Files
PCK-Studio/PckStuido.ModelSupport/Format/External/BlockBenchModel.cs
Miku-666 8dfe9cf5b0 3d skin renderer (#50)
* 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
2025-11-11 21:53:32 +01:00

363 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using System.Numerics;
using System.Text;
using System.Threading.Tasks;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using NamedTexture = PckStudio.Core.NamedData<System.Drawing.Image>;
namespace PckStudio.ModelSupport.Format.External
{
internal static class BlockBenchFormatInfos
{
internal static readonly string FormatVersion = "4.5";
internal static BlockBenchFormatInfo Free { get; } = new BlockBenchFormatInfo(FormatVersion, "free", true);
internal static BlockBenchFormatInfo BedrockEntity { get; } = new BlockBenchFormatInfo(FormatVersion, "bedrock", true);
}
internal sealed class BlockBenchFormatInfo
{
[JsonProperty("format_version")]
internal string FormatVersion { get; }
[JsonProperty("model_format")]
internal string ModelFormat { get; }
[JsonProperty("box_uv")]
internal bool UseBoxUv { get; set; }
[JsonConstructor]
private BlockBenchFormatInfo() { }
internal BlockBenchFormatInfo(string formatVersion, string modelFormat, bool useBoxUv)
{
FormatVersion = formatVersion;
ModelFormat = modelFormat;
UseBoxUv = useBoxUv;
}
}
internal class Element
{
[JsonProperty("name")]
internal string Name;
[JsonProperty("box_uv")]
internal bool UseBoxUv;
[JsonProperty("visibility", DefaultValueHandling = DefaultValueHandling.Ignore)]
internal bool IsVisibile { get; set; } = true;
[JsonProperty("rescale")]
internal bool Rescale;
[JsonProperty("mirror_uv")]
internal bool MirrorUv;
[JsonProperty("locked")]
internal bool Locked;
[DefaultValue(true)]
[JsonProperty("export", DefaultValueHandling = DefaultValueHandling.Ignore)]
internal bool Export { get; } = true;
[JsonProperty("inflate")]
internal float Inflate;
[JsonProperty("origin", NullValueHandling = NullValueHandling.Ignore)]
private float[] origin;
[JsonProperty("from")]
private float[] from;
[JsonProperty("to")]
private float[] to;
[JsonProperty("uv_offset")]
private int[] uv_offset;
[JsonProperty("rotation", NullValueHandling = NullValueHandling.Ignore)]
private float[] rotation;
[JsonIgnore()]
internal Vector3 Origin
{
get
{
return new Vector3(origin?[0] ?? 0, origin?[1] ?? 0, origin?[2] ?? 0);
}
set
{
if (origin is null || origin.Length < 3)
origin = new float[3];
origin[0] = value.X;
origin[1] = value.Y;
origin[2] = value.Z;
}
}
[JsonIgnore()]
internal Vector3 From
{
get
{
return new Vector3(from?[0] ?? 0, from?[1] ?? 0, from?[2] ?? 0);
}
set
{
if (from is null || from.Length < 3)
from = new float[3];
from[0] = value.X;
from[1] = value.Y;
from[2] = value.Z;
}
}
[JsonIgnore()]
internal Vector3 To
{
get
{
return new Vector3(to?[0] ?? 0, to?[1] ?? 0, to?[2] ?? 0);
}
set
{
if (to is null || to.Length < 3)
to = new float[3];
to[0] = value.X;
to[1] = value.Y;
to[2] = value.Z;
}
}
[JsonIgnore()]
internal Vector2 UvOffset
{
get
{
return new Vector2(uv_offset?[0] ?? 0, uv_offset?[1] ?? 0);
}
set
{
if (uv_offset is null || uv_offset.Length < 2)
uv_offset = new int[2];
uv_offset[0] = (int)value.X;
uv_offset[1] = (int)value.Y;
}
}
[JsonIgnore()]
internal Vector3 Rotation
{
get
{
return new Vector3(rotation?[0] ?? 0, rotation?[1] ?? 0, rotation?[2] ?? 0);
}
set
{
if (rotation is null || rotation.Length < 3)
rotation = new float[3];
rotation[0] = value.X;
rotation[1] = value.Y;
rotation[2] = value.Z;
}
}
[JsonProperty("type")]
internal string Type;
[JsonProperty("uuid")]
internal Guid Uuid;
internal static Element CreateCube(string name, Vector2 uvOffset, Vector3 pos, Vector3 size, float inflate, bool mirror)
{
return new Element
{
Name = name,
UseBoxUv = true,
Locked = false,
Rescale = false,
Type = "cube",
Uuid = Guid.NewGuid(),
UvOffset = uvOffset,
MirrorUv = mirror,
Inflate = inflate,
From = pos,
To = pos + size
};
}
}
internal class Texture
{
public static implicit operator Image(Texture texture) => texture.GetImage();
public static implicit operator Texture(Image image) => new Texture(image);
public static implicit operator Texture(NamedTexture namedTexture) => new Texture(namedTexture.Name, namedTexture.Value);
private const string _TEXTUREDATAHEAD = "data:image/png;base64,";
[JsonConstructor]
private Texture()
{
}
internal Texture(string name, Image image)
: this(image)
{
Name = name;
}
internal Texture(Image image)
{
if (image is not null)
{
SetImage(image);
return;
}
Debug.WriteLine($"param: {nameof(image)} is null");
}
[JsonProperty("name")]
internal string Name { get; set; }
[JsonProperty("source")]
internal string TextureSource { get; private set; }
private Image GetImage()
{
string data = TextureSource;
if (data.StartsWith(_TEXTUREDATAHEAD))
{
byte[] encodedData = Convert.FromBase64String(data.Substring(_TEXTUREDATAHEAD.Length));
using var ms = new MemoryStream(encodedData);
return Image.FromStream(ms);
}
return null;
}
private void SetImage(Image image)
{
var ms = new MemoryStream();
image.Save(ms, ImageFormat.Png);
TextureSource = _TEXTUREDATAHEAD + Convert.ToBase64String(ms.ToArray());
}
}
internal class Outline
{
[JsonProperty("name")]
internal string Name;
[JsonProperty("origin")]
private float[] origin;
[JsonIgnore]
public Vector3 Origin
{
get => new Vector3(origin?[0] ?? 0, origin?[1] ?? 0, origin?[2] ?? 0);
set
{
if (origin is null || origin.Length < 3)
origin = new float[3];
origin[0] = value.X;
origin[1] = value.Y;
origin[2] = value.Z;
}
}
[JsonProperty("rotation")]
private float[] rotation;
[JsonIgnore]
public Vector3 Rotation
{
get => new Vector3(rotation?[0] ?? 0, rotation?[1] ?? 0, rotation?[2] ?? 0);
set
{
if (rotation is null || rotation.Length < 3)
rotation = new float[3];
rotation[0] = value.X;
rotation[1] = value.Y;
rotation[2] = value.Z;
}
}
[JsonProperty("uuid")]
internal Guid Uuid;
[JsonProperty("children")]
internal JArray Children;
public Outline(string name)
{
Name = name;
origin = new float[3];
Uuid = Guid.NewGuid();
Children = new JArray();
}
}
internal class TextureRes
{
[JsonProperty("width")]
internal int Width { get; set; }
[JsonProperty("height")]
internal int Height { get; set; }
public TextureRes(int width, int height)
{
Width = width;
Height = height;
}
public static implicit operator Size(TextureRes res) => new Size(res.Width, res.Height);
public static implicit operator TextureRes(Size size) => new TextureRes(size.Width, size.Height);
}
internal class BlockBenchModel
{
[JsonProperty("name")]
internal string Name;
[JsonProperty("meta")]
internal BlockBenchFormatInfo Format;
[JsonProperty("model_identifier")]
internal string ModelIdentifier { get; set; } = "";
[JsonProperty("resolution")]
internal TextureRes TextureResolution;
[JsonProperty("elements")]
internal Element[] Elements;
[JsonProperty("outliner")]
internal JArray Outliner;
[JsonProperty("textures")]
internal Texture[] Textures;
internal static BlockBenchModel Create(BlockBenchFormatInfo formatInfo, string name, Size textureResolution, IEnumerable<Texture> textures)
{
return new BlockBenchModel()
{
Name = name,
Textures = textures.ToArray(),
TextureResolution = textureResolution,
ModelIdentifier = "",
Format = formatInfo,
};
}
}
}