mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
synced 2026-09-23 09:42:26 +00:00
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
This commit is contained in:
@@ -0,0 +1,53 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace PckStudio.Core.Skin
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{
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public sealed class Skin
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{
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public SkinMetaData MetaData { get; set; }
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public SkinIdentifier Identifier { get; set; }
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public SkinANIM Anim { get; set; }
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public SkinModel Model { get; set; }
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public Image Texture { get; set; }
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public Image CapeTexture { get; set; }
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public bool HasCape => CapeTexture is not null;
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public Skin(string name, Image texture)
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{
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MetaData = new SkinMetaData(name, string.Empty);
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Texture = texture;
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Model = new SkinModel();
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}
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public Skin(string name, Image texture, Image capeTexture)
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: this(name, texture)
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{
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CapeTexture = capeTexture;
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}
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public Skin(string name, SkinANIM anim, Image texture, IEnumerable<SkinBOX> additionalBoxes, IEnumerable<SkinPartOffset> partOffsets)
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: this(name, texture)
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{
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Model.AdditionalBoxes.AddRange(additionalBoxes);
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Model.PartOffsets.AddRange(partOffsets);
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Anim = anim;
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}
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public Skin(string name, int id, Image texture, SkinANIM anim, IEnumerable<SkinBOX> additionalBoxes, IEnumerable<SkinPartOffset> partOffsets)
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: this(name, anim, texture, additionalBoxes, partOffsets)
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{
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Identifier = new(id);
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}
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}
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}
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@@ -0,0 +1,115 @@
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/* Copyright (c) 2022-present miku-666, MattNL
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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.Collections.Specialized;
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using System.Text.RegularExpressions;
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namespace PckStudio.Core.Skin
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{
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/// <summary>
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/// Represents a Skin Anim value where flags can be set
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/// </summary>
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public class SkinANIM : ICloneable, IEquatable<SkinANIM>, IEquatable<SkinAnimMask>
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{
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public static readonly SkinANIM Empty = new SkinANIM(0);
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private BitVector32 _flags;
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private static readonly Regex _validator = new Regex(@"^0x[0-9a-f]{1,8}\b", RegexOptions.IgnoreCase);
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public SkinANIM(SkinAnimMask mask)
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: this((int)mask)
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{
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}
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private SkinANIM(int mask)
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{
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_flags = new BitVector32(mask);
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}
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public override string ToString() => "0x" + _flags.Data.ToString("x8");
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public static bool IsValidANIM(string anim)
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{
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return !string.IsNullOrWhiteSpace(anim) && _validator.IsMatch(anim);
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}
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public static SkinANIM FromString(string value)
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=> IsValidANIM(value)
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? new SkinANIM(Convert.ToInt32(value.TrimEnd(' ', '\n', '\r'), 16))
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: Empty;
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public static SkinANIM operator |(SkinANIM @this, SkinANIM other) => new SkinANIM(@this._flags.Data | other._flags.Data);
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public static SkinANIM operator |(SkinANIM @this, SkinAnimMask mask) => new SkinANIM(@this._flags.Data | (int)mask);
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public static SkinANIM operator &(SkinANIM @this, SkinAnimMask mask) => new SkinANIM(@this._flags.Data & (int)mask);
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public static SkinANIM FromValue(int value) => new SkinANIM(value);
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public int ToValue() => _flags.Data;
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public static implicit operator SkinANIM(SkinAnimMask mask) => new SkinANIM(mask);
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public static bool operator ==(SkinANIM @this, SkinAnimMask mask) => @this.Equals(mask);
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public static bool operator !=(SkinANIM @this, SkinAnimMask mask) => !@this.Equals(mask);
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public static bool operator ==(SkinANIM @this, SkinANIM other) => @this.Equals(other);
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public static bool operator !=(SkinANIM @this, SkinANIM other) => !@this.Equals(other);
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public bool Equals(SkinANIM other)
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{
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return _flags.Data == other._flags.Data;
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}
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public bool Equals(SkinAnimMask other)
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{
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return _flags.Data == (int)other;
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}
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public override bool Equals(object obj) => obj is SkinANIM a && Equals(a);
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public override int GetHashCode() => _flags.Data;
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/// <summary>
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/// Sets the desired flag in the bitfield
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/// </summary>
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/// <param name="flag">ANIM Flag to set</param>
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/// <param name="state">State of the flag</param>
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public SkinANIM SetFlag(SkinAnimFlag flag, bool state)
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{
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if (!Enum.IsDefined(typeof(SkinAnimFlag), flag))
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throw new ArgumentOutOfRangeException(nameof(flag));
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return new SkinANIM(state ? _flags.Data | 1 << (int)flag : _flags.Data & ~(1 << (int)flag));
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}
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/// <summary>
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/// Gets flag state
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/// </summary>
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/// <param name="flag">Flag to check</param>
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/// <returns>True if flag is set, otherwise false</returns>
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public bool GetFlag(SkinAnimFlag flag)
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{
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if (!Enum.IsDefined(typeof(SkinAnimFlag), flag))
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throw new ArgumentOutOfRangeException(nameof(flag));
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return _flags[1 << (int)flag];
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}
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public object Clone()
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{
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return MemberwiseClone();
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}
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}
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}
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@@ -0,0 +1,66 @@
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/* Copyright (c) 2022-present miku-666, MattNL
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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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namespace PckStudio.Core.Skin
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{
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/// <summary>
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/// For usage see <see cref="SkinANIM"/>
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/// </summary>
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public enum SkinAnimFlag : int
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{
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STATIC_ARMS = 0, // 0x01
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ZOMBIE_ARMS = 1, // 0x02
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STATIC_LEGS = 2, // 0x04
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BAD_SANTA = 3, // 0x08
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//
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__BIT_4 = 4, // 0x10 - Unused??
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SYNCED_LEGS = 5, // 0x20
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SYNCED_ARMS = 6, // 0x40
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STATUE_OF_LIBERTY = 7, // 0x80
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ALL_ARMOR_DISABLED = 8, // 0x100
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HEAD_BOBBING_DISABLED = 9, // 0x200
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HEAD_DISABLED = 10, // 0x400
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RIGHT_ARM_DISABLED = 11, // 0x800
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LEFT_ARM_DISABLED = 12, // 0x1000
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BODY_DISABLED = 13, // 0x2000
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RIGHT_LEG_DISABLED = 14, // 0x4000
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LEFT_LEG_DISABLED = 15, // 0x8000
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HEAD_OVERLAY_DISABLED = 16, // 0x10000
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DO_BACKWARDS_CROUCH = 17, // 0x20000
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RESOLUTION_64x64 = 18, // 0x40000
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SLIM_MODEL = 19, // 0x80000
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LEFT_ARM_OVERLAY_DISABLED = 20, // 0x100000
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RIGHT_ARM_OVERLAY_DISABLED = 21, // 0x200000
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LEFT_LEG_OVERLAY_DISABLED = 22, // 0x400000
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RIGHT_LEG_OVERLAY_DISABLED = 23, // 0x800000
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BODY_OVERLAY_DISABLED = 24, // 0x1000000
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FORCE_HEAD_ARMOR = 25, // 0x2000000
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FORCE_RIGHT_ARM_ARMOR = 26, // 0x4000000
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FORCE_LEFT_ARM_ARMOR = 27, // 0x8000000
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FORCE_BODY_ARMOR = 28, // 0x10000000
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FORCE_RIGHT_LEG_ARMOR = 29, // 0x20000000
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FORCE_LEFT_LEG_ARMOR = 30, // 0x40000000
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DINNERBONE = 31, // 0x80000000
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}
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}
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@@ -0,0 +1,53 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace PckStudio.Core.Skin
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{
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[Flags]
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public enum SkinAnimMask : int
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{
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NONE = 0, // 0x00
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STATIC_ARMS = 1 << 0, // 0x01
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ZOMBIE_ARMS = 1 << 1, // 0x02
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STATIC_LEGS = 1 << 2, // 0x04
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BAD_SANTA = 1 << 3, // 0x08
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__BIT_4 = 1 << 4, // 0x10 - Unused??
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SYNCED_LEGS = 1 << 5, // 0x20
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SYNCED_ARMS = 1 << 6, // 0x40
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STATUE_OF_LIBERTY = 1 << 7, // 0x80
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ALL_ARMOR_DISABLED = 1 << 8, // 0x100
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HEAD_BOBBING_DISABLED = 1 << 9, // 0x200
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HEAD_DISABLED = 1 << 10, // 0x400
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RIGHT_ARM_DISABLED = 1 << 11, // 0x800
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LEFT_ARM_DISABLED = 1 << 12, // 0x1000
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BODY_DISABLED = 1 << 13, // 0x2000
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RIGHT_LEG_DISABLED = 1 << 14, // 0x4000
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LEFT_LEG_DISABLED = 1 << 15, // 0x8000
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HEAD_OVERLAY_DISABLED = 1 << 16, // 0x10000
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DO_BACKWARDS_CROUCH = 1 << 17, // 0x20000
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RESOLUTION_64x64 = 1 << 18, // 0x40000
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SLIM_MODEL = 1 << 19, // 0x80000
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LEFT_ARM_OVERLAY_DISABLED = 1 << 20, // 0x100000
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RIGHT_ARM_OVERLAY_DISABLED = 1 << 21, // 0x200000
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LEFT_LEG_OVERLAY_DISABLED = 1 << 22, // 0x400000
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RIGHT_LEG_OVERLAY_DISABLED = 1 << 23, // 0x800000
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BODY_OVERLAY_DISABLED = 1 << 24, // 0x1000000
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FORCE_HEAD_ARMOR = 1 << 25, // 0x2000000
|
||||
FORCE_RIGHT_ARM_ARMOR = 1 << 26, // 0x4000000
|
||||
FORCE_LEFT_ARM_ARMOR = 1 << 27, // 0x8000000
|
||||
|
||||
FORCE_BODY_ARMOR = 1 << 28, // 0x10000000
|
||||
FORCE_RIGHT_LEG_ARMOR = 1 << 29, // 0x20000000
|
||||
FORCE_LEFT_LEG_ARMOR = 1 << 30, // 0x40000000
|
||||
DINNERBONE = 1 << 31, // 0x80000000
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,180 @@
|
||||
/* Copyright (c) 2023-present miku-666, MattNL
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1.The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
**/
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using PckStudio.Core.Extensions;
|
||||
|
||||
namespace PckStudio.Core.Skin
|
||||
{
|
||||
public record SkinBOX : IEquatable<SkinBOX>
|
||||
{
|
||||
public static readonly SkinBOX DefaultHead = new SkinBOX("HEAD", new Vector3(-4, -8, -4), new Vector3(8), Vector2.Zero);
|
||||
|
||||
public static readonly string[] BaseTypes = new string[]
|
||||
{
|
||||
"HEAD",
|
||||
"BODY",
|
||||
"ARM0",
|
||||
"ARM1",
|
||||
"LEG0",
|
||||
"LEG1",
|
||||
};
|
||||
|
||||
public static readonly string[] OverlayTypes = new string[]
|
||||
{
|
||||
"HEADWEAR",
|
||||
"JACKET",
|
||||
"SLEEVE0",
|
||||
"SLEEVE1",
|
||||
"PANTS0",
|
||||
"PANTS1",
|
||||
};
|
||||
|
||||
public static Dictionary<int, SkinAnimFlag> KnownHashes = new Dictionary<int, SkinAnimFlag>()
|
||||
{
|
||||
[unchecked((int)0x9560320c)] = SkinAnimFlag.HEAD_DISABLED, // HEAD -4 -8 -4 8 8 8 0 0 0 0 0
|
||||
|
||||
[unchecked((int)0x1f13e4a3)] = SkinAnimFlag.BODY_DISABLED, // BODY -4 0 -2 8 12 4 16 16 0 0 0
|
||||
|
||||
[unchecked((int)0x407c9b27)] = SkinAnimFlag.RIGHT_ARM_DISABLED, // ARM0 -3 -2 -2 4 12 4 40 16 0 0 0 // standard (64x64)
|
||||
[unchecked((int)0x867c9b27)] = SkinAnimFlag.RIGHT_ARM_DISABLED, // ARM0 -2 -2 -2 3 12 4 40 16 0 0 0 // slim
|
||||
|
||||
[unchecked((int)0xca3cf050)] = SkinAnimFlag.LEFT_ARM_DISABLED, // ARM1 -1 -2 -2 4 12 4 40 16 0 1 0 // classic (64x32)
|
||||
[unchecked((int)0x879b27)] = SkinAnimFlag.LEFT_ARM_DISABLED, // ARM1 -1 -2 -2 4 12 4 32 48 0 0 0 // standard (64x64)
|
||||
[unchecked((int)0xe8c79b27)] = SkinAnimFlag.LEFT_ARM_DISABLED, // ARM1 -1 -2 -2 3 12 4 32 48 0 0 0 // slim
|
||||
|
||||
[unchecked((int)0x1910e24a)] = SkinAnimFlag.LEFT_LEG_DISABLED, // LEG1 -2 0 -2 4 12 4 16 48 0 0 0 // 64x64
|
||||
[unchecked((int)0xce263773)] = SkinAnimFlag.LEFT_LEG_DISABLED, // LEG1 -2 0 -2 4 12 4 0 16 0 1 0 // 64x32
|
||||
|
||||
[unchecked((int)0x5da5e24a)] = SkinAnimFlag.RIGHT_LEG_DISABLED, // LEG0 -2 0 -2 4 12 4 0 16 0 0 0
|
||||
|
||||
[unchecked((int)0x4bfe0142)] = SkinAnimFlag.HEAD_OVERLAY_DISABLED, // HEADWEAR -4 -8 -4 8 8 8 32 0 0 0 0
|
||||
|
||||
// ------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
[unchecked((int)0xe693e4a3)] = SkinAnimFlag.BODY_OVERLAY_DISABLED, // BODY -4 0 -2 8 12 4 16 32 0 0 0
|
||||
[unchecked((int)0x8e322609)] = SkinAnimFlag.BODY_OVERLAY_DISABLED, // JACKET -4 0 -2 8 12 4 16 32 0 0 0
|
||||
|
||||
[unchecked((int)0x860c4433)] = SkinAnimFlag.RIGHT_ARM_OVERLAY_DISABLED, // SLEEVE0 -3 -2 -2 4 12 4 40 32 0 0 0 // classic
|
||||
[unchecked((int)0xcc0c4433)] = SkinAnimFlag.RIGHT_ARM_OVERLAY_DISABLED, // SLEEVE0 -2 -2 -2 3 12 4 40 32 0 0 0 // slim
|
||||
|
||||
[unchecked((int)0x91407908)] = SkinAnimFlag.LEFT_ARM_OVERLAY_DISABLED, // SLEEVE1 -1 -2 -2 4 12 4 48 48 0 0 0 // classic
|
||||
[unchecked((int)0x79807908)] = SkinAnimFlag.LEFT_ARM_OVERLAY_DISABLED, // SLEEVE1 -1 -2 -2 3 12 4 48 48 0 0 0 // slim
|
||||
|
||||
[unchecked((int)0x4de0238a)] = SkinAnimFlag.RIGHT_LEG_OVERLAY_DISABLED, // PANTS0 -2 0 -2 4 12 4 0 32 0 0 0
|
||||
|
||||
[unchecked((int)0x176f238a)] = SkinAnimFlag.LEFT_LEG_OVERLAY_DISABLED, // PANTS1 -2 0 -2 4 12 4 0 48 0 0 0
|
||||
};
|
||||
|
||||
public static readonly string[] ValidBoxTypes = BaseTypes.Concat(OverlayTypes).ToArray();
|
||||
|
||||
public string Type { get; }
|
||||
public Vector3 Pos { get; }
|
||||
public Vector3 Size { get; }
|
||||
public Vector2 UV { get; }
|
||||
public bool HideWithArmor { get; }
|
||||
public bool Mirror { get; }
|
||||
public float Scale { get; }
|
||||
|
||||
public SkinBOX(string type, Vector3 pos, Vector3 size, Vector2 uv,
|
||||
bool hideWithArmor = false, bool mirror = false, float scale = 0.0f)
|
||||
{
|
||||
Type = type;
|
||||
Pos = pos;
|
||||
Size = size;
|
||||
UV = uv;
|
||||
HideWithArmor = hideWithArmor;
|
||||
Mirror = mirror;
|
||||
Scale = scale;
|
||||
}
|
||||
|
||||
public static SkinBOX FromString(string value)
|
||||
{
|
||||
var arguments = value.TrimEnd('\n', '\r', ' ').Split(' ');
|
||||
if (arguments.Length < 9)
|
||||
{
|
||||
throw new ArgumentException("Arguments must have at least a length of 9");
|
||||
}
|
||||
var type = arguments[0];
|
||||
Vector3 pos = TryGetVector3(arguments, 1);
|
||||
Vector3 size = TryGetVector3(arguments, 4);
|
||||
Vector2 uv = TryGetVector2(arguments, 7);
|
||||
|
||||
bool hideWithArmor = arguments.IndexInRange(9) && arguments[9] == "1";
|
||||
bool mirror = arguments.IndexInRange(10) && arguments[10] == "1";
|
||||
float scale = default;
|
||||
if (arguments.IndexInRange(11))
|
||||
float.TryParse(arguments[11], out scale);
|
||||
return new SkinBOX(type, pos, size, uv, hideWithArmor, mirror, scale);
|
||||
}
|
||||
|
||||
public bool IsValidType() => IsValidType(Type);
|
||||
|
||||
public static bool IsValidType(string type) => ValidBoxTypes.Contains(type);
|
||||
|
||||
public bool IsBasePart() => IsBasePart(Type);
|
||||
|
||||
public static bool IsBasePart(string type) => BaseTypes.Contains(type);
|
||||
|
||||
public bool IsOverlayPart() => IsOverlayPart(Type);
|
||||
|
||||
public static bool IsOverlayPart(string type) => OverlayTypes.Contains(type);
|
||||
|
||||
public KeyValuePair<string, string> ToProperty()
|
||||
{
|
||||
return new KeyValuePair<string, string>("BOX", ToString());
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return
|
||||
$"{Type} {Pos.X} {Pos.Y} {Pos.Z} {Size.X} {Size.Y} {Size.Z} {UV.X} {UV.Y} {Convert.ToInt32(HideWithArmor)} {Convert.ToInt32(Mirror)} {Scale}"
|
||||
.Replace(',', '.');
|
||||
}
|
||||
|
||||
private static Vector2 TryGetVector2(string[] arguments, int startIndex)
|
||||
{
|
||||
float.TryParse(arguments[startIndex], out float x);
|
||||
float.TryParse(arguments[startIndex + 1], out float y);
|
||||
return new Vector2(x, y);
|
||||
}
|
||||
|
||||
private static Vector3 TryGetVector3(string[] arguments, int startIndex)
|
||||
{
|
||||
Vector2 xy = TryGetVector2(arguments, startIndex);
|
||||
float.TryParse(arguments[startIndex + 2], out float z);
|
||||
return new Vector3(xy, z);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
int hashCode = -1311939065;
|
||||
hashCode = hashCode * -1521134295 + EqualityComparer<string>.Default.GetHashCode(Type);
|
||||
hashCode = hashCode * -1521134295 + Pos.GetHashCode();
|
||||
hashCode = hashCode * -1521134295 + Size.GetHashCode();
|
||||
hashCode = hashCode * -1521134295 + UV.GetHashCode();
|
||||
hashCode = hashCode * -1521134295 + HideWithArmor.GetHashCode();
|
||||
hashCode = hashCode * -1521134295 + Mirror.GetHashCode();
|
||||
hashCode = hashCode * -1521134295 + Scale.GetHashCode();
|
||||
return hashCode;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
using System;
|
||||
using System.Globalization;
|
||||
|
||||
namespace PckStudio.Core.Skin
|
||||
{
|
||||
public sealed class SkinIdentifier : IFormattable
|
||||
{
|
||||
public int Id { get; }
|
||||
|
||||
public SkinIdentifier(int id)
|
||||
{
|
||||
Id = id;
|
||||
}
|
||||
|
||||
public static implicit operator int(SkinIdentifier _this) => _this.Id;
|
||||
|
||||
public string ToString(string format, IFormatProvider formatProvider) => Id.ToString(format, formatProvider);
|
||||
|
||||
public string ToString(string format) => Id.ToString(format, NumberFormatInfo.CurrentInfo);
|
||||
|
||||
public override string ToString() => Id.ToString(NumberFormatInfo.CurrentInfo);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
namespace PckStudio.Core.Skin
|
||||
{
|
||||
public sealed class SkinMetaData
|
||||
{
|
||||
public string Name { get; }
|
||||
public string Theme { get; }
|
||||
|
||||
public SkinMetaData(string name, string theme)
|
||||
{
|
||||
Name = name;
|
||||
Theme = theme;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OMI.Formats.Pck;
|
||||
|
||||
namespace PckStudio.Core.Skin
|
||||
{
|
||||
public sealed class SkinModel
|
||||
{
|
||||
public readonly List<SkinBOX> AdditionalBoxes;
|
||||
public readonly List<SkinPartOffset> PartOffsets;
|
||||
|
||||
public SkinModel()
|
||||
{
|
||||
AdditionalBoxes = new List<SkinBOX>();
|
||||
PartOffsets = new List<SkinPartOffset>(5);
|
||||
}
|
||||
|
||||
public SkinModel(IEnumerable<SkinBOX> additionalBoxes, IEnumerable<SkinPartOffset> partOffsets)
|
||||
{
|
||||
AdditionalBoxes = new List<SkinBOX>(additionalBoxes);
|
||||
PartOffsets = new List<SkinPartOffset>(partOffsets);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,81 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
using PckStudio.Core.Extensions;
|
||||
using System.Diagnostics;
|
||||
using System.Text.RegularExpressions;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace PckStudio.Core.Skin
|
||||
{
|
||||
public readonly struct SkinPartOffset
|
||||
{
|
||||
private static readonly Regex sWhitespace = new Regex(@"\s+");
|
||||
public static string ReplaceWhitespace(string input, string replacement)
|
||||
{
|
||||
return sWhitespace.Replace(input, replacement);
|
||||
}
|
||||
|
||||
public static readonly string[] ValidModelOffsetTypes = new string[]
|
||||
{
|
||||
//! See: 0x02af8a20 - 0x02af8ed8 (Wii U Editon)
|
||||
"HEAD",
|
||||
"BODY",
|
||||
"ARM0",
|
||||
"ARM1",
|
||||
"LEG0",
|
||||
"LEG1",
|
||||
|
||||
"TOOL0",
|
||||
"TOOL1",
|
||||
|
||||
"HELMET",
|
||||
"SHOULDER0",
|
||||
"SHOULDER1",
|
||||
"CHEST",
|
||||
"WAIST",
|
||||
"PANTS0",
|
||||
"PANTS1",
|
||||
"BOOT0",
|
||||
"BOOT1",
|
||||
};
|
||||
|
||||
public string Type { get; }
|
||||
public float Value { get; }
|
||||
|
||||
public SkinPartOffset(string type, float value)
|
||||
{
|
||||
Type = type;
|
||||
Value = value;
|
||||
}
|
||||
|
||||
public static SkinPartOffset FromString(string offsetFormatString)
|
||||
{
|
||||
string[] offset = ReplaceWhitespace(offsetFormatString.TrimEnd('\n', '\r', ' '), ",").Split(',');
|
||||
if (offset.Length < 3)
|
||||
throw new InvalidDataException("Format string does not contain enough data.");
|
||||
|
||||
string type = offset[0];
|
||||
|
||||
if (!ValidModelOffsetTypes.Contains(type))
|
||||
{
|
||||
Debug.WriteLine($"'{type}' is an invalid offset type.", category: nameof(SkinPartOffset));
|
||||
}
|
||||
|
||||
// Ignore => Y assumed
|
||||
//if (offset[1] != "Y")
|
||||
|
||||
if (!float.TryParse(offset[2], out float value))
|
||||
{
|
||||
Debug.WriteLine($"Failed to parse y offset for: '{type}'", category: nameof(SkinPartOffset));
|
||||
}
|
||||
return new SkinPartOffset(type, value);
|
||||
}
|
||||
|
||||
public KeyValuePair<string, string> ToProperty()
|
||||
{
|
||||
string value = $"{Type} Y {Value}";
|
||||
return new KeyValuePair<string, string>("OFFSET", value.Replace(',', '.'));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user