mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
synced 2026-05-22 21:45:30 +00:00
* Add 'Validate Skin Dimension' setting * AddNewSkin - Fix cape box not showing after skin selection * Extended ResourceLocation for better atlas handling * ModelImporter - Add block bench export for models inside models.bin * ModelIporter - Rename 'GetPivot' to 'GetSkinBoxPivot' * ModelImporter - Fix ANIM2BOX to properly support slim skin models * ModelImporter - Update BedrockModel json class * ModelImporter - Update 'FixTexture' to be more generic * Update ModelContainer API inside OMI-Lib * Update skin vertex shader to not swap yz * Update CubeMesh class * SkinRenderer - Move framebuffer and error checking function to SceneViewport * SceneViewport - Change OnUpdate parameter * SkinRenderer - Fix Highlight part having wrong transform * SkinRenderer - Move call to 'SwapBuffers' into SceneViewport.OnUpdate * AppSettingsForm - Update API to be more flexible * SkinBOXExtensions - Update 'GetUVGraphicsPath' * SkinRenderer - Update 'OnUpdate' function * SkinRenderer - Add 'LockMousePosition' option * CustomSkinEditor - Update HighlightlingColor when selecting a part * CustomSkinEditor - Add render settings * CustomSkinEditor - Small non-technical changes * SkinRenderer - Small non-technical changes * CustomSkinEditor - Load render settings when 'OnLoad' is called * SkinRenderer - Fix centering leg0/1 * SkinRenderer - Update 'ReInitialzeSkinData' to upload new data to shader * Rename 'ModelImporter' -> 'SkinModelImporter' and add api interface to add custom import/export providers * CubeGroupMesh - Fix overlay parts not showing proerly * SkinRenderer - Fix part highlighting respecting inflate * Split up model and skin importer into seperate classes and improved api * IModelImportProvider - Add 'SupportImport' and 'SupportExport' property fields * ModelImporter - Rename 'SimpleSkinImportProvider' to 'InternalImportProvider' * modelTextureLocations.json - Add todo * SkinModelImporter - Move 'ModelTextureLocations' to GameModelImporter * CustomSkinEditor - Add SettingsManager for RenderSettings * ModelImporter::Import - Check if file exists * Rename 'modelTextureLocations' to 'modelMetaData' * GameModelImporter - Change blockbench name when exporting * SettingsManager - Add functionality to create internal settings object and add settings to it * GameModelImporter - Fully implemented game-model export to block bench * AppSettingsForm - Fix re-adding settings description to default settings * AppSettingsForm - Add settings description to 'ValidateImageDimension' * GameModelImporter - Add copyright notice and remove unnecessary using statements * ModelImporter - Add copyright notice and remove unnecessary using statements * BlockBenchModel - Fix Texture class json deserialization * SkinModelImporter - Add 'TryConvertToSkinBoxType' function * modelMetaData - Remove comments * SkinModelImporter - Fix 'GetSkinBoxPivot' function * SkinModelImporter - Add null check in 'FixTexture' function * SkinModelImporter - Add offset detection when importing skin model * CustomSkinEditor - Add 'export template' button * GameModelImporter - Rename 'ModelTextureLocations' -> 'ModelMetaData' * ModelImporter - Add summary to 'SupportedModelFileFormatsFilter' property * GameModelImporter - Change function signature of 'CreateElement' * GameModelImporter - Add options to create root outline * GameModelImporter - Update Debug message in 'TraverseChildren' * MainForm - Small code refactor * Rename class 'Meta' ->'BlockBenchFormatInfo' and update BlockBenchModel.Create function signature * MainForm - Update 'GetModelTextures' local function * GameModelImporter - Check model metadata before conversion * GameModelInfo - Mark class as sealed * SkinModelImporter - Check if blockbench model uses box uv * BlockBenchModel - Add export property to class 'Element' * CustomSkinEditor - Remove unused 'PreviewImage' property * CustomSkinEditor - Change highlight color on texture * SkinModelImporter - Fix Block Bench Model import * modelMetaData - Add meta data for 1.14 models * SkinModelImporter - Update 'TryConvertToSkinBoxType' function * SkinModelExporter - Fix model export for bbmodel and bedrock model * SkinRenderer - Fix order of applying anim animations to match the game * SkinModelImporter - Fix exception thrown in 'FixTexture' * CustomSkinEditor - Add Anim editor button and fix anim not being updated when exporting * SkinModelImporter - Fix offset detection when importing * SkinModelImporter - Swap box bottom texture when texture is available * GameModelImporter - Sort using statements * SkinModelImporter - Small code clean up inside 'ImportBedrockJson' * SkinModelImporter - Update 'AddBone' function inside 'ExportBedrockJson' * SkinModelImporter - Fix bottom texture swaping being done bofre parts where imported * SkinMoelImporter - Rename 'GetSkinBoxPivot' to 'GetSkinPartPivot' * SceneViewport - Rename 'Init' to 'Initialize' * SkinModelImporter - Add texture import in 'ImportBedrockJson' * SkinModelImporter - Fix becrock model import * Skin-/GameModelImporter - Rename 'fileName' parameter to 'filepath' * Add ModelEditor * modelMetaData - Add cavespider texture location * GameModelImporter - Update 'ExportBlockBenchModel' function * GameModelImporter - Mark 'ModelExportSettings' as sealed * ModelEditor -Add Save tool menu item & add TrySetTexture Delegate * ModelEditor - Add model node icons * Update CubeMesh & rename CubeGroupMesh to CubeMeshCollection * ModelEditor - Rename 'GetModelNodes' & 'GetModelPartNodeChildren' * Update GenericMesh & mesh rendering * Move Cube conversion into SkinBOXExtensions * GenericMesh - Made 'Transform' property abstract * SceneViewport - Add shaderLibrary and api to it * Rename 'skin...' shaders to 'texturedCube...' * Update modelMetaData part hierarchy structure * ShaderProgram - Add 'SetUniform2' overload for System.Drawing.Size * ModelEditor - Create factory methods for custom model treenodes * modelMetaData - Add 'slime.armor' texture location & pattern texture locations for 'tropicalfish_-a/-b' * Move Debug & Camera control into SceneViewport * Update BoundingBox * Add ModelRenderer * ShaderProgram - Update GetUniformLocation to retrive all active uniforms when linking program * ModelEditor - Add option to show bounding box of the model * SceneViewport - Add OnPaint override to clear color and depth buffer and enable depth testing * Update OMI submodule * Update Texture base class to accept slot when calling Bind * Plain color fragment shader - Update uniform names to be PascalCase * SceneViewport - Add 'ResetCamera' virtual function * CustomSkinEditor - Add missing render setting 'Show Armor' * ModelRenderer - Fix centering model after selecting * Move 'SceneViewport.GetBounds' to 'BoundingBox.GetEnclosingBoundingBox' * CubeMeshCollection - Implemented 'GetBounds' * SkinRenderer - Add option to show skins bounding box * ModelEditor - Update 'GetModelImageIndex' * SceneViewport - Disable blend when rendering debug graphics * ModelEditor - Remove 'Model' property in favor to 'LoadModel' function * JsonModelMetaData - Initialize 'RootParts' to empty array * BoundingBox - Fix exception when empty enumerable was passed * CubeMesh - Remove 'SetName' and add constructor with 'name' parameter * SkinBOX - Change class to record & make member properties getter only * BoundingBox - Move 'Abs' function into extension class * SceneViewport - Change 'Transform' to 'GetTransform' * BoundingBox - Make 'GetVertices' static & add GetTransform * SkinRenderer - Fix bounds calculation when offset is set & fix part highlighting * CubeMesh - Move translation & scaling into 'GetTransform' * CubeMeshCollection - Update 'Contains' overload function & 'SetVisible' * ModelRenderer - Fix pivot point rendering * ModelRenderer - Add part highlighting * modelMetaData - Add missing part to dolphin * modelMetaData - Add missing parts to dragon * CubeMesh - Fix 'GetTransform' function * ModelRenderer - Fix model rotation, pivot & translation issues * ModelRenderer - Add offset to render transform & camera * ModelRenderer - Tried fixing alpha rendering issues * modelMetaData - Add missing part to dragon & add comment * Add 'ITryGetSet.cs' and useful wrappers for it * ModelRenderer - Rename 'HighlightInfo.Pivot' to 'HighlightInfo.Translation' * ITryGetSet - mark classes and interfaces public * ModelEditor - Add material render support * ModelRenderer - Add 'TryGetModelMetaData' method * Fix rendering invisible vertecies * ModelRenderer - Simplefied populating 'metaData.RootParts' property * ModelRenderer - Add 'modelOffset' field * ModelRenderer - Update 'SetModelMaterial' * ModelRenderer - Add simple way of rendering a 2nd layer of a model(the bed model only for now) * ModelRenderer - Fix pivot points not working on horse model properly * ResourceLocation - Add 'Unknown' ResourceLocation instance & improved 'ResourceLocation.GetFromPath' * ResourceCategory - Add 'MobEntityTextures' & 'ItemEntityTextures' * Add default model handling (defaults unfinished) * Add Default Bed model * Add default chicken model * Add default cow model * AddSkinPrompt - Fix Custom skin editor not having anim flag properly set * SceneViewport - Fix Designer crashing when trying to call 'OnPaint' * Update OMI submodule * SceneViewport - Call 'base.OnMouseUp' before our own code * BlockBenchModel - Fix 'Texture.Name' being null * ItemSelectionPopUp - Fix 'okBtn_Click' condition * MainForm - Add export function for default models * MainForm - Fix model selector ignoring cancel button * MainForm - Remove unnecessary wrapper for 'entityMaterials.TryGetValue' * ModelEditor - Add remove model to context menu * ModelEditor - Add 'GetModelContainer' function * GameModelImporter - Add import functionality * MainForm - Add texture when exporting default models * Add default model for: redcow, pig, snowgolem & dragon head * Add SkinModel & SkinIdentifier class * Refactor Skin.cs - Move texture from 'SkinModel' to Skin.cs - Move 'Id' from SkinMetaData into it's own class(SkinIdentifier.cs) - Create SkinModelInfo class for keeping skin conversion simple * Skin.cs - Rename 'ANIM' property to 'Anim' * Move 'hasInvalidEntries' into 'MaterialExtensions.HasInvalidEntries' * Add ISaveContext * PckAssetExt - Rename parameter names for 'GetSkin' * Add Editor.cs * Update most editors to use new Editor class and save context * CustomSkinEditor - Use Editor as base class * SkinMetaData - Change to Immutable data type * PckAssetExtension - [SetSkin] Change adding loc key to setting loc key * ImageDeserializer - Add format check when deserializing * MainForm - [HandleSkinFile] Rename some varibale names * ModelEditor - Use Editor as base class * Move static variables from 'ModelPartSpecifics' to 'GameConstants' * Texture.cs - Add IDisposable interface * PckAssetExtensions - [SetSkin] Add null check for loc file * AnimationEditor - Fix auto save check * TextureAtlasEditor - Refactor animation access control * TextureAtlasEditor - Sort using directives * MainForm - [HandleTextureFile] Add Debug message when animation has no frames to save * AddSkinPrompt - Update save context for custom skin editor * Editor - Move autosave check in 'OnFormClosing' * ModelRenderer - Update designer specifics * Merge 'multi-pck-files-feature' into '3dSkinRenderer' * [WIP] Sub-pck in new tab with savecontext etc. * SceneViewport - Change base refresh rate to 60 fps * CustomSkinEditor - Move max offset value into a constant * ModelEditor - Add highlighting of sinfgle model boxes * MainForm - Add constant for max pck id value * CustomSkinEditor - Remove fps slider and re-ordered ui * EditorForm - Remove abstract from class declaration * EditorControl - Made virtual funtion throw `NotImplementedException` * CustomSkinEditor - Fix naming violations * CustomSkinEditor - Move initialization of render settings into a seperate funtion & remove `show armor` setting * Move Common functionality to Core project & rendering and Model support as well * Change namespace of EditorForm & EditorControl * Add Constant 'NDEBUG' to Core, Rendering & ModelSupport project * PckStudio.csproj - Remove `defaultModels.json` & `modelMetaData.json` - files were moved to PckStuido.ModelSupport * PckStudio.csproj - Remove unused `ApplicationBuildInfo.cs` * PckStudio.Core - Add NamedData.cs * PckStudio - Move some Resources to Core * Add Altas class & refactored Atlas editor * Update OMI Submodule * TextureAtlasEditor - Fix clear button not reseting color * Fix PackInfo.cs - OMI.Endianess -> OMI.ByteOrder * TextureAtlas - Impl extraction&import of large tiles * PckStudio.Core - Remove duplicated resources * LOCEditor - Added menu item for copying loc id * Core - Move 'MAX_PACK_ID' into GameConstants * TextureAtlasEditor - small refactor + TODOs * Update OMI submodule ref
363 lines
10 KiB
C#
363 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Diagnostics;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using System.Linq;
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using System.Numerics;
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using System.Text;
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using System.Threading.Tasks;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using NamedTexture = PckStudio.Core.NamedData<System.Drawing.Image>;
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namespace PckStudio.ModelSupport.Format.External
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{
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internal static class BlockBenchFormatInfos
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{
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internal static readonly string FormatVersion = "4.5";
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internal static BlockBenchFormatInfo Free { get; } = new BlockBenchFormatInfo(FormatVersion, "free", true);
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internal static BlockBenchFormatInfo BedrockEntity { get; } = new BlockBenchFormatInfo(FormatVersion, "bedrock", true);
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}
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internal sealed class BlockBenchFormatInfo
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{
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[JsonProperty("format_version")]
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internal string FormatVersion { get; }
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[JsonProperty("model_format")]
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internal string ModelFormat { get; }
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[JsonProperty("box_uv")]
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internal bool UseBoxUv { get; set; }
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[JsonConstructor]
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private BlockBenchFormatInfo() { }
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internal BlockBenchFormatInfo(string formatVersion, string modelFormat, bool useBoxUv)
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{
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FormatVersion = formatVersion;
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ModelFormat = modelFormat;
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UseBoxUv = useBoxUv;
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}
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}
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internal class Element
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{
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[JsonProperty("name")]
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internal string Name;
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[JsonProperty("box_uv")]
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internal bool UseBoxUv;
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[JsonProperty("visibility", DefaultValueHandling = DefaultValueHandling.Ignore)]
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internal bool IsVisibile { get; set; } = true;
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[JsonProperty("rescale")]
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internal bool Rescale;
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[JsonProperty("mirror_uv")]
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internal bool MirrorUv;
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[JsonProperty("locked")]
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internal bool Locked;
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[DefaultValue(true)]
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[JsonProperty("export", DefaultValueHandling = DefaultValueHandling.Ignore)]
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internal bool Export { get; } = true;
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[JsonProperty("inflate")]
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internal float Inflate;
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[JsonProperty("origin", NullValueHandling = NullValueHandling.Ignore)]
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private float[] origin;
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[JsonProperty("from")]
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private float[] from;
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[JsonProperty("to")]
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private float[] to;
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[JsonProperty("uv_offset")]
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private int[] uv_offset;
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[JsonProperty("rotation", NullValueHandling = NullValueHandling.Ignore)]
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private float[] rotation;
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[JsonIgnore()]
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internal Vector3 Origin
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{
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get
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{
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return new Vector3(origin?[0] ?? 0, origin?[1] ?? 0, origin?[2] ?? 0);
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}
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set
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{
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if (origin is null || origin.Length < 3)
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origin = new float[3];
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origin[0] = value.X;
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origin[1] = value.Y;
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origin[2] = value.Z;
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}
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}
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[JsonIgnore()]
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internal Vector3 From
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{
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get
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{
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return new Vector3(from?[0] ?? 0, from?[1] ?? 0, from?[2] ?? 0);
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}
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set
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{
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if (from is null || from.Length < 3)
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from = new float[3];
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from[0] = value.X;
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from[1] = value.Y;
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from[2] = value.Z;
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}
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}
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[JsonIgnore()]
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internal Vector3 To
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{
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get
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{
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return new Vector3(to?[0] ?? 0, to?[1] ?? 0, to?[2] ?? 0);
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}
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set
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{
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if (to is null || to.Length < 3)
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to = new float[3];
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to[0] = value.X;
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to[1] = value.Y;
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to[2] = value.Z;
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}
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}
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[JsonIgnore()]
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internal Vector2 UvOffset
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{
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get
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{
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return new Vector2(uv_offset?[0] ?? 0, uv_offset?[1] ?? 0);
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}
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set
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{
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if (uv_offset is null || uv_offset.Length < 2)
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uv_offset = new int[2];
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uv_offset[0] = (int)value.X;
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uv_offset[1] = (int)value.Y;
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}
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}
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[JsonIgnore()]
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internal Vector3 Rotation
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{
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get
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{
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return new Vector3(rotation?[0] ?? 0, rotation?[1] ?? 0, rotation?[2] ?? 0);
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}
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set
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{
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if (rotation is null || rotation.Length < 3)
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rotation = new float[3];
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rotation[0] = value.X;
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rotation[1] = value.Y;
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rotation[2] = value.Z;
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}
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}
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[JsonProperty("type")]
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internal string Type;
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[JsonProperty("uuid")]
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internal Guid Uuid;
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internal static Element CreateCube(string name, Vector2 uvOffset, Vector3 pos, Vector3 size, float inflate, bool mirror)
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{
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return new Element
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{
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Name = name,
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UseBoxUv = true,
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Locked = false,
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Rescale = false,
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Type = "cube",
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Uuid = Guid.NewGuid(),
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UvOffset = uvOffset,
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MirrorUv = mirror,
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Inflate = inflate,
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From = pos,
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To = pos + size
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};
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}
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}
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internal class Texture
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{
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public static implicit operator Image(Texture texture) => texture.GetImage();
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public static implicit operator Texture(Image image) => new Texture(image);
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public static implicit operator Texture(NamedTexture namedTexture) => new Texture(namedTexture.Name, namedTexture.Value);
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private const string _TEXTUREDATAHEAD = "data:image/png;base64,";
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[JsonConstructor]
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private Texture()
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{
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}
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internal Texture(string name, Image image)
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: this(image)
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{
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Name = name;
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}
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internal Texture(Image image)
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{
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if (image is not null)
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{
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SetImage(image);
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return;
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}
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Debug.WriteLine($"param: {nameof(image)} is null");
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}
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[JsonProperty("name")]
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internal string Name { get; set; }
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[JsonProperty("source")]
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internal string TextureSource { get; private set; }
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private Image GetImage()
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{
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string data = TextureSource;
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if (data.StartsWith(_TEXTUREDATAHEAD))
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{
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byte[] encodedData = Convert.FromBase64String(data.Substring(_TEXTUREDATAHEAD.Length));
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using var ms = new MemoryStream(encodedData);
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return Image.FromStream(ms);
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}
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return null;
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}
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private void SetImage(Image image)
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{
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var ms = new MemoryStream();
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image.Save(ms, ImageFormat.Png);
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TextureSource = _TEXTUREDATAHEAD + Convert.ToBase64String(ms.ToArray());
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}
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}
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internal class Outline
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{
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[JsonProperty("name")]
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internal string Name;
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[JsonProperty("origin")]
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private float[] origin;
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[JsonIgnore]
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public Vector3 Origin
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{
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get => new Vector3(origin?[0] ?? 0, origin?[1] ?? 0, origin?[2] ?? 0);
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set
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{
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if (origin is null || origin.Length < 3)
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origin = new float[3];
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origin[0] = value.X;
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origin[1] = value.Y;
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origin[2] = value.Z;
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}
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}
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[JsonProperty("rotation")]
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private float[] rotation;
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[JsonIgnore]
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public Vector3 Rotation
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{
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get => new Vector3(rotation?[0] ?? 0, rotation?[1] ?? 0, rotation?[2] ?? 0);
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set
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{
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if (rotation is null || rotation.Length < 3)
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rotation = new float[3];
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rotation[0] = value.X;
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rotation[1] = value.Y;
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rotation[2] = value.Z;
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}
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}
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[JsonProperty("uuid")]
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internal Guid Uuid;
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[JsonProperty("children")]
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internal JArray Children;
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public Outline(string name)
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{
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Name = name;
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origin = new float[3];
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Uuid = Guid.NewGuid();
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Children = new JArray();
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}
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}
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internal class TextureRes
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{
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[JsonProperty("width")]
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internal int Width { get; set; }
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[JsonProperty("height")]
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internal int Height { get; set; }
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public TextureRes(int width, int height)
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{
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Width = width;
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Height = height;
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}
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public static implicit operator Size(TextureRes res) => new Size(res.Width, res.Height);
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public static implicit operator TextureRes(Size size) => new TextureRes(size.Width, size.Height);
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}
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internal class BlockBenchModel
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{
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[JsonProperty("name")]
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internal string Name;
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[JsonProperty("meta")]
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internal BlockBenchFormatInfo Format;
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[JsonProperty("model_identifier")]
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internal string ModelIdentifier { get; set; } = "";
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[JsonProperty("resolution")]
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internal TextureRes TextureResolution;
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[JsonProperty("elements")]
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internal Element[] Elements;
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[JsonProperty("outliner")]
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internal JArray Outliner;
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[JsonProperty("textures")]
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internal Texture[] Textures;
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internal static BlockBenchModel Create(BlockBenchFormatInfo formatInfo, string name, Size textureResolution, IEnumerable<Texture> textures)
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{
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return new BlockBenchModel()
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{
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Name = name,
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Textures = textures.ToArray(),
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TextureResolution = textureResolution,
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ModelIdentifier = "",
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Format = formatInfo,
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};
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}
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}
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}
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