Exemple #1
0
        protected override FbxSkin GenerateFbx()
        {
            MeshExportData meshData = Souls.meshData.SoulsData;

            ICollection <BoneIndexToWeightPair> rawBoneDeformerData = new List <BoneIndexToWeightPair>();

            for (int vertexIndex = 0; vertexIndex < meshData.mesh.Vertices.Count; ++vertexIndex)
            {
                FLVER.Vertex vertex = meshData.mesh.Vertices[vertexIndex];

                const int maxVertexDeformations = 4;
                for (int vertexDeformationIndex = 0; vertexDeformationIndex < maxVertexDeformations; ++vertexDeformationIndex)
                {
                    BoneIndexToWeightPair weightData = new BoneIndexToWeightPair()
                    {
                        flverBoneIndex = vertex.BoneIndices[vertexDeformationIndex],
                        boneWeight     = vertex.BoneWeights[vertexDeformationIndex],
                        vertexIndex    = vertexIndex
                    };

                    if (weightData.flverBoneIndex > 0 && weightData.boneWeight > 0)
                    {
                        rawBoneDeformerData.Add(weightData);
                    }
                }
            }

            foreach (var ddd in rawBoneDeformerData.GroupBy(boneDeformerData => boneDeformerData.vertexIndex).Select(boneDeformedGroup => (vertexIndex: boneDeformedGroup.Key, affectingBonesCount: boneDeformedGroup.Count())).Where((ddd) => ddd.affectingBonesCount > 4))
            {
                System.Console.WriteLine($"Vertex {ddd.vertexIndex} : {ddd.affectingBonesCount}");
            }

            foreach (var ddd in rawBoneDeformerData.GroupBy(boneDeformedData => boneDeformedData.flverBoneIndex).Select(boneDeformerGroup => (boneIndex: boneDeformerGroup.Key, affectingVerticesCount: boneDeformerGroup.Count(), uniqueAffectingVerticesCount: boneDeformerGroup.Select(boneDeformerData => boneDeformerData.vertexIndex).Distinct().Count())))
            {
                if (ddd.affectingVerticesCount != ddd.uniqueAffectingVerticesCount)
                {
                    System.Console.WriteLine($"Bone {ddd.boneIndex} : vertices {ddd.affectingVerticesCount} : unique {ddd.uniqueAffectingVerticesCount}");
                }
            }

            FbxSkin skin = FbxSkin.Create(Owner, meshData.meshRoot.Name + "_Skin");

            System.Console.WriteLine($"Generating {meshData.meshRoot.Name}");

            foreach (var deformerData in rawBoneDeformerData.ToLookup(boneDeformerData => boneDeformerData.flverBoneIndex))
            {
                FLVER2 flver = Souls.flver;

                FLVER.Bone flverBone = flver.Bones[deformerData.Key];

                DsBoneData boneData = Souls.skeleton.boneDatas.Single(boneData => boneData.flverBone == flverBone);

                //System.Console.WriteLine($"Exporting {deformerData.Key} : {flverBone.Name} with {deformerData.Count(weight=>weight.boneWeight > 0)} vertices");

                FbxCluster boneCluster = FbxCluster.Create(skin, meshData.meshRoot.Name + "_" + boneData.exportData.SoulsData.Name + "_Cluster");

                boneCluster.SetLink(boneData.exportData.FbxNode);
                boneCluster.SetLinkMode(FbxCluster.ELinkMode.eTotalOne);
                boneCluster.SetControlPointIWCount(deformerData.Count());
                boneCluster.SetTransformMatrix(Souls.meshData.FbxNode.EvaluateGlobalTransform());
                boneCluster.SetTransformLinkMatrix(boneData.exportData.FbxNode.EvaluateGlobalTransform());
                foreach (BoneIndexToWeightPair boneWeightPair in deformerData)
                {
                    boneCluster.AddControlPointIndex(boneWeightPair.vertexIndex, boneWeightPair.boneWeight);

                    //Console.WriteLine("Bone {0} has vertex {1} with weight {2}", flverBone.Name, boneWeightPair.vertexIndex, boneWeightPair.boneWeight);
                }

                skin.AddCluster(boneCluster);
            }

            //foreach (var dd in rawBoneDeformerData.GroupBy(biwp => biwp.vertexIndex).Where(group => group.Count() > 2))
            //{
            //System.Console.WriteLine($"Vertex {dd.Key} : {dd.Count()}");
            //}

            //var set = new HashSet<int>();
            //for (int vertexIndex = 0; vertexIndex < meshData.mesh.Vertices.Count; ++vertexIndex)
            //{
            //    if (!rawBoneDeformerData.Any(x=>x.vertexIndex == vertexIndex))
            //    {
            //        set.Add(vertexIndex);
            //    }
            //}

            //System.Console.WriteLine($"Total {set.Count} unweighted nodes");

            return(skin);
        }