mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
synced 2026-08-08 15:02:03 +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
481 lines
20 KiB
C#
481 lines
20 KiB
C#
using System;
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using System.Linq;
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using System.Text;
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using System.Drawing;
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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.Drawing.Drawing2D;
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using System.Collections.Generic;
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using PckStudio.Controls;
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using PckStudio.Properties;
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using PckStudio.Forms.Additional_Popups;
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using PckStudio.Core.Skin;
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using PckStudio.Core.Extensions;
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using PckStudio.Interfaces;
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using PckStudio.ModelSupport;
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using PckStuido.ModelSupport.Extension;
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namespace PckStudio.Forms.Editor
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{
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public partial class CustomSkinEditor : EditorForm<Skin>
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{
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private const float cOffsetMaximum = 100_000f;
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private Random _rng;
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private bool _inflateOverlayParts;
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private bool _allowInflate;
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private BindingSource _skinPartListBindingSource;
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private BindingSource _skinOffsetListBindingSource;
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private Core.App.SettingsManager _settingsManager;
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private static GraphicsConfig _graphicsConfig = new GraphicsConfig()
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{
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InterpolationMode = InterpolationMode.NearestNeighbor,
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PixelOffsetMode = PixelOffsetMode.HighQuality,
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};
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private CustomSkinEditor() : this(null, null)
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{ }
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public CustomSkinEditor(Skin skin, ISaveContext<Skin> saveContext, bool inflateOverlayParts = false, bool allowInflate = false)
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: base(skin, saveContext)
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{
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InitializeComponent();
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InitializeRenderSettings();
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_rng = new Random();
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_skinPartListBindingSource = new BindingSource(renderer3D1.ModelData, null);
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skinPartListBox.DataSource = _skinPartListBindingSource;
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skinPartListBox.DisplayMember = "Type";
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_allowInflate = allowInflate;
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_inflateOverlayParts = inflateOverlayParts;
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}
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private void InitializeRenderSettings()
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{
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_settingsManager = Core.App.SettingsManager.CreateSettings();
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_settingsManager.AddSetting("shouldAnimate" , true , "Animate skin" , state => renderer3D1.Animate = state);
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_settingsManager.AddSetting("lockMouse" , true , "Lock mouse when paning/rotating", state => renderer3D1.LockMousePosition = state);
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_settingsManager.AddSetting("showGuidelines" , false, "Show guidelines" , state => renderer3D1.ShowGuideLines = state);
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_settingsManager.AddSetting("showBoundingBox", false, "Show Bounding Box" , state => renderer3D1.ShowBoundingBox = state);
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}
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protected override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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renderer3D1.Initialize(_inflateOverlayParts);
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renderer3D1.GuideLineColor = Color.LightCoral;
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skinNameLabel.Text = EditorValue.MetaData.Name;
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if (EditorValue.HasCape)
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renderer3D1.CapeTexture = EditorValue.CapeTexture;
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LoadModelData();
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}
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protected override bool ProcessDialogKey(Keys keyData)
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{
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if (keyData == Keys.A)
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{
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using var animeditor = new ANIMEditor(EditorValue.Anim);
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if (animeditor.ShowDialog() == DialogResult.OK)
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{
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renderer3D1.ANIM = EditorValue.Anim = animeditor.ResultAnim;
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skinPartListBox_SelectedIndexChanged(this, EventArgs.Empty);
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}
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return true;
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}
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return base.ProcessDialogKey(keyData);
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}
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private void LoadModelData()
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{
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SkinModel modelInfo = EditorValue.Model;
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List<SkinBOX> boxProperties = modelInfo.AdditionalBoxes;
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List<SkinPartOffset> offsetProperties = modelInfo.PartOffsets;
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renderer3D1.ANIM = EditorValue.Anim;
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renderer3D1.ModelData.Clear();
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foreach (SkinBOX box in boxProperties)
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{
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renderer3D1.ModelData.Add(box);
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}
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renderer3D1.ResetOffsets();
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foreach (SkinPartOffset offset in offsetProperties)
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{
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renderer3D1.SetPartOffset(offset);
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}
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if (EditorValue.Texture is not null)
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{
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renderer3D1.Texture = EditorValue.Texture;
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}
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if (EditorValue.Texture is null && renderer3D1.Texture is not null)
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{
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EditorValue.Texture = renderer3D1.Texture;
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}
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_skinOffsetListBindingSource = new BindingSource(renderer3D1.GetOffsets().ToArray(), null);
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offsetListBox.DataSource = _skinOffsetListBindingSource;
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offsetListBox.DisplayMember = "Type";
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offsetListBox.ValueMember = "Value";
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_skinPartListBindingSource.ResetBindings(false);
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_skinOffsetListBindingSource.ResetBindings(false);
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}
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private void GenerateUVTextureMap(SkinBOX skinBox)
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{
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if (EditorValue?.Texture is null)
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{
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Trace.TraceWarning($"[{nameof(CustomSkinEditor)}@{nameof(GenerateUVTextureMap)}] Failed to generate uv for {skinBox}. Reason: Model.Texture was null");
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return;
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}
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using (Graphics graphics = Graphics.FromImage(EditorValue.Texture))
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{
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graphics.ApplyConfig(_graphicsConfig);
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int argb = _rng.Next(unchecked((int)0xFF000000), -1);
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var color = Color.FromArgb(argb);
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Brush brush = new SolidBrush(color);
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graphics.FillPath(brush, skinBox.GetUVGraphicsPath());
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}
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renderer3D1.Texture = EditorValue.Texture;
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}
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private void createToolStripMenuItem_Click(object sender, EventArgs e)
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{
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var boxEditor = new BoxEditor(SkinBOX.DefaultHead, _allowInflate);
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if (boxEditor.ShowDialog() == DialogResult.OK)
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{
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SkinBOX newBox = boxEditor.Result;
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renderer3D1.ModelData.Add(newBox);
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EditorValue.Model.AdditionalBoxes.Add(newBox);
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_skinPartListBindingSource.ResetBindings(false);
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if (generateTextureCheckBox.Checked)
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GenerateUVTextureMap(newBox);
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}
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}
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private void exportTextureButton_Click(object sender, EventArgs e)
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{
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if (EditorValue?.Texture is null)
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{
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Trace.TraceWarning($"[{nameof(CustomSkinEditor)}@{nameof(exportTextureButton_Click)}] Failed to export texture. Reason: skin.Model.Texture was null");
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return;
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}
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using SaveFileDialog saveFileDialog = new SaveFileDialog();
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saveFileDialog.Filter = "PNG Image Files | *.png";
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if (saveFileDialog.ShowDialog() == DialogResult.OK)
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{
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EditorValue.Texture.Save(saveFileDialog.FileName, ImageFormat.Png);
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}
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}
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private void importTextureButton_Click(object sender, EventArgs e)
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{
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OpenFileDialog openFileDialog = new OpenFileDialog();
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openFileDialog.Filter = "PNG Image Files | *.png";
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openFileDialog.Title = "Select Skin Texture";
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if (openFileDialog.ShowDialog() == DialogResult.OK)
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{
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generateTextureCheckBox.Checked = false;
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renderer3D1.Texture = Image.FromFile(openFileDialog.FileName).ReleaseFromFile();
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}
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}
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private void buttonDone_Click(object sender, EventArgs e)
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{
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EditorValue.Model.AdditionalBoxes.Clear();
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EditorValue.Model.AdditionalBoxes.AddRange(renderer3D1.ModelData);
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EditorValue.Model.PartOffsets.Clear();
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EditorValue.Model.PartOffsets.AddRange(renderer3D1.GetOffsets());
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// just in case they're not the same instance
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EditorValue.Anim = renderer3D1.ANIM;
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DialogResult = DialogResult.OK;
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}
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private void exportSkinButton_Click(object sender, EventArgs e)
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{
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SaveFileDialog saveFileDialog = new SaveFileDialog();
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saveFileDialog.Title = "Save Model File";
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saveFileDialog.Filter = SkinModelImporter.Default.SupportedModelFileFormatsFilter;
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saveFileDialog.FileName = EditorValue.MetaData.Name.TrimEnd(new char[] { '\n', '\r' }).Replace(' ', '_');
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if (saveFileDialog.ShowDialog() == DialogResult.OK)
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SkinModelImporter.Default.Export(saveFileDialog.FileName, EditorValue.GetModelInfo());
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}
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private void importSkinButton_Click(object sender, EventArgs e)
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{
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OpenFileDialog openFileDialog = new OpenFileDialog();
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openFileDialog.Title = "Select Model File";
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openFileDialog.Filter = SkinModelImporter.Default.SupportedModelFileFormatsFilter;
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if (MessageBox.Show("Import custom model project file? Your current work will be lost!", "", MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation, MessageBoxDefaultButton.Button1) == DialogResult.Yes && openFileDialog.ShowDialog() == DialogResult.OK)
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{
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SkinModelInfo modelInfo = SkinModelImporter.Default.Import(openFileDialog.FileName);
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if (modelInfo is not null)
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{
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EditorValue.SetModelInfo(modelInfo);
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LoadModelData();
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}
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}
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}
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private void cloneToolStripMenuItem_Click(object sender, EventArgs e)
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{
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if (skinPartListBox.SelectedItem is SkinBOX box)
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{
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SkinBOX clone = box;
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renderer3D1.ModelData.Add(clone);
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EditorValue.Model.AdditionalBoxes.Add(clone);
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_skinPartListBindingSource.ResetBindings(false);
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}
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}
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private void deleteToolStripMenuItem_Click(object sender, EventArgs e)
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{
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if (skinPartListBox.SelectedItem is SkinBOX box)
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{
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renderer3D1.ModelData.Remove(box);
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EditorValue.Model.AdditionalBoxes.Remove(box);
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_skinPartListBindingSource.ResetBindings(false);
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}
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}
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private void CustomSkinEditor_FormClosing(object sender, FormClosingEventArgs e)
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{
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renderer3D1.Dispose();
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}
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private void outlineColorButton_Click(object sender, EventArgs e)
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{
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ColorDialog colorDialog = new ColorDialog();
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colorDialog.SolidColorOnly = true;
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if (colorDialog.ShowDialog() == DialogResult.OK)
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{
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renderer3D1.GuideLineColor = colorDialog.Color;
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skinPartListBox_SelectedIndexChanged(sender, e);
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}
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}
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private void renderer3D1_TextureChanging(object sender, Rendering.TextureChangingEventArgs e)
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{
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Image texture = e.NewTexture;
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// Skins can only be a 1:1 ratio (base 64x64) or a 2:1 ratio (base 64x32)
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if (Settings.Default.ValidateImageDimension && texture.Width != texture.Height && texture.Height != texture.Width / 2)
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{
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e.Cancel = true;
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MessageBox.Show("The selected image does not suit a skin texture.", "Invalid image dimensions.", MessageBoxButtons.OK, MessageBoxIcon.Error);
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return;
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}
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uvPictureBox.Image = EditorValue.Texture = texture;
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textureSizeLabel.Text = $"{texture.Width}x{texture.Height}";
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}
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private void skinPartListBox_DoubleClick(object sender, EventArgs e)
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{
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if (skinPartListBox.SelectedItem is SkinBOX box)
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{
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var boxEditor = new BoxEditor(box, _allowInflate);
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if (boxEditor.ShowDialog() == DialogResult.OK)
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{
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renderer3D1.ModelData[skinPartListBox.SelectedIndex] = boxEditor.Result;
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_skinPartListBindingSource.ResetItem(skinPartListBox.SelectedIndex);
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}
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}
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}
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// TODO: fixed outline rendering
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private void skinPartListBox_SelectedIndexChanged(object sender, EventArgs e)
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{
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int scale = 1;
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renderer3D1.SelectedIndices = skinPartListBox.SelectedIndices.Cast<int>().ToArray();
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StringBuilder uv_sb = new StringBuilder();
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StringBuilder size_sb = new StringBuilder();
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StringBuilder pos_sb = new StringBuilder();
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foreach (SkinBOX b in skinPartListBox.SelectedItems.Cast<SkinBOX>())
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{
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uv_sb.Append(b.UV);
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uv_sb.Append(", ");
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size_sb.Append(b.Size);
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size_sb.Append(", ");
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pos_sb.Append(b.Pos);
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pos_sb.Append(", ");
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}
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uvLabel.Text = $"UV: {uv_sb}";
|
|
sizeLabel.Text = $"Size: {size_sb}";
|
|
positionLabel.Text = $"Position: {pos_sb}";
|
|
|
|
// TODO: highlight all selected boxes
|
|
if (skinPartListBox.SelectedItem is SkinBOX box)
|
|
{
|
|
|
|
Image uvArea = EditorValue.Texture.GetArea(Rectangle.Truncate(new RectangleF(box.UV.X, box.UV.Y, box.Size.X * 2 + box.Size.Z * 2, box.Size.Z + box.Size.Y)));
|
|
|
|
Bitmap refImg = new Bitmap(1, 1);
|
|
|
|
using (var g = Graphics.FromImage(refImg))
|
|
{
|
|
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
|
|
g.DrawImage(uvArea, new Rectangle(0, 0, 1, 1));
|
|
}
|
|
|
|
Color avgColor = refImg.GetPixel(0, 0);
|
|
renderer3D1.HighlightlingColor = avgColor.Inversed();
|
|
|
|
Size scaleSize = new Size(EditorValue.Texture.Width * scale, EditorValue.Texture.Height * scale);
|
|
uvPictureBox.Image = new Bitmap(scaleSize.Width, scaleSize.Height);
|
|
using (Graphics g = Graphics.FromImage(uvPictureBox.Image))
|
|
{
|
|
GraphicsPath graphicsPath = box.GetUVGraphicsPath(new System.Numerics.Vector2(scaleSize.Width * renderer3D1.TillingFactor.X, scaleSize.Height * renderer3D1.TillingFactor.Y));
|
|
var brush = new SolidBrush(Color.FromArgb(127, avgColor.GreyScaled()));
|
|
g.ApplyConfig(_graphicsConfig);
|
|
g.DrawImage(EditorValue.Texture, new Rectangle(Point.Empty, scaleSize), new Rectangle(Point.Empty, EditorValue.Texture.Size), GraphicsUnit.Pixel);
|
|
g.FillPath(brush, graphicsPath);
|
|
}
|
|
uvPictureBox.Invalidate();
|
|
}
|
|
}
|
|
|
|
private void captureScreenshotButton_Click(object sender, EventArgs e)
|
|
{
|
|
using SaveFileDialog saveFileDialog = new SaveFileDialog()
|
|
{
|
|
Filter = "PNG|*.png"
|
|
};
|
|
if (saveFileDialog.ShowDialog() == DialogResult.OK)
|
|
{
|
|
renderer3D1.GetThumbnail().Save(saveFileDialog.FileName, ImageFormat.Png);
|
|
}
|
|
}
|
|
|
|
private void showArmorCheckbox_CheckedChanged(object sender, EventArgs e)
|
|
{
|
|
renderer3D1.ShowArmor = showArmorCheckbox.Checked;
|
|
}
|
|
|
|
private void skinPartListBox_KeyUp(object sender, KeyEventArgs e)
|
|
{
|
|
switch (e.KeyCode)
|
|
{
|
|
case Keys.Delete:
|
|
deleteToolStripMenuItem_Click(sender, e);
|
|
break;
|
|
case Keys.Escape:
|
|
ClearSelection();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void ReloadOffsetList()
|
|
{
|
|
_skinOffsetListBindingSource = new BindingSource(renderer3D1.GetOffsets().ToArray(), null);
|
|
offsetListBox.DataSource = _skinOffsetListBindingSource;
|
|
_skinOffsetListBindingSource.ResetBindings(false);
|
|
}
|
|
|
|
private void addOffsetToolStripMenuItem_Click(object sender, EventArgs e)
|
|
{
|
|
var offsets = renderer3D1.GetOffsets().Select(offset => offset.Type).ToList();
|
|
string[] available = SkinPartOffset.ValidModelOffsetTypes.Where(s => !offsets.Contains(s)).ToArray();
|
|
using ItemSelectionPopUp typeSelection = new ItemSelectionPopUp(available);
|
|
using NumericPrompt valuePrompt = new NumericPrompt(0f, -cOffsetMaximum, cOffsetMaximum);
|
|
valuePrompt.DecimalPlaces = 1;
|
|
valuePrompt.ValueStep = (decimal)0.1f;
|
|
if (typeSelection.ShowDialog() == DialogResult.OK && valuePrompt.ShowDialog() == DialogResult.OK)
|
|
{
|
|
renderer3D1.SetPartOffset(typeSelection.SelectedItem, (float)valuePrompt.SelectedValue);
|
|
ReloadOffsetList();
|
|
}
|
|
}
|
|
|
|
private void removeOffsetToolStripMenuItem_Click(object sender, EventArgs e)
|
|
{
|
|
if (offsetListBox.SelectedItem is not SkinPartOffset offset)
|
|
return;
|
|
renderer3D1.SetPartOffset(offset.Type, 0f);
|
|
ReloadOffsetList();
|
|
}
|
|
|
|
private void offsetListBox_DoubleClick(object sender, EventArgs e)
|
|
{
|
|
if (offsetListBox.SelectedItem is not SkinPartOffset offset)
|
|
return;
|
|
|
|
using NumericPrompt valuePrompt = new NumericPrompt(offset.Value, -cOffsetMaximum, cOffsetMaximum);
|
|
valuePrompt.ToolTipText = "Set new Value for " + offset.Type;
|
|
valuePrompt.DecimalPlaces = 1;
|
|
valuePrompt.ValueStep = (decimal)0.1f;
|
|
if (valuePrompt.ShowDialog() == DialogResult.OK)
|
|
{
|
|
renderer3D1.SetPartOffset(offset.Type, (float)valuePrompt.SelectedValue);
|
|
ReloadOffsetList();
|
|
}
|
|
}
|
|
|
|
private void skinPartListBox_MouseClick(object sender, MouseEventArgs e)
|
|
{
|
|
if (skinPartListBox.IndexFromPoint(e.X, e.Y) == -1)
|
|
ClearSelection();
|
|
}
|
|
|
|
private void ClearSelection()
|
|
{
|
|
skinPartListBox.ClearSelected();
|
|
uvPictureBox.Image = EditorValue.Texture;
|
|
}
|
|
|
|
|
|
private void centerSelectionCheckbox_CheckedChanged(object sender, EventArgs e)
|
|
{
|
|
renderer3D1.CenterOnSelect = centerSelectionCheckbox.Checked;
|
|
}
|
|
|
|
private void generateUvTextureToolStripMenuItem_Click(object sender, EventArgs e)
|
|
{
|
|
if (skinPartListBox.SelectedItem is SkinBOX skinBox)
|
|
{
|
|
GenerateUVTextureMap(skinBox);
|
|
}
|
|
}
|
|
|
|
private void renderSettingsButton_Click(object sender, EventArgs e)
|
|
{
|
|
using AppSettingsForm settingsForm = new AppSettingsForm("Render Settings", _settingsManager.GetSettings());
|
|
settingsForm.ShowDialog();
|
|
}
|
|
|
|
private string SanitizeModelFilename(in string modelFilename)
|
|
{
|
|
return string.IsNullOrWhiteSpace(modelFilename) ? "template" : modelFilename.TrimEnd(new char[] { '\n', '\r' }).Replace(' ', '_');
|
|
}
|
|
|
|
private void exportTemplateButton_Click(object sender, EventArgs e)
|
|
{
|
|
Image templateTexture = Resources.classic_template;
|
|
SkinAnimMask templateAnimMask = SkinAnimMask.RESOLUTION_64x64;
|
|
|
|
SaveFileDialog saveFileDialog = new SaveFileDialog();
|
|
saveFileDialog.Title = "Save Template Model";
|
|
saveFileDialog.Filter = SkinModelImporter.Default.SupportedModelFileFormatsFilter;
|
|
saveFileDialog.FileName = SanitizeModelFilename(EditorValue.MetaData.Name);
|
|
if (saveFileDialog.ShowDialog() == DialogResult.OK)
|
|
{
|
|
SkinModelInfo modelInfo = new SkinModelInfo(templateTexture, templateAnimMask, new SkinModel());
|
|
SkinModelImporter.Default.Export(saveFileDialog.FileName, modelInfo);
|
|
}
|
|
}
|
|
|
|
private void animEditorButton_Click(object sender, EventArgs e)
|
|
{
|
|
ProcessDialogKey(Keys.A);
|
|
}
|
|
}
|
|
} |