Beispiel #1
0
        unsafe private void FillVerticesUV2(FLVER2.Mesh mesh, Span <Vector3> pickingVerts, IntPtr vertBuffer)
        {
            Span <FlverLayoutUV2> verts = new Span <FlverLayoutUV2>(vertBuffer.ToPointer(), mesh.VertexCount);

            for (int i = 0; i < mesh.VertexCount; i++)
            {
                var vert = mesh.Vertices[i];

                verts[i]        = new FlverLayoutUV2();
                pickingVerts[i] = new Vector3(vert.Position.X, vert.Position.Y, vert.Position.Z);
                fixed(FlverLayoutUV2 *v = &verts[i])
                {
                    FillVertex(ref (*v).Position, ref vert);
                    FillNormalSNorm8((*v).Normal, ref vert);
                    FillUVShort((*v).Uv1, ref vert, 0);
                    FillUVShort((*v).Uv2, ref vert, 1);
                    if (vert.TangentCount > 0)
                    {
                        FillBinormalBitangentSNorm8((*v).Binormal, (*v).Bitangent, ref vert, 0);
                    }
                    else
                    {
                        FillBinormalBitangentSNorm8Zero((*v).Binormal, (*v).Bitangent);
                    }
                }
            }
        }
        private List <FLVER.Bone> GetAllBonesReferencedByVertex(FLVER2 f, FLVER2.Mesh m, FLVER.Vertex v)
        {
            if (!PrecalculatedBoneLists.ContainsKey(v))
            {
                List <FLVER.Bone> result = new List <FLVER.Bone>();

                for (var i = 0; i < v.BoneIndices.Length; i++)
                {
                    var vertBoneIndex = v.BoneIndices[i];
                    if (vertBoneIndex >= 0)
                    {
                        if (Importer.JOBCONFIG.UseDirectBoneIndices)
                        {
                            result.Add(f.Bones[vertBoneIndex]);
                        }
                        else
                        {
                            if (m.BoneIndices[vertBoneIndex] >= 0)
                            {
                                result.Add(f.Bones[m.BoneIndices[vertBoneIndex]]);
                            }
                        }
                    }
                }

                PrecalculatedBoneLists.Add(v, result);
            }

            return(PrecalculatedBoneLists[v]);
        }
Beispiel #3
0
        private static void GenerateLodAndMotionBlurFacesets(FLVER2.Mesh mesh)
        {
            var newFacesetsToAdd = new List <SoulsFormats.FLVER2.FaceSet>();

            foreach (var faceset in mesh.FaceSets)
            {
                var lod1 = new SoulsFormats.FLVER2.FaceSet()
                {
                    CullBackfaces = faceset.CullBackfaces,
                    Flags         = FLVER2.FaceSet.FSFlags.LodLevel1,
                    TriangleStrip = faceset.TriangleStrip,
                    Indices       = faceset.Indices
                };

                var lod2 = new FLVER2.FaceSet()
                {
                    CullBackfaces = faceset.CullBackfaces,
                    Flags         = FLVER2.FaceSet.FSFlags.LodLevel2,
                    TriangleStrip = faceset.TriangleStrip,
                    Indices       = faceset.Indices
                };

                var mblur = new FLVER2.FaceSet()
                {
                    CullBackfaces = faceset.CullBackfaces,
                    Flags         = FLVER2.FaceSet.FSFlags.MotionBlur,
                    TriangleStrip = faceset.TriangleStrip,
                    Indices       = faceset.Indices
                };

                var mblurlod1 = new FLVER2.FaceSet()
                {
                    CullBackfaces = faceset.CullBackfaces,
                    Flags         = FLVER2.FaceSet.FSFlags.LodLevel1 | FLVER2.FaceSet.FSFlags.MotionBlur,
                    TriangleStrip = faceset.TriangleStrip,
                    Indices       = faceset.Indices
                };

                var mblurlod2 = new FLVER2.FaceSet()
                {
                    CullBackfaces = faceset.CullBackfaces,
                    Flags         = FLVER2.FaceSet.FSFlags.LodLevel2 | FLVER2.FaceSet.FSFlags.MotionBlur,
                    TriangleStrip = faceset.TriangleStrip,
                    Indices       = faceset.Indices
                };

                newFacesetsToAdd.Add(lod1);
                newFacesetsToAdd.Add(lod2);
                newFacesetsToAdd.Add(mblur);
                newFacesetsToAdd.Add(mblurlod1);
                newFacesetsToAdd.Add(mblurlod2);
            }

            foreach (var lod in newFacesetsToAdd)
            {
                mesh.FaceSets.Add(lod);
            }
        }
Beispiel #4
0
        public static void UpdateBoundingBox(this FLVER2.Mesh mesh, NVector3 vertexPos)
        {
            var minX = Math.Min(mesh.BoundingBox.Min.X, vertexPos.X);
            var minY = Math.Min(mesh.BoundingBox.Min.Y, vertexPos.Y);
            var minZ = Math.Min(mesh.BoundingBox.Min.Z, vertexPos.Z);
            var maxX = Math.Max(mesh.BoundingBox.Max.X, vertexPos.X);
            var maxY = Math.Max(mesh.BoundingBox.Max.Y, vertexPos.Y);
            var maxZ = Math.Max(mesh.BoundingBox.Max.Z, vertexPos.Z);

            mesh.BoundingBox.Min = new NVector3(minX, minY, minZ);
            mesh.BoundingBox.Max = new NVector3(maxX, maxY, maxZ);
        }
Beispiel #5
0
        unsafe private void FillVerticesNormalOnly(FLVER2.Mesh mesh, Span <Vector3> pickingVerts, IntPtr vertBuffer)
        {
            Span <FlverLayoutSky> verts = new Span <FlverLayoutSky>(vertBuffer.ToPointer(), mesh.VertexCount);

            for (int i = 0; i < mesh.VertexCount; i++)
            {
                var vert = mesh.Vertices[i];

                verts[i]        = new FlverLayoutSky();
                pickingVerts[i] = new Vector3(vert.Position.X, vert.Position.Y, vert.Position.Z);
                fixed(FlverLayoutSky *v = &verts[i])
                {
                    FillVertex(ref (*v).Position, ref vert);
                    FillNormalSNorm8((*v).Normal, ref vert);
                }
            }
        }
Beispiel #6
0
        public ImportedFLVER2Model ImportFromAssimpScene(Scene scene, FLVER2ImportSettings settings)
        {
            LoadMaterialInfoBankForGame(settings.Game);

            var result = new ImportedFLVER2Model();
            var flver  = result.Flver = new FLVER2();

            flver.Header.BigEndian      = settings.FlverHeader.BigEndian;
            flver.Header.BoundingBoxMax = new NVector3(float.MinValue);
            flver.Header.BoundingBoxMin = new NVector3(float.MaxValue);
            flver.Header.Unicode        = settings.FlverHeader.Unicode;
            flver.Header.Unk4A          = settings.FlverHeader.Unk4A;
            flver.Header.Unk4C          = settings.FlverHeader.Unk4C;
            flver.Header.Unk5C          = settings.FlverHeader.Unk5C;
            flver.Header.Unk5D          = settings.FlverHeader.Unk5D;
            flver.Header.Unk68          = settings.FlverHeader.Unk68;
            flver.Header.Version        = settings.FlverHeader.Version;

            var flverSceneMatrix = NMatrix.CreateScale(NVector3.One * settings.SceneScale);



            if (settings.ConvertFromZUp)
            {
                flverSceneMatrix *= SapMath.ZUpToYUpNMatrix;
            }

            //flverSceneMatrix *= NMatrix.CreateRotationY(SapMath.Pi);

            flverSceneMatrix *= settings.SceneCorrectMatrix;



            flverSceneMatrix *= NMatrix.CreateScale(1, 1, -1);


            var coordMat = AssimpUtilities.GetSceneCoordSystemMatrix(scene);

            scene.RootNode.Transform *= coordMat;

            var skeletonRootNode = AssimpUtilities.FindRootNode(scene, settings.RootNodeName, out Matrix4x4 skeletonRootNodeMatrix);


            var metaskeleton = FLVERImportHelpers.GenerateFlverMetaskeletonFromRootNode(
                skeletonRootNode, skeletonRootNodeMatrix, settings.SceneScale);

            flver.Bones   = metaskeleton.Bones;
            flver.Dummies = metaskeleton.DummyPoly;

            foreach (var b in flver.Bones)
            {
                // Mark as dummied-out bone until iterating over them later and seeing which are weighted to meshes.
                if (b.ParentIndex == -1)
                {
                    b.Unk3C = 1;
                }
            }

            var usesIndirectBones = flver.Header.Version <= 0x20010;

            if (settings.SkeletonTransformsOverride != null)
            {
                flver.Bones = settings.SkeletonTransformsOverride;
            }



            //var flverMaterialList = new List<FLVER2.Material>();

            foreach (var material in scene.Materials)
            {
                string[] materialNameSplit = material.Name.Split('|');
                string   mtd = materialNameSplit.Length > 1 ? materialNameSplit[1].Trim() + ".mtd" : null;

                // If MTD doesn't exist, use original
                mtd = MaterialInfoBankPerGame[settings.Game].FallbackToDefaultMtdIfNecessary(mtd, Logger);

                //ErrorTODO: materialNameSplit should be 2 items long.
                var flverMaterial = new FLVER2.Material(materialNameSplit[0].Trim(), mtd, 0);


                void AddTextureSlot(TextureSlot slot, string ingameSlot)
                {
                    flverMaterial.Textures.Add(new FLVER2.Texture(type: ingameSlot,
                                                                  path: slot.FilePath != null ? Path.GetFullPath(slot.FilePath) : "",
                                                                  scale: System.Numerics.Vector2.One,
                                                                  1, true, 0, 0, 0));

                    string texName = Path.GetFileNameWithoutExtension(slot.FilePath);

                    byte[] texData = scene.GetEmbeddedTexture(slot.FilePath)?.CompressedData;

                    if (texData != null)
                    {
                        var ddsFormat = TPFTextureFormatFinder.GetTpfFormatFromDdsBytes(texData);

                        result.Textures.Add(new TPF.Texture(texName, format: ddsFormat, flags1: 0, bytes: texData));
                    }
                }

                var materialDefinition = MaterialInfoBankPerGame[settings.Game].MaterialDefs[mtd.ToLower()];
                var texChanDefs        = materialDefinition.TextureChannels;
                foreach (var kvp in texChanDefs)
                {
                    if (kvp.Key.Index == 0)
                    {
                        if (kvp.Key.Semantic == TextureChannelSemantic.Diffuse)
                        {
                            AddTextureSlot(material.TextureDiffuse, kvp.Value);
                        }
                        else if (kvp.Key.Semantic == TextureChannelSemantic.Specular)
                        {
                            AddTextureSlot(material.TextureSpecular, kvp.Value);
                        }
                        else if (kvp.Key.Semantic == TextureChannelSemantic.Normals)
                        {
                            AddTextureSlot(material.TextureNormal, kvp.Value);
                        }
                        else if (kvp.Key.Semantic == TextureChannelSemantic.Emissive)
                        {
                            AddTextureSlot(material.TextureEmissive, kvp.Value);
                        }
                        else
                        {
                            flverMaterial.Textures.Add(new FLVER2.Texture(type: kvp.Value,
                                                                          path: string.Empty,
                                                                          scale: System.Numerics.Vector2.One,
                                                                          0, false, 0, 0, 0));
                        }
                    }
                }

                if (materialDefinition.GXItems.Count > 0)
                {
                    flverMaterial.GXIndex = flver.GXLists.Count;
                    var gxList = new FLVER2.GXList();

                    for (int i = 0; i < materialDefinition.GXItems.Count; i++)
                    {
                        var    gxid  = materialDefinition.GXItems[i].GXID;
                        var    unk04 = materialDefinition.GXItems[i].Unk04;
                        byte[] data  = MaterialInfoBankPerGame[settings.Game].DefaultGXItemDataExamples[mtd][i];
                        gxList.Add(new FLVER2.GXItem(gxid, unk04, data));
                    }
                    flver.GXLists.Add(gxList);
                }

                flver.Materials.Add(flverMaterial);
                //flverMaterialList.Add(flverMaterial);
            }

            //var properBoneParentRegistry = new Dictionary<Bone, string>();

            //foreach (var mesh in scene.Meshes)
            //{
            //    foreach (var b in mesh.Bones)
            //    {
            //        bool alreadyRegistered = false;
            //        foreach (var bone in properBoneParentRegistry.Keys)
            //        {
            //            if (bone.Name == b.Name)
            //            {
            //                alreadyRegistered = true;
            //                break;
            //            }
            //        }
            //        if (alreadyRegistered)
            //            continue;
            //        mesh.
            //        properBoneParentRegistry.Add(b, b.)
            //    }
            //}

            if (settings.BoneNameRemapper != null)
            {
                foreach (var bn in settings.BoneNameRemapper)
                {
                    var bone = flver.Bones.FindIndex(b => b.Name == bn.Key);
                    if (bone >= 0)
                    {
                        flver.Bones[bone].Name = bn.Value;
                    }
                }
            }

            foreach (var mesh in scene.Meshes)
            {
                var flverMesh = new FLVER2.Mesh();

                flverMesh.BoundingBox = new FLVER2.Mesh.BoundingBoxes();

                //TODO: ACTUALLY READ FROM THINGS
                flverMesh.Dynamic = 1;



                // Register mesh transform bone:
                //flverMesh.DefaultBoneIndex = flver.Bones.Count;
                //int flverLastRootBoneIndex = flver.Bones.FindLastIndex(b => b.ParentIndex == -1);
                //// Register this new bone as a sibling.
                //if (flverLastRootBoneIndex >= 0)
                //    flver.Bones[flverLastRootBoneIndex].NextSiblingIndex = (short)flverMesh.DefaultBoneIndex;
                //flver.Bones.Add(new FLVER.Bone()
                //{
                //    Name = mesh.Name,
                //    Translation = NVector3.Zero,
                //    Rotation = NVector3.Zero,
                //    Scale = NVector3.One,
                //    BoundingBoxMin = NVector3.One * -0.05f,
                //    BoundingBoxMax = NVector3.One * 0.05f,
                //    // Cross-register sibling from above.
                //    PreviousSiblingIndex = (short)flverLastRootBoneIndex,
                //    NextSiblingIndex = -1,
                //    ParentIndex = -1,
                //    ChildIndex = -1,
                //    Unk3C = 1,
                //});



                int meshUVCount = 0;
                for (int i = 0; i < mesh.UVComponentCount.Length; i++)
                {
                    if (mesh.UVComponentCount[i] > 0)
                    {
                        meshUVCount++;
                    }
                }
                if (mesh.PrimitiveType != PrimitiveType.Triangle)
                {
                    Console.WriteLine();
                }

                var flverFaceSet = new FLVER2.FaceSet();

                //flverFaceSet.TriangleStrip = true;

                // Handle vertex buffers / layouts:
                flverMesh.MaterialIndex = mesh.MaterialIndex;
                //var newMat = flverMaterialList[mesh.MaterialIndex];
                //var indexOfNewMat = flver.Materials.IndexOf(newMat);
                //if (indexOfNewMat >= 0)
                //{
                //    flverMesh.MaterialIndex = indexOfNewMat;
                //}
                //else
                //{
                //    flverMesh.MaterialIndex = flver.Materials.Count;
                //    flver.Materials.Add(newMat);
                //}


                var flverMaterial            = flver.Materials[flverMesh.MaterialIndex];
                var matDefinition            = MaterialInfoBankPerGame[settings.Game].MaterialDefs[flverMaterial.MTD.ToLower()];
                var defaultBufferDeclaration = matDefinition.AcceptableVertexBufferDeclarations[0];

                Dictionary <FLVER.LayoutSemantic, int> requiredVertexBufferMembers =
                    new Dictionary <FLVER.LayoutSemantic, int>();

                foreach (var buff in defaultBufferDeclaration.Buffers)
                {
                    foreach (var m in buff)
                    {
                        if (!requiredVertexBufferMembers.ContainsKey(m.Semantic))
                        {
                            requiredVertexBufferMembers.Add(m.Semantic, 0);
                        }
                        requiredVertexBufferMembers[m.Semantic]++;
                    }

                    int nextLayoutIndex = flver.BufferLayouts.Count;
                    flver.BufferLayouts.Add(buff);
                    var vertBuffer = new FLVER2.VertexBuffer(nextLayoutIndex);
                    flverMesh.VertexBuffers.Add(vertBuffer);
                }



                flverMesh.Vertices = new List <FLVER.Vertex>(mesh.VertexCount);

                for (int i = 0; i < mesh.VertexCount; i++)
                {
                    var newVert = new FLVER.Vertex(uvCapacity: meshUVCount,
                                                   //TODO: Figure out what multiple tangents are used for etc and implement all
                                                   //      of that into the XML vert layout system stuff etc etc.
                                                   tangentCapacity: mesh.HasTangentBasis ? 1 : 0,
                                                   colorCapacity: mesh.VertexColorChannelCount);

                    newVert.Position = NVector3.Transform(mesh.Vertices[i].ToNumerics(), flverSceneMatrix);

                    flver.Header.UpdateBoundingBox(newVert.Position);
                    if (flverMesh.BoundingBox != null)
                    {
                        flverMesh.UpdateBoundingBox(newVert.Position);
                    }

                    newVert.Normal = NVector3.Normalize(NVector3.TransformNormal(mesh.Normals[i].ToNumerics(), flverSceneMatrix));

                    //TODO: TEST THIS AGAINST OTHER GAMES ETC
                    //newVert.NormalW = 127;

                    if (mesh.HasTangentBasis)
                    {
                        //ErrorTODO: Throw error if mesh somehow has tangents but not normals.
                        var tan      = mesh.Tangents[i];
                        var bitanXYZ = mesh.BiTangents[i];
                        //TODO: Check Bitangent W calculation
                        var bitanW = Vector3D.Dot(Vector3D.Cross(tan, mesh.Normals[i]), bitanXYZ) >= 0 ? 1 : -1;
                        var bitanXYZTransformed = NVector3.Normalize(NVector3.TransformNormal(bitanXYZ.ToNumerics(), flverSceneMatrix));
                        newVert.Tangents.Add(new System.Numerics.Vector4(bitanXYZTransformed, bitanW));
                        //TODO: CHECK THIS AND SEE WTF IT EVEN IS SUPPOSED TO BE
                        newVert.Bitangent = new System.Numerics.Vector4(
                            NVector3.TransformNormal(tan.ToNumerics(), flverSceneMatrix), 0);
                    }

                    for (int j = 0; j < meshUVCount; j++)
                    {
                        var uv = mesh.TextureCoordinateChannels[j][i];
                        newVert.UVs.Add(new NVector3(uv.X, 1 - uv.Y, uv.Z));
                    }

                    for (int j = 0; j < mesh.VertexColorChannelCount; j++)
                    {
                        newVert.Colors.Add(mesh.VertexColorChannels[j][i].ToFlverVertexColor());
                    }

                    for (int j = 0; j < 4; j++)
                    {
                        newVert.BoneIndices[j] = -1;
                    }

                    newVert.EnsureLayoutMembers(requiredVertexBufferMembers);

                    flverMesh.Vertices.Add(newVert);
                }

                if (usesIndirectBones)
                {
                    var bonesInMesh = mesh.Bones.OrderByDescending(mb => mb.VertexWeightCount).ToList();
                    foreach (var bone in bonesInMesh)
                    {
                        var boneIndex = flver.Bones.FindIndex(b => b.Name == bone.Name);

                        if (!flverMesh.BoneIndices.Contains(boneIndex))
                        {
                            flverMesh.BoneIndices.Add(boneIndex);
                        }
                    }

                    flverMesh.BoneIndices = flverMesh.BoneIndices.OrderBy(idx => idx).ToList();
                }



                foreach (var bone in mesh.Bones)
                {
                    var boneIndex = flver.Bones.FindIndex(b => b.Name == bone.Name);

                    if (boneIndex == -1)
                    {
                        Logger.LogWarning($"No bone with exact name '{bone.Name}' found. Looking for a bone that starts with that name");
                        boneIndex = flver.Bones.FindIndex(b => b.Name.StartsWith(bone.Name));
                    }

                    var boneDoesNotExist = false;

                    // Mark bone as not-dummied-out since there is geometry skinned to it.
                    if (boneIndex >= 0 && boneIndex < flver.Bones.Count)
                    {
                        flver.Bones[boneIndex].Unk3C = 0;
                    }
                    else
                    {
                        Logger.LogWarning($"Vertex skinned to bone '{bone.Name}' which does NOT exist in the skeleton.");
                        boneDoesNotExist = true;
                    }

                    int GetNextAvailableBoneSlotOfVert(int vertIndex)
                    {
                        if (flverMesh.Vertices[vertIndex].BoneIndices[0] < 0)
                        {
                            return(0);
                        }
                        else if (flverMesh.Vertices[vertIndex].BoneIndices[1] < 0)
                        {
                            return(1);
                        }
                        else if (flverMesh.Vertices[vertIndex].BoneIndices[2] < 0)
                        {
                            return(2);
                        }
                        else if (flverMesh.Vertices[vertIndex].BoneIndices[3] < 0)
                        {
                            return(3);
                        }
                        else
                        {
                            return(-1);
                        }
                    }

                    foreach (var weight in bone.VertexWeights)
                    {
                        int boneSlot = GetNextAvailableBoneSlotOfVert(weight.VertexID);
                        if (boneSlot >= 0)
                        {
                            var indexToAssign = usesIndirectBones ? flverMesh.BoneIndices.IndexOf(boneIndex) : boneIndex;
                            if (indexToAssign == -1)
                            {
                                Console.WriteLine("fatcat");
                            }
                            flverMesh.Vertices[weight.VertexID].BoneIndices[boneSlot] = boneDoesNotExist ? 0 : indexToAssign;
                            flverMesh.Vertices[weight.VertexID].BoneWeights[boneSlot] = boneDoesNotExist ? 0 : weight.Weight;
                            if (!boneDoesNotExist)
                            {
                                flver.Bones[boneIndex].UpdateBoundingBox(flver.Bones, flverMesh.Vertices[weight.VertexID].Position);
                            }
                        }
                    }
                }

                for (int i = 0; i < flverMesh.Vertices.Count; i++)
                {
                    float weightMult = 1 / (
                        flverMesh.Vertices[i].BoneWeights[0] +
                        flverMesh.Vertices[i].BoneWeights[1] +
                        flverMesh.Vertices[i].BoneWeights[2] +
                        flverMesh.Vertices[i].BoneWeights[3]);

                    for (int j = 0; j < 4; j++)
                    {
                        //flverMesh.Vertices[i].BoneWeights[j] = flverMesh.Vertices[i].BoneWeights[j] * weightMult;
                        if (flverMesh.Vertices[i].BoneIndices[j] < 0)
                        {
                            flverMesh.Vertices[i].BoneIndices[j] = 0;
                        }
                    }

                    //TODO: TEST THIS AGAINST OTHER GAMES ETC
                    if (!requiredVertexBufferMembers.ContainsKey(FLVER.LayoutSemantic.BoneIndices))
                    {
                        flverMesh.Vertices[i].NormalW = flverMesh.Vertices[i].BoneIndices[0];
                    }
                }

                //foreach (var face in mesh.Faces)
                //{
                //    //TODO: See if resets need to be added inbetween or anything.
                //    flverFaceSet.Indices.AddRange(face.Indices);
                //}

                flverFaceSet.Indices.AddRange(mesh.GetIndices());

                flverMesh.FaceSets.Add(flverFaceSet);
                GenerateLodAndMotionBlurFacesets(flverMesh);

                flver.Meshes.Add(flverMesh);
            }

            // DEBUGGING

            //flver.Bones.RemoveAt(0);
            //foreach (var mm in flver.Meshes)
            //    for (int mbi = 0; mbi < mm.BoneIndices.Count; mbi++)
            //        mm.BoneIndices[mbi] = mm.BoneIndices[mbi] - 1;
            //foreach (var b in flver.Bones)
            //{
            //    if (b.ParentIndex >= 0)
            //        b.ParentIndex--;
            //    if (b.ChildIndex >= 0)
            //        b.ChildIndex--;
            //    if (b.NextSiblingIndex >= 0)
            //        b.NextSiblingIndex--;
            //    if (b.PreviousSiblingIndex >= 0)
            //        b.PreviousSiblingIndex--;
            //}

            ///////////////////

            foreach (var b in flver.Bones)
            {
                if (settings.SkeletonTransformsOverride != null)
                {
                    var match = settings.SkeletonTransformsOverride.FindIndex(bn => bn.Name == b.Name);
                    if (match >= 0)
                    {
                        b.Translation = settings.SkeletonTransformsOverride[match].Translation;
                        b.Rotation    = settings.SkeletonTransformsOverride[match].Rotation;
                        b.Scale       = settings.SkeletonTransformsOverride[match].Scale;
                    }
                }

                if (float.IsInfinity(b.BoundingBoxMin.X) || float.IsInfinity(b.BoundingBoxMin.Y) || float.IsInfinity(b.BoundingBoxMin.Z) ||
                    float.IsInfinity(b.BoundingBoxMax.X) || float.IsInfinity(b.BoundingBoxMax.Y) || float.IsInfinity(b.BoundingBoxMax.Z))
                {
                    b.BoundingBoxMin = NVector3.One * -0.1f;
                    b.BoundingBoxMax = NVector3.One * 0.1f;
                }
            }

            return(result);
        }
Beispiel #7
0
        unsafe private void ProcessMesh(FLVER2.Mesh mesh, FlverSubmesh dest)
        {
            var factory = Scene.Renderer.Factory;

            dest.Material = GPUMaterials[mesh.MaterialIndex];

            //var MeshVertices = VerticesPool.Rent(mesh.VertexCount);
            var vSize        = dest.Material.VertexSize;
            var meshVertices = Marshal.AllocHGlobal(mesh.VertexCount * (int)vSize);

            dest.PickingVertices = Marshal.AllocHGlobal(mesh.VertexCount * sizeof(Vector3));
            var pvhandle = new Span <Vector3>(dest.PickingVertices.ToPointer(), mesh.VertexCount);

            if (dest.Material.LayoutType == MeshLayoutType.LayoutSky)
            {
                FillVerticesNormalOnly(mesh, pvhandle, meshVertices);
            }
            else if (dest.Material.LayoutType == MeshLayoutType.LayoutUV2)
            {
                FillVerticesUV2(mesh, pvhandle, meshVertices);
            }
            else
            {
                FillVerticesStandard(mesh, pvhandle, meshVertices);
            }

            dest.VertexCount = mesh.VertexCount;

            dest.MeshFacesets = new List <FlverSubmesh.FlverSubmeshFaceSet>();
            var facesets         = mesh.FaceSets;
            var fsUploadsPending = facesets.Count();

            bool is32bit      = Flver.Header.Version > 0x20005 && mesh.VertexCount > 65535;
            int  indicesTotal = 0;

            ushort[] fs16 = null;
            int[]    fs32 = null;
            foreach (var faceset in facesets)
            {
                indicesTotal += faceset.Indices.Length;
            }
            if (is32bit)
            {
                fs32 = new int[indicesTotal];
            }
            else
            {
                fs16 = new ushort[indicesTotal];
            }

            int idxoffset = 0;

            foreach (var faceset in facesets)
            {
                if (faceset.Indices.Length == 0)
                {
                    continue;
                }

                //At this point they use 32-bit faceset vertex indices

                uint buffersize = (uint)faceset.IndicesCount * (is32bit ? 4u : 2u);
                var  indices    = faceset.TriangleStrip ? faceset.Triangulate(true).ToArray() : faceset.Indices.ToArray();
                var  newFaceSet = new FlverSubmesh.FlverSubmeshFaceSet()
                {
                    BackfaceCulling = faceset.CullBackfaces,
                    IsTriangleStrip = faceset.TriangleStrip,
                    //IndexBuffer = factory.CreateBuffer(new BufferDescription(buffersize, BufferUsage.IndexBuffer)),
                    IndexOffset = idxoffset,

                    IndexCount          = faceset.IndicesCount,
                    Is32Bit             = is32bit,
                    PickingIndicesCount = indices.Length,
                    //PickingIndices = Marshal.AllocHGlobal(indices.Length * 4),
                };
                fixed(void *iptr = indices)
                {
                    //Unsafe.CopyBlock(newFaceSet.PickingIndices.ToPointer(), iptr, (uint)indices.Length * 4);
                }

                if ((faceset.Flags & FLVER2.FaceSet.FSFlags.LodLevel1) > 0)
                {
                    newFaceSet.LOD = 1;
                    //HasNoLODs = false;
                    newFaceSet.IsMotionBlur = false;
                }
                else if ((faceset.Flags & FLVER2.FaceSet.FSFlags.LodLevel2) > 0)
                {
                    newFaceSet.LOD = 2;
                    //HasNoLODs = false;
                    newFaceSet.IsMotionBlur = false;
                }

                if ((faceset.Flags & FLVER2.FaceSet.FSFlags.MotionBlur) > 0)
                {
                    newFaceSet.IsMotionBlur = true;
                }

                if (is32bit)
                {
                    for (int i = 0; i < faceset.Indices.Length; i++)
                    {
                        if (faceset.Indices[i] == 0xFFFF && faceset.Indices[i] > mesh.Vertices.Length)
                        {
                            fs32[newFaceSet.IndexOffset + i] = -1;
                        }
                        else
                        {
                            fs32[newFaceSet.IndexOffset + i] = faceset.Indices[i];
                        }
                    }
                }
                else
                {
                    for (int i = 0; i < faceset.Indices.Length; i++)
                    {
                        if (faceset.Indices[i] == 0xFFFF && faceset.Indices[i] > mesh.Vertices.Length)
                        {
                            fs16[newFaceSet.IndexOffset + i] = 0xFFFF;
                        }
                        else
                        {
                            fs16[newFaceSet.IndexOffset + i] = (ushort)faceset.Indices[i];
                        }
                    }
                }

                dest.MeshFacesets.Add(newFaceSet);
                idxoffset += faceset.Indices.Length;
            }

            dest.Bounds = BoundingBox.CreateFromPoints((Vector3 *)dest.PickingVertices.ToPointer(), dest.VertexCount, 12, Quaternion.Identity, Vector3.Zero, Vector3.One);

            uint vbuffersize = (uint)mesh.VertexCount * (uint)vSize;

            dest.GeomBuffer = Scene.Renderer.GeometryBufferAllocator.Allocate(vbuffersize, (uint)indicesTotal * (is32bit ? 4u : 2u), (int)vSize, 4, (h) =>
            {
                h.FillVBuffer(meshVertices, vSize * (uint)mesh.VertexCount, () =>
                {
                    Marshal.FreeHGlobal(meshVertices);
                });
                if (is32bit)
                {
                    h.FillIBuffer(fs32);
                }
                else
                {
                    h.FillIBuffer(fs16);
                }
            });

            facesets = null;

            if (CaptureMaterialLayouts)
            {
                lock (_matLayoutLock)
                {
                    if (!MaterialLayouts.ContainsKey(dest.Material.MaterialName))
                    {
                        MaterialLayouts.Add(dest.Material.MaterialName, Flver.BufferLayouts[mesh.VertexBuffers[0].LayoutIndex]);
                    }
                }
            }

            if (mesh.DefaultBoneIndex != -1 && mesh.DefaultBoneIndex < Bones.Count)
            {
                dest.LocalTransform = Utils.GetBoneObjectMatrix(Bones[mesh.DefaultBoneIndex], Bones);
            }

            Marshal.FreeHGlobal(dest.PickingVertices);
        }
Beispiel #8
0
        public FlverSubmeshRenderer(Model parent, FLVER2 flvr, FLVER2.Mesh mesh)
        {
            Parent = parent;

            MaterialName = flvr.Materials[mesh.MaterialIndex].Name;

            var shortMaterialName = MiscUtil.GetFileNameWithoutDirectoryOrExtension(flvr.Materials[mesh.MaterialIndex].MTD);

            if (shortMaterialName.EndsWith("_Alp") ||
                shortMaterialName.Contains("_Edge") ||
                shortMaterialName.Contains("_Decal") ||
                shortMaterialName.Contains("_Cloth") ||
                shortMaterialName.Contains("_al") ||
                shortMaterialName.Contains("BlendOpacity"))
            {
                DrawStep = GFXDrawStep.AlphaEdge;
            }
            else
            {
                DrawStep = GFXDrawStep.Opaque;
            }

            bool hasLightmap = false;

            foreach (var matParam in flvr.Materials[mesh.MaterialIndex].Textures)
            {
                var paramNameCheck = matParam.Type.ToUpper();
                // DS3/BB
                if (paramNameCheck == "G_DIFFUSETEXTURE")
                {
                    TexNameDiffuse = matParam.Path;
                }
                else if (paramNameCheck == "G_SPECULARTEXTURE")
                {
                    TexNameSpecular = matParam.Path;
                }
                else if (paramNameCheck == "G_BUMPMAPTEXTURE")
                {
                    TexNameNormal = matParam.Path;
                }
                else if (paramNameCheck == "G_DOLTEXTURE1")
                {
                    TexNameDOL1 = matParam.Path;
                    hasLightmap = true;
                }
                else if (paramNameCheck == "G_DOLTEXTURE2")
                {
                    TexNameDOL2 = matParam.Path;
                }
                // DS1 params
                else if (paramNameCheck == "G_DIFFUSE")
                {
                    TexNameDiffuse = matParam.Path;
                }
                else if (paramNameCheck == "G_SPECULAR")
                {
                    TexNameSpecular = matParam.Path;
                }
                else if (paramNameCheck == "G_BUMPMAP")
                {
                    TexNameNormal = matParam.Path;
                }
                else if (paramNameCheck == "G_LIGHTMAP")
                {
                    TexNameDOL1 = matParam.Path;
                    hasLightmap = true;
                }
                // Alternate material params that work as diffuse
            }

            // MTD lookup
            MTD mtd = null; //InterrootLoader.GetMTD(flvr.Materials[mesh.MaterialIndex].MTD);

            var MeshVertices = new VertexPositionColorNormalTangentTexture[mesh.Vertices.Count];

            for (int i = 0; i < mesh.Vertices.Count; i++)
            {
                var vert = mesh.Vertices[i];
                MeshVertices[i] = new VertexPositionColorNormalTangentTexture();

                MeshVertices[i].Position = new Vector3(vert.Position.X, vert.Position.Y, vert.Position.Z);

                if (vert.Normal != null && vert.Tangents != null && vert.Tangents.Count > 0)
                {
                    MeshVertices[i].Normal   = Vector3.Normalize(new Vector3(vert.Normal.X, vert.Normal.Y, vert.Normal.Z));
                    MeshVertices[i].Tangent  = Vector3.Normalize(new Vector3(vert.Tangents[0].X, vert.Tangents[0].Y, vert.Tangents[0].Z));
                    MeshVertices[i].Binormal = Vector3.Cross(Vector3.Normalize(MeshVertices[i].Normal), Vector3.Normalize(MeshVertices[i].Tangent)) * vert.Tangents[0].W;
                }

                if (vert.UVs.Count > 0)
                {
                    MeshVertices[i].TextureCoordinate = new Vector2(vert.UVs[0].X, vert.UVs[0].Y);
                    if (vert.UVs.Count > 1 && hasLightmap)
                    {
                        if (mtd == null)
                        {
                            // Really stupid heuristic to determine light map UVs without reading mtd files or something
                            if (vert.UVs.Count > 2 && flvr.Materials[mesh.MaterialIndex].Textures.Count > 11)
                            {
                                MeshVertices[i].TextureCoordinate2 = new Vector2(vert.UVs[2].X, vert.UVs[2].Y);
                            }
                            else
                            {
                                MeshVertices[i].TextureCoordinate2 = new Vector2(vert.UVs[1].X, vert.UVs[1].Y);
                            }
                        }
                        else
                        {
                            // Better heuristic with MTDs
                            int uvindex  = mtd.Textures.Find(tex => tex.Type.ToUpper() == "G_LIGHTMAP" || tex.Type.ToUpper() == "G_DOLTEXTURE1").UVNumber;
                            int uvoffset = 1;
                            for (int j = 1; j < uvindex; j++)
                            {
                                if (!mtd.Textures.Any(t => (t.UVNumber == j)))
                                {
                                    uvoffset++;
                                }
                            }
                            uvindex -= uvoffset;
                            if (vert.UVs.Count > uvindex)
                            {
                                MeshVertices[i].TextureCoordinate2 = new Vector2(vert.UVs[uvindex].X, vert.UVs[uvindex].Y);
                            }
                            else
                            {
                                MeshVertices[i].TextureCoordinate2 = new Vector2(vert.UVs[1].X, vert.UVs[1].Y);
                            }
                        }
                    }
                    else
                    {
                        MeshVertices[i].TextureCoordinate2 = Vector2.Zero;
                    }
                }
                else
                {
                    MeshVertices[i].TextureCoordinate  = Vector2.Zero;
                    MeshVertices[i].TextureCoordinate2 = Vector2.Zero;
                }
            }

            VertexCount = MeshVertices.Length;

            MeshFacesets = new List <FlverSubmeshRendererFaceSet>();

            foreach (var faceset in mesh.FaceSets)
            {
                //At this point they use 32-bit faceset vertex indices
                bool is32bit = flvr.Header.Version > 0x20005;

                var newFaceSet = new FlverSubmeshRendererFaceSet()
                {
                    BackfaceCulling = faceset.CullBackfaces,
                    IsTriangleStrip = faceset.TriangleStrip,
                    IndexBuffer     = new IndexBuffer(
                        GFX.Device,
                        is32bit ? IndexElementSize.ThirtyTwoBits : IndexElementSize.SixteenBits,
                        faceset.Indices.Count,
                        BufferUsage.WriteOnly),
                    IndexCount = faceset.Indices.Count,
                };

                if (faceset.Flags == FLVER2.FaceSet.FSFlags.LodLevel1)
                {
                    newFaceSet.LOD = 1;
                    HasNoLODs      = false;
                }
                else if (faceset.Flags == FLVER2.FaceSet.FSFlags.LodLevel2)
                {
                    newFaceSet.LOD = 2;
                    HasNoLODs      = false;
                }

                if (is32bit)
                {
                    newFaceSet.IndexBuffer.SetData(faceset.Indices.Select(x => (x == 0xFFFF && x > mesh.Vertices.Count) ? -1 : x).ToArray());
                }
                else
                {
                    newFaceSet.IndexBuffer.SetData(faceset.Indices.Select(x => (x == 0xFFFF && x > mesh.Vertices.Count) ? -1 : (ushort)x).ToArray());
                }

                MeshFacesets.Add(newFaceSet);
            }

            Bounds = BoundingBox.CreateFromPoints(MeshVertices.Select(x => x.Position));

            VertBuffer = new VertexBuffer(GFX.Device,
                                          typeof(VertexPositionColorNormalTangentTexture), MeshVertices.Length, BufferUsage.WriteOnly);
            VertBuffer.SetData(MeshVertices);

            VertBufferBinding = new VertexBufferBinding(VertBuffer, 0, 0);

            TryToLoadTextures();
        }
Beispiel #9
0
 public MeshExporter(FbxScene scene, FLVER2.Mesh mesh) : base(scene, new MeshExportData {
     mesh = mesh
 })
 {
 }