static PrimitiveManager DecodePrimitivesWeighted(GeometryEntry geo, SkinEntry skin, SceneEntry scene, InfluenceManager infManager, ref string Error) { 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, 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; //List<int> FixedIndices = new List<int>(); 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]; } } //if (bone != null) // if (bone.Name == "TopN" || bone.Name == "XRotN" || bone.Name == "YRotN" || bone.Name == "TransN" || bone.Name == "ThrowN" || bone.Name == "FacePattern") // Console.WriteLine(bone.Name); // else if (bone.Parent != null) // if (bone.Parent.Name == "FacePattern") // Console.WriteLine(bone.Name); inf._weights[x] = 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.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. //v = new Vertex3(skin._bindMatrix * pVert[i], inf); ////Fix single-bind vertices //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; } 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._influence != null) { if (v._influence.Weights.Length > 1) { pNorms[i] = skin._bindMatrix.GetRotationMatrix() * pNorms[i]; } else { pNorms[i] = skin._bindMatrix.GetRotationMatrix() * v._influence.Weights[0].Bone._inverseBindMatrix.GetRotationMatrix() * pNorms[i]; } } } remap.Dispose(); //manager.MergeTempData(); 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); }