예제 #1
0
파일: ModelBone.cs 프로젝트: q4a/Flummery
        private void updateMatrix(Vector3 position, Vector3 rotation, Vector3 scale, bool absolute)
        {
            Matrix4D mS = Matrix4D.CreateScale(scale);
            Matrix4D mR = Matrix4D.CreateFromQuaternion(
                Quaternion.FromAxisAngle(Vector3.UnitX, Maths.DegreesToRadians(rotation.X)) *
                Quaternion.FromAxisAngle(Vector3.UnitY, Maths.DegreesToRadians(rotation.Y)) *
                Quaternion.FromAxisAngle(Vector3.UnitZ, Maths.DegreesToRadians(rotation.Z))
                );

            Matrix4D t = Matrix4D.Identity;

            t    *= mS;
            t    *= mR;
            t.M41 = position.X;
            t.M42 = position.Y;
            t.M43 = position.Z;

            if (absolute)
            {
                Transform = t;
            }
            else
            {
                Transform *= t;
            }

            SceneManager.Current.Models[0].SetTransform(Transform, SceneManager.Current.SelectedBoneIndex);
        }
예제 #2
0
        public static void FlipAxis(Model model, Axis axis, bool bApplyToHierarchy = false)
        {
            Vector3       transform = Vector3.One;
            List <string> processed = new List <string>();

            ModelBoneCollection bones = (bApplyToHierarchy ? model.Root.AllChildren() : new ModelBoneCollection {
                model.Root
            });

            switch (axis)
            {
            case Axis.X:
                transform.X = -1.0f;
                break;

            case Axis.Y:
                transform.Y = -1.0f;
                break;

            case Axis.Z:
                transform.Z = -1.0f;
                break;
            }

            foreach (ModelBone bone in bones)
            {
                if (bone.Type == BoneType.Mesh && bone.Mesh != null && !processed.Contains(bone.Mesh.Name))
                {
                    ModelMesh mesh = bone.Mesh;

                    foreach (ModelMeshPart meshpart in mesh.MeshParts)
                    {
                        for (int i = 0; i < meshpart.VertexCount; i++)
                        {
                            meshpart.VertexBuffer.ModifyVertexPosition(i, meshpart.VertexBuffer.Data[i].Position * transform);
                            meshpart.VertexBuffer.ModifyVertexNormal(i, meshpart.VertexBuffer.Data[i].Normal * transform);
                        }

                        for (int i = 0; i < meshpart.IndexBuffer.Data.Count; i += 3)
                        {
                            meshpart.IndexBuffer.SwapIndices(i + 1, i + 2);
                        }

                        meshpart.IndexBuffer.Initialise();
                        meshpart.VertexBuffer.Initialise();
                    }

                    mesh.BoundingBox.Calculate(mesh);

                    processed.Add(mesh.Name);
                }

                bone.Transform = Matrix4D.CreateScale(transform) * bone.Transform * Matrix4D.CreateScale(transform);
            }
        }
예제 #3
0
        public static void Freeze(ModelMesh model, FreezeComponents flags)
        {
            bool freezePos = flags.HasFlag(FreezeComponents.Position);
            bool freezeRot = flags.HasFlag(FreezeComponents.Rotation);
            bool freezeSca = flags.HasFlag(FreezeComponents.Scale);

            Matrix4D mPosition = Matrix4D.CreateTranslation(model.Parent.Transform.ExtractTranslation());
            Matrix4D mRotation = Matrix4D.CreateFromQuaternion(model.Parent.Transform.ExtractRotation());
            Matrix4D mScale    = Matrix4D.CreateScale(model.Parent.Transform.ExtractScale());

            if (freezePos)
            {
                model.Parent.Transform = model.Parent.Transform.ClearTranslation();
            }
            if (freezeRot)
            {
                model.Parent.Transform = model.Parent.Transform.ClearRotation();
            }
            if (freezeSca)
            {
                model.Parent.Transform = model.Parent.Transform.ClearScale();
            }

            foreach (ModelMeshPart meshpart in model.MeshParts)
            {
                for (int i = 0; i < meshpart.VertexCount; i++)
                {
                    if (freezePos)
                    {
                        meshpart.VertexBuffer.ModifyVertexPosition(i, Vector3.TransformVector(meshpart.VertexBuffer.Data[i].Position, mPosition));
                    }

                    if (freezeRot)
                    {
                        meshpart.VertexBuffer.ModifyVertexPosition(i, Vector3.TransformVector(meshpart.VertexBuffer.Data[i].Position, mRotation));
                        meshpart.VertexBuffer.ModifyVertexNormal(i, Vector3.TransformNormal(meshpart.VertexBuffer.Data[i].Normal, mRotation));
                    }

                    if (freezeSca)
                    {
                        meshpart.VertexBuffer.ModifyVertexPosition(i, Vector3.TransformVector(meshpart.VertexBuffer.Data[i].Position, mScale));
                    }
                }

                meshpart.VertexBuffer.Initialise();
            }

            model.BoundingBox.Calculate(model);
        }
예제 #4
0
        public void SetCoordinateSystem(CoordinateSystem c)
        {
            CoordinateSystem = c;

            if (c == CoordinateSystem.RightHanded)
            {
                Transform = Matrix4D.Identity;
                FrontFace = "Ccw";
            }
            else
            {
                Transform = Matrix4D.CreateScale(1, 1, -1);
                FrontFace = "Cw";
            }
        }
예제 #5
0
        private void applyTransforms()
        {
            ModelBoneCollection bones = (chkHierarchy.Checked ? SceneManager.Current.Models[modelIndex].Bones[boneIndex].AllChildren() : new ModelBoneCollection {
                SceneManager.Current.Models[modelIndex].Bones[boneIndex]
            });

            if (rdoScaling.Checked)
            {
                Matrix4D scaleMatrix = Matrix4D.Identity;

                if (rdoScaleWholeModel.Checked)
                {
                    scaleMatrix = Matrix4D.CreateScale(
                        txtScaleWholeModel.Text.ToSingle(),
                        txtScaleWholeModel.Text.ToSingle(),
                        txtScaleWholeModel.Text.ToSingle()
                        );
                }
                else if (rdoScaleByAxis.Checked)
                {
                    scaleMatrix = Matrix4D.CreateScale(
                        txtScaleAxisX.Text.ToSingle(),
                        txtScaleAxisY.Text.ToSingle(),
                        txtScaleAxisZ.Text.ToSingle()
                        );
                }

                ModelManipulator.Scale(bones, scaleMatrix, chkHierarchy.Checked);
            }
            else if (rdoMunging.Checked)
            {
                if (rdoInvert.Checked)
                {
                    //ModelManipulator.FlipAxis(SceneManager.Current.Models[modelIndex].Bones[boneIndex].Mesh, cboInvertAxis.SelectedItem.ToString().ToEnum<Axis>(), chkHierarchy.Checked);
                }
                else if (rdoMeshBoneSwap.Checked)
                {
                    ModelManipulator.MungeMeshWithBone(bones);
                }
                else if (rdoFlipWindingOrder.Checked)
                {
                    ModelManipulator.FlipFaces(bones, chkHierarchy.Checked);
                }
            }
        }
예제 #6
0
        public static void ProcessLevelForCarmageddonMaxDamage()
        {
            if (SceneManager.Current.Models.Count == 0)
            {
                return;
            }

            ModelBoneCollection bones = SceneManager.Current.Models[0].Bones[0].AllChildren();

            SceneManager.Current.UpdateProgress("Applying Carmageddon: Max Damage scale");

            ModelManipulator.Scale(bones, Matrix4D.CreateScale(6.9f, 6.9f, -6.9f), true);
            ModelManipulator.FlipFaces(bones, true);

            SceneManager.Current.UpdateProgress("Fixing material names");

            foreach (Material material in SceneManager.Current.Materials)
            {
                if (material.Name.Contains("."))
                {
                    material.Name = material.Name.Substring(0, material.Name.IndexOf("."));
                }
                material.Name = material.Name.Replace("\\", "");

                MATMaterial m = (material.SupportingDocuments["Source"] as MATMaterial);
                if (!m.HasTexture)
                {
                    using (Bitmap bmp = new Bitmap(16, 16))
                        using (Graphics g = Graphics.FromImage(bmp))
                        {
                            g.FillRectangle(new SolidBrush(Color.FromArgb(m.DiffuseColour[3], m.DiffuseColour[0], m.DiffuseColour[1], m.DiffuseColour[2])), 0, 0, 16, 16);

                            Texture t = new Texture();
                            t.CreateFromBitmap(bmp, string.Format("{4}_R{0:x2}G{1:x2}B{2:x2}A{3:x2}", m.DiffuseColour[0], m.DiffuseColour[1], m.DiffuseColour[2], m.DiffuseColour[3], material.Name));
                            material.Texture = t;
                        }
                }
            }

            SceneManager.Current.UpdateProgress("Processing powerups and accessories");

            for (int i = bones.Count - 1; i >= 0; i--)
            {
                ModelBone bone = bones[i];

                if (bone.Name.StartsWith("&"))
                {
                    if (bone.Name.StartsWith("&£"))
                    {
                        C2Powerup pup     = Powerups.LookupID(int.Parse(bone.Name.Substring(2, 2)));
                        Powerup   powerup = new Powerup();

                        if (pup.InMD)
                        {
                            powerup.Name = $"pup_{pup.Name}";
                            powerup.Tag  = pup.Model;
                        }
                        else
                        {
                            powerup.Name = "pup_Credits";
                            powerup.Tag  = pup.Model;
                        }

                        powerup.Transform = bone.CombinedTransform;

                        SceneManager.Current.Entities.Add(powerup);
                    }
                    else
                    {
                        Accessory accessory = new Accessory
                        {
                            Name = $"C2_{bone.Mesh.Name.Substring(3)}"
                        };

                        SceneManager.Current.Entities.Add(accessory);
                    }

                    SceneManager.Current.Models[0].RemoveBone(bone.Index);
                }
            }

            if (SceneManager.Current.Models[0].SupportingDocuments.ContainsKey("TXT"))
            {
                Map map = SceneManager.Current.Models[0].GetSupportingDocument <Map>("TXT");

                StartingGrid grid = new StartingGrid
                {
                    Transform = Matrix4D.CreateTranslation(map.GridPosition.X * 6.9f, map.GridPosition.Y * 6.9f, map.GridPosition.Z * -6.9f)
                };

                SceneManager.Current.Entities.Add(grid);
            }

            SceneManager.Current.UpdateProgress("Processing complete!");

            SceneManager.Current.SetCoordinateSystem(CoordinateSystem.LeftHanded);

            SceneManager.Current.Change(ChangeType.Munge, ChangeContext.Model, -1);

            SceneManager.Current.SetContext("Carmageddon Max Damage", ContextMode.Level);
        }
예제 #7
0
        public static void ProcessCarForCarmageddonMaxDamage()
        {
            if (SceneManager.Current.Models.Count == 0)
            {
                return;
            }

            Model model = SceneManager.Current.Models[0];
            ModelBoneCollection bones = SceneManager.Current.Models[0].Bones[0].AllChildren();

            SceneManager.Current.UpdateProgress("Applying Carmageddon Reincarnation scale");

            ModelManipulator.Scale(bones, Matrix4D.CreateScale(6.9f, 6.9f, -6.9f), true);
            ModelManipulator.FlipFaces(bones, true);

            SceneManager.Current.UpdateProgress("Fixing material names");

            foreach (Material material in SceneManager.Current.Materials)
            {
                if (material.Name.Contains("."))
                {
                    material.Name = material.Name.Substring(0, material.Name.IndexOf("."));
                }
                material.Name = material.Name.Replace("\\", "");
            }

            SceneManager.Current.UpdateProgress("Munging parts and fixing wheels");

            float scale;

            for (int i = 0; i < bones.Count; i++)
            {
                ModelBone bone = bones[i];

                if (i == 0)
                {
                    bone.Name      = "c_Body";
                    bone.Mesh.Name = "c_Body";
                }
                else
                {
                    bone.Name = Path.GetFileNameWithoutExtension(bone.Name);
                }

                switch (bone.Name.ToUpper())
                {
                case "C_BODY":
                    break;

                case "FLPIVOT":
                case "FRPIVOT":
                    bone.Name = "Hub_" + bone.Name.ToUpper().Substring(0, 2);

                    if (bone.Transform.ExtractTranslation() == Vector3.Zero)
                    {
                        ModelManipulator.MungeMeshWithBone(bone.Children[0].Mesh, false);

                        Matrix4D m = bone.Transform;
                        m.M31          = bone.Children[0].Transform.M31;
                        m.M32          = bone.Children[0].Transform.M32;
                        m.M33          = bone.Children[0].Transform.M33;
                        bone.Transform = m;

                        model.SetTransform(Matrix4D.Identity, bone.Children[0].Index);
                    }
                    break;

                case "FLWHEEL":
                    scale = bone.CombinedTransform.ExtractTranslation().Y / 0.35f;

                    bone.Name = "Wheel_FL";
                    model.ClearMesh(bone.Index);
                    model.SetTransform(Matrix4D.CreateScale(scale) * Matrix4D.CreateRotationY(Maths.DegreesToRadians(180)), bone.Index);
                    break;

                case "FRWHEEL":
                    scale = bone.CombinedTransform.ExtractTranslation().Y / 0.35f;

                    bone.Name = "Wheel_FR";
                    model.ClearMesh(bone.Index);
                    model.SetTransform(Matrix4D.CreateScale(scale), bone.Index);
                    break;

                case "RLWHEEL":
                case "RRWHEEL":
                    string suffix = bone.Name.ToUpper().Substring(0, 2);

                    bone.Name = "Hub_" + suffix;

                    if (bone.Transform.ExtractTranslation() == Vector3.Zero)
                    {
                        ModelManipulator.MungeMeshWithBone(bone.Mesh, false);
                    }
                    model.ClearMesh(bone.Index);

                    scale = bone.CombinedTransform.ExtractTranslation().Y / 0.35f;

                    int newBone = model.AddMesh(null, bone.Index);
                    model.SetName("Wheel_" + suffix, newBone);
                    model.SetTransform(Matrix4D.CreateScale(scale) * (suffix == "RL" ? Matrix4D.CreateRotationY(Maths.DegreesToRadians(180)) : Matrix4D.Identity), newBone);
                    break;

                case "DRIVER":
                    bone.Name = "Dryver";
                    goto default;

                default:
                    if (bone.Type == BoneType.Mesh)
                    {
                        ModelManipulator.MungeMeshWithBone(bone.Mesh, false);
                    }
                    break;
                }
            }

            SceneManager.Current.UpdateProgress("Processing complete!");

            SceneManager.Current.SetCoordinateSystem(CoordinateSystem.LeftHanded);

            SceneManager.Current.Change(ChangeType.Munge, ChangeContext.Model, -1);

            SceneManager.Current.SetContext("Carmageddon Max Damage", ContextMode.Car);
        }
예제 #8
0
파일: Icon.cs 프로젝트: q4a/Flummery
        public void Draw()
        {
            if (asset == null)
            {
                ModelMeshPart sprite = new ModelMeshPart();
                sprite.AddVertex(new Vector3(-0.25f, -0.25f, 0.0f), Vector3.UnitY, new Vector2(0, 1));
                sprite.AddVertex(new Vector3(-0.25f, 0.25f, 0.0f), Vector3.UnitY, new Vector2(0, 0));
                sprite.AddVertex(new Vector3(0.25f, 0.25f, 0.0f), Vector3.UnitY, new Vector2(1, 0));
                sprite.AddVertex(new Vector3(0.25f, -0.25f, 0.0f), Vector3.UnitY, new Vector2(1, 1));

                sprite.AddVertex(new Vector3(0.25f, -0.25f, 0.0f), Vector3.UnitY, new Vector2(0, 1));
                sprite.AddVertex(new Vector3(0.25f, 0.25f, 0.0f), Vector3.UnitY, new Vector2(0, 0));
                sprite.AddVertex(new Vector3(-0.25f, 0.25f, 0.0f), Vector3.UnitY, new Vector2(1, 0));
                sprite.AddVertex(new Vector3(-0.25f, -0.25f, 0.0f), Vector3.UnitY, new Vector2(1, 1));
                sprite.IndexBuffer.Initialise();
                sprite.VertexBuffer.Initialise();
                sprite.Material = new Material {
                    Name = "Entity.Asset", Texture = SceneManager.Current.Content.Load <Texture, PNGImporter>(IconFilename)
                };
                sprite.PrimitiveType = PrimitiveType.Quads;

                ModelMesh spritemesh = new ModelMesh();
                spritemesh.AddModelMeshPart(sprite);

                Model spritemodel = new Model();
                spritemodel.AddMesh(spritemesh);
                asset = spritemodel;
            }

            if (Linked)
            {
                Matrix4D parentTransform = ((ModelBone)Link).CombinedTransform;

                if (LinkType == LinkType.All)
                {
                    Transform = parentTransform;
                }
                else
                {
                    Transform = Matrix4D.Identity;

                    Vector3 v = parentTransform.ExtractTranslation();
                    parentTransform.Normalise();
                    parentTransform.M41 = v.X;
                    parentTransform.M42 = v.Y;
                    parentTransform.M43 = v.Z;

                    if (LinkType.HasFlag(LinkType.Rotation))
                    {
                        Transform *= Matrix4D.CreateFromQuaternion(parentTransform.ExtractRotation());
                    }
                    if (LinkType.HasFlag(LinkType.Scale))
                    {
                        Transform *= Matrix4D.CreateScale(parentTransform.ExtractScale());
                    }
                    if (LinkType.HasFlag(LinkType.Position))
                    {
                        Transform *= Matrix4D.CreateTranslation(parentTransform.ExtractTranslation());
                    }
                }
            }

            Matrix4D mS = SceneManager.Current.Transform;
            Matrix4D mT = Transform;

            SceneManager.Current.Renderer.PushMatrix();

            Matrix4D position = Matrix4D.CreateTranslation(mT.ExtractTranslation());

            SceneManager.Current.Renderer.MultMatrix(ref mS);
            SceneManager.Current.Renderer.MultMatrix(ref position);

            if (Lollipop)
            {
                Matrix4D rotation = ViewportManager.Current.Active.Camera.Rotation;
                Matrix4D scale    = Matrix4D.CreateScale(0.1f);

                SceneManager.Current.Renderer.MultMatrix(ref rotation);
                SceneManager.Current.Renderer.MultMatrix(ref scale);
            }

            SceneManager.Current.Renderer.Enable("Blend");
            SceneManager.Current.Renderer.BlendFunc("SrcAlpha", "OneMinusSrcAlpha");
            ((Model)asset).Draw();
            SceneManager.Current.Renderer.Disable("Blend");

            SceneManager.Current.Renderer.PopMatrix();
        }
예제 #9
0
파일: FBXImporter.cs 프로젝트: q4a/Flummery
        public override Asset Import(string path)
        {
            FBX   fbx   = FBX.Load(path);
            Model model = new Model();
            Dictionary <long, object>   components = new Dictionary <long, object>();
            Dictionary <long, Matrix4D> transforms = new Dictionary <long, Matrix4D>();

            Dictionary <long, string> triangulationErrors = new Dictionary <long, string>();

            string name = Path.GetFileNameWithoutExtension(path);

            if (fbx == null)
            {
                SceneManager.Current.RaiseError($"File \"{name}\" could not be opened.  Please ensure this is a binary FBX file.");
                return(null);
            }

            FBXElem objects = fbx.Elements.Find(e => e.ID == "Objects");

            Matrix4D worldMatrix = createTransformFor(fbx.Elements.Find(e => e.ID == "GlobalSettings").Children[1], out Quaternion.RotationOrder order);

            foreach (FBXElem material in objects.Children.Where(e => e.ID == "Material"))
            {
                string matName = material.Properties[1].Value.ToString();
                matName = matName.Substring(0, matName.IndexOf("::"));
                Material m = new Material {
                    Name = matName
                };
                components.Add((long)material.Properties[0].Value, m);

                Console.WriteLine($"Added material \"{matName}\" ({material.Properties[0].Value})");
            }

            foreach (FBXElem video in objects.Children.Where(e => e.ID == "Video"))
            {
                FBXElem content = video.Children.Find(e => e.ID == "Content");

                if (content.Properties[0].Size > 4)
                {
                    components.Add((long)video.Properties[0].Value, (byte[])content.Properties[0].Value);
                }
            }

            IEnumerable <FBXElem> textures = objects.Children.Where(e => e.ID == "Texture");

            foreach (FBXElem texture in textures)
            {
                string fullFile = texture.Children.Find(e => e.ID == "FileName").Properties[0].Value.ToString();
                if (fullFile.IndexOf('.') == -1)
                {
                    continue;
                }
                string file = Path.GetFileName(fullFile);

                Texture t = new Texture();

                long videoKey = (long)fbx.Elements.Find(e => e.ID == "Connections").Children.Where(c => (long)c.Properties[2].Value == (long)texture.Properties[0].Value).First().Properties[1].Value;

                if (components.ContainsKey(videoKey))
                {
                    using (FileStream fs = new FileStream(Path.Combine(Path.GetDirectoryName(path), file), FileMode.Create))
                        using (BinaryWriter bw = new BinaryWriter(fs))
                        {
                            bw.Write((byte[])components[videoKey]);
                        }
                }

                t = SceneManager.Current.Content.Load(Path.GetFileName(file));

                switch (fbx.Elements.Find(e => e.ID == "Connections").Children.Where(c => (long)c.Properties[1].Value == (long)texture.Properties[0].Value).First().Properties.Last().Value.ToString())
                {
                case "NormalMap":
                    t.Type = Texture.TextureType.Normal;
                    break;

                case "SpecularColor":
                    t.Type = Texture.TextureType.Specular;
                    break;
                }

                if (!components.ContainsKey((long)texture.Properties[0].Value))
                {
                    components.Add((long)texture.Properties[0].Value, t);

                    Console.WriteLine($"Added texture \"{file}\" ({texture.Properties[0].Value})");
                }
            }

            foreach (FBXElem element in objects.Children.Where(e => e.ID == "Model"))
            {
                string modelName = element.Properties[1].Value.ToString();
                modelName = modelName.Substring(0, modelName.IndexOf("::"));

                components.Add((long)element.Properties[0].Value, new ModelMesh {
                    Name = modelName, Tag = (long)element.Properties[0].Value
                });

                Console.WriteLine("Added model \"{0}\" ({1})", modelName, element.Properties[0].Value);

                FBXElem  properties      = element.Children.Find(c => c.ID == "Properties70");
                Matrix4D m               = Matrix4D.Identity;
                bool     bRotationActive = false;

                Vector3    lclTranslation = Vector3.Zero;
                Quaternion lclRotation    = Quaternion.Identity;
                Quaternion preRotation    = Quaternion.Identity;
                Quaternion postRotation   = Quaternion.Identity;
                Vector3    rotationPivot  = Vector3.Zero;
                Vector3    rotationOffset = Vector3.Zero;
                Vector3    lclScaling     = Vector3.One;
                Vector3    scalingPivot   = Vector3.Zero;
                Vector3    scalingOffset  = Vector3.Zero;

                Vector3    geoPosition = Vector3.Zero;
                Quaternion geoRotation = Quaternion.Identity;
                Vector3    geoScale    = Vector3.One;

                FBXElem property;

                property = properties.Children.GetProperty("RotationActive");
                if (property != null)
                {
                    bRotationActive = ((int)property.Properties[4].Value == 1);
                }

                property = properties.Children.GetProperty("ScalingPivot");
                if (property != null)
                {
                    scalingPivot = new Vector3(
                        Convert.ToSingle(property.Properties[4].Value),
                        Convert.ToSingle(property.Properties[5].Value),
                        Convert.ToSingle(property.Properties[6].Value)
                        );
                }

                property = properties.Children.GetProperty("Lcl Scaling");
                if (property != null)
                {
                    lclScaling = new Vector3(
                        Convert.ToSingle(property.Properties[4].Value),
                        Convert.ToSingle(property.Properties[5].Value),
                        Convert.ToSingle(property.Properties[6].Value)
                        );
                }

                property = properties.Children.GetProperty("ScalingOffset");
                if (property != null)
                {
                    scalingOffset = new Vector3(
                        Convert.ToSingle(property.Properties[4].Value),
                        Convert.ToSingle(property.Properties[5].Value),
                        Convert.ToSingle(property.Properties[6].Value)
                        );
                }

                property = properties.Children.GetProperty("RotationPivot");
                if (property != null)
                {
                    rotationPivot = new Vector3(
                        Convert.ToSingle(property.Properties[4].Value),
                        Convert.ToSingle(property.Properties[5].Value),
                        Convert.ToSingle(property.Properties[6].Value)
                        );
                }

                property = properties.Children.GetProperty("PostRotation");
                if (property != null)
                {
                    postRotation = MakeQuaternion(
                        Convert.ToSingle(property.Properties[4].Value),
                        Convert.ToSingle(property.Properties[5].Value),
                        Convert.ToSingle(property.Properties[6].Value),
                        order
                        );
                }

                property = properties.Children.GetProperty("Lcl Rotation");
                if (property != null)
                {
                    lclRotation = MakeQuaternion(
                        Convert.ToSingle(property.Properties[4].Value),
                        Convert.ToSingle(property.Properties[5].Value),
                        Convert.ToSingle(property.Properties[6].Value),
                        order
                        );
                }

                property = properties.Children.GetProperty("PreRotation");
                if (property != null)
                {
                    preRotation = MakeQuaternion(
                        Convert.ToSingle(property.Properties[4].Value),
                        Convert.ToSingle(property.Properties[5].Value),
                        Convert.ToSingle(property.Properties[6].Value),
                        order
                        );
                }

                property = properties.Children.GetProperty("RotationOffset");
                if (property != null)
                {
                    rotationOffset = new Vector3(
                        Convert.ToSingle(property.Properties[4].Value),
                        Convert.ToSingle(property.Properties[5].Value),
                        Convert.ToSingle(property.Properties[6].Value)
                        );
                }

                property = properties.Children.GetProperty("Lcl Translation");
                if (property != null)
                {
                    lclTranslation = new Vector3(
                        Convert.ToSingle(property.Properties[4].Value),
                        Convert.ToSingle(property.Properties[5].Value),
                        Convert.ToSingle(property.Properties[6].Value)
                        );
                }

                property = properties.Children.GetProperty("GeometricTranslation");
                if (property != null)
                {
                    geoPosition = new Vector3(
                        Convert.ToSingle(property.Properties[4].Value),
                        Convert.ToSingle(property.Properties[5].Value),
                        Convert.ToSingle(property.Properties[6].Value)
                        );
                }

                property = properties.Children.GetProperty("GeometricRotation");
                if (property != null)
                {
                    geoRotation = MakeQuaternion(
                        Convert.ToSingle(property.Properties[4].Value),
                        Convert.ToSingle(property.Properties[5].Value),
                        Convert.ToSingle(property.Properties[6].Value),
                        order
                        );
                }

                property = properties.Children.GetProperty("GeometricScaling");
                if (property != null)
                {
                    geoScale = new Vector3(
                        Convert.ToSingle(property.Properties[4].Value),
                        Convert.ToSingle(property.Properties[5].Value),
                        Convert.ToSingle(property.Properties[6].Value)
                        );
                }

                m =
                    Matrix4D.CreateTranslation(scalingPivot).Inverted() *
                    Matrix4D.CreateScale(lclScaling) *
                    Matrix4D.CreateTranslation(scalingPivot) *
                    Matrix4D.CreateTranslation(scalingOffset) *
                    Matrix4D.CreateTranslation(rotationPivot).Inverted() *
                    Matrix4D.CreateFromQuaternion(postRotation) *
                    Matrix4D.CreateFromQuaternion(lclRotation) *
                    Matrix4D.CreateFromQuaternion(preRotation) *
                    Matrix4D.CreateTranslation(rotationPivot) *
                    Matrix4D.CreateTranslation(rotationOffset) *
                    Matrix4D.CreateTranslation(lclTranslation);

                if (m != Matrix4D.Identity)
                {
                    transforms.Add((long)element.Properties[0].Value, m);
                }
            }

            foreach (FBXElem element in objects.Children.Where(e => e.ID == "Geometry"))
            {
                bool bUVs          = true;
                bool bNorms        = true;
                bool bColours      = true;
                bool bUseIndexNorm = false;

                bool bNeedsTriangulating = false;

                string geometryName = element.Properties[1].Value.ToString();
                geometryName = geometryName.Substring(0, geometryName.IndexOf("::"));

                List <Vector3> verts   = new List <Vector3>();
                List <Vector3> norms   = new List <Vector3>();
                List <Vector2> uvs     = new List <Vector2>();
                List <Colour>  colours = new List <Colour>();

                double[] vertParts = (double[])element.Children.Find(e => e.ID == "Vertices").Properties[0].Value;
                for (int i = 0; i < vertParts.Length; i += 3)
                {
                    verts.Add(new Vector3((float)vertParts[i + 0], (float)vertParts[i + 1], (float)vertParts[i + 2]));
                }

                SceneManager.Current.UpdateProgress($"Processed {element.Properties[1].Value}->Vertices");

                FBXElem normElem = element.Children.Find(e => e.ID == "LayerElementNormal");
                if (normElem != null)
                {
                    double[] normParts = (double[])normElem.Children.Find(e => e.ID == "Normals").Properties[0].Value;
                    for (int i = 0; i < normParts.Length; i += 3)
                    {
                        norms.Add(new Vector3((float)normParts[i + 0], (float)normParts[i + 1], (float)normParts[i + 2]));
                    }

                    bUseIndexNorm = (normElem.Children.Find(e => e.ID == "MappingInformationType").Properties[0].Value.ToString() == "ByVertice");

                    SceneManager.Current.UpdateProgress($"Processed {element.Properties[1].Value}->Normals");
                }
                else
                {
                    bNorms = false;
                }

                FBXElem colourElem = element.Children.Find(e => e.ID == "LayerElementColor");
                if (colourElem != null)
                {
                    double[] colourParts = (double[])colourElem.Children.Find(e => e.ID == "Colors").Properties[0].Value;

                    FBXElem colourReferenceType = colourElem.Children.Find(e => e.ID == "ReferenceInformationType");

                    switch (colourReferenceType.Properties[0].Value.ToString())
                    {
                    case "IndexToDirect":
                        int[] colourIndicies = (int[])colourElem.Children.Find(e => e.ID == "ColorIndex").Properties[0].Value;
                        for (int i = 0; i < colourIndicies.Length; i++)
                        {
                            int offset = colourIndicies[i] * 4;
                            colours.Add(new Colour(
                                            (float)colourParts[offset + 0],
                                            (float)colourParts[offset + 1],
                                            (float)colourParts[offset + 2],
                                            (float)colourParts[offset + 3])
                                        );
                        }
                        break;

                    case "Direct":
                        bColours = false;
                        break;

                    default:
                        throw new NotImplementedException($"Unsupported Colour Reference Type: {colourReferenceType.Properties[0].Value}");
                    }

                    SceneManager.Current.UpdateProgress($"Processed {element.Properties[1].Value}->Colours");
                }
                else
                {
                    bColours = false;
                }

                FBXElem uvElem = element.Children.Find(e => e.ID == "LayerElementUV");
                if (uvElem != null)
                {
                    double[] uvParts = (double[])uvElem.Children.Find(e => e.ID == "UV").Properties[0].Value;

                    FBXElem uvReferenceType = uvElem.Children.Find(e => e.ID == "ReferenceInformationType");
                    if (uvReferenceType.Properties[0].Value.ToString() == "IndexToDirect")
                    {
                        List <Vector2> luvs = new List <Vector2>();
                        for (int i = 0; i < uvParts.Length; i += 2)
                        {
                            luvs.Add(new Vector2((float)uvParts[i + 0], 1 - (float)uvParts[i + 1]));
                        }

                        int[] uvindicies = (int[])uvElem.Children.Find(e => e.ID == "UVIndex").Properties[0].Value;
                        for (int i = 0; i < uvindicies.Length; i++)
                        {
                            if (uvindicies[i] == -1)
                            {
                                uvs.Add(Vector2.Zero);
                            }
                            else
                            {
                                uvs.Add(luvs[uvindicies[i]]);
                            }
                        }
                    }
                    else
                    {
                        for (int i = 0; i < uvParts.Length; i += 2)
                        {
                            uvs.Add(new Vector2((float)uvParts[i + 0], (float)uvParts[i + 1]));
                        }
                    }

                    SceneManager.Current.UpdateProgress($"Processed {element.Properties[1].Value}->UVs");
                }
                else
                {
                    bUVs = false;
                }

                int[]          indicies = (int[])element.Children.Find(e => e.ID == "PolygonVertexIndex").Properties[0].Value;
                List <FBXFace> faces    = new List <FBXFace>();
                FBXFace        face     = new FBXFace();
                int            j        = 0;

                for (int i = 0; i < indicies.Length; i++)
                {
                    bool bFace = false;
                    int  index = indicies[i];

                    if (index < 0)
                    {
                        bFace = true;
                        index = (index * -1) - 1;
                    }

                    j++;
                    face.AddVertex(verts[index], bNorms ? norms[bUseIndexNorm ? index : i] : Vector3.Zero, bUVs ? uvs[i] : Vector2.Zero, bColours ? colours[i] : Colour.White);

                    if (bFace)
                    {
                        if (j > 3)
                        {
                            triangulationErrors.Add((long)element.Properties[0].Value, geometryName);
                            bNeedsTriangulating = true;
                            break;
                        }

                        faces.Add(face);
                        face = new FBXFace();
                        j    = 0;
                    }
                }

                List <ModelMeshPart> parts = new List <ModelMeshPart>();

                if (!bNeedsTriangulating)
                {
                    SceneManager.Current.UpdateProgress($"Processed {element.Properties[1].Value}->Faces");

                    FBXElem elemMaterial = element.Children.Find(e => e.ID == "LayerElementMaterial");
                    if (elemMaterial != null)
                    {
                        int[] faceMaterials = (int[])elemMaterial.Children.Find(e => e.ID == "Materials").Properties[0].Value;
                        for (int i = 0; i < faceMaterials.Length; i++)
                        {
                            faces[i].MaterialID = faceMaterials[i];
                        }

                        SceneManager.Current.UpdateProgress($"Processed {element.Properties[1].Value}->Materials");
                    }


                    IEnumerable <IGrouping <int, FBXFace> > materialGroups = faces.GroupBy(f => f.MaterialID);

                    int processedFaceCount  = 0,
                        processedGroupCount = 0;

                    foreach (IGrouping <int, FBXFace> materialGroup in materialGroups)
                    {
                        IEnumerable <IGrouping <int, FBXFace> > smoothingGroups = materialGroup.GroupBy(f => f.SmoothingGroup);

                        foreach (IGrouping <int, FBXFace> smoothingGroup in smoothingGroups)
                        {
                            ModelMeshPart meshpart = new ModelMeshPart {
                                PrimitiveType = Flummery.Core.PrimitiveType.Triangles
                            };
                            processedFaceCount = 0;

                            foreach (FBXFace groupface in smoothingGroup)
                            {
                                foreach (Vertex vert in groupface.Vertices)
                                {
                                    meshpart.AddVertex(vert.Position, vert.Normal, vert.UV, vert.Colour);
                                }

                                processedFaceCount++;

                                if (processedFaceCount % 250 == 0)
                                {
                                    SceneManager.Current.UpdateProgress($"Processed {element.Properties[1].Value}->MeshPart[{processedGroupCount}]->Face[{processedFaceCount}]");
                                }
                            }

                            meshpart.Key = materialGroup.Key;

                            parts.Add(meshpart);
                            SceneManager.Current.UpdateProgress($"Processed {element.Properties[1].Value}->MeshPart");

                            processedGroupCount++;
                        }
                    }
                }

                components.Add((long)element.Properties[0].Value, parts);
                SceneManager.Current.UpdateProgress($"Processed {element.Properties[1].Value}");
            }

            Dictionary <long, BoneType> nodeAttributes  = new Dictionary <long, BoneType>();
            Dictionary <long, object>   nodeAttachments = new Dictionary <long, object>();

            foreach (FBXElem nodeAttribute in objects.Children.Where(e => e.ID == "NodeAttribute"))
            {
                FBXElem typeFlags = nodeAttribute.Children.Find(e => e.ID == "TypeFlags");
                if (typeFlags != null)
                {
                    switch (typeFlags.Properties[0].Value.ToString().ToLower())
                    {
                    case "light":
                        LIGHT light = new LIGHT();

                        FBXElem lightType = nodeAttribute.Children.Find(c => c.ID == "Properties70").Children.GetProperty("LightType");
                        light.Type = (LIGHT.LightType)(lightType == null ? 0 : lightType.Properties[4].Value);

                        nodeAttributes.Add((long)nodeAttribute.Properties[0].Value, BoneType.Light);
                        nodeAttachments.Add((long)nodeAttribute.Properties[0].Value, light);
                        break;

                    default:
                        // null node
                        break;
                    }
                }
            }

            string[] connectionOrder = new string[] { "System.Collections.Generic.List`1[Flummery.Core.ModelMeshPart]", "Flummery.Core.Texture", "Flummery.Core.Material", "Flummery.Core.ModelMesh" };
            FBXElem  connections     = fbx.Elements.Find(e => e.ID == "Connections");

            HashSet <long> loaded = new HashSet <long>();

            foreach (string connectionType in connectionOrder)
            {
                IEnumerable <FBXElem> connectionsOfType = connections.Children.Where(c => components.ContainsKey((long)c.Properties[1].Value) && components[(long)c.Properties[1].Value].GetType().ToString() == connectionType);

                foreach (FBXElem connection in connectionsOfType)
                {
                    long keyA = (long)connection.Properties[1].Value;
                    long keyB = (long)connection.Properties[2].Value;

                    Console.WriteLine("{0} is connected to {1} :: {2}", keyA, keyB, connectionType);

                    switch (connectionType)
                    {
                    case "Flummery.Core.ModelMesh":
                        int boneID;

                        if (keyB == 0)
                        {
                            boneID = model.AddMesh((ModelMesh)components[keyA]);
                            model.SetName(((ModelMesh)components[keyA]).Name, boneID);
                            if (transforms.ContainsKey(keyA))
                            {
                                model.SetTransform(transforms[keyA], boneID);
                            }

                            FBXElem attribute = connections.Children.FirstOrDefault(c => nodeAttributes.ContainsKey((long)c.Properties[1].Value) && (long)c.Properties[2].Value == keyA);
                            if (attribute != null)
                            {
                                keyA = (long)attribute.Properties[1].Value;

                                if (nodeAttributes.ContainsKey(keyA))
                                {
                                    model.Bones[boneID].Type = nodeAttributes[keyA];
                                }
                                if (nodeAttachments.ContainsKey(keyA))
                                {
                                    model.Bones[boneID].Attachment = nodeAttachments[keyA];
                                }
                            }
                        }
                        else
                        {
                            ModelMesh parent = model.FindMesh(keyB);
                            if (parent != null)
                            {
                                boneID = model.AddMesh((ModelMesh)components[keyA], parent.Parent.Index);
                                model.SetName(((ModelMesh)components[keyA]).Name, boneID);
                                if (transforms.ContainsKey(keyA))
                                {
                                    model.SetTransform(transforms[keyA], boneID);
                                }
                            }
                            else
                            {
                                if (!components.ContainsKey(keyB))
                                {
                                    Console.WriteLine("Components doesn't contain {0}", keyB);
                                }
                                else
                                {
                                    Console.WriteLine("Couldn't find {0}", ((ModelMesh)components[keyB]).Name);
                                }
                            }
                        }
                        break;

                    case "Flummery.Core.Texture":
                        if (components.ContainsKey(keyB) && components[keyB].GetType().ToString() == "Flummery.Core.Material")
                        {
                            if (loaded.Add(keyA))
                            {
                                ((Material)components[keyB]).Texture = (Texture)components[keyA];
                                //SceneManager.Current.Add((Material)components[keyB]);
                            }
                        }
                        else
                        {
                            Console.WriteLine("{0} is of unknown type {1}", keyA, components[keyA].GetType().ToString());
                            Console.WriteLine("{0} is of unknown type {1}", keyB, components[keyB].GetType().ToString());
                        }
                        break;

                    case "System.Collections.Generic.List`1[Flummery.Core.ModelMeshPart]":
                        if (components.ContainsKey(keyB) && components[keyB].GetType().ToString() == "Flummery.Core.ModelMesh")
                        {
                            if (triangulationErrors.ContainsKey(keyA))
                            {
                                triangulationErrors[keyA] += " (geometry of " + ((ModelMesh)components[keyB]).Name + ")";
                            }

                            foreach (ModelMeshPart part in (List <ModelMeshPart>)components[keyA])
                            {
                                ((ModelMesh)components[keyB]).AddModelMeshPart(part);
                            }
                        }
                        break;

                    case "Flummery.Core.Material":
                        if (components.ContainsKey(keyB) && components[keyB].GetType().ToString() == "Flummery.Core.ModelMesh")
                        {
                            List <FBXElem> materialLookup = connections.Children.Where(c => (long)c.Properties[2].Value == keyB).ToList();
                            for (int i = materialLookup.Count - 1; i > -1; i--)
                            {
                                if (!connectionsOfType.Any(c => (long)c.Properties[1].Value == (long)materialLookup[i].Properties[1].Value))
                                {
                                    materialLookup.RemoveAt(i);
                                }
                            }

                            foreach (ModelMeshPart part in ((ModelMesh)components[keyB]).MeshParts)
                            {
                                if ((long)materialLookup[(int)part.Key].Properties[1].Value == keyA)
                                {
                                    part.Material = (Material)components[keyA];
                                    SceneManager.Current.Add(part.Material);
                                }
                            }
                        }
                        break;

                    default:
                        Console.WriteLine("{0} is of unknown type {1}", keyA, components[keyA].GetType().ToString());
                        if (components.ContainsKey(keyB))
                        {
                            Console.WriteLine("{0} is of unknown type {1}", keyB, components[keyB].GetType().ToString());
                        }
                        Console.WriteLine("===");
                        break;
                    }
                }
            }

            if (triangulationErrors.Count > 0)
            {
                SceneManager.Current.UpdateProgress($"Failed to load {name}");

                string error = $"File \"{name}\" has part{(triangulationErrors.Count > 1 ? "s" : "")} that need been triangulating!  Please triangulate the following:";
                foreach (KeyValuePair <long, string> kvp in triangulationErrors)
                {
                    error += $"\r\n{kvp.Value}";
                }

                SceneManager.Current.RaiseError(error);

                return(null);
            }
            else
            {
                SceneManager.Current.UpdateProgress($"Loaded {name}");

                model.Santise();

                //if (worldMatrix != Matrix4D.Identity) { ModelManipulator.Freeze(model, worldMatrix); }
                ModelManipulator.FlipAxis(model, Axis.Z, true);

                return(model);
            }
        }