Example #1
0
        private void LODcomboBox3_SelectedIndexChanged(object sender, EventArgs e)
        {
            BFRES.Mesh.LOD_Mesh msh = (BFRES.Mesh.LOD_Mesh)LODcomboBox3.SelectedItem;
            mesh.DisplayLODIndex = LODcomboBox3.SelectedIndex;

            bfres.UpdateRenderMeshes();

            PolyCountlabel3.Text = "Poly Count " + mesh.lodMeshes[mesh.DisplayLODIndex].displayFaceSize.ToString();
        }
Example #2
0
        public static void WiiU2Switch(string FileName, int CurModel, BFRES b)
        {
            ResFile TargetWiiUBFRES = new ResFile(FileName);



            int CurMdl = 0;

            foreach (Model mdl in TargetWiiUBFRES.Models.Values)
            {
                int CurBn = 0;
                foreach (Syroot.NintenTools.Bfres.Bone bn in mdl.Skeleton.Bones.Values)
                {
                    Bone bone = b.models[CurMdl].skeleton.bones[CurBn];

                    bone.scale[0]    = bn.Scale.X;
                    bone.scale[1]    = bn.Scale.Y;
                    bone.scale[2]    = bn.Scale.Z;
                    bone.rotation[0] = bn.Rotation.X;
                    bone.rotation[1] = bn.Rotation.Y;
                    bone.rotation[2] = bn.Rotation.Z;
                    bone.rotation[3] = bn.Rotation.W;
                    bone.position[0] = bn.Position.X;
                    bone.position[1] = bn.Position.Y;
                    bone.position[2] = bn.Position.Z;
                    CurBn++;
                }
                b.models[CurMdl].skeleton.reset();

                int CurShape = 0;
                foreach (Shape shp in mdl.Shapes.Values)
                {
                    Mesh poly = b.models[CurMdl].poly[CurShape];

                    //Create a buffer instance which stores all the buffer data
                    // VertexBufferHelperAttrib uv1 = helper["_u1"];

                    int TotalCount = poly.vertices.Count;

                    int LODCount = 0;

                    uint   FaceCount    = FaceCount = shp.Meshes[LODCount].IndexCount;
                    uint[] indicesArray = shp.Meshes[LODCount].GetIndices().ToArray();


                    int TotalFaceCount = poly.lodMeshes[poly.DisplayLODIndex].faces.Count;

                    poly.lodMeshes[poly.DisplayLODIndex].faces.Clear();

                    for (int face = 0; face < FaceCount; face++)
                    {
                        poly.lodMeshes[poly.DisplayLODIndex].faces.Add((int)indicesArray[face] + (int)shp.Meshes[LODCount].FirstVertex);
                    }

                    if (TotalFaceCount != poly.lodMeshes[poly.DisplayLODIndex].faces.Count)
                    {
                        MessageBox.Show("Error F");
                    }

                    poly.vertices.Clear();


                    //Create a buffer instance which stores all the buffer data
                    VertexBufferHelper helper = new VertexBufferHelper(mdl.VertexBuffers[shp.VertexBufferIndex], TargetWiiUBFRES.ByteOrder);

                    //Set each array first from the lib if exist. Then add the data all in one loop
                    Syroot.Maths.Vector4F[] vec4Positions = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4Normals   = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4uv0       = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4uv1       = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4uv2       = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4c0        = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4t0        = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4b0        = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4w0        = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4i0        = new Syroot.Maths.Vector4F[0];


                    foreach (VertexAttrib att in mdl.VertexBuffers[shp.VertexBufferIndex].Attributes.Values)
                    {
                        Mesh.VertexAttribute attr = new Mesh.VertexAttribute();
                        attr.Name = att.Name;
                        // attr.Format = att.Format;

                        if (att.Name == "_p0")
                        {
                            vec4Positions = WiiUAttributeData(att, helper, "_p0");
                        }
                        if (att.Name == "_n0")
                        {
                            vec4Normals = WiiUAttributeData(att, helper, "_n0");
                        }
                        if (att.Name == "_u0")
                        {
                            vec4uv0 = WiiUAttributeData(att, helper, "_u0");
                        }
                        if (att.Name == "_u1")
                        {
                            vec4uv1 = WiiUAttributeData(att, helper, "_u1");
                        }
                        if (att.Name == "_u2")
                        {
                            vec4uv2 = WiiUAttributeData(att, helper, "_u2");
                        }
                        if (att.Name == "_c0")
                        {
                            vec4c0 = WiiUAttributeData(att, helper, "_c0");
                        }
                        if (att.Name == "_t0")
                        {
                            vec4t0 = WiiUAttributeData(att, helper, "_t0");
                        }
                        if (att.Name == "_b0")
                        {
                            vec4b0 = WiiUAttributeData(att, helper, "_b0");
                        }
                        if (att.Name == "_w0")
                        {
                            vec4w0 = WiiUAttributeData(att, helper, "_w0");
                        }
                        if (att.Name == "_i0")
                        {
                            vec4i0 = WiiUAttributeData(att, helper, "_i0");
                        }

                        poly.vertexAttributes.Add(attr);
                    }
                    for (int i = 0; i < vec4Positions.Length; i++)
                    {
                        Vertex v = new Vertex();
                        if (vec4Positions.Length > 0)
                        {
                            v.pos = new Vector3(vec4Positions[i].X, vec4Positions[i].Y, vec4Positions[i].Z);
                        }
                        if (vec4Normals.Length > 0)
                        {
                            v.nrm = new Vector3(vec4Normals[i].X, vec4Normals[i].Y, vec4Normals[i].Z);
                        }
                        if (vec4uv0.Length > 0)
                        {
                            v.uv0 = new Vector2(vec4uv0[i].X, vec4uv0[i].Y);
                        }
                        if (vec4uv1.Length > 0)
                        {
                            v.uv1 = new Vector2(vec4uv1[i].X, vec4uv1[i].Y);
                        }
                        if (vec4uv2.Length > 0)
                        {
                            v.uv2 = new Vector2(vec4uv2[i].X, vec4uv2[i].Y);
                        }
                        if (vec4w0.Length > 0)
                        {
                            v.boneWeights.Add(vec4w0[i].X);
                            v.boneWeights.Add(vec4w0[i].Y);
                            v.boneWeights.Add(vec4w0[i].Z);
                            v.boneWeights.Add(vec4w0[i].W);
                        }
                        if (vec4i0.Length > 0)
                        {
                            v.boneIds.Add((int)vec4i0[i].X);
                            v.boneIds.Add((int)vec4i0[i].Y);
                            v.boneIds.Add((int)vec4i0[i].Z);
                            v.boneIds.Add((int)vec4i0[i].W);
                        }
                        if (vec4t0.Length > 0)
                        {
                            v.tan = new Vector4(vec4t0[i].X, vec4t0[i].Y, vec4t0[i].Z, vec4t0[i].W);
                        }
                        if (vec4b0.Length > 0)
                        {
                            v.bitan = new Vector4(vec4b0[i].X, vec4b0[i].Y, vec4b0[i].Z, vec4b0[i].W);
                        }
                        if (vec4c0.Length > 0)
                        {
                            v.col = new Vector4(vec4c0[i].X, vec4c0[i].Y, vec4c0[i].Z, vec4c0[i].W);
                        }

                        poly.vertices.Add(v);
                    }

                    CurShape++;
                }
                CurMdl++;
            }
            b.UpdateRenderMeshes();
        }