { get; set; } public byte[] Bytes { get; set; } public void GenVertexBytes(VertexDeclaration decl) { Bytes = new byte[decl.Stride]; switch ((VertexType)decl.Flags) { default: case VertexType.Default://PNCT WriteBytes(Position, 0); WriteBytes((Normals?.Length > 0) ? Normals[0] : Vector3.UnitZ, 12); WriteBytes(GetColourInt((Colours?.Length > 0) ? Colours[0] : Vector4.One), 24); WriteBytes((Texcoords?.Length > 0) ? Texcoords[0] : Vector2.Zero, 28); break; case VertexType.DefaultEx://PNCTX WriteBytes(Position, 0); WriteBytes((Normals?.Length > 0) ? Normals[0] : Vector3.UnitZ, 12); WriteBytes(GetColourInt((Colours?.Length > 0) ? Colours[0] : Vector4.One), 24); WriteBytes((Texcoords?.Length > 0) ? Texcoords[0] : Vector2.Zero, 28); WriteBytes(new Vector4((Tangents?.Length > 0) ? Tangents[0] : Vector3.UnitX, 0), 36); //WriteBytes(new Vector4((Binormals?.Length > 0) ? Binormals[0] : Vector3.UnitX, 0), 36); break; } } private void WriteBytes(T val, int offset) where T : struct { var data = MetaTypes.ConvertToBytes(val); for (int i = 0; i < data.Length; i++) { Bytes[offset + i] = data[i]; } } private int GetColourInt(Vector4 c) { Color v = new Color(c); return v.ToRgba(); } public override bool Equals(object obj) { return Equals(obj as FbxVertex); } public bool Equals(FbxVertex other) { return (other != null) && ((Bytes == null) ? (other.Bytes == null) : Bytes.SequenceEqual(other.Bytes)); } public override int GetHashCode() { var hashCode = -907793594; if (Bytes != null) hashCode = hashCode * -1521134295 + ((IStructuralEquatable)Bytes).GetHashCode(EqualityComparer.Default); return hashCode; } } }