public IVertex SetColorBytes( int colorIndex, byte r, byte g, byte b, byte a) => this.SetColor(colorIndex, ColorImpl.FromRgbaBytes(r, g, b, a));
private IColor[] DecodeCmprPalette_(ushort color1Value, ushort color2Value) { var palette = new IColor[4]; var color1 = ColorUtil.ParseRgb565(color1Value); var color2 = ColorUtil.ParseRgb565(color2Value); IColor color3, color4; if (color1Value > color2Value) { color3 = ColorUtil.Interpolate(color1, color2, 1d / 3); color4 = ColorUtil.Interpolate(color1, color2, 2d / 3); } else { color3 = ColorUtil.Interpolate(color1, color2, .5); color4 = ColorImpl.FromRgbaBytes(0, 0, 0, 0); } palette[0] = color1; palette[1] = color2; palette[2] = color3; palette[3] = color4; return(palette); }
protected override IColor[] DecodeBlock(IList <byte> block, int position) { var bl = new IColor[8 * 4]; var s = new VectorReader(block, position, Endianness.Big); for (var j = 0; j < 4; ++j) { for (var i = 0; i < 8; ++i) { var intensity = s.ReadU8(); bl[j * 8 + i] = ColorImpl.FromIntensityByte(intensity); } } return(bl); }
protected override IColor[] DecodeBlock(IList <byte> block, int position) { var bl = new IColor[4 * 4]; var s = new VectorReader(block, position, Endianness.Big); for (var j = 0; j < 4; ++j) { for (var i = 0; i < 4; ++i) { var intensity = s.ReadU8(); var alpha = s.ReadU8(); bl[j * 4 + i] = ColorImpl.FromRgbaBytes(intensity, intensity, intensity, alpha); } } return(bl); }
protected override IColor[] DecodeBlock(IList <byte> block, int position) { var bl = new IColor[8 * 4]; var s = new VectorReader(block, position, Endianness.Big); for (var j = 0; j < 4; ++j) { for (var i = 0; i < 8; ++i) { var pixes = s.ReadU8(); var intensity = ColorUtil.ExtractScaled(pixes, 4, 4, 17); var alpha = ColorUtil.ExtractScaled(pixes, 0, 4, 17); bl[j * 8 + i] = ColorImpl.FromRgbaBytes(intensity, intensity, intensity, alpha); } } return(bl); }
protected override IColor[] DecodeBlock(IList <byte> block, int position) { var bl = new IColor[8 * 8]; var s = new VectorReader(block, position, Endianness.Big); for (var j = 0; j < 8; ++j) { for (var i = 0; i < 4; ++i) { var pixes = s.ReadU8(); var intensity1 = ColorUtil.ExtractScaled(pixes, 4, 4, 17); var intensity2 = ColorUtil.ExtractScaled(pixes, 0, 4, 17); bl[j * 8 + 2 * i] = ColorImpl.FromIntensityByte(intensity1); bl[j * 8 + 2 * i + 1] = ColorImpl.FromIntensityByte(intensity2); } } return(bl); }
protected override IColor[] DecodeBlock(IList <byte> block, int position) { var bl = new IColor[4 * 4]; var s = new VectorReader(block, position, Endianness.Big); for (var j = 0; j < 4; ++j) { for (var i = 0; i < 4; ++i) { var pix = s.ReadU16(); var alphaFlag = BitLogic.ExtractFromRight(pix, 15, 1); byte r, g, b, a; if (alphaFlag == 1) { a = 255; r = ColorUtil.ExtractScaled(pix, 10, 5); g = ColorUtil.ExtractScaled(pix, 5, 5); b = ColorUtil.ExtractScaled(pix, 0, 5); } else { a = ColorUtil.ExtractScaled(pix, 12, 3); r = ColorUtil.ExtractScaled(pix, 8, 4, 17); g = ColorUtil.ExtractScaled(pix, 4, 4, 17); b = ColorUtil.ExtractScaled(pix, 0, 4, 17); } bl[j * 4 + i] = ColorImpl.FromRgbaBytes(r, g, b, a); } } return(bl); }
public unsafe IModel LoadModel(GloModelFileBundle gloModelFileBundle) { var gloFile = gloModelFileBundle.GloFile; var textureDirectories = gloModelFileBundle.TextureDirectories; var fps = 20; var glo = gloFile.Impl.ReadNew <Glo>(Endianness.LittleEndian); var textureFilesByName = new Dictionary <string, IFileHierarchyFile>(); foreach (var textureDirectory in textureDirectories) { foreach (var textureFile in textureDirectory.Files) { textureFilesByName[textureFile.Name.ToLower()] = textureFile; } } /*new MeshCsvWriter().WriteToFile( * glo, new FinFile(Path.Join(outputDirectory.FullName, "mesh.csv"))); * new FaceCsvWriter().WriteToFile( * glo, new FinFile(Path.Join(outputDirectory.FullName, "face.csv"))); * new VertexCsvWriter().WriteToFile( * glo, new FinFile(Path.Join(outputDirectory.FullName, "vertex.csv")));*/ var finModel = new ModelImpl(); var finSkin = finModel.Skin; var finRootBone = finModel.Skeleton.Root; var finTextureMap = new LazyDictionary <string, ITexture?>( textureFilename => { if (!textureFilesByName.TryGetValue(textureFilename.ToLower(), out var textureFile)) { return(null); } using var rawTextureImage = FinImage.FromFile(textureFile.Impl); var textureImageWithAlpha = GloModelLoader.AddTransparencyToGloImage_(rawTextureImage); var finTexture = finModel.MaterialManager.CreateTexture( textureImageWithAlpha); finTexture.Name = textureFilename; if (this.mirrorTextures_.Contains(textureFilename)) { finTexture.WrapModeU = WrapMode.MIRROR_REPEAT; finTexture.WrapModeV = WrapMode.MIRROR_REPEAT; } else { finTexture.WrapModeU = WrapMode.REPEAT; finTexture.WrapModeV = WrapMode.REPEAT; } return(finTexture); }); var withCullingMap = new LazyDictionary <string, IMaterial>(textureFilename => { var finTexture = finTextureMap[textureFilename]; if (finTexture == null) { return(finModel.MaterialManager.AddStandardMaterial()); } return(finModel.MaterialManager.AddTextureMaterial(finTexture)); }); var withoutCullingMap = new LazyDictionary <string, IMaterial>( textureFilename => { var finTexture = finTextureMap[textureFilename]; IMaterial finMaterial = finTexture == null ? finModel.MaterialManager .AddStandardMaterial() : finModel.MaterialManager .AddTextureMaterial( finTexture); finMaterial.CullingMode = CullingMode.SHOW_BOTH; return(finMaterial); }); var firstMeshMap = new Dictionary <string, GloMesh>(); // TODO: Consider separating these out as separate models foreach (var gloObject in glo.Objects) { var finObjectRootBone = finRootBone.AddRoot(0, 0, 0); var meshQueue = new Queue <(GloMesh, IBone)>(); foreach (var topLevelGloMesh in gloObject.Meshes) { meshQueue.Enqueue((topLevelGloMesh, finObjectRootBone)); } List <(IAnimation, int, int)> finAndGloAnimations = new(); foreach (var animSeg in gloObject.AnimSegs) { var startFrame = (int)animSeg.StartFrame; var endFrame = (int)animSeg.EndFrame; var finAnimation = finModel.AnimationManager.AddAnimation(); finAnimation.Name = animSeg.Name; finAnimation.FrameCount = (int)(animSeg.EndFrame - animSeg.StartFrame + 1); finAnimation.FrameRate = fps * animSeg.Speed; finAndGloAnimations.Add((finAnimation, startFrame, endFrame)); } while (meshQueue.Count > 0) { var(gloMesh, parentFinBone) = meshQueue.Dequeue(); var name = gloMesh.Name; GloMesh idealMesh; if (!firstMeshMap.TryGetValue(name, out idealMesh)) { firstMeshMap[name] = idealMesh = gloMesh; } var position = gloMesh.MoveKeys[0].Xyz; var rotation = gloMesh.RotateKeys[0]; var quaternion = new Quaternion(rotation.X, rotation.Y, rotation.Z, rotation.W); var xyzRadians = QuaternionUtil.ToEulerRadians(quaternion); var scale = gloMesh.ScaleKeys[0].Scale; var finBone = parentFinBone .AddChild(position.X, position.Y, position.Z) .SetLocalRotationRadians( xyzRadians.X, xyzRadians.Y, xyzRadians.Z) .SetLocalScale(scale.X, scale.Y, scale.Z); finBone.Name = name + "_bone"; var child = gloMesh.Pointers.Child; if (child != null) { meshQueue.Enqueue((child, finBone)); } var next = gloMesh.Pointers.Next; if (next != null) { meshQueue.Enqueue((next, parentFinBone)); } foreach (var(finAnimation, startFrame, endFrame) in finAndGloAnimations) { var finBoneTracks = finAnimation.AddBoneTracks(finBone); long prevTime = -1; foreach (var moveKey in gloMesh.MoveKeys) { Asserts.True(moveKey.Time > prevTime); prevTime = moveKey.Time; if (!(moveKey.Time >= startFrame && moveKey.Time <= endFrame)) { continue; } var time = (int)(moveKey.Time - startFrame); Asserts.True(time >= 0 && time < finAnimation.FrameCount); var moveValue = moveKey.Xyz; finBoneTracks.Positions.Set(time, 0, moveValue.X); finBoneTracks.Positions.Set(time, 1, moveValue.Y); finBoneTracks.Positions.Set(time, 2, moveValue.Z); } prevTime = -1; foreach (var rotateKey in gloMesh.RotateKeys) { Asserts.True(rotateKey.Time > prevTime); prevTime = rotateKey.Time; if (!(rotateKey.Time >= startFrame && rotateKey.Time <= endFrame)) { continue; } var time = (int)(rotateKey.Time - startFrame); Asserts.True(time >= 0 && time < finAnimation.FrameCount); var quaternionKey = new Quaternion(rotateKey.X, rotateKey.Y, rotateKey.Z, rotateKey.W); var xyzRadiansKey = QuaternionUtil.ToEulerRadians(quaternionKey); finBoneTracks.Rotations.Set(time, 0, xyzRadiansKey.X); finBoneTracks.Rotations.Set(time, 1, xyzRadiansKey.Y); finBoneTracks.Rotations.Set(time, 2, xyzRadiansKey.Z); } prevTime = -1; foreach (var scaleKey in gloMesh.ScaleKeys) { Asserts.True(scaleKey.Time > prevTime); prevTime = scaleKey.Time; if (!(scaleKey.Time >= startFrame && scaleKey.Time <= endFrame)) { continue; } var time = (int)(scaleKey.Time - startFrame); Asserts.True(time >= 0 && time < finAnimation.FrameCount); var scaleValue = scaleKey.Scale; finBoneTracks.Scales.Set(time, 0, scaleValue.X); finBoneTracks.Scales.Set(time, 1, scaleValue.Y); finBoneTracks.Scales.Set(time, 2, scaleValue.Z); } } // Anything with these names are debug objects and can be ignored. if (this.hiddenNames_.Contains(name)) { continue; } var finMesh = finSkin.AddMesh(); finMesh.Name = name; var gloVertices = idealMesh.Vertices; string previousTextureName = null; IMaterial?previousMaterial = null; foreach (var gloFace in idealMesh.Faces) { // TODO: What can we do if texture filename is empty? var textureFilename = gloFace.TextureFilename; var gloFaceColor = gloFace.Color; var finFaceColor = ColorImpl.FromRgbaBytes( gloFaceColor.R, gloFaceColor.G, gloFaceColor.B, gloFaceColor.A); var enableBackfaceCulling = (gloFace.Flags & 1 << 2) == 0; IMaterial?finMaterial; if (textureFilename == previousTextureName) { finMaterial = previousMaterial; } else { previousTextureName = textureFilename; finMaterial = enableBackfaceCulling ? withCullingMap[textureFilename] : withoutCullingMap[textureFilename]; previousMaterial = finMaterial; } // Face flag: // 0: potentially some kind of repeat mode?? var color = (gloFace.Flags & 1 << 6) != 0 ? ColorImpl.FromRgbaBytes(255, 0, 0, 255) : ColorImpl.FromRgbaBytes(0, 255, 0, 255); var finFaceVertices = new IVertex[3]; for (var v = 0; v < 3; ++v) { var gloVertexRef = gloFace.VertexRefs[v]; var gloVertex = gloVertices[gloVertexRef.Index]; var finVertex = finSkin .AddVertex(gloVertex.X, gloVertex.Y, gloVertex.Z) .SetUv(gloVertexRef.U, gloVertexRef.V); //.SetColor(color); finVertex.SetBoneWeights(finSkin.GetOrCreateBoneWeights( PreprojectMode.BONE, finBone)); finFaceVertices[v] = finVertex; } // TODO: Merge triangles together var finTriangles = new (IVertex, IVertex, IVertex)[1];
public static IColor ParseRgb5A3(ushort color) { ColorUtil.SplitRgb5A3(color, out var r, out var g, out var b, out var a); return(ColorImpl.FromRgbaBytes(r, g, b, a)); }
public static IColor ParseRgb565(ushort color) { ColorUtil.SplitRgb565(color, out var r, out var g, out var b); return(ColorImpl.FromRgbBytes(r, g, b)); }
public static IColor Interpolate(IColor from, IColor to, double amt) => ColorImpl.FromRgbaBytes( (byte)Math.Round(from.Rb * (1 - amt) + to.Rb * amt), (byte)Math.Round(from.Gb * (1 - amt) + to.Gb * amt), (byte)Math.Round(from.Bb * (1 - amt) + to.Bb * amt), (byte)Math.Round(from.Ab * (1 - amt) + to.Ab * amt));
// TODO: Split these out into separate classes // TODO: Reading from the file here is gross public IModel LoadModel(CmbModelFileBundle modelFileBundle) { var cmbFile = modelFileBundle.CmbFile; var csabFiles = modelFileBundle.CsabFiles; var ctxbFiles = modelFileBundle.CtxbFiles; var shpaFiles = modelFileBundle.ShpaFiles; var fps = 30; using var r = new EndianBinaryReader(cmbFile.Impl.OpenRead(), Endianness.LittleEndian); var cmb = new Cmb(r); r.Position = 0; var filesAndCsabs = csabFiles?.Select(csabFile => { var csab = csabFile.Impl.ReadNew <Csab>(Endianness.LittleEndian); return(csabFile, csab); }) .ToList() ?? new List <(IFileHierarchyFile shpaFile, Csab csab)>(); var filesAndCtxbs = ctxbFiles?.Select(ctxbFile => { var ctxb = ctxbFile.Impl.ReadNew <Ctxb>(Endianness.LittleEndian); return(ctxbFile, ctxb); }) .ToList() ?? new List <(IFileHierarchyFile shpaFile, Ctxb ctxb)>(); var filesAndShpas = shpaFiles?.Select(shpaFile => { var shpa = shpaFile.Impl.ReadNew <Shpa>(Endianness.LittleEndian); return(shpaFile, shpa); }) .ToList() ?? new List <(IFileHierarchyFile shpaFile, Shpa shpa)>(); var finModel = new ModelImpl(); var finSkin = finModel.Skin; // Adds bones var finBones = new IBone[cmb.skl.bones.Length]; var boneQueue = new Queue <(Bone, IBone?)>(); boneQueue.Enqueue((cmb.skl.bones[0], null)); while (boneQueue.Count > 0) { var(cmbBone, finBoneParent) = boneQueue.Dequeue(); var translation = cmbBone.translation; var radians = cmbBone.rotation; var scale = cmbBone.scale; var finBone = (finBoneParent ?? finModel.Skeleton.Root) .AddChild(translation.X, translation.Y, translation.Z) .SetLocalRotationRadians(radians.X, radians.Y, radians.Z) .SetLocalScale(scale.X, scale.Y, scale.Z); finBones[cmbBone.id] = finBone; foreach (var child in cmbBone.children) { boneQueue.Enqueue((child, finBone)); } } // Adds animations foreach (var(csabFile, csab) in filesAndCsabs) { var finAnimation = finModel.AnimationManager.AddAnimation(); finAnimation.Name = csabFile.NameWithoutExtension; finAnimation.FrameCount = (int)csab.Duration; finAnimation.FrameRate = fps; foreach (var(boneIndex, anod) in csab.BoneIndexToAnimationNode) { var boneTracks = finAnimation.AddBoneTracks(finBones[boneIndex]); // TODO: Add support for in/out tangents foreach (var translationX in anod.TranslationX.Keyframes) { boneTracks.Positions.Set((int)translationX.Time, 0, translationX.Value, translationX.IncomingTangent, translationX.OutgoingTangent); } foreach (var translationY in anod.TranslationY.Keyframes) { boneTracks.Positions.Set((int)translationY.Time, 1, translationY.Value, translationY.IncomingTangent, translationY.OutgoingTangent); } foreach (var translationZ in anod.TranslationZ.Keyframes) { boneTracks.Positions.Set((int)translationZ.Time, 2, translationZ.Value, translationZ.IncomingTangent, translationZ.OutgoingTangent); } foreach (var scaleX in anod.ScaleX.Keyframes) { boneTracks.Scales.Set((int)scaleX.Time, 0, scaleX.Value, scaleX.IncomingTangent, scaleX.OutgoingTangent); } foreach (var scaleY in anod.ScaleY.Keyframes) { boneTracks.Scales.Set((int)scaleY.Time, 1, scaleY.Value, scaleY.IncomingTangent, scaleY.OutgoingTangent); } foreach (var scaleZ in anod.ScaleZ.Keyframes) { boneTracks.Scales.Set((int)scaleZ.Time, 2, scaleZ.Value, scaleZ.IncomingTangent, scaleZ.OutgoingTangent); } foreach (var rotationX in anod.RotationX.Keyframes) { boneTracks.Rotations.Set((int)rotationX.Time, 0, rotationX.Value, rotationX.IncomingTangent, rotationX.OutgoingTangent); } foreach (var rotationY in anod.RotationY.Keyframes) { boneTracks.Rotations.Set((int)rotationY.Time, 1, rotationY.Value, rotationY.IncomingTangent, rotationY.OutgoingTangent); } foreach (var rotationZ in anod.RotationZ.Keyframes) { boneTracks.Rotations.Set((int)rotationZ.Time, 2, rotationZ.Value, rotationZ.IncomingTangent, rotationZ.OutgoingTangent); } } } // TODO: Move these reads into the model reading logic var ctrTexture = new CtrTexture(); var textureImages = cmb.tex.textures.Select(cmbTexture => { var position = cmb.startOffset + cmb.header.textureDataOffset + cmbTexture.dataOffset; IImage image; if (position != 0) { r.Position = position; var data = r.ReadBytes((int)cmbTexture.dataLength); image = ctrTexture.DecodeImage(data, cmbTexture); } else { var ctxb = filesAndCtxbs .Select( fileAndCtxb => fileAndCtxb.Item2) .Single(ctxb => ctxb.Chunk.Entry.name == cmbTexture.name); image = ctrTexture.DecodeImage(ctxb.Data, cmbTexture); } return(image); }) .ToArray(); // Creates meshes & textures // TODO: Emulate fixed-function materials var finMaterials = new List <IMaterial>(); for (var i = 0; i < cmb.mat.materials.Length; ++i) { var cmbMaterial = cmb.mat.materials[i]; // Get associated texture var texMapper = cmbMaterial.texMappers[0]; var textureId = texMapper.textureId; ITexture?finTexture = null; if (textureId != -1) { var cmbTexture = cmb.tex.textures[textureId]; var textureImage = textureImages[textureId]; finTexture = finModel.MaterialManager.CreateTexture(textureImage); finTexture.Name = cmbTexture.name; finTexture.WrapModeU = this.CmbToFinWrapMode(texMapper.wrapS); finTexture.WrapModeV = this.CmbToFinWrapMode(texMapper.wrapT); } // Create material IMaterial finMaterial = finTexture != null ? finModel.MaterialManager .AddTextureMaterial( finTexture) : finModel.MaterialManager .AddLayerMaterial(); finMaterial.Name = $"material{i}"; finMaterial.CullingMode = cmbMaterial.faceCulling switch { CullMode.FrontAndBack => CullingMode.SHOW_BOTH, CullMode.Front => CullingMode.SHOW_FRONT_ONLY, CullMode.BackFace => CullingMode.SHOW_BACK_ONLY, CullMode.Never => CullingMode.SHOW_NEITHER, _ => throw new NotImplementedException(), }; finMaterials.Add(finMaterial); } /*{ * var nameToTextures = new Dictionary<string, ITexture>(); * foreach (var finMaterial in finMaterials) { * foreach (var finTexture in finMaterial.Textures) { * nameToTextures[finTexture.Name] = finTexture; * } * } * * foreach (var (_, finTexture) in nameToTextures) { * finTexture.ImageData.Save( * Path.Join(outputDirectory.FullName, finTexture.Name + ".png")); * } * }*/ var verticesByIndex = new ListDictionary <int, IVertex>(); // Adds meshes foreach (var cmbMesh in cmb.sklm.meshes.meshes) { var shape = cmb.sklm.shapes.shapes[cmbMesh.shapeIndex]; uint vertexCount = 0; var meshIndices = new List <uint>(); foreach (var pset in shape.primitiveSets) { foreach (var index in pset.primitive.indices) { meshIndices.Add(index); vertexCount = Math.Max(vertexCount, index); } } ++vertexCount; var preproject = new bool?[vertexCount]; var skinningModes = new SkinningMode?[vertexCount]; foreach (var pset in shape.primitiveSets) { foreach (var index in pset.primitive.indices) { skinningModes[index] = pset.skinningMode; preproject[index] = pset.skinningMode != SkinningMode.Smooth; } } // Gets flags var inc = 1; var hasNrm = BitLogic.GetFlag(shape.vertFlags, inc++); if (cmb.header.version > CmbVersion.OCARINA_OF_TIME_3D) { // Skip "HasTangents" for now inc++; } var hasClr = BitLogic.GetFlag(shape.vertFlags, inc++); var hasUv0 = BitLogic.GetFlag(shape.vertFlags, inc++); var hasUv1 = BitLogic.GetFlag(shape.vertFlags, inc++); var hasUv2 = BitLogic.GetFlag(shape.vertFlags, inc++); var hasBi = BitLogic.GetFlag(shape.vertFlags, inc++); var hasBw = BitLogic.GetFlag(shape.vertFlags, inc++); // Gets bone indices var boneCount = shape.boneDimensions; var bIndices = new short[vertexCount * boneCount]; foreach (var pset in shape.primitiveSets) { foreach (var i in pset.primitive.indices) { if (hasBi && pset.skinningMode != SkinningMode.Single) { r.Position = cmb.startOffset + cmb.header.vatrOffset + cmb.vatr.bIndices.StartOffset + shape.bIndices.Start + i * DataTypeUtil.GetSize(shape.bIndices.DataType) * shape.boneDimensions; for (var bi = 0; bi < shape.boneDimensions; ++bi) { var boneTableIndex = shape.bIndices.Scale * DataTypeUtil.Read( r, shape.bIndices.DataType); bIndices[i * boneCount + bi] = pset.boneTable[(int)boneTableIndex]; } } else { bIndices[i] = shape.primitiveSets[0].boneTable[0]; } } } var finMesh = finSkin.AddMesh(); // TODO: Encapsulate these reads somewhere else // Get vertices var finVertices = new IVertex[vertexCount]; for (var i = 0; i < vertexCount; ++i) { // Position r.Position = cmb.startOffset + cmb.header.vatrOffset + cmb.vatr.position.StartOffset + shape.position.Start + 3 * DataTypeUtil.GetSize(shape.position.DataType) * i; var positionValues = DataTypeUtil.Read(r, 3, shape.position.DataType) .Select(value => value * shape.position.Scale) .ToArray(); var finVertex = finSkin.AddVertex(positionValues[0], positionValues[1], positionValues[2]); finVertices[i] = finVertex; var index = (ushort)(shape.position.Start / 3 + i); verticesByIndex.Add(index, finVertex); if (hasNrm) { r.Position = cmb.startOffset + cmb.header.vatrOffset + cmb.vatr.normal.StartOffset + shape.normal.Start + 3 * DataTypeUtil.GetSize(shape.normal.DataType) * i; var normalValues = DataTypeUtil.Read(r, 3, shape.normal.DataType) .Select(value => value * shape.normal.Scale) .ToArray(); finVertex.SetLocalNormal(normalValues[0], normalValues[1], normalValues[2]); } if (hasClr) { r.Position = cmb.startOffset + cmb.header.vatrOffset + cmb.vatr.color.StartOffset + shape.color.Start + 4 * DataTypeUtil.GetSize(shape.color.DataType) * i; var colorValues = DataTypeUtil.Read(r, 4, shape.color.DataType) .Select(value => value * shape.color.Scale) .ToArray(); finVertex.SetColorBytes((byte)(colorValues[0] * 255), (byte)(colorValues[1] * 255), (byte)(colorValues[2] * 255), (byte)(colorValues[3] * 255)); } if (hasUv0) { r.Position = cmb.startOffset + cmb.header.vatrOffset + cmb.vatr.uv0.StartOffset + shape.uv0.Start + 2 * DataTypeUtil.GetSize(shape.uv0.DataType) * i; var uv0Values = DataTypeUtil.Read(r, 2, shape.uv0.DataType) .Select(value => value * shape.uv0.Scale) .ToArray(); finVertex.SetUv(0, uv0Values[0], 1 - uv0Values[1]); } if (hasUv1) { r.Position = cmb.startOffset + cmb.header.vatrOffset + cmb.vatr.uv1.StartOffset + shape.uv1.Start + 2 * DataTypeUtil.GetSize(shape.uv1.DataType) * i; var uv1Values = DataTypeUtil.Read(r, 2, shape.uv1.DataType) .Select(value => value * shape.uv1.Scale) .ToArray(); finVertex.SetUv(1, uv1Values[0], 1 - uv1Values[1]); } if (hasUv2) { r.Position = cmb.startOffset + cmb.header.vatrOffset + cmb.vatr.uv2.StartOffset + shape.uv2.Start + 2 * DataTypeUtil.GetSize(shape.uv2.DataType) * i; var uv2Values = DataTypeUtil.Read(r, 2, shape.uv2.DataType) .Select(value => value * shape.uv2.Scale) .ToArray(); finVertex.SetUv(2, uv2Values[0], 1 - uv2Values[1]); } var preprojectMode = preproject[i].Value ? PreprojectMode.BONE : PreprojectMode.NONE; if (hasBw) { r.Position = cmb.startOffset + cmb.header.vatrOffset + cmb.vatr.bWeights.StartOffset + shape.bWeights.Start + i * DataTypeUtil.GetSize(shape.bWeights.DataType) * boneCount; var totalWeight = 0f; var boneWeights = new List <BoneWeight>(); for (var j = 0; j < boneCount; ++j) { // TODO: Looks like this is rounded to the nearest 2 in the original?? var weight = DataTypeUtil.Read(r, shape.bWeights.DataType) * shape.bWeights.Scale; totalWeight += weight; if (weight > 0) { var bone = finBones[bIndices[i * boneCount + j]]; var boneWeight = new BoneWeight(bone, null, weight); boneWeights.Add(boneWeight); } } Asserts.True(boneWeights.Count > 0); Asserts.True(Math.Abs(1 - totalWeight) < .0001); finVertex.SetBoneWeights( finSkin.GetOrCreateBoneWeights(preprojectMode, boneWeights.ToArray())); } else { var boneIndex = bIndices[i]; finVertex.SetBoneWeights( finSkin.GetOrCreateBoneWeights(preprojectMode, finBones[boneIndex])); } finVertex.SetColor(ColorImpl.FromSystemColor(Color.White)); } // Adds faces. Thankfully, it's all just triangles! var triangleVertices = meshIndices .Select(meshIndex => finVertices[meshIndex]) .ToArray(); finMesh.AddTriangles(triangleVertices) .SetMaterial(finMaterials[cmbMesh.materialIndex]) .SetVertexOrder(VertexOrder.NORMAL); } // Adds morph targets foreach (var(shpaFile, shpa) in filesAndShpas) { var shpaIndexToPosi = shpa?.Posi.Values.Select((posi, i) => (shpa.Idxs.Indices[i], posi)) .ToDictionary(indexAndPosi => indexAndPosi.Item1, indexAndPosi => indexAndPosi.posi); var morphTarget = finModel.AnimationManager.AddMorphTarget(); morphTarget.Name = shpaFile.NameWithoutExtension; foreach (var(index, position) in shpaIndexToPosi) { if (!verticesByIndex.TryGetList(index, out var finVertices)) { continue; } foreach (var finVertex in finVertices) { morphTarget.MoveTo(finVertex, position); } } } return(finModel); }