示例#1
0
文件: Skin.cs 项目: goodGsger/EraPro
        /// <summary>Returns the attachment for the specified slot index and name, or null.</summary>
        /// <returns>May be null.</returns>
        public Attachment GetAttachment(int slotIndex, string name)
        {
            var lookup = new SkinEntry(slotIndex, name, null);
            var obj    = attachments[lookup];

            return((obj == null) ? null : (Attachment)obj);
        }
示例#2
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        ///<summary>Adds all attachments from the specified skin to this skin. Attachments are deep copied.</summary>
        public void CopySkin(Skin skin)
        {
            foreach (BoneData data in skin.bones)
            {
                if (!bones.Contains(data))
                {
                    bones.Add(data);
                }
            }

            foreach (ConstraintData data in skin.constraints)
            {
                if (!constraints.Contains(data))
                {
                    constraints.Add(data);
                }
            }

            foreach (var item in skin.attachments)
            {
                SkinEntry entry = item.Value;
                if (entry.attachment is MeshAttachment)
                {
                    SetAttachment(entry.slotIndex, entry.name,
                                  entry.attachment != null ? ((MeshAttachment)entry.attachment).NewLinkedMesh() : null);
                }
                else
                {
                    SetAttachment(entry.slotIndex, entry.name, entry.attachment != null ? entry.attachment.Copy() : null);
                }
            }
        }
示例#3
0
文件: Skin.cs 项目: asz3740/Catruto
        /// <summary>Returns the attachment for the specified slot index and name, or null.</summary>
        /// <returns>May be null.</returns>
        public Attachment GetAttachment(int slotIndex, string name)
        {
            var        lookup      = new SkinEntry(slotIndex, name, null);
            Attachment attachment  = null;
            bool       containsKey = attachments.TryGetValue(lookup, out attachment);

            return(containsKey ? attachment : null);
        }
示例#4
0
 /// <summary>Adds an attachment to the skin for the specified slot index and name.
 /// If the name already exists for the slot, the previous value is replaced.</summary>
 public void SetAttachment(int slotIndex, string name, Attachment attachment)
 {
     if (attachment == null)
     {
         throw new ArgumentNullException("attachment", "attachment cannot be null.");
     }
     attachments[new SkinKey(slotIndex, name)] = new SkinEntry(slotIndex, name, attachment);
 }
示例#5
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        protected override void OnStartup(StartupEventArgs e)
        {
            base.OnStartup(e);

            var entry = new SkinEntry();

            entry.Load();
            entry.Window.Show();
        }
示例#6
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 public ViewModelSkin(IProtoItemWithSkinData protoItemSkin, SkinEntry skinEntry)
 {
     this.skinEntry     = skinEntry;
     this.ProtoItemSkin = protoItemSkin;
     this.IsOwned       = Client.Microtransactions.IsSkinOwned((ushort)protoItemSkin.SkinId);
     this.PriceOriginalInPlayerCurrency = skinEntry.PriceCentsInPlayerCurrency / 100m;
     this.DiscountPercent = skinEntry.DiscountPercent;
     this.SkinsPool       = skinEntry.Pool;
 }
示例#7
0
文件: Skin.cs 项目: asz3740/Catruto
        /// <summary> Removes the attachment in the skin for the specified slot index and name, if any.</summary>
        public void RemoveAttachment(int slotIndex, string name)
        {
            if (slotIndex < 0)
            {
                throw new ArgumentOutOfRangeException("slotIndex", "slotIndex must be >= 0");
            }
            var lookup = new SkinEntry(slotIndex, name, null);

            attachments.Remove(lookup);
        }
示例#8
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 /// <summary>Returns all attachments in this skin for the specified slot index.</summary>
 /// <param name="slotIndex">The target slotIndex. To find the slot index, use <see cref="Spine.Skeleton.FindSlotIndex"/> or <see cref="Spine.SkeletonData.FindSlotIndex"/>
 public void GetAttachments(int slotIndex, List <SkinEntry> attachments)
 {
     foreach (var item in this.attachments)
     {
         SkinEntry entry = item.Value;
         if (entry.slotIndex == slotIndex)
         {
             attachments.Add(entry);
         }
     }
 }
示例#9
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 /// <summary>Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.</summary>
 internal void AttachAll(Skeleton skeleton, Skin oldSkin)
 {
     foreach (var item in oldSkin.attachments)
     {
         SkinEntry entry     = item.Value;
         int       slotIndex = entry.slotIndex;
         Slot      slot      = skeleton.slots.Items[slotIndex];
         if (slot.Attachment == entry.attachment)
         {
             Attachment attachment = GetAttachment(slotIndex, entry.name);
             if (attachment != null)
             {
                 slot.Attachment = attachment;
             }
         }
     }
 }
示例#10
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 /// <summary>Returns all attachments in this skin for the specified slot index.</summary>
 /// <param name="slotIndex">The target slotIndex. To find the slot index, use <see cref="Spine.SkeletonData.FindSlot"/> and <see cref="Spine.SlotData.Index"/>.
 public void GetAttachments(int slotIndex, List <SkinEntry> attachments)
 {
     if (slotIndex < 0)
     {
         throw new ArgumentException("slotIndex must be >= 0.");
     }
     if (attachments == null)
     {
         throw new ArgumentNullException("attachments", "attachments cannot be null.");
     }
     foreach (var item in this.attachments)
     {
         SkinEntry entry = item.Value;
         if (entry.slotIndex == slotIndex)
         {
             attachments.Add(entry);
         }
     }
 }
示例#11
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 public ObjectInfo(
     bool weighted,
     GeometryEntry g,
     Matrix bindMatrix,
     SkinEntry skin,
     SceneEntry scene,
     InstanceEntry inst,
     ResourceNode parent,
     NodeEntry node)
 {
     _weighted   = weighted;
     _g          = g;
     _bindMatrix = bindMatrix;
     _skin       = skin;
     _scene      = scene;
     _parent     = parent;
     _node       = node;
     _inst       = inst;
 }
示例#12
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        ///<summary>Adds all attachments, bones, and constraints from the specified skin to this skin.</summary>
        public void AddSkin(Skin skin)
        {
            foreach (BoneData data in skin.bones)
            {
                if (!bones.Contains(data))
                {
                    bones.Add(data);
                }
            }

            foreach (ConstraintData data in skin.constraints)
            {
                if (!constraints.Contains(data))
                {
                    constraints.Add(data);
                }
            }

            foreach (var item in skin.attachments)
            {
                SkinEntry entry = item.Value;
                SetAttachment(entry.slotIndex, entry.name, entry.attachment);
            }
        }
示例#13
0
        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);
        }
            private SkinEntry ParseSkin(string id)
            {
                SkinEntry skin = new SkinEntry();
                skin._id = id;

                while (_reader.ReadAttribute())
                    if (_reader.Name.Equals("source", false))
                        skin._skinSource = _reader.Value[0] == '#' ? (string)(_reader.Value + 1) : (string)_reader.Value;

                while (_reader.BeginElement())
                {
                    if (_reader.Name.Equals("bind_shape_matrix", false))
                        skin._bindMatrix = ParseMatrix();
                    else if (_reader.Name.Equals("source", false))
                        skin._sources.Add(ParseSource());
                    else if (_reader.Name.Equals("joints", false))
                        while (_reader.BeginElement())
                        {
                            if (_reader.Name.Equals("input", false))
                                skin._jointInputs.Add(ParseInput());

                            _reader.EndElement();
                        }
                    else if (_reader.Name.Equals("vertex_weights", false))
                    {
                        while (_reader.ReadAttribute())
                            if (_reader.Name.Equals("count", false))
                                skin._weightCount = int.Parse((string)_reader.Value);

                        skin._weights = new int[skin._weightCount][];

                        while (_reader.BeginElement())
                        {
                            if (_reader.Name.Equals("input", false))
                                skin._weightInputs.Add(ParseInput());
                            else if (_reader.Name.Equals("vcount", false))
                            {
                                for (int i = 0; i < skin._weightCount; i++)
                                {
                                    int val;
                                    _reader.ReadValue(&val);
                                    skin._weights[i] = new int[val * skin._weightInputs.Count];
                                }
                            }
                            else if (_reader.Name.Equals("v", false))
                            {
                                for (int i = 0; i < skin._weightCount; i++)
                                {
                                    int[] weights = skin._weights[i];
                                    fixed (int* p = weights)
                                        for (int x = 0; x < weights.Length; x++)
                                            _reader.ReadValue(&p[x]);
                                }
                            }
                            _reader.EndElement();
                        }
                    }

                    _reader.EndElement();
                }

                return skin;
            }
示例#16
0
        static void Weight(PrimitiveManager manager, SkinEntry skin, DecoderShell shell, GeometryEntry geo, InfluenceManager iMan)
        {
            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._indices.Address;
            List <Vertex3> vertList     = new List <Vertex3>(skin._weightCount);

            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;
                        }
                    }
                    break;
                }
            }

            //Populate bone list
            boneCount = jointStrings.Length;
            boneList  = new MDL0BoneNode[boneCount];
            for (int i = 0; i < boneCount; i++)
            {
                boneList[i] = shell.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;
                }
            }

            //Construct Vertex from new weight
            for (int i = 0; i < skin._weightCount; i++)
            {
                //Create influence
                int       iCount = skin._weights.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);
                    }
                }

                //Match with manager
                inf = iMan.AddOrCreateInf(inf);

                //Create Vertex and look for match
                Vertex3 v     = new Vertex3(pVert[*pVInd], inf);
                int     index = 0;
                while (index < vertList.Count)
                {
                    if (v.Equals(vertList[i]))
                    {
                        break;
                    }
                    index++;
                }
                if (index == vertList.Count)
                {
                    vertList.Add(v);
                }

                //Assign new index
                *pVInd++ = (ushort)index;
            }
        }
        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;
        }
示例#18
0
        private static PrimitiveManager DecodePrimitivesWeighted(
            Matrix bindMatrix,
            GeometryEntry geo,
            SkinEntry skin,
            SceneEntry scene,
            InfluenceManager infManager,
            Type boneType)
        {
            PrimitiveManager manager = DecodePrimitives(geo);

            IBoneNode[] boneList;
            IBoneNode   bone = null;
            int         boneCount;

            string[] jointStringArray = null;
            string   jointString      = 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;

            if (manager._faceData[1] != null)
            {
                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)
                        {
                            jointStringArray = src._arrayData as string[];
                            jointString      = src._arrayDataString;
                            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 = jointStringArray.Length;
            boneList  = new IBoneNode[boneCount];
            for (int i = 0; i < boneCount; i++)
            {
                NodeEntry entry = scene.FindNode(jointStringArray[i]);
                if (entry != null && entry._node != null)
                {
                    boneList[i] = entry._node as IBoneNode;
                }
                else
                {
                    //Search in reverse!
                    foreach (NodeEntry node in scene._nodes)
                    {
                        if ((entry = RecursiveTestNode(jointString, node)) != null)
                        {
                            if (entry._node != null)
                            {
                                boneList[i] = entry._node as IBoneNode;
                            }

                            break;
                        }
                    }

                    //Couldn't find the bone
                    if (boneList[i] == null)
                    {
                        boneList[i] = Activator.CreateInstance(boneType) as IBoneNode;
                    }
                }
            }

            //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();
                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.AddWeight(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.";

                Vector3 worldPos = bindMatrix * skin._bindMatrix * pVert[i];
                Vertex3 v;
                if (inf.Weights.Count > 1)
                {
                    //Match with manager
                    inf = infManager.FindOrCreate(inf);
                    v   = new Vertex3(worldPos, inf); //World position
                }
                else
                {
                    bone = inf.Weights[0].Bone;
                    v    = new Vertex3(bone.InverseBindMatrix * worldPos, 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];

                if (pNorms != null)
                {
                    Vertex3 v = null;
                    if (*pVInd < vertList.Count)
                    {
                        v = vertList[*pVInd];
                    }

                    if (v != null && v.MatrixNode != null)
                    {
                        if (v.MatrixNode.Weights.Count > 1)
                        {
                            pNorms[i] =
                                (bindMatrix *
                                 skin._bindMatrix).GetRotationMatrix() *
                                pNorms[i];
                        }
                        else
                        {
                            pNorms[i] =
                                (v.MatrixNode.Weights[0].Bone.InverseBindMatrix *
                                 bindMatrix *
                                 skin._bindMatrix).GetRotationMatrix() *
                                pNorms[i];
                        }
                    }
                }
            }

            remap.Dispose();
            return(manager);
        }