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FF7Skeleton.cs
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FF7Skeleton.cs
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using System;
using System.Windows.Forms;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace KimeraCS
{
using Defines;
using static FrmSkeletonEditor;
using static FF7FieldSkeleton;
using static FF7FieldAnimation;
using static FF7BattleSkeleton;
using static FF7BattleAnimationsPack;
using static FF7BattleAnimation;
using static FF7FieldRSDResource;
using static FF7PModel;
using static FF7TMDModel;
using static FF7TEXTexture;
using static Lighting;
using static OpenGL32;
using static GDI32;
using static Utils;
using static FileTools;
public static class FF7Skeleton
{
// This will tell to all the tool which type of skeleton/model we have loaded
// Possible values:
// -1: Error (file not exists, error opening file...)
// 0: Field P Model
// 1: Battle P Model
// 2: Magic P Model
// 3: Field Skeleton
// 4: Battle Skeleton
// 5: Magic Skeleton
// 6: 3DS Model
public const int K_P_FIELD_MODEL = 0;
public const int K_P_BATTLE_MODEL = 1;
public const int K_P_MAGIC_MODEL = 2;
public const int K_HRC_SKELETON = 3;
public const int K_AA_SKELETON = 4;
public const int K_MAGIC_SKELETON = 5;
public const int K_3DS_MODEL = 6;
public static int modelType = -1;
// Animation constants for skeleton
public const int K_FRAME_BONE_ROTATION = 0;
public const int K_FRAME_ROOT_ROTATION = 1;
public const int K_FRAME_ROOT_TRANSLATION = 2;
// Global vars
public static FieldSkeleton fSkeleton;
public static FieldAnimation fAnimation;
public static BattleSkeleton bSkeleton;
public static BattleAnimationsPack bAnimationsPack;
public static PModel fPModel;
public static TMDModel mTMDModel;
public static bool IsTMDModel;
public static bool IsRSDResource;
//
// Global Skeleton/Model functions/procedures
//
public static int LoadSkeleton(string strFileName, bool loadGeometryQ)
{
int iloadSkeletonResult = 1;
try
{
// First we destroy the previous loaded Field Skeleton.
if (bLoaded && (modelType >= 3 && modelType <= 5))
{
if (DestroySkeleton() != 1) iloadSkeletonResult = -2;
}
modelType = GetSkeletonType(strFileName);
if (modelType >= 3 && modelType <= 5)
{
// LOAD Skeleton
// We load the Field Skeleton into memory.
switch (modelType)
{
case K_HRC_SKELETON:
string strAnimationName = "";
// Field Skeleton (.hrc)
fSkeleton = new FieldSkeleton(strFileName, loadGeometryQ);
// We try to find some compatible Field Animation for the Field Skeleton.
// If there is no compatible field animation we have this var: strGlobalFieldAnimationName = ""
iloadSkeletonResult = SearchFirstCompatibleFieldAnimationFileName(fSkeleton,
Path.GetDirectoryName(strFileName),
ref strAnimationName);
if (iloadSkeletonResult == 1)
fAnimation = new FieldAnimation(fSkeleton,
Path.GetDirectoryName(strFileName) + "\\" + strAnimationName,
strAnimationName != "DUMMY.A");
break;
case K_AA_SKELETON:
// Battle Skeleton (aa)
bSkeleton = new BattleSkeleton(strFileName, CanHaveLimitBreak(Path.GetFileNameWithoutExtension(strFileName).ToUpper()), true);
// Normally we will have the ??DA file with the Animation Pack.
// Location Battle Models has NOT ??DA file.
// But editing models, it is possible we work without it. So, we will make something
// similiar as we did with Field Models, but we will check if ??DA file for the model exists.
bAnimationsPack = new BattleAnimationsPack(bSkeleton, strFileName);
break;
case K_MAGIC_SKELETON:
// Magic Skeleton (.d)
bSkeleton = new BattleSkeleton(strFileName, true);
// Normally we will have the *.A00 file with the Animation Pack.
// But editing models, it is possible we work without it. So, we will make something
// similiar as we did with Field Models, but we will check if *.A00 file for the model exists.
bAnimationsPack = new BattleAnimationsPack(bSkeleton, strFileName);
break;
}
}
else
{
iloadSkeletonResult = 0; // No known skeleton
}
}
catch (Exception ex)
{
MessageBox.Show(ex.Message, "Exception", MessageBoxButtons.OK);
iloadSkeletonResult = -1; // Error loading skeleton
}
return iloadSkeletonResult;
}
public static int LoadFieldSkeletonFromDB(string strFileName,
string strAnimFileName,
bool loadGeometryQ)
{
int iloadSkeletonResult = 1;
try
{
// First we destroy the previous loaded Field Skeleton.
if (bLoaded && (modelType >= 3 && modelType <= 5))
{
if (DestroySkeleton() != 1) iloadSkeletonResult = -2;
}
modelType = GetSkeletonType(strFileName);
if (modelType >= 3 && modelType <= 5)
{
// LOAD Skeleton
switch (modelType)
{
case K_HRC_SKELETON:
// We load the Field Skeleton into memory.
// Field Skeleton (.hrc)
fSkeleton = new FieldSkeleton(strFileName, loadGeometryQ);
iloadSkeletonResult = LoadAnimationFromDB(strAnimFileName);
break;
case K_AA_SKELETON:
// Battle Skeleton (aa)
bSkeleton = new BattleSkeleton(strFileName, CanHaveLimitBreak(Path.GetFileNameWithoutExtension(strFileName).ToUpper()), true);
// Normally we will have the ??DA file with the Animation Pack.
// Location Battle Models has NOT ??DA file.
// But editing models, it is possible we work without it. So, we will make something
// similiar as we did with Field Models, but we will check if ??DA file for the model exists.
bAnimationsPack = new BattleAnimationsPack(bSkeleton, strFileName);
break;
case K_MAGIC_SKELETON:
// Magic Skeleton (.d)
bSkeleton = new BattleSkeleton(strFileName, true);
// Normally we will have the ??DA file with the Animation Pack.
// Location Battle Models has NOT ??DA file.
// But editing models, it is possible we work without it. So, we will make something
// similiar as we did with Field Models, but we will check if ??DA file for the model exists.
bAnimationsPack = new BattleAnimationsPack(bSkeleton, strFileName);
break;
}
}
else
{
iloadSkeletonResult = 0; // No known skeleton
}
}
catch (Exception ex)
{
strGlobalExceptionMessage = ex.Message;
iloadSkeletonResult = -1; // Error loading skeleton
}
return iloadSkeletonResult;
}
public static int WriteSkeleton(string strFileName)
{
Point3D p_min = new Point3D();
Point3D p_max = new Point3D();
bool compileMultiPBones = false;
BattleFrame tmpwpFrame;
int isaveSkeletonResult = 0;
try
{
switch (modelType)
{
case K_HRC_SKELETON:
ComputeFieldBoundingBox(fSkeleton, fAnimation.frames[iCurrentFrameScroll], ref p_min, ref p_max);
SetCameraAroundModel(ref p_min, ref p_max, 0, 0, -2 * ComputeSceneRadius(p_min, p_max),
0, 0, 0, 1, 1, 1);
SetLights();
if (MessageBox.Show("Merge multi PModels bones in a single file?", "Confirmation", MessageBoxButtons.YesNo) == DialogResult.Yes)
compileMultiPBones = true;
ApplyFieldChanges(ref fSkeleton, fAnimation.frames[iCurrentFrameScroll], compileMultiPBones);
WriteFieldSkeleton(ref fSkeleton, strFileName);
// WriteFieldAnimation(fAnimation, saveFile.FileName);
CreateDListsFromFieldSkeleton(ref fSkeleton);
isaveSkeletonResult = 1;
break;
case K_AA_SKELETON:
case K_MAGIC_SKELETON:
if (bSkeleton.IsBattleLocation && ianimIndex > 0) ianimIndex = 0;
ComputeBattleBoundingBox(bSkeleton, bAnimationsPack.SkeletonAnimations[ianimIndex].frames[iCurrentFrameScroll], ref p_min, ref p_max);
SetCameraAroundModel(ref p_min, ref p_max, 0, 0, -2 * ComputeSceneRadius(p_min, p_max),
0, 0, 0, 1, 1, 1);
SetLights();
tmpwpFrame = new BattleFrame();
if (bSkeleton.nsWeaponsAnims > 0) tmpwpFrame = bAnimationsPack.WeaponAnimations[0].frames[0];
ApplyBattleChanges(ref bSkeleton, bAnimationsPack.SkeletonAnimations[0].frames[0], tmpwpFrame);
if (modelType == K_AA_SKELETON)
{
// Battle model (*AA)
WriteBattleSkeleton(ref bSkeleton, strFileName);
}
else
{
// Magic model (*.D)
WriteMagicSkeleton(ref bSkeleton, strFileName);
}
// WriteBattleAnimationsPack(bAnimationsPack, strFileNameAnimationsPack);
// CheckWriteBattleAnimationsPack(bAnimationsPack, strFileNameAnimationsPack);
CreateDListsFromBattleSkeleton(ref bSkeleton);
isaveSkeletonResult = 1;
break;
}
}
catch (Exception ex)
{
strGlobalExceptionMessage = ex.Message;
isaveSkeletonResult = -1;
}
return isaveSkeletonResult;
}
public static int DestroySkeleton()
{
int iDestroySkeletonResult = 1;
try
{
switch (modelType)
{
case K_HRC_SKELETON:
DestroyFieldSkeleton(fSkeleton);
break;
case K_AA_SKELETON:
case K_MAGIC_SKELETON:
DestroyBattleSkeleton(bSkeleton);
break;
}
// Clear PanelModel PictureBox
bLoaded = false;
ClearPanel();
glFlush();
SwapBuffers(panelModelDC);
}
catch
{
iDestroySkeletonResult = -1;
}
return iDestroySkeletonResult;
}
public static int GetSkeletonType(string strFileName)
{
int iSkeletonType = -1;
string tmpFileName;
if (strFileName.Length > 0)
{
switch (Path.GetExtension(strFileName).ToUpper())
{
case ".HRC":
iSkeletonType = 3;
strGlobalFieldSkeletonName = Path.GetFileNameWithoutExtension(strFileName).ToUpper();
strGlobalFieldSkeletonFileName = Path.GetFileName(strFileName).ToUpper();
break;
case "":
tmpFileName = Path.GetFileNameWithoutExtension(strFileName).ToUpper();
if (tmpFileName.Length > 2)
{
if (tmpFileName[tmpFileName.Length - 1] == 'A' && tmpFileName[tmpFileName.Length - 2] == 'A')
{
strGlobalBattleSkeletonName = Path.GetFileNameWithoutExtension(strFileName).ToUpper();
strGlobalBattleSkeletonFileName = Path.GetFileName(strFileName).ToUpper();
iSkeletonType = 4;
}
}
break;
case ".D":
iSkeletonType = 5;
strGlobalMagicSkeletonName = Path.GetFileNameWithoutExtension(strFileName).ToUpper();
strGlobalMagicSkeletonFileName = Path.GetFileName(strFileName).ToUpper();
break;
}
}
return iSkeletonType;
}
public static int WritePModel(string strFileName)
{
Point3D p_min = new Point3D();
Point3D p_max = new Point3D();
int isaveModelResult = 0;
try
{
switch (modelType)
{
case K_P_FIELD_MODEL:
case K_P_BATTLE_MODEL:
case K_P_MAGIC_MODEL:
case K_3DS_MODEL:
glMatrixMode(GLMatrixModeList.GL_MODELVIEW);
glPushMatrix();
SetCameraModelViewQuat(fPModel.repositionX, fPModel.repositionY, fPModel.repositionZ,
fPModel.rotationQuaternion,
fPModel.resizeX, fPModel.resizeY, fPModel.resizeZ);
ApplyPChanges(ref fPModel, Path.GetExtension(strFileName).ToUpper() != ".P");
ComputePModelBoundingBox(fPModel, ref p_min, ref p_max);
SetCameraAroundModel(ref p_min, ref p_max,
0, 0, -2 * ComputeSceneRadius(p_min, p_max),
0, 0, 0, 1, 1, 1);
SetLights();
if (glIsEnabled(GLCapability.GL_LIGHTING)) ApplyCurrentVColors(ref fPModel);
glPopMatrix();
WriteGlobalPModel(ref fPModel, strFileName);
CreateDListsFromPModel(ref fPModel);
isaveModelResult = 1;
break;
}
}
catch
{
isaveModelResult = -1;
}
return isaveModelResult;
}
public static int LoadRSDResourceModel(string strRSDFolder, string strRSDName)
{
int iLoadRSDResourceModelResult = 0;
string strfAnimation = "";
FieldBone tmpfBone;
FieldRSDResource tmpfRSDResource;
List<TEX> textures_pool = new List<TEX>();
try
{
// Create fSkeleton with 1 bone
fSkeleton = new FieldSkeleton()
{
nBones = 1,
fileName = strRSDName,
name = strRSDName,
bones = new List<FieldBone>(),
};
// Load RSD Resource
tmpfBone = new FieldBone()
{
len = 1,
joint_f = "null",
joint_i = "root",
nResources = 1,
fRSDResources = new List<FieldRSDResource>(),
resizeX = 1,
resizeY = 1,
resizeZ = 1,
};
tmpfRSDResource = new FieldRSDResource(strRSDName, ref textures_pool, strRSDFolder);
tmpfBone.fRSDResources.Add(tmpfRSDResource);
fSkeleton.bones.Add(tmpfBone);
// Create the Dummy animation (normally individual RSD Resource has not own animation)
fAnimation = new FieldAnimation(fSkeleton,
strRSDFolder + "\\" + strfAnimation,
false);
modelType = K_HRC_SKELETON;
IsRSDResource = true;
}
catch (Exception ex)
{
strGlobalExceptionMessage = ex.Message;
MessageBox.Show("There has been some error loading RSD Resource: " + strRSDName + ".", "Error");
iLoadRSDResourceModelResult = -1;
}
return iLoadRSDResourceModelResult;
}
////////////////////////////////////////////////////////////////////////////////////////////////
// Global Animation functions/procedures
////////////////////////////////////////////////////////////////////////////////////////////////
public static int WriteAnimation(string strFileName)
{
int isaveAnimationResult = 0;
try
{
switch (modelType)
{
case K_HRC_SKELETON:
WriteFieldAnimation(fAnimation, strFileName);
isaveAnimationResult = 1;
break;
case K_AA_SKELETON:
case K_MAGIC_SKELETON:
isaveAnimationResult = WriteBattleAnimationsPack(ref bAnimationsPack, strFileName);
break;
}
}
catch (Exception ex)
{
strGlobalExceptionMessage = ex.Message;
isaveAnimationResult = -1;
}
return isaveAnimationResult;
}
public static bool NumAnimFramesIsOne()
{
bool iNumAnimFramesIsOneResult = false;
switch (modelType)
{
case K_HRC_SKELETON:
if (fAnimation.nFrames == 1) iNumAnimFramesIsOneResult = true;
break;
case K_AA_SKELETON:
case K_MAGIC_SKELETON:
if (bAnimationsPack.SkeletonAnimations[ianimIndex].numFramesShort == 1) iNumAnimFramesIsOneResult = true;
break;
}
return iNumAnimFramesIsOneResult;
}
public static int ReadFrameData(string strFileName, bool bMerge)
{
int iinputFrameData = 0;
try
{
switch (modelType)
{
case K_HRC_SKELETON:
ReadFieldFrameData(fSkeleton, ref fAnimation, strFileName, bMerge);
iinputFrameData = 1;
break;
case K_AA_SKELETON:
case K_MAGIC_SKELETON:
//iinputFrameData = WriteBattleFrameDataPack(ref bAnimationsPack, strFileName);
break;
}
}
catch (Exception ex)
{
strGlobalExceptionMessage = ex.Message;
iinputFrameData = -1;
}
return iinputFrameData;
}
public static int WriteFrameData(string strFileName)
{
int ioutputFrameData = 0;
try
{
switch (modelType)
{
case K_HRC_SKELETON:
WriteFieldFrameData(fSkeleton, fAnimation, strFileName);
ioutputFrameData = 1;
break;
case K_AA_SKELETON:
case K_MAGIC_SKELETON:
//ioutputFrameData = WriteBattleAnimationsPack(ref bAnimationsPack, strFileName);
break;
}
}
catch (Exception ex)
{
strGlobalExceptionMessage = ex.Message;
ioutputFrameData = -1;
}
return ioutputFrameData;
}
public static int ReadFrameDataSelective(string strFileName)
{
int iinputFrameData = 0;
try
{
switch (modelType)
{
case K_HRC_SKELETON:
ReadFieldFrameDataSelective(fSkeleton, ref fAnimation, strFileName);
iinputFrameData = 1;
break;
case K_AA_SKELETON:
case K_MAGIC_SKELETON:
//iinputFrameData = WriteBattleFrameDataPack(ref bAnimationsPack, strFileName);
break;
}
}
catch (Exception ex)
{
strGlobalExceptionMessage = ex.Message;
iinputFrameData = -1;
}
return iinputFrameData;
}
}
}