mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
synced 2026-05-22 07:26:09 +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
558 lines
26 KiB
C#
558 lines
26 KiB
C#
/* Copyright (c) 2024-present miku-666
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1.The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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using System;
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using System.IO;
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using System.Linq;
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using System.Drawing;
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using System.Numerics;
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using System.Diagnostics;
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using System.Windows.Forms;
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using System.Drawing.Imaging;
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using System.Collections.Generic;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using PckStudio.Core;
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using PckStudio.Core.Skin;
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using PckStudio.Core.Extensions;
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using PckStudio.Core.FileFormats;
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using PckStudio.ModelSupport.Format.External;
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using PckStudio.Core.Additional_Popups;
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using PckStudio.ModelSupport.Internal.Format;
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namespace PckStudio.ModelSupport
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{
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public sealed class SkinModelImporter : ModelImporter<SkinModelInfo>
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{
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public static SkinModelImporter Default { get; } = new SkinModelImporter();
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private SkinModelImporter()
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{
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InternalAddProvider(new("Pck skin model(*.psm)", "*.psm"), ImportPsm, ExportPsm);
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InternalAddProvider(new("Block bench model(*.bbmodel)", "*.bbmodel"), ImportBlockBenchModel, ExportBlockBenchModel);
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InternalAddProvider(new("Bedrock (Legacy) Model(*.geo.json;*.json)", "*.geo.json;*.json"), ImportBedrockJson, ExportBedrockJson);
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}
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internal static SkinModelInfo ImportPsm(string filepath)
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{
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var reader = new PSMFileReader();
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PSMFile csmbFile = reader.FromFile(filepath);
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return new SkinModelInfo(null, csmbFile.SkinANIM, new(csmbFile.Parts, csmbFile.Offsets));
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}
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internal static void ExportPsm(string filepath, SkinModelInfo modelInfo)
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{
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PSMFile psmFile = new PSMFile(PSMFile.CurrentVersion, modelInfo.Anim);
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psmFile.Parts.AddRange(modelInfo.Model.AdditionalBoxes);
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psmFile.Offsets.AddRange(modelInfo.Model.PartOffsets);
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var writer = new PSMFileWriter(psmFile);
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writer.WriteToFile(filepath);
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}
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internal static SkinModelInfo ImportBlockBenchModel(string filepath)
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{
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BlockBenchModel blockBenchModel = JsonConvert.DeserializeObject<BlockBenchModel>(File.ReadAllText(filepath));
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if (!blockBenchModel.Format.UseBoxUv)
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{
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Trace.TraceError($"[{nameof(SkinModelImporter)}:{nameof(ImportBlockBenchModel)}] Failed to import skin '{blockBenchModel.Name}': Skin does not use box uv.");
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return null;
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}
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IEnumerable<SkinPartOffset> partOffsets = blockBenchModel.Outliner
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.Where(token => token.Type == JTokenType.Object && SkinBOX.IsValidType(TryConvertToSkinBoxType(token.ToObject<Outline>().Name)))
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.Select(token => token.ToObject<Outline>())
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.Select(outline => new SkinPartOffset(TryConvertToSkinBoxType(outline.Name), -GetOffsetFromOrigin(TryConvertToSkinBoxType(outline.Name), outline.Origin).Y))
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.Where(offset => offset.Value != 0f);
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IEnumerable<SkinBOX> boxes = ReadOutliner(null, blockBenchModel.Outliner, blockBenchModel.Elements);
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Image texture = null;
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if (blockBenchModel.Textures.IndexInRange(0))
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{
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texture = blockBenchModel.Textures[0];
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texture = SwapBoxBottomTexture(texture, boxes);
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}
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return CreateSkinModelInfo(texture, boxes, partOffsets);
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}
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private static SkinModelInfo CreateSkinModelInfo(Image texture, IEnumerable<SkinBOX> boxes, IEnumerable<SkinPartOffset> partOffsets)
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{
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SkinANIM skinANIM = (
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SkinAnimMask.HEAD_DISABLED |
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SkinAnimMask.HEAD_OVERLAY_DISABLED |
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SkinAnimMask.BODY_DISABLED |
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SkinAnimMask.BODY_OVERLAY_DISABLED |
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SkinAnimMask.RIGHT_ARM_DISABLED |
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SkinAnimMask.RIGHT_ARM_OVERLAY_DISABLED |
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SkinAnimMask.LEFT_ARM_DISABLED |
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SkinAnimMask.LEFT_ARM_OVERLAY_DISABLED |
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SkinAnimMask.RIGHT_LEG_DISABLED |
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SkinAnimMask.RIGHT_LEG_OVERLAY_DISABLED |
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SkinAnimMask.LEFT_LEG_DISABLED |
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SkinAnimMask.LEFT_LEG_OVERLAY_DISABLED);
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skinANIM = skinANIM.SetFlag(SkinAnimFlag.RESOLUTION_64x64, texture.Size.Width == texture.Size.Height);
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SkinModel skinModel = new SkinModel();
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skinModel.PartOffsets.AddRange(partOffsets);
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SkinBOX ApplyOffset(SkinBOX box)
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{
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SkinPartOffset offset = skinModel.PartOffsets.FirstOrDefault(offset => offset.Type == (box.IsOverlayPart() ? box.GetBaseType() : box.Type));
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return string.IsNullOrEmpty(offset.Type) ? box : new SkinBOX(box.Type, box.Pos - (Vector3.UnitY * offset.Value), box.Size, box.UV, box.HideWithArmor, box.Mirror, box.Scale);
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}
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IEnumerable<SkinBOX> convertedBoxes = boxes.Select(ApplyOffset);
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IEnumerable<SkinBOX> customBoxes = convertedBoxes.Where(box => !SkinBOX.KnownHashes.ContainsKey(box.GetHashCode()));
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skinModel.AdditionalBoxes.AddRange(customBoxes);
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// check for know boxes and filter them out
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SkinAnimMask mask = (SkinAnimMask)convertedBoxes
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.Where(box => SkinBOX.KnownHashes.ContainsKey(box.GetHashCode()) && Enum.IsDefined(typeof(SkinAnimMask), (1 >> (int)SkinBOX.KnownHashes[box.GetHashCode()])))
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.Select(box => SkinBOX.KnownHashes[box.GetHashCode()])
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.Select(i => 1 << (int)i)
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.DefaultIfEmpty()
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.Aggregate((a, b) => a | b);
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if (mask != SkinAnimMask.NONE)
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skinANIM &= ~mask;
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return new SkinModelInfo(texture, skinANIM, skinModel);
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}
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private static IEnumerable<SkinBOX> ReadOutliner(string parentName, JArray oulineChildren, IReadOnlyCollection<Element> elements)
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{
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IEnumerable<SkinBOX> boxes = oulineChildren
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.Where(token => token.Type == JTokenType.String && Guid.TryParse(token.ToString(), out Guid elementUuid) && elements.Any(e => e.Uuid == elementUuid))
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.Select(token => elements.First(e => Guid.Parse(token.ToString()) == e.Uuid))
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.Where(element => element.Type == "cube" && element.UseBoxUv && element.Export && SkinBOX.IsValidType(TryConvertToSkinBoxType(parentName ?? element.Name)))
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.Select(element => LoadElement(element, TryConvertToSkinBoxType(parentName ?? element.Name)));
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IEnumerable<Outline> childOutlines = oulineChildren
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.Where(token => token.Type == JTokenType.Object)
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.Select(token => token.ToObject<Outline>());
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foreach (Outline childOutline in childOutlines)
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{
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boxes = boxes.Concat(ReadOutliner(parentName ?? childOutline.Name, childOutline.Children, elements));
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}
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return boxes;
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}
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private static SkinBOX LoadElement(Element element, string outlineName)
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{
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var boundingBox = new BoundingBox(element.From, element.To);
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Vector3 pos = boundingBox.Start.ToNumericsVector();
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Vector3 size = boundingBox.Volume.ToNumericsVector();
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Vector2 uv = element.UvOffset;
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pos = TranslateToInternalPosition(outlineName, pos, size, new Vector3(1, 1, 0));
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var box = new SkinBOX(outlineName, pos, size, uv, mirror: element.MirrorUv);
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if (SkinBOX.IsBasePart(outlineName) && ((outlineName == "HEAD" && element.Inflate == 0.5f) || (element.Inflate >= 0.25f && element.Inflate <= 0.5f)))
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box = new SkinBOX(SkinBOXExtensions.GetOverlayType(outlineName), pos, size, uv, mirror: element.MirrorUv);
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return box;
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}
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internal static void ExportBlockBenchModel(string filepath, SkinModelInfo modelInfo)
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{
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Image exportTexture = SwapBoxBottomTexture(modelInfo);
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BlockBenchModel blockBenchModel = BlockBenchModel.Create(BlockBenchFormatInfos.BedrockEntity, Path.GetFileNameWithoutExtension(filepath), new Size(64, exportTexture.Width == exportTexture.Height ? 64 : 32), [exportTexture]);
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Dictionary<string, Outline> outliners = new Dictionary<string, Outline>(5);
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List<Element> elements = new List<Element>(modelInfo.Model.AdditionalBoxes.Count);
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Dictionary<string, SkinPartOffset> offsetLookUp = new Dictionary<string, SkinPartOffset>(5);
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void AddElement(SkinBOX box)
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{
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string offsetType = box.IsOverlayPart() ? box.GetBaseType() : box.Type;
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Vector3 offset = GetOffsetForPart(offsetType, ref offsetLookUp, modelInfo.Model.PartOffsets);
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if (!outliners.ContainsKey(offsetType))
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{
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outliners.Add(offsetType, new Outline(offsetType)
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{
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Origin = GetSkinPartPivot(offsetType, new Vector3(1, 1, 0)) + offset
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});
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}
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Element element = CreateElement(box);
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element.From += offset;
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element.To += offset;
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elements.Add(element);
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outliners[offsetType].Children.Add(element.Uuid);
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}
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ANIM2BOX(modelInfo.Anim, AddElement);
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foreach (SkinBOX box in modelInfo.Model.AdditionalBoxes)
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{
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AddElement(box);
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}
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blockBenchModel.Elements = elements.ToArray();
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blockBenchModel.Outliner = JArray.FromObject(outliners.Values);
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string content = JsonConvert.SerializeObject(blockBenchModel);
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File.WriteAllText(filepath, content);
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}
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private static Element CreateElement(SkinBOX box)
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{
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Vector3 transformPos = TranslateFromInternalPosistion(box, new Vector3(1, 1, 0));
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Element element = CreateElement(box.UV, transformPos, box.Size, box.Scale, box.Mirror);
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if (box.IsOverlayPart())
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element.Inflate = box.Type == "HEADWEAR" ? 0.5f : 0.25f;
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return element;
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}
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private static Element CreateElement(Vector2 uvOffset, Vector3 pos, Vector3 size, float inflate, bool mirror)
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{
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return Element.CreateCube("cube", uvOffset, pos, size, inflate, mirror);
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}
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private static Geometry GetGeometry(string filepath)
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{
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// Bedrock Entity (Model)
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if (filepath.EndsWith(".geo.json"))
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{
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BedrockModel bedrockModel = JsonConvert.DeserializeObject<BedrockModel>(File.ReadAllText(filepath));
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var availableModels = bedrockModel.Models.Select(m => m.Description.Identifier).ToArray();
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if (availableModels.Length < 2)
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return availableModels.Length == 1 ? bedrockModel.Models[0] : null;
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using ItemSelectionPopUp itemSelectionPopUp = new ItemSelectionPopUp(availableModels);
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if (itemSelectionPopUp.ShowDialog() == DialogResult.OK && bedrockModel.Models.IndexInRange(itemSelectionPopUp.SelectedIndex))
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{
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return bedrockModel.Models[itemSelectionPopUp.SelectedIndex];
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}
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}
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// Bedrock Legacy Model
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else if (filepath.EndsWith(".json"))
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{
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BedrockLegacyModel bedrockModel = JsonConvert.DeserializeObject<BedrockLegacyModel>(File.ReadAllText(filepath));
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var availableModels = bedrockModel.Select(m => m.Key).ToArray();
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if (availableModels.Length < 2)
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return availableModels.Length == 1 ? bedrockModel[availableModels[0]] : null;
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using ItemSelectionPopUp itemSelectionPopUp = new ItemSelectionPopUp(availableModels);
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if (itemSelectionPopUp.ShowDialog() == DialogResult.OK && bedrockModel.ContainsKey(itemSelectionPopUp.SelectedItem))
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{
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return bedrockModel[itemSelectionPopUp.SelectedItem];
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}
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}
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return null;
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}
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private static SkinModelInfo ImportBedrockJson(string filepath)
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{
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Geometry geometry = GetGeometry(filepath);
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if (geometry is null)
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return null;
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(IEnumerable<SkinBOX> boxes, IEnumerable<SkinPartOffset> partOffsets) = LoadGeometry(geometry);
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Image texture = null;
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string texturePath = Path.Combine(Path.GetDirectoryName(filepath), Path.GetFileNameWithoutExtension(filepath)) + ".png";
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if (File.Exists(texturePath))
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{
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texture = Image.FromFile(texturePath).ReleaseFromFile();
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texture = SwapBoxBottomTexture(texture, boxes);
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}
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return CreateSkinModelInfo(texture, boxes, partOffsets);
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}
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private static (IEnumerable<SkinBOX> boxes, IEnumerable<SkinPartOffset> partOffsets) LoadGeometry(Geometry geometry)
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{
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List<SkinPartOffset> skinPartOffsets = new List<SkinPartOffset>();
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List<SkinBOX> boxes = new List<SkinBOX>();
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foreach (Bone bone in geometry.Bones)
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{
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string boxType = TryConvertToSkinBoxType(bone.Name);
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if (!SkinBOX.IsValidType(boxType))
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continue;
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string offsetType = SkinBOX.IsOverlayPart(boxType) ? SkinBOXExtensions.GetBaseType(boxType) : boxType;
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Vector3 offset = GetOffsetFromOrigin(offsetType, bone.Pivot * new Vector3(-1, 1, 1));
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if (offset.Y != 0f)
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skinPartOffsets.Add(new SkinPartOffset(offsetType, -offset.Y));
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foreach (Cube cube in bone.Cubes)
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{
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Vector3 pos = TranslateToInternalPosition(boxType, cube.Origin, cube.Size, Vector3.UnitY);
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var skinBox = new SkinBOX(boxType, pos, cube.Size, cube.Uv, hideWithArmor: bone.Name == "helmet", mirror: cube.Mirror);
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if (SkinBOX.IsBasePart(boxType) && ((boxType == "HEAD" && cube.Inflate == 0.5f) || (cube.Inflate >= 0.25f && cube.Inflate <= 0.5f)))
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skinBox = new SkinBOX(SkinBOXExtensions.GetOverlayType(boxType), pos, cube.Size, cube.Uv, hideWithArmor: bone.Name == "helmet", mirror: cube.Mirror);
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boxes.Add(skinBox);
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}
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}
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return (boxes, skinPartOffsets);
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}
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internal static void ExportBedrockJson(string filepath, SkinModelInfo modelInfo)
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{
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if (string.IsNullOrEmpty(filepath) || !filepath.EndsWith(".json"))
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return;
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Dictionary<string, Bone> bones = new Dictionary<string, Bone>(5);
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Dictionary<string, SkinPartOffset> offsetLookUp = new Dictionary<string, SkinPartOffset>(5);
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void AddBone(SkinBOX box)
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{
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string offsetType = box.IsOverlayPart() ? box.GetBaseType() : box.Type;
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Vector3 offset = GetOffsetForPart(offsetType, ref offsetLookUp, modelInfo.Model.PartOffsets);
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if (!bones.ContainsKey(offsetType))
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{
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Bone bone = new Bone(offsetType)
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{
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Pivot = GetSkinPartPivot(offsetType, new Vector3(0, 1, 0)) + offset
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};
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bones.Add(offsetType, bone);
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}
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Vector3 pivot = bones.ContainsKey(offsetType) ? bones[offsetType].Pivot : Vector3.Zero;
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Vector3 pos = TranslateFromInternalPosistion(box, new Vector3(1, 1, 0));
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pos = TransformSpace(pos, box.Size, new Vector3(1, 0, 0));
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bones[offsetType].Cubes.Add(new Cube()
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{
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Origin = pos + offset,
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Size = box.Size,
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Uv = box.UV,
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Inflate = box.Scale + (box.IsOverlayPart() ? box.Type == "HEAD" ? 0.5f : 0.25f : 0f),
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Mirror = box.Mirror,
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});
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}
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ANIM2BOX(modelInfo.Anim, AddBone);
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foreach (SkinBOX box in modelInfo.Model.AdditionalBoxes)
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{
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AddBone(box);
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}
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Geometry selectedGeometry = new Geometry();
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selectedGeometry.Bones.AddRange(bones.Values);
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object bedrockModel = null;
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// Bedrock Entity (Model)
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if (filepath.EndsWith(".geo.json"))
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{
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selectedGeometry.Description = new GeometryDescription()
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{
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Identifier = $"geometry.{Application.ProductName}.{Path.GetFileNameWithoutExtension(filepath)}",
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TextureSize = modelInfo.Texture.Size,
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};
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bedrockModel = new BedrockModel
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{
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FormatVersion = "1.12.0",
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Models = { selectedGeometry }
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};
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}
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// Bedrock Legacy Model
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else if (filepath.EndsWith(".json") && modelInfo.Texture.Height == modelInfo.Texture.Width)
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{
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bedrockModel = new BedrockLegacyModel
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{
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{ $"geometry.{Application.ProductName}.{Path.GetFileNameWithoutExtension(filepath)}", selectedGeometry }
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};
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}
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else
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{
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MessageBox.Show("Can't export to Bedrock Legacy Model.", "Invalid Texture Dimensions", MessageBoxButtons.OK, MessageBoxIcon.Error);
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return;
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}
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if (bedrockModel is not null)
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{
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string content = JsonConvert.SerializeObject(bedrockModel);
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File.WriteAllText(filepath, content);
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string texturePath = Path.Combine(Path.GetDirectoryName(filepath), Path.GetFileNameWithoutExtension(filepath)) + ".png";
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SwapBoxBottomTexture(modelInfo).Save(texturePath, ImageFormat.Png);
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}
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}
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private static void ANIM2BOX(SkinANIM anim, Action<SkinBOX> converter)
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{
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bool isSlim = anim.GetFlag(SkinAnimFlag.SLIM_MODEL);
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bool is32x64 = !(anim.GetFlag(SkinAnimFlag.RESOLUTION_64x64) || isSlim);
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if (!anim.GetFlag(SkinAnimFlag.HEAD_DISABLED))
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converter(new SkinBOX("HEAD", new Vector3(-4, -8, -4), new Vector3(8), Vector2.Zero));
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if (!is32x64 && !anim.GetFlag(SkinAnimFlag.HEAD_OVERLAY_DISABLED))
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converter(new SkinBOX("HEADWEAR", new Vector3(-4, -8, -4), new Vector3(8), new Vector2(32, 0)));
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if (!anim.GetFlag(SkinAnimFlag.BODY_DISABLED))
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converter(new SkinBOX("BODY", new(-4, 0, -2), new(8, 12, 4), new(16, 16)));
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if (!is32x64 && !anim.GetFlag(SkinAnimFlag.BODY_OVERLAY_DISABLED))
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converter(new SkinBOX("JACKET", new(-4, 0, -2), new(8, 12, 4), new(16, 32)));
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if (!anim.GetFlag(SkinAnimFlag.RIGHT_ARM_DISABLED))
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converter(new SkinBOX("ARM0", new(isSlim ? -2 : - 3, -2, -2), new(isSlim ? 3 : 4, 12, 4), new(40, 16)));
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if (!is32x64 && !anim.GetFlag(SkinAnimFlag.RIGHT_ARM_OVERLAY_DISABLED))
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converter(new SkinBOX("SLEEVE0", new(isSlim ? -2 : - 3, -2, -2), new(isSlim ? 3 : 4, 12, 4), new(40, 32)));
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if (!anim.GetFlag(SkinAnimFlag.LEFT_ARM_DISABLED))
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converter(new SkinBOX("ARM1", new(-1, -2, -2), new(isSlim ? 3 : 4, 12, 4), is32x64 ? new(40, 16) : new(32, 48), mirror: is32x64));
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if (!is32x64 && !anim.GetFlag(SkinAnimFlag.LEFT_ARM_OVERLAY_DISABLED))
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converter(new SkinBOX("SLEEVE1", new(-1, -2, -2), new(isSlim ? 3 : 4, 12, 4), new(48, 48)));
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if (!anim.GetFlag(SkinAnimFlag.RIGHT_LEG_DISABLED))
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converter(new SkinBOX("LEG0", new(-2, 0, -2), new(4, 12, 4), new(0, 16)));
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if (!is32x64 && !anim.GetFlag(SkinAnimFlag.RIGHT_LEG_OVERLAY_DISABLED))
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converter(new SkinBOX("PANTS0", new(-2, 0, -2), new(4, 12, 4), new(0, 32)));
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if (!anim.GetFlag(SkinAnimFlag.LEFT_LEG_DISABLED))
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{
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converter(new SkinBOX("LEG1", new(-2, 0, -2), new(4, 12, 4), is32x64 ? new(0, 16) : new(16, 48), mirror: is32x64));
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}
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if (!is32x64 && !anim.GetFlag(SkinAnimFlag.LEFT_LEG_OVERLAY_DISABLED))
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{
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converter(new SkinBOX("PANTS1", new(-2, 0, -2), new(4, 12, 4), new(0, 48)));
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}
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}
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private static string TryConvertToSkinBoxType(string name)
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{
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if (!SkinBOX.IsValidType(name) && SkinBOX.IsValidType(name.ToUpper()))
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{
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return name.ToUpper();
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}
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return name.ToLower() switch
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{
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"helmet" => "HEAD",
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"rightarm" => "ARM0",
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"leftarm" => "ARM1",
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"rightleg" => "LEG0",
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"leftleg" => "LEG1",
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"hat" => "HEADWEAR",
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"bodyarmor" => "BODY",
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"rightsleeve" => "SLEEVE0",
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"leftsleeve" => "SLEEVE1",
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"rightpants" => "PANTS0",
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"leftpants" => "PANTS1",
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_ => name,
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};
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}
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private static Vector3 GetOffsetFromOrigin(string boxType, Vector3 origin)
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{
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Vector3 partTranslation = GameConstants.GetSkinPartPivot(boxType);
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Vector3 offset = partTranslation - ((Vector3.UnitY * 24f) - origin);
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if (offset.X != 0f || offset.Z != 0f)
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Trace.TraceWarning($"[{nameof(SkinModelImporter)}:{nameof(GetOffsetFromOrigin)}] Warning: skin part({boxType}) offsets only support horizontal offsets.");
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return offset * Vector3.UnitY;
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}
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private static Vector3 GetSkinPartPivot(string partName, Vector3 translationUnit)
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{
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return TransformSpace(GameConstants.GetSkinPartPivot(partName), Vector3.Zero, translationUnit) + (24f * Vector3.UnitY);
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}
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private static Vector3 GetOffsetForPart(string offsetType, ref Dictionary<string, SkinPartOffset> offsetLookUp, IEnumerable<SkinPartOffset> partOffsets)
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{
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if (offsetLookUp.ContainsKey(offsetType))
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{
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return -offsetLookUp[offsetType].Value * Vector3.UnitY;
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}
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if (partOffsets.Any(o => o.Type == offsetType))
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{
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SkinPartOffset partOffset = partOffsets.First(o => o.Type == offsetType);
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offsetLookUp.Add(offsetType, partOffset);
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return -partOffset.Value * Vector3.UnitY;
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}
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return Vector3.Zero;
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}
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private static Image SwapBoxBottomTexture(SkinModelInfo modelInfo)
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{
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return SwapBoxBottomTexture(modelInfo.Texture, modelInfo.Model.AdditionalBoxes);
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}
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private static Image SwapBoxBottomTexture(Image texture, IEnumerable<SkinBOX> boxes)
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{
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return SwapTextureAreas(texture, boxes.Where(box => !(box.Size == Vector3.One || box.Size == Vector3.Zero)).Select(box =>
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{
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var imgPos = Point.Truncate(new PointF(box.UV.X + box.Size.X + box.Size.Z, box.UV.Y));
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var area = new RectangleF(imgPos, Size.Truncate(new SizeF(box.Size.X, box.Size.Z)));
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return Rectangle.Truncate(area);
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}), RotateFlipType.RotateNoneFlipY);
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}
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private static Image SwapTextureAreas(Image texture, IEnumerable<Rectangle> areasToFix, RotateFlipType type)
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{
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if (texture == null)
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{
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Trace.TraceError($"[{nameof(SkinModelImporter)}:{nameof(SwapBoxBottomTexture)}] Failed to fix texture: texture is null.");
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return null;
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}
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areasToFix = areasToFix.Where(rect => rect.Size.Width > 0 && rect.Size.Height > 0);
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Image result = new Bitmap(texture);
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using var g = Graphics.FromImage(result);
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g.ApplyConfig(new GraphicsConfig()
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{
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InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor,
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PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality
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});
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foreach (Rectangle area in areasToFix)
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{
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Image targetAreaImage = texture.GetArea(area);
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targetAreaImage.RotateFlip(type);
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Region clip = g.Clip;
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g.SetClip(area);
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g.Clear(Color.Transparent);
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g.DrawImage(targetAreaImage, area.Location);
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g.Clip = clip;
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}
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return result;
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}
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private static Vector3 TranslateToInternalPosition(string boxType, Vector3 origin, Vector3 size, Vector3 translationUnit)
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{
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Vector3 pos = TransformSpace(origin, size, translationUnit);
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// Skin Renderer (and Game) specific offset value.
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pos.Y += 24f;
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// This will cancel out the part specific translation.
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Vector3 translation = GameConstants.GetSkinPartTranslation(boxType);
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pos -= translation;
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return pos;
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}
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private static Vector3 TranslateFromInternalPosistion(SkinBOX skinBox, Vector3 translationUnit)
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{
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return TranslateToInternalPosition(skinBox.Type, skinBox.Pos, skinBox.Size, translationUnit);
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}
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}
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}
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