/// <summary> /// /// </summary> /// <param name="type"></param> /// <param name="vertices"></param> /// <param name="parent"></param> /// <returns></returns> private List <IOVertex> ConvertGXDLtoTriangleList(GXPrimitiveType type, List <SBHsdVertex> vertices, SBHsdBone parent) { var list = new List <IOVertex>(); foreach (var v in vertices) { var vertex = new IOVertex() { Position = new System.Numerics.Vector3(v.POS.X, v.POS.Y, v.POS.Z), Normal = new System.Numerics.Vector3(v.NRM.X, v.NRM.Y, v.NRM.Z), }; vertex.SetUV(v.UV0.X, v.UV0.Y, 0); for (int i = 0; i < 4; i++) { if (v.Weight[i] > 0) { vertex.Envelope.Weights.Add(new IOBoneWeight() { BoneName = "JOBJ_" + (int)v.Bone[i], Weight = v.Weight[i] }); } } if (parent != null) { vertex.Transform(TktoNumeric(parent.WorldTransform)); if (vertex.Envelope.Weights.Count == 0) { vertex.Envelope.Weights.Add(new IOBoneWeight() { BoneName = parent.Name, Weight = 1 }); } } if (v.Weight.X == 1) { vertex.Transform(TktoNumeric(Skeleton.Bones[(int)v.Bone.X].WorldTransform)); } list.Add(vertex); } if (type == GXPrimitiveType.TriangleStrip) { TriangleConvert.StripToList(list, out list); } if (type == GXPrimitiveType.Quads) { TriangleConvert.QuadToList(list, out list); } return(list); }
private List <IOVertex> ConvertGXDLtoTriangleList(GXPrimitiveType type, List <SBHsdVertex> vertices, SBHsdBone parent) { var list = new List <IOVertex>(); foreach (var v in vertices) { var vertex = new IOVertex() { Position = GXtoGL.GLVector3(v.POS), Normal = GXtoGL.GLVector3(v.NRM), UV0 = GXtoGL.GLVector2(v.UV0), BoneIndices = v.Bone, BoneWeights = v.Weight, }; if (parent != null) { vertex.Position = Vector3.TransformPosition(vertex.Position, parent.WorldTransform); vertex.Normal = Vector3.TransformNormal(vertex.Normal, parent.WorldTransform); if (vertex.BoneWeights.X == 0) { vertex.BoneWeights.X = 1; vertex.BoneIndices.X = Skeleton.IndexOfBone(parent); } } if (v.Weight.X == 1) { vertex.Position = Vector3.TransformPosition(vertex.Position, Skeleton.Bones[(int)v.Bone.X].WorldTransform); vertex.Normal = Vector3.TransformNormal(vertex.Normal, Skeleton.Bones[(int)v.Bone.X].WorldTransform); } list.Add(vertex); } if (type == GXPrimitiveType.TriangleStrip) { TriangleConvert.StripToList(list, out list); } if (type == GXPrimitiveType.Quads) { TriangleConvert.QuadToList(list, out list); } return(list); }