AssetStudio/AssetStudio/Classes/Avatar.cs

369 lines
11 KiB
C#

using SharpDX;
using System.Collections.Generic;
namespace AssetStudio
{
public class Node
{
public int m_ParentId;
public int m_AxesId;
public Node(ObjectReader reader)
{
m_ParentId = reader.ReadInt32();
m_AxesId = reader.ReadInt32();
}
}
public class Limit
{
public object m_Min;
public object m_Max;
public Limit(ObjectReader reader)
{
var version = reader.version;
if (version[0] > 5 || (version[0] == 5 && version[1] >= 4))//5.4 and up
{
m_Min = reader.ReadVector3();
m_Max = reader.ReadVector3();
}
else
{
m_Min = reader.ReadVector4();
m_Max = reader.ReadVector4();
}
}
}
public class Axes
{
public Vector4 m_PreQ;
public Vector4 m_PostQ;
public object m_Sgn;
public Limit m_Limit;
public float m_Length;
public uint m_Type;
public Axes(ObjectReader reader)
{
var version = reader.version;
m_PreQ = reader.ReadVector4();
m_PostQ = reader.ReadVector4();
if (version[0] > 5 || (version[0] == 5 && version[1] >= 4)) //5.4 and up
{
m_Sgn = reader.ReadVector3();
}
else
{
m_Sgn = reader.ReadVector4();
}
m_Limit = new Limit(reader);
m_Length = reader.ReadSingle();
m_Type = reader.ReadUInt32();
}
}
public class Skeleton
{
public List<Node> m_Node;
public List<uint> m_ID;
public List<Axes> m_AxesArray;
public Skeleton(ObjectReader reader)
{
int numNodes = reader.ReadInt32();
m_Node = new List<Node>(numNodes);
for (int i = 0; i < numNodes; i++)
{
m_Node.Add(new Node(reader));
}
int numIDs = reader.ReadInt32();
m_ID = new List<uint>(numIDs);
for (int i = 0; i < numIDs; i++)
{
m_ID.Add(reader.ReadUInt32());
}
int numAxes = reader.ReadInt32();
m_AxesArray = new List<Axes>(numAxes);
for (int i = 0; i < numAxes; i++)
{
m_AxesArray.Add(new Axes(reader));
}
}
}
public class SkeletonPose
{
public List<xform> m_X;
public SkeletonPose()
{
m_X = new List<xform>();
}
public SkeletonPose(ObjectReader reader)
{
int numXforms = reader.ReadInt32();
m_X = new List<xform>(numXforms);
for (int i = 0; i < numXforms; i++)
{
m_X.Add(new xform(reader));
}
}
}
public class Hand
{
public List<int> m_HandBoneIndex;
public Hand(ObjectReader reader)
{
int numIndexes = reader.ReadInt32();
m_HandBoneIndex = new List<int>(numIndexes);
for (int i = 0; i < numIndexes; i++)
{
m_HandBoneIndex.Add(reader.ReadInt32());
}
}
}
public class Handle
{
public xform m_X;
public uint m_ParentHumanIndex;
public uint m_ID;
public Handle(ObjectReader reader)
{
m_X = new xform(reader);
m_ParentHumanIndex = reader.ReadUInt32();
m_ID = reader.ReadUInt32();
}
}
public class Collider
{
public xform m_X;
public uint m_Type;
public uint m_XMotionType;
public uint m_YMotionType;
public uint m_ZMotionType;
public float m_MinLimitX;
public float m_MaxLimitX;
public float m_MaxLimitY;
public float m_MaxLimitZ;
public Collider(ObjectReader reader)
{
m_X = new xform(reader);
m_Type = reader.ReadUInt32();
m_XMotionType = reader.ReadUInt32();
m_YMotionType = reader.ReadUInt32();
m_ZMotionType = reader.ReadUInt32();
m_MinLimitX = reader.ReadSingle();
m_MaxLimitX = reader.ReadSingle();
m_MaxLimitY = reader.ReadSingle();
m_MaxLimitZ = reader.ReadSingle();
}
}
public class Human
{
public xform m_RootX;
public Skeleton m_Skeleton;
public SkeletonPose m_SkeletonPose;
public Hand m_LeftHand;
public Hand m_RightHand;
public List<Handle> m_Handles;
public List<Collider> m_ColliderArray;
public List<int> m_HumanBoneIndex;
public List<float> m_HumanBoneMass;
public List<int> m_ColliderIndex;
public float m_Scale;
public float m_ArmTwist;
public float m_ForeArmTwist;
public float m_UpperLegTwist;
public float m_LegTwist;
public float m_ArmStretch;
public float m_LegStretch;
public float m_FeetSpacing;
public bool m_HasLeftHand;
public bool m_HasRightHand;
public bool m_HasTDoF;
public Human(ObjectReader reader)
{
var version = reader.version;
m_RootX = new xform(reader);
m_Skeleton = new Skeleton(reader);
m_SkeletonPose = new SkeletonPose(reader);
m_LeftHand = new Hand(reader);
m_RightHand = new Hand(reader);
if (version[0] < 2018 || (version[0] == 2018 && version[1] < 2)) //2018.2 down
{
int numHandles = reader.ReadInt32();
m_Handles = new List<Handle>(numHandles);
for (int i = 0; i < numHandles; i++)
{
m_Handles.Add(new Handle(reader));
}
int numColliders = reader.ReadInt32();
m_ColliderArray = new List<Collider>(numColliders);
for (int i = 0; i < numColliders; i++)
{
m_ColliderArray.Add(new Collider(reader));
}
}
int numIndexes = reader.ReadInt32();
m_HumanBoneIndex = new List<int>(numIndexes);
for (int i = 0; i < numIndexes; i++)
{
m_HumanBoneIndex.Add(reader.ReadInt32());
}
int numMasses = reader.ReadInt32();
m_HumanBoneMass = new List<float>(numMasses);
for (int i = 0; i < numMasses; i++)
{
m_HumanBoneMass.Add(reader.ReadSingle());
}
if (version[0] < 2018 || (version[0] == 2018 && version[1] < 2)) //2018.2 down
{
int numColliderIndexes = reader.ReadInt32();
m_ColliderIndex = new List<int>(numColliderIndexes);
for (int i = 0; i < numColliderIndexes; i++)
{
m_ColliderIndex.Add(reader.ReadInt32());
}
}
m_Scale = reader.ReadSingle();
m_ArmTwist = reader.ReadSingle();
m_ForeArmTwist = reader.ReadSingle();
m_UpperLegTwist = reader.ReadSingle();
m_LegTwist = reader.ReadSingle();
m_ArmStretch = reader.ReadSingle();
m_LegStretch = reader.ReadSingle();
m_FeetSpacing = reader.ReadSingle();
m_HasLeftHand = reader.ReadBoolean();
m_HasRightHand = reader.ReadBoolean();
m_HasTDoF = reader.ReadBoolean();
reader.AlignStream(4);
}
}
public class AvatarConstant
{
public Skeleton m_AvatarSkeleton;
public SkeletonPose m_AvatarSkeletonPose;
public SkeletonPose m_DefaultPose;
public List<uint> m_SkeletonNameIDArray;
public Human m_Human;
public List<int> m_HumanSkeletonIndexArray;
public List<int> m_HumanSkeletonReverseIndexArray;
public int m_RootMotionBoneIndex;
public xform m_RootMotionBoneX;
public Skeleton m_RootMotionSkeleton;
public SkeletonPose m_RootMotionSkeletonPose;
public List<int> m_RootMotionSkeletonIndexArray;
public AvatarConstant(ObjectReader reader)
{
var version = reader.version;
m_AvatarSkeleton = new Skeleton(reader);
m_AvatarSkeletonPose = new SkeletonPose(reader);
if (version[0] > 4 || (version[0] == 4 && version[1] >= 3)) //4.3 and up
{
m_DefaultPose = new SkeletonPose(reader);
int numIDs = reader.ReadInt32();
m_SkeletonNameIDArray = new List<uint>(numIDs);
for (int i = 0; i < numIDs; i++)
{
m_SkeletonNameIDArray.Add(reader.ReadUInt32());
}
}
m_Human = new Human(reader);
int numIndexes = reader.ReadInt32();
m_HumanSkeletonIndexArray = new List<int>(numIndexes);
for (int i = 0; i < numIndexes; i++)
{
m_HumanSkeletonIndexArray.Add(reader.ReadInt32());
}
if (version[0] > 4 || (version[0] == 4 && version[1] >= 3)) //4.3 and up
{
int numReverseIndexes = reader.ReadInt32();
m_HumanSkeletonReverseIndexArray = new List<int>(numReverseIndexes);
for (int i = 0; i < numReverseIndexes; i++)
{
m_HumanSkeletonReverseIndexArray.Add(reader.ReadInt32());
}
}
m_RootMotionBoneIndex = reader.ReadInt32();
m_RootMotionBoneX = new xform(reader);
if (version[0] > 4 || (version[0] == 4 && version[1] >= 3)) //4.3 and up
{
m_RootMotionSkeleton = new Skeleton(reader);
m_RootMotionSkeletonPose = new SkeletonPose(reader);
int numMotionIndexes = reader.ReadInt32();
m_RootMotionSkeletonIndexArray = new List<int>(numMotionIndexes);
for (int i = 0; i < numMotionIndexes; i++)
{
m_RootMotionSkeletonIndexArray.Add(reader.ReadInt32());
}
}
}
}
public sealed class Avatar : NamedObject
{
public uint m_AvatarSize;
public AvatarConstant m_Avatar;
public List<KeyValuePair<uint, string>> m_TOS;
public Avatar(ObjectReader reader) : base(reader)
{
m_AvatarSize = reader.ReadUInt32();
m_Avatar = new AvatarConstant(reader);
int numTOS = reader.ReadInt32();
m_TOS = new List<KeyValuePair<uint, string>>(numTOS);
for (int i = 0; i < numTOS; i++)
{
m_TOS.Add(new KeyValuePair<uint, string>(reader.ReadUInt32(), reader.ReadAlignedString()));
}
}
public string FindBoneName(uint hash)
{
foreach (var pair in m_TOS)
{
if (pair.Key == hash)
{
return pair.Value.Substring(pair.Value.LastIndexOf('/') + 1);
}
}
return null;
}
public string FindBonePath(uint hash)
{
return m_TOS.Find(pair => pair.Key == hash).Value;
}
}
}