示例#1
0
        /// <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);
        }
示例#2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="semantic"></param>
        /// <param name="values"></param>
        /// <param name="vertex"></param>
        /// <param name="vertices"></param>
        private void ProcessInput(Input_Semantic semantic, string source, int set, IOVertex vertex, Vertices vertices, int index, SourceManager srcs, List <IOEnvelope> vertexEnvelopes)
        {
            var values = srcs.GetFloatValue(source, index);

            switch (semantic)
            {
            case Input_Semantic.VERTEX:
                // process per vertex input
                foreach (var vertInput in vertices.Input)
                {
                    ProcessInput(vertInput.Semantic, vertInput.source, 0, vertex, vertices, index, srcs, vertexEnvelopes);
                }

                // load envelopes if availiable
                if (vertexEnvelopes != null && index < vertexEnvelopes.Count)
                {
                    // copy bone weights
                    var en = vertexEnvelopes[index];
                    for (int i = 0; i < en.Weights.Count; i++)
                    {
                        vertex.Envelope.Weights.Add(new IOBoneWeight()
                        {
                            BoneName   = en.Weights[i].BoneName,
                            Weight     = en.Weights[i].Weight,
                            BindMatrix = en.Weights[i].BindMatrix
                        });
                    }

                    // make the bind matrix as being used
                    vertex.Envelope.UseBindMatrix = true;
                }
                break;

            case Input_Semantic.POSITION:
                vertex.Position = new Vector3(
                    values.Length > 0 ? values[0] : 0,
                    values.Length > 1 ? values[1] : 0,
                    values.Length > 2 ? values[2] : 0);
                break;

            case Input_Semantic.NORMAL:
                vertex.Normal = new Vector3(
                    values.Length > 0 ? values[0] : 0,
                    values.Length > 1 ? values[1] : 0,
                    values.Length > 2 ? values[2] : 0);
                break;

            case Input_Semantic.TANGENT:
                vertex.Tangent = new Vector3(
                    values.Length > 0 ? values[0] : 0,
                    values.Length > 1 ? values[1] : 0,
                    values.Length > 2 ? values[2] : 0);
                break;

            case Input_Semantic.BINORMAL:
                vertex.Binormal = new Vector3(
                    values.Length > 0 ? values[0] : 0,
                    values.Length > 1 ? values[1] : 0,
                    values.Length > 2 ? values[2] : 0);
                break;

            case Input_Semantic.TEXCOORD:
                vertex.SetUV(
                    values.Length > 0 ? values[0] : 0,
                    values.Length > 1 ? values[1] : 0,
                    set);
                break;

            case Input_Semantic.COLOR:
                vertex.SetColor(
                    values.Length > 0 ? values[0] : 0,
                    values.Length > 1 ? values[1] : 0,
                    values.Length > 2 ? values[2] : 0,
                    values.Length > 3 ? values[3] : 0,
                    set);
                break;
            }
        }