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BOND.cs
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BOND.cs
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/* TS4 SimRipper, a tool for creating custom content for The Sims 4,
Copyright (C) 2014 C. Marinetti
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
The author may be contacted at modthesims.info, username cmarNYC.
BoneDelta format originally from s3pe by Peter Jones*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
namespace TS4SimRipper
{
public class BOND
{
public uint contextVersion = 3;
public TGI[] publicKey;
public TGI[] externalKey;
public TGI[] delayLoadKey;
public ObjectData[] objectKey;
uint version = 1;
public BoneAdjust[] adjustments;
public float weight = 1f;
public void RemoveBoneAdjust(int index)
{
BoneAdjust[] tmp = new BoneAdjust[this.adjustments.Length - 1];
Array.Copy(this.adjustments, 0, tmp, 0, index);
Array.Copy(this.adjustments, index + 1, tmp, index, tmp.Length - index);
this.adjustments = tmp;
}
public void AddBoneAdjust(BoneAdjust adjust)
{
BoneAdjust[] tmp = new BoneAdjust[this.adjustments.Length + 1];
Array.Copy(this.adjustments, tmp, this.adjustments.Length);
tmp[tmp.Length - 1] = new BoneAdjust(adjust);
this.adjustments = tmp;
}
public BOND Multiply(float factor)
{
BOND b = new BOND();
b.publicKey[0] = new TGI(this.publicKey[0]);
b.adjustments = new BoneAdjust[this.adjustments.Length];
for (int i = 0; i < this.adjustments.Length; i++)
{
b.adjustments[i] = new BoneAdjust()
{
slotHash = this.adjustments[i].slotHash,
offsetX = this.adjustments[i].offsetX * factor,
offsetY = this.adjustments[i].offsetY * factor,
offsetZ = this.adjustments[i].offsetZ * factor,
scaleX = this.adjustments[i].scaleX * factor,
scaleY = this.adjustments[i].scaleY * factor,
scaleZ = this.adjustments[i].scaleZ * factor
};
Quaternion q = new Quaternion(this.adjustments[i].quatX, this.adjustments[i].quatY, this.adjustments[i].quatZ, this.adjustments[i].quatW);
q *= factor;
b.adjustments[i].quatX = q.X;
b.adjustments[i].quatY = q.Y;
b.adjustments[i].quatZ = q.Z;
b.adjustments[i].quatW = q.W;
}
return b;
}
public BOND(BinaryReader br)
{
br.BaseStream.Position = 0;
this.contextVersion = br.ReadUInt32();
uint publicKeyCount = br.ReadUInt32();
uint externalKeyCount = br.ReadUInt32();
uint delayLoadKeyCount = br.ReadUInt32();
uint objectKeyCount = br.ReadUInt32();
this.publicKey = new TGI[publicKeyCount];
for (int i = 0; i < publicKeyCount; i++) publicKey[i] = new TGI(br, TGI.TGIsequence.ITG);
if (objectKeyCount - publicKeyCount > 0)
{
TGI[] privateKey = new TGI[objectKeyCount - publicKeyCount];
for (int i = 0; i < objectKeyCount - publicKeyCount; i++) privateKey[i] = new TGI(br, TGI.TGIsequence.ITG);
}
this.externalKey = new TGI[externalKeyCount];
for (int i = 0; i < externalKeyCount; i++) externalKey[i] = new TGI(br, TGI.TGIsequence.ITG);
this.delayLoadKey = new TGI[delayLoadKeyCount];
for (int i = 0; i < delayLoadKeyCount; i++) delayLoadKey[i] = new TGI(br, TGI.TGIsequence.ITG);
this.objectKey = new ObjectData[objectKeyCount];
for (int i = 0; i < objectKeyCount; i++) objectKey[i] = new ObjectData(br);
version = br.ReadUInt32();
uint boneAdjustCount = br.ReadUInt32();
adjustments = new BoneAdjust[boneAdjustCount];
for (uint i = 0; i < boneAdjustCount; i++)
{
adjustments[i] = new BoneAdjust(br);
}
}
public BOND()
{
this.publicKey = new TGI[] { new TGI() };
this.adjustments = new BoneAdjust[0];
}
internal void Write(BinaryWriter bw)
{
bw.Write(this.contextVersion);
if (this.publicKey == null) this.publicKey = new TGI[0];
bw.Write(publicKey.Length);
if (this.externalKey == null) this.externalKey = new TGI[0];
bw.Write(externalKey.Length);
if (this.delayLoadKey == null) this.delayLoadKey = new TGI[0];
bw.Write(delayLoadKey.Length);
bw.Write(1);
for (int i = 0; i < publicKey.Length; i++) publicKey[i].Write(bw, TGI.TGIsequence.ITG);
for (int i = 0; i < externalKey.Length; i++) externalKey[i].Write(bw, TGI.TGIsequence.ITG);
for (int i = 0; i < delayLoadKey.Length; i++) delayLoadKey[i].Write(bw, TGI.TGIsequence.ITG);
this.objectKey = new ObjectData[] { new ObjectData((uint)(20 + (publicKey.Length * 16) + (externalKey.Length * 16) + (delayLoadKey.Length * 16) + 8),
(uint)(4 + (adjustments.Length * 44))) };
for (int i = 0; i < objectKey.Length; i++) objectKey[i].Write(bw);
bw.Write(version);
if (adjustments == null) adjustments = new BoneAdjust[0];
bw.Write(adjustments.Length);
for (uint i = 0; i < adjustments.Length; i++)
{
adjustments[i].Write(bw);
}
}
public Stream Stream
{
get
{
Stream s = new MemoryStream();
BinaryWriter bw = new BinaryWriter(s);
this.Write(bw);
s.Position = 0;
return s;
}
}
public class ObjectData
{
internal uint position;
internal uint length;
internal ObjectData(BinaryReader br)
{
this.position = br.ReadUInt32();
this.length = br.ReadUInt32();
}
internal ObjectData(uint position, uint length)
{
this.position = position;
this.length = length;
}
internal void Write(BinaryWriter bw)
{
bw.Write(this.position);
bw.Write(this.length);
}
}
public class BoneAdjust
{
public uint slotHash;
public float offsetX;
public float offsetY;
public float offsetZ;
public float scaleX;
public float scaleY;
public float scaleZ;
public float quatX;
public float quatY;
public float quatZ;
public float quatW;
public BoneAdjust(BinaryReader br)
{
slotHash = br.ReadUInt32();
offsetX = br.ReadSingle();
offsetY = br.ReadSingle();
offsetZ = br.ReadSingle();
scaleX = br.ReadSingle();
scaleY = br.ReadSingle();
scaleZ = br.ReadSingle();
quatX = br.ReadSingle();
quatY = br.ReadSingle();
quatZ = br.ReadSingle();
quatW = br.ReadSingle();
}
public BoneAdjust() {}
public BoneAdjust(BoneAdjust other)
{
slotHash = other.slotHash;
offsetX = other.offsetX;
offsetY = other.offsetY;
offsetZ = other.offsetZ;
scaleX = other.scaleX;
scaleY = other.scaleY;
scaleZ = other.scaleZ;
quatX = other.quatX;
quatY = other.quatY;
quatZ = other.quatZ;
quatW = other.quatW;
}
internal void Write(BinaryWriter bw)
{
bw.Write(slotHash);
bw.Write(offsetX);
bw.Write(offsetY);
bw.Write(offsetZ);
bw.Write(scaleX);
bw.Write(scaleY);
bw.Write(scaleZ);
bw.Write(quatX);
bw.Write(quatY);
bw.Write(quatZ);
if (quatX > 0f || quatY > 0f || quatZ > 0f)
{
bw.Write(quatW);
}
else
{
bw.Write(0f);
}
}
}
}
}