CodeWalker/CodeWalker.Core/Utils/FbxConverter.cs

996 lines
38 KiB
C#

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<List<FbxModel>>();
var mlistall = new List<FbxModel>();
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<DrawableModel>();
var mlMed = new List<DrawableModel>();
var mlLow = new List<DrawableModel>();
var mlVlow = new List<DrawableModel>();
var mlUnks = new List<DrawableModel>();
var mlAll = new List<DrawableModel>();
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<Vector3>();
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 == null) continue;
foreach (var g in m.Model.Geometries)
{
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<Vector3>(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<ShaderFX>();
var smapp = new List<ushort>();
foreach (var m in mlAll)
{
if (m?.Geometries == null) continue;
smapp.Clear();
foreach (var g in m.Geometries)
{
smapp.Add((ushort)slist.Count);
slist.Add(g.Shader);
}
m.ShaderMapping = smapp.ToArray();//TODO: re-use shaders!!
}
sgrp.Shaders = new ResourcePointerArray64<ShaderFX>();
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 = bbMin;
d.BoundingBoxMax = bbMax;
d.LodDistHigh = 9998;//lod dist defaults
d.LodDistMed = 9998;
d.LodDistLow = 9998;
d.LodDistVlow = 9998;
d.Unknown_9Ah = 33;//WTF is this???
d.FileVFT = 1079446584;
d.FileUnknown = 1;
d.DrawableModels = new DrawableModelsBlock();
if (mlHigh.Count > 0)
{
d.DrawableModels.High = mlHigh.ToArray();
d.FlagsHigh = 1;//what flags should be used??
}
if (mlMed.Count > 0)
{
d.DrawableModels.Med = mlMed.ToArray();
d.LodDistHigh = bsRad * 2.0f; //when med models present, generate a high lod dist..
d.FlagsMed = 1;
}
if (mlLow.Count > 0)
{
d.DrawableModels.Low = mlLow.ToArray();
d.LodDistMed = bsRad * 8.0f; //when low models present, generate a med lod dist..
d.FlagsLow = 1;
}
if (mlVlow.Count > 0)
{
d.DrawableModels.VLow = mlVlow.ToArray();
d.LodDistLow = bsRad * 32.0f; //when vlow models present, generate a low lod dist..
d.FlagsVlow = 1;
}
d.BuildRenderMasks();
d.LightAttributes = new ResourceSimpleList64_s<LightAttributes_s>();
//todo: light attributes?
return d;
}
private List<FbxModel> TryConvertModels(FbxNode mnode)
{
var result = new List<FbxModel>();
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<FbxNode>();
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<FbxNode>();
var fnBinormals = new List<FbxNode>();
var fnTangents = new List<FbxNode>();
var fnTexcoords = new List<FbxNode>();
var fnColours = new List<FbxNode>();
var fnMaterials = new List<FbxNode>();
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<FbxPolygon>();
var fPolyVerts = new List<FbxVertex>();
var fPolysByMat = new List<FbxPolygon>[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<FbxPolygon>();
fPolysByMat[iMat] = matPolys;
}
matPolys.Add(fPoly);
}
}
var dModel = new DrawableModel();
var dGeoms = new List<DrawableGeometry>();
var dGeomAABBs = new List<AABB_s>();
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<AABB_s>();
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 = 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<FbxPolygon> 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<FbxVertex, ushort>();
var vList = new List<FbxVertex>();
var iList = new List<ushort>();
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<FbxNode>();
var texNames = new List<string>();
#region 3dsmax/GIMS properties
//var floatValueNames = new List<string>();
//var floatValues = new List<Vector4>();
//var texValueNames = new List<string>();
//var texValues = new List<FbxNode>();
//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<ShaderParamNames>();
var pVals = new List<ShaderParameter>();
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;
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<string> 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 = 1;// 131073;//wtf is this? 2x shorts, 0x00020001
texParam.Unknown_32h = 2;
texParam.Name = name;
texParam.NameHash = JenkHash.GenHash(name.ToLowerInvariant());
return texParam;
}
private void AddShaderParam(List<ShaderParamNames> paramNames, List<ShaderParameter> 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 = VertexDeclarationTypes.GTAV1;
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<object> 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<object> 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<FbxVertex>
{
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>(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<byte>.Default);
return hashCode;
}
}
}