static PrimitiveManager DecodePrimitivesUnweighted(NodeEntry n, GeometryEntry geo) { PrimitiveManager manager = DecodePrimitives(n._matrix, geo); Vector3* pVert = null; ushort* pVInd = (ushort*)manager._indices.Address; int vCount = 0; List<Vertex3> vertList = new List<Vertex3>(manager._pointCount); manager._vertices = vertList; //Find vertex source foreach (SourceEntry s in geo._sources) if (s._id == geo._verticesInput._source) { UnsafeBuffer b = s._arrayData as UnsafeBuffer; pVert = (Vector3*)b.Address; vCount = b.Length / 12; break; } UnsafeBuffer remap = new UnsafeBuffer(vCount * 2); ushort* pRemap = (ushort*)remap.Address; //Create remap table for (int i = 0; i < vCount; i++) { //Create Vertex and look for match Vertex3 v = new Vertex3(n._matrix * pVert[i]); int index = 0; while (index < vertList.Count) { if (v.Equals(vertList[index])) break; index++; } if (index == vertList.Count) vertList.Add(v); pRemap[i] = (ushort)index; } //Remap vertex indices for (int i = 0; i < manager._pointCount; i++, pVInd++) *pVInd = pRemap[*pVInd]; remap.Dispose(); return manager; }
static PrimitiveManager DecodePrimitivesWeighted(NodeEntry n, GeometryEntry geo, SkinEntry skin, SceneEntry scene, InfluenceManager infManager, ref string Error) { PrimitiveManager manager = DecodePrimitives(n._matrix, geo); MDL0BoneNode[] boneList; MDL0BoneNode bone = null; int boneCount; string[] jointStrings = null; byte* pCmd = stackalloc byte[4]; int cmdCount = skin._weightInputs.Count; float weight = 0; float* pWeights = null; Vector3* pVert = null, pNorms = null; ushort* pVInd = (ushort*)manager._indices.Address; List<Vertex3> vertList = new List<Vertex3>(skin._weightCount); Matrix* pMatrix = null; UnsafeBuffer remap = new UnsafeBuffer(skin._weightCount * 2); ushort* pRemap = (ushort*)remap.Address; pNorms = (Vector3*)manager._faceData[1].Address; manager._vertices = vertList; //Find vertex source foreach (SourceEntry s in geo._sources) if (s._id == geo._verticesInput._source) { pVert = (Vector3*)((UnsafeBuffer)s._arrayData).Address; break; } //Find joint source foreach (InputEntry inp in skin._jointInputs) if (inp._semantic == SemanticType.JOINT) { foreach (SourceEntry src in skin._sources) if (src._id == inp._source) { jointStrings = src._arrayData as string[]; break; } } else if (inp._semantic == SemanticType.INV_BIND_MATRIX) { foreach (SourceEntry src in skin._sources) if (src._id == inp._source) { pMatrix = (Matrix*)((UnsafeBuffer)src._arrayData).Address; break; } } Error = "There was a problem creating the list of bones for geometry entry " + geo._name; //Populate bone list boneCount = jointStrings.Length; boneList = new MDL0BoneNode[boneCount]; for (int i = 0; i < boneCount; i++) boneList[i] = scene.FindNode(jointStrings[i])._node as MDL0BoneNode; //Build command list foreach (InputEntry inp in skin._weightInputs) { switch (inp._semantic) { case SemanticType.JOINT: pCmd[inp._offset] = 1; break; case SemanticType.WEIGHT: pCmd[inp._offset] = 2; //Get weight source foreach (SourceEntry src in skin._sources) if (src._id == inp._source) { pWeights = (float*)((UnsafeBuffer)src._arrayData).Address; break; } break; default: pCmd[inp._offset] = 0; break; } } Error = "There was a problem creating vertex influences for geometry entry " + geo._name; //Build vertex list and remap table for (int i = 0; i < skin._weightCount; i++) { //Create influence int iCount = skin._weights[i].Length / cmdCount; Influence inf = new Influence(/*iCount*/); fixed (int* p = skin._weights[i]) { int* iPtr = p; for (int x = 0; x < iCount; x++) { for (int z = 0; z < cmdCount; z++, iPtr++) if (pCmd[z] == 1) bone = boneList[*iPtr]; else if (pCmd[z] == 2) weight = pWeights[*iPtr]; inf._weights.Add(new BoneWeight(bone, weight)); } } inf.CalcMatrix(); Error = "There was a problem creating a vertex from the geometry entry " + geo._name + ".\nMake sure that all the vertices are weighted properly."; Vertex3 v; if (inf._weights.Count > 1) { //Match with manager inf = infManager.FindOrCreate(inf, true); v = new Vertex3(n._matrix * skin._bindMatrix * pVert[i], inf); //World position } else { bone = inf._weights[0].Bone; v = new Vertex3(n._matrix * bone._inverseBindMatrix * skin._bindMatrix * pVert[i], bone); //Local position } ushort index = 0; while (index < vertList.Count) { if (v.Equals(vertList[index])) break; index++; } if (index == vertList.Count) vertList.Add(v); pRemap[i] = index; } Error = "There was a problem fixing normal rotations for geometry entry " + geo._name; //Remap vertex indices and fix normals for (int i = 0; i < manager._pointCount; i++, pVInd++) { *pVInd = pRemap[*pVInd]; Vertex3 v = null; if (*pVInd < vertList.Count) v = vertList[*pVInd]; if (v != null && v._matrixNode != null) if (v._matrixNode.Weights.Count > 1) pNorms[i] = skin._bindMatrix.GetRotationMatrix() * pNorms[i]; else pNorms[i] = skin._bindMatrix.GetRotationMatrix() * v._matrixNode.Weights[0].Bone._inverseBindMatrix.GetRotationMatrix() * pNorms[i]; } remap.Dispose(); return manager; }
static PrimitiveManager DecodePrimitivesWeighted(NodeEntry n, GeometryEntry geo, SkinEntry skin, SceneEntry scene, InfluenceManager infManager, ref string Error) { PrimitiveManager manager = DecodePrimitives(n._matrix, geo); MDL0BoneNode[] boneList; MDL0BoneNode bone = null; int boneCount; string[] jointStrings = null; byte * pCmd = stackalloc byte[4]; int cmdCount = skin._weightInputs.Count; float weight = 0; float * pWeights = null; Vector3 * pVert = null, pNorms = null; ushort * pVInd = (ushort *)manager._indices.Address; List <Vertex3> vertList = new List <Vertex3>(skin._weightCount); Matrix * pMatrix = null; UnsafeBuffer remap = new UnsafeBuffer(skin._weightCount * 2); ushort * pRemap = (ushort *)remap.Address; pNorms = (Vector3 *)manager._faceData[1].Address; manager._vertices = vertList; //Find vertex source foreach (SourceEntry s in geo._sources) { if (s._id == geo._verticesInput._source) { pVert = (Vector3 *)((UnsafeBuffer)s._arrayData).Address; break; } } //Find joint source foreach (InputEntry inp in skin._jointInputs) { if (inp._semantic == SemanticType.JOINT) { foreach (SourceEntry src in skin._sources) { if (src._id == inp._source) { jointStrings = src._arrayData as string[]; break; } } } else if (inp._semantic == SemanticType.INV_BIND_MATRIX) { foreach (SourceEntry src in skin._sources) { if (src._id == inp._source) { pMatrix = (Matrix *)((UnsafeBuffer)src._arrayData).Address; break; } } } } Error = "There was a problem creating the list of bones for geometry entry " + geo._name; //Populate bone list boneCount = jointStrings.Length; boneList = new MDL0BoneNode[boneCount]; for (int i = 0; i < boneCount; i++) { boneList[i] = scene.FindNode(jointStrings[i])._node as MDL0BoneNode; } //Build command list foreach (InputEntry inp in skin._weightInputs) { switch (inp._semantic) { case SemanticType.JOINT: pCmd[inp._offset] = 1; break; case SemanticType.WEIGHT: pCmd[inp._offset] = 2; //Get weight source foreach (SourceEntry src in skin._sources) { if (src._id == inp._source) { pWeights = (float *)((UnsafeBuffer)src._arrayData).Address; break; } } break; default: pCmd[inp._offset] = 0; break; } } Error = "There was a problem creating vertex influences for geometry entry " + geo._name; //Build vertex list and remap table for (int i = 0; i < skin._weightCount; i++) { //Create influence int iCount = skin._weights[i].Length / cmdCount; Influence inf = new Influence(/*iCount*/); fixed(int *p = skin._weights[i]) { int *iPtr = p; for (int x = 0; x < iCount; x++) { for (int z = 0; z < cmdCount; z++, iPtr++) { if (pCmd[z] == 1) { bone = boneList[*iPtr]; } else if (pCmd[z] == 2) { weight = pWeights[*iPtr]; } } inf._weights.Add(new BoneWeight(bone, weight)); } } inf.CalcMatrix(); Error = "There was a problem creating a vertex from the geometry entry " + geo._name + ".\nMake sure that all the vertices are weighted properly."; Vertex3 v; if (inf._weights.Count > 1) { //Match with manager inf = infManager.FindOrCreate(inf, true); v = new Vertex3(n._matrix * skin._bindMatrix * pVert[i], inf); //World position } else { bone = inf._weights[0].Bone; v = new Vertex3(n._matrix * bone._inverseBindMatrix * skin._bindMatrix * pVert[i], bone); //Local position } ushort index = 0; while (index < vertList.Count) { if (v.Equals(vertList[index])) { break; } index++; } if (index == vertList.Count) { vertList.Add(v); } pRemap[i] = index; } Error = "There was a problem fixing normal rotations for geometry entry " + geo._name; //Remap vertex indices and fix normals for (int i = 0; i < manager._pointCount; i++, pVInd++) { * pVInd = pRemap[*pVInd]; Vertex3 v = null; if (*pVInd < vertList.Count) { v = vertList[*pVInd]; } if (v != null && v._matrixNode != null) { if (v._matrixNode.Weights.Count > 1) { pNorms[i] = skin._bindMatrix.GetRotationMatrix() * pNorms[i]; } else { pNorms[i] = skin._bindMatrix.GetRotationMatrix() * v._matrixNode.Weights[0].Bone._inverseBindMatrix.GetRotationMatrix() * pNorms[i]; } } } remap.Dispose(); return(manager); }
public static unsafe void PMD2MDL0(MDL0Node model) { model._version = 9; model._isImport = true; Collada._importOptions = BrawlLib.Properties.Settings.Default.ColladaImportOptions; Collada._importOptions._forceCCW = true; Collada._importOptions._fltVerts = true; Collada._importOptions._fltNrms = true; Collada._importOptions._fltUVs = true; model.InitGroups(); List<MDL0BoneNode> BoneCache = new List<MDL0BoneNode>(); int index = 0; if (!String.IsNullOrWhiteSpace(_header._modelNameEnglish)) model.Name = _header._modelNameEnglish; else model.Name = _header._modelName; if (!String.IsNullOrWhiteSpace(_header._commentEnglish)) MessageBox.Show(_header._commentEnglish); else MessageBox.Show(_header._comment); ModelBone parent = null; foreach (ModelBone b in _bones) { MDL0BoneNode bone = new MDL0BoneNode(); if (!String.IsNullOrWhiteSpace(b._boneNameEnglish)) bone._name = b._boneNameEnglish; else bone._name = b._boneName; bone._entryIndex = index++; if (b._parentBoneIndex != ushort.MaxValue) { parent = _bones[b._parentBoneIndex]; foreach (MDL0BoneNode v in model._boneGroup._children) AssignParent(v, b, bone, parent); } else { bone.Parent = model._boneGroup; bone._bindState._scale = new Vector3(1.0f); bone._bindState._translate = new Vector3(b._wPos[0], b._wPos[1], b._wPos[2]); bone._bindState.CalcTransforms(); bone.RecalcBindState(); } BoneCache.Add(bone); } MDL0ShaderNode texSpa = null, tex = null, colorSpa = null, color = null; index = 0; foreach (ModelMaterial m in _materials) { MDL0MaterialNode mn = new MDL0MaterialNode(); mn.Name = "Material" + index++; MDL0MaterialRefNode texRef = null; MDL0MaterialRefNode spaRef = null; if (!String.IsNullOrEmpty(m._textureFileName)) if (m._textureFileName.Contains('*')) { string[] names = m._textureFileName.Split('*'); if (!String.IsNullOrEmpty(names[0])) { texRef = new MDL0MaterialRefNode(); texRef.Name = names[0].Substring(0, names[0].IndexOf('.')); } if (!String.IsNullOrEmpty(names[1])) { spaRef = new MDL0MaterialRefNode(); spaRef.Name = names[1].Substring(0, names[1].IndexOf('.')); spaRef.MapMode = MDL0MaterialRefNode.MappingMethod.EnvCamera; spaRef.UWrapMode = MDL0MaterialRefNode.WrapMode.Clamp; spaRef.VWrapMode = MDL0MaterialRefNode.WrapMode.Clamp; spaRef.Projection = Wii.Graphics.TexProjection.STQ; spaRef.InputForm = Wii.Graphics.TexInputForm.ABC1; spaRef.Coordinates = Wii.Graphics.TexSourceRow.Normals; spaRef.Normalize = true; } } else { texRef = new MDL0MaterialRefNode(); texRef.Name = m._textureFileName.Substring(0, m._textureFileName.IndexOf('.')); texRef.Coordinates = Wii.Graphics.TexSourceRow.TexCoord0; } if (texRef != null) { (texRef._texture = model.FindOrCreateTexture(texRef.Name))._references.Add(texRef); texRef._parent = mn; mn._children.Add(texRef); } if (spaRef != null) { (spaRef._texture = model.FindOrCreateTexture(spaRef.Name))._references.Add(spaRef); spaRef._parent = mn; mn._children.Add(spaRef); } mn._chan1._matColor = new RGBAPixel((byte)(m._diffuseColor[0] * 255), (byte)(m._diffuseColor[1] * 255), (byte)(m._diffuseColor[2] * 255), 255); mn._chan1.ColorMaterialSource = GXColorSrc.Register; if (texRef != null && spaRef != null) { if (texSpa == null) { MDL0ShaderNode n = TexSpaShader; n._parent = model._shadGroup; model._shadList.Add(n); texSpa = n; } mn.ShaderNode = texSpa; } else if (texRef != null) { if (tex == null) { MDL0ShaderNode n = TexShader; n._parent = model._shadGroup; model._shadList.Add(n); tex = n; } mn.ShaderNode = tex; } else if (spaRef != null) { if (colorSpa == null) { MDL0ShaderNode n = ColorSpaShader; n._parent = model._shadGroup; model._shadList.Add(n); colorSpa = n; } mn.ShaderNode = colorSpa; } else { if (color == null) { MDL0ShaderNode n = ColorShader; n._parent = model._shadGroup; model._shadList.Add(n); color = n; } mn.ShaderNode = color; } mn._parent = model._matGroup; model._matList.Add(mn); } model._numFaces = 0; model._numFacepoints = 0; int x = 0; int offset = 0; foreach (ModelMaterial m in _materials) { PrimitiveManager manager = new PrimitiveManager() { _pointCount = (int)m._faceVertCount }; MDL0ObjectNode p = new MDL0ObjectNode() { _manager = manager, _opaMaterial = (MDL0MaterialNode)model._matList[x] }; p._opaMaterial._objects.Add(p); p._manager._vertices = new List<Vertex3>(); p.Name = "polygon" + x++; p._parent = model._objGroup; model._numFaces += p._numFaces = manager._faceCount = manager._pointCount / 3; model._numFacepoints += p._numFacepoints = manager._pointCount; p._manager._indices = new UnsafeBuffer((int)m._faceVertCount * 2); p._manager._faceData[0] = new UnsafeBuffer((int)m._faceVertCount * 12); p._manager._faceData[1] = new UnsafeBuffer((int)m._faceVertCount * 12); p._manager._faceData[4] = new UnsafeBuffer((int)m._faceVertCount * 8); p._manager._dirty[0] = true; p._manager._dirty[1] = true; p._manager._dirty[4] = true; ushort* Indices = (ushort*)p._manager._indices.Address; Vector3* Vertices = (Vector3*)p._manager._faceData[0].Address; Vector3* Normals = (Vector3*)p._manager._faceData[1].Address; Vector2* UVs = (Vector2*)p._manager._faceData[4].Address; manager._triangles = new NewPrimitive((int)m._faceVertCount, BeginMode.Triangles); uint[] pTriarr = manager._triangles._indices; uint pTri = 0; index = 0; List<int> usedVertices = new List<int>(); List<int> vertexIndices = new List<int>(); for (int s = offset, l = 0; l < (int)m._faceVertCount; l++, s++) { ushort i = _faceIndices[s]; ModelVertex mv = _vertices[i]; ushort j = 0; if (!usedVertices.Contains(i)) { Influence inf; BoneWeight weight1 = null, weight2 = null; float weight = ((float)mv._boneWeight / 100.0f).Clamp(0.0f, 1.0f); if (weight > 0.0f && weight < 1.0f) { weight1 = new BoneWeight(BoneCache[mv._boneIndex[0]], weight); weight2 = new BoneWeight(BoneCache[mv._boneIndex[1]], 1.0f - weight); } else if (weight == 0.0f) weight1 = new BoneWeight(BoneCache[mv._boneIndex[1]]); else weight1 = new BoneWeight(BoneCache[mv._boneIndex[0]]); if (weight2 != null) inf = new Influence(new List<BoneWeight> { weight1, weight2 }); else inf = new Influence(new List<BoneWeight> { weight1 }); Vector3 t = new Vector3(); Vertex3 v; t._x = mv._position[0]; t._y = mv._position[1]; t._z = mv._position[2]; if (inf._weights.Count > 1) { inf = model._influences.FindOrCreate(inf, true); inf.CalcMatrix(); v = new Vertex3(t, inf); } else { MDL0BoneNode bone = inf._weights[0].Bone; v = new Vertex3(t * bone._inverseBindMatrix, bone); } p._manager._vertices.Add(v); vertexIndices.Add(usedVertices.Count); usedVertices.Add(i); j = (ushort)(usedVertices.Count - 1); } else j = (ushort)vertexIndices[usedVertices.IndexOf(i)]; *Indices++ = j; pTriarr[pTri++] = (uint)l; *Vertices++ = p._manager._vertices[j]._position; *Normals++ = mv._normal; *UVs++ = mv._texCoord; } model._objList.Add(p); offset += (int)m._faceVertCount; } //Check each polygon to see if it can be rigged to a single influence if (model._objList != null && model._objList.Count != 0) foreach (MDL0ObjectNode p in model._objList) { IMatrixNode node = null; bool singlebind = true; foreach (Vertex3 v in p._manager._vertices) if (v._matrixNode != null) { if (node == null) node = v._matrixNode; if (v._matrixNode != node) { singlebind = false; break; } } if (singlebind && p._matrixNode == null) { //Increase reference count ahead of time for rebuild if (p._manager._vertices[0]._matrixNode != null) p._manager._vertices[0]._matrixNode.ReferenceCount++; foreach (Vertex3 v in p._manager._vertices) if (v._matrixNode != null) v._matrixNode.ReferenceCount--; p._nodeId = -2; //Continued on polygon rebuild } } //foreach (MDL0ObjectNode p in model._objList) // foreach (MDL0MaterialNode m in model._matList) // { // MDL0MaterialNode m2 = p.OpaMaterialNode; // if (m2 == null || m2.ShaderNode != m.ShaderNode || m2.Children.Count != m.Children.Count) // continue; // for (int i = 0; i < m.Children.Count; i++) // if (m2.Children[i].Name != m.Children[i].Name) // continue; // p.OpaMaterialNode = m; // break; // } //for (int i = 0; i < model._matList.Count; i++) // if (((MDL0MaterialNode)model._matList[i])._objects.Count == 0) // model._matList.RemoveAt(i--); model.CleanGroups(); model.BuildFromScratch(null); }
internal unsafe List<Vertex3> Finish(Vector3* pVert, IMatrixNode[] nodeTable) { //Create vertex list from remap table List<Vertex3> list = new List<Vertex3>(RemapSize); if (!Weighted) { //Add vertex to list using raw value. for (int i = 0; i < RemapSize; i++) { Vertex3 v = new Vertex3(pVert[RemapTable[i]]) { _facepoints = _points[i] }; foreach (Facepoint f in v._facepoints) f._vertex = v; list.Add(v); } } else if (nodeTable != null) { for (int i = 0; i < RemapSize; i++) { int x = RemapTable[i]; //Create new vertex, assigning the value + influence from the remap table Vertex3 v = new Vertex3(pVert[x & 0xFFFF], nodeTable[x >> 16]) { _facepoints = _points[i] }; foreach (Facepoint f in v._facepoints) f._vertex = v; //Add vertex to list list.Add(v); } } return list; }
static PrimitiveManager DecodePrimitivesUnweighted(Matrix bindMatrix, GeometryEntry geo) { PrimitiveManager manager = DecodePrimitives(geo); Vector3 * pVert = null, pNorms = null; ushort * pVInd = (ushort *)manager._indices.Address; int vCount = 0; List <Vertex3> vertList = new List <Vertex3>(manager._pointCount); manager._vertices = vertList; if (manager._faceData[1] != null) { pNorms = (Vector3 *)manager._faceData[1].Address; } //Find vertex source foreach (SourceEntry s in geo._sources) { if (s._id == geo._verticesInput._source) { UnsafeBuffer b = s._arrayData as UnsafeBuffer; pVert = (Vector3 *)b.Address; vCount = b.Length / 12; break; } } UnsafeBuffer remap = new UnsafeBuffer(vCount * 2); ushort * pRemap = (ushort *)remap.Address; //Create remap table for (int i = 0; i < vCount; i++) { //Create vertex and look for match Vertex3 v = new Vertex3(bindMatrix * pVert[i]); int index = 0; while (index < vertList.Count) { if (v.Equals(vertList[index])) { break; } index++; } if (index == vertList.Count) { vertList.Add(v); } pRemap[i] = (ushort)index; } //Remap vertex indices and fix normals for (int i = 0; i < manager._pointCount; i++, pVInd++) { *pVInd = pRemap[*pVInd]; if (pNorms != null) { pNorms[i] = bindMatrix.GetRotationMatrix() * pNorms[i]; } } remap.Dispose(); return(manager); }
static PrimitiveManager DecodePrimitivesWeighted(GeometryEntry geo, SkinEntry skin, SceneEntry scene, InfluenceManager infManager) { PrimitiveManager manager = DecodePrimitives(geo); MDL0BoneNode[] boneList; MDL0BoneNode bone = null; int boneCount; string[] jointStrings = null; byte * pCmd = stackalloc byte[4]; int cmdCount = skin._weightInputs.Count; float weight = 0; float * pWeights = null; Vector3 * pVert = null; ushort * pVInd = (ushort *)manager._faceData[0].Address; List <Vertex3> vertList = new List <Vertex3>(skin._weightCount); Matrix * pMatrix = null; UnsafeBuffer remap = new UnsafeBuffer(skin._weightCount * 2); ushort * pRemap = (ushort *)remap.Address; manager._vertices = vertList; //Find vertex source foreach (SourceEntry s in geo._sources) { if (s._id == geo._verticesInput._source) { pVert = (Vector3 *)((UnsafeBuffer)s._arrayData).Address; break; } } //Find joint source foreach (InputEntry inp in skin._jointInputs) { if (inp._semantic == SemanticType.JOINT) { foreach (SourceEntry src in skin._sources) { if (src._id == inp._source) { jointStrings = src._arrayData as string[]; break; } } } else if (inp._semantic == SemanticType.INV_BIND_MATRIX) { foreach (SourceEntry src in skin._sources) { if (src._id == inp._source) { pMatrix = (Matrix *)((UnsafeBuffer)src._arrayData).Address; break; } } } } //Populate bone list boneCount = jointStrings.Length; boneList = new MDL0BoneNode[boneCount]; for (int i = 0; i < boneCount; i++) { boneList[i] = scene.FindNode(jointStrings[i])._node as MDL0BoneNode; } //Build command list foreach (InputEntry inp in skin._weightInputs) { switch (inp._semantic) { case SemanticType.JOINT: pCmd[inp._offset] = 1; break; case SemanticType.WEIGHT: pCmd[inp._offset] = 2; //Get weight source foreach (SourceEntry src in skin._sources) { if (src._id == inp._source) { pWeights = (float *)((UnsafeBuffer)src._arrayData).Address; break; } } break; default: pCmd[inp._offset] = 0; break; } } //Build vertex list and remap table for (int i = 0; i < skin._weightCount; i++) { //Create influence int iCount = skin._weights[i].Length / cmdCount; Influence inf = new Influence(iCount); fixed(int *p = skin._weights[i]) { int *iPtr = p; for (int x = 0; x < iCount; x++) { for (int z = 0; z < cmdCount; z++, iPtr++) { if (pCmd[z] == 1) { bone = boneList[*iPtr]; } else if (pCmd[z] == 2) { weight = pWeights[*iPtr]; } } inf._weights[x] = new BoneWeight(bone, weight); } } Vertex3 v; if (inf._weights.Length > 1) { //Match with manager inf = infManager.AddOrCreate(inf); v = new Vertex3(skin._bindMatrix * pVert[i], inf); //World position } else { bone = inf._weights[0].Bone; v = new Vertex3(bone._inverseBindMatrix * skin._bindMatrix * pVert[i], bone); //Local position } //Create Vertex, set to world position. //Vertex3 v = new Vertex3(skin._bindMatrix * pVert[i], inf); //Fix single-bind vertices //if (inf._weights.Length == 1) // v.Position = inf._weights[0].Bone._inverseBindMatrix * v.Position; ushort index = 0; while (index < vertList.Count) { if (v.Equals(vertList[index])) { break; } index++; } if (index == vertList.Count) { vertList.Add(v); } pRemap[i] = index; } //Remap vertex indices for (int i = 0; i < manager._pointCount; i++, pVInd++) { *pVInd = pRemap[*pVInd]; } remap.Dispose(); return(manager); }
private bool CompareVertexDistance(Vector3 point, ref Vertex3 match) { if (TargetModel._polyIndex != -1) { MDL0ObjectNode o = TargetModel._objList[TargetModel._polyIndex] as MDL0ObjectNode; if (o._render) foreach (Vertex3 v in o._manager._vertices) { float t = v.WeightedPosition.TrueDistance(point); if (Math.Abs(t) < 0.025f) { match = v; return true; } } else foreach (MDL0ObjectNode w in TargetModel._objList) if (w._render) foreach (Vertex3 v in w._manager._vertices) { float t = v.WeightedPosition.TrueDistance(point); if (Math.Abs(t) < 0.025f) { match = v; return true; } } } else foreach (MDL0ObjectNode o in TargetModel._objList) if (o._render) foreach (Vertex3 v in o._manager._vertices) { float t = v.WeightedPosition.TrueDistance(point); if (Math.Abs(t) < 0.025f) { match = v; return true; } } return false; }
public bool Equals(Vertex3 v) { if (object.ReferenceEquals(this, v)) return true; return (Position == v.Position) && (_matrixNode == v._matrixNode); }
internal unsafe void Precalc(MDL0PolygonNode parent, IMatrixNode[] nodes) { //If already calculated, and no weights, skip? bool hasNodes = parent.Model._linker.NodeCache.Length > 0; if ((_precVertices != null) && hasNodes) { return; } Vector3[] verts, norms = null; Vector3 * vPtr = null, nPtr = null; RGBAPixel[][] colors = new RGBAPixel[2][]; Vector2[][] uvs = new Vector2[8][]; uint * ptrCache = stackalloc uint[10]; //Points verts = parent._vertexNode.Vertices; if (_precVertices == null) { _precVertices = new UnsafeBuffer(_elementCount * 12); } vPtr = (Vector3 *)_precVertices.Address; //Normals if (parent._normalNode != null) { norms = parent._normalNode.Normals; if (_precNormals == null) { _precNormals = new UnsafeBuffer(_elementCount * 12); } nPtr = (Vector3 *)_precNormals.Address; } else if (_precNormals != null) { _precNormals.Dispose(); _precNormals = null; } ////Colors //for (int i = 0; i < 1; i++) //{ // if (parent._colorSet[i] != null) // { // colors[i] = parent._colorSet[i].Colors; // if (_precColors == null) // _precColors = new UnsafeBuffer(_elementCount * 4); // ptrCache[i] = (uint)_precColors.Address; // } // else if (_precColors != null) // { // _precColors.Dispose(); // _precColors = null; // } //} //UVs for (int i = 0; i < 8; i++) { if (parent._uvSet[i] != null) { uvs[i] = parent._uvSet[i].Points; if (_precUVs[i] == null) { _precUVs[i] = new UnsafeBuffer(_elementCount * 8); } ptrCache[i + 2] = (uint)_precUVs[i].Address; } else if (_precUVs[i] != null) { _precUVs[i].Dispose(); _precUVs[i] = null; } } int count = _vertices.Count; for (int x = 0; x < count; x++) { Vertex3 vert = _vertices[x]; ////Vertices //if (hasNodes) // *vPtr++ = nodes[vert.Influence.NodeIndex].Matrix.Multiply(verts[vert.Position]); //else // *vPtr++ = verts[vert.Position]; ////Normals //if (nPtr != null) //{ // if (hasNodes) // *nPtr++ = nodes[vert.Influence.NodeIndex].Matrix.Multiply(norms[vert.Normal]); // else // *nPtr++ = norms[vert.Normal.Length]; //} ////Colors //for (int i = 0; i < 1; i++) //{ // RGBAPixel* cPtr = (RGBAPixel*)ptrCache[i]; // if (cPtr != null) // cPtr[x] = colors[i][vert.Color[i]]; //} ////UVs //for (int i = 0; i < 8; i++) //{ // Vector2* uPtr = (Vector2*)ptrCache[i + 2]; // if (uPtr != null) // uPtr[x] = uvs[i][vert.UV[i]]; //} } }
private void Weight(float value, Vertex3 vertex, bool increment) { //LET'S TANGO Influence targetInf = null; BoneWeight targetWeight = null; float max = 1.0f; int selectedIndex = 0; IMatrixNode node = vertex.MatrixNode; if (node == null) { vertex._object.ConvertInf(); node = vertex.MatrixNode; } List<BoneWeight> weights = node.Weights; if (_targetBone == null || _targetBone._locked) return; MDL0BoneNode origBone = null; if (node is MDL0BoneNode) { origBone = node as MDL0BoneNode; node = new Influence(origBone); } bool refs = node.Users.Count > 1; if (refs) targetInf = (node as Influence).Clone(); else targetInf = (node as Influence); weights = targetInf._weights; selectedIndex = vertex.IndexOfBone(TargetBone); if (selectedIndex == -1) { weights.Add(new BoneWeight(TargetBone, 0.0f)); selectedIndex = weights.Count - 1; } targetWeight = targetInf._weights[selectedIndex]; if (targetWeight.Locked) return; max = 1.0f; foreach (BoneWeight b in weights) if (b.Locked) max -= b.Weight; value = increment ? RoundValue(targetWeight.Weight + value, max) : RoundValue(value, max); if (targetWeight.Weight == value) return; List<int> editableWeights = new List<int>(); int c = 0; foreach (BoneWeight b in targetInf._weights) { if (!b.Locked && c != selectedIndex) editableWeights.Add(c); c++; } if (editableWeights.Count == 0) return; float diff = targetWeight.Weight - value; targetWeight.Weight = value; float val = diff / (editableWeights.Count); if (value != max) foreach (int i in editableWeights) targetInf._weights[i].Weight = (float)Math.Round((targetInf._weights[i].Weight + val).Clamp(0.0f, 1.0f), 7); else foreach (int i in editableWeights) targetInf._weights[i].Weight = 0; //Don't want the modified value to be normalized bool locked = targetWeight.Locked; targetWeight.Locked = true; targetInf.Normalize(); targetWeight.Locked = locked; vertex.MatrixNode = vertex._object.Model._influences.FindOrCreate(targetInf, false); vertex._object.ConvertInf(); vertex._object.Model.SignalPropertyChange(); _mainWindow.UpdateModel(); }
public void SetWeight(float value, Vertex3 vertex) { Weight(value, vertex, false); }
public void IncrementWeight(float value, Vertex3 vertex) { Weight(value, vertex, true); }