mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-10 07:04:36 +00:00
Fix bugs related to bones.
Fixed bones not displaying when creating new skeletons. Fixed importing dae bones not displaying properly in the tree. Fixed bones not clearing when a model is removed
This commit is contained in:
parent
89e8980cdb
commit
233b11a022
19 changed files with 222 additions and 96 deletions
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -146,6 +146,29 @@ namespace FirstPlugin
|
|||
editor.Refresh();
|
||||
}
|
||||
|
||||
//Used for adding new skeleton drawables
|
||||
public void AddSkeletonDrawable(STSkeleton skeleton)
|
||||
{
|
||||
BfresEditor bfresEditor = (BfresEditor)LibraryGUI.Instance.GetActiveContent(typeof(BfresEditor));
|
||||
if (bfresEditor != null)
|
||||
{
|
||||
bfresEditor.AddDrawable(skeleton);
|
||||
}
|
||||
|
||||
drawables.Add(skeleton);
|
||||
}
|
||||
|
||||
public void RemoveSkeletonDrawable(STSkeleton skeleton)
|
||||
{
|
||||
BfresEditor bfresEditor = (BfresEditor)LibraryGUI.Instance.GetActiveContent(typeof(BfresEditor));
|
||||
if (bfresEditor != null)
|
||||
{
|
||||
bfresEditor.RemoveDrawable(skeleton);
|
||||
}
|
||||
|
||||
drawables.Remove(skeleton);
|
||||
}
|
||||
|
||||
List<AbstractGlDrawable> drawables = new List<AbstractGlDrawable>();
|
||||
public void LoadEditors(object SelectedSection)
|
||||
{
|
||||
|
|
|
@ -148,8 +148,8 @@ namespace Bfres.Structs
|
|||
fmdl.ModelU.Shapes.Add("NewShape", shape);
|
||||
fmdl.ModelU.Materials.Add("NewMaterial", new ResU.Material() { Name = "NewMaterial" });
|
||||
|
||||
|
||||
BfresWiiU.ReadModel(fmdl, fmdl.ModelU);
|
||||
((BFRES)Parent).AddSkeletonDrawable(fmdl.Skeleton);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -175,6 +175,7 @@ namespace Bfres.Structs
|
|||
fmdl.Model.VertexBuffers.Add(VertexBuffer);
|
||||
|
||||
BfresSwitch.ReadModel(fmdl, fmdl.Model);
|
||||
((BFRES)Parent).AddSkeletonDrawable(fmdl.Skeleton);
|
||||
}
|
||||
|
||||
AddNode(fmdl, "NewModel");
|
||||
|
@ -244,6 +245,9 @@ namespace Bfres.Structs
|
|||
fmdl.ModelU.Skeleton = skeleton;
|
||||
fmdl.ModelU.Shapes.Add("NeShape", new ResU.Shape() { Name = "NeShape" });
|
||||
fmdl.ModelU.VertexBuffers.Add(new ResU.VertexBuffer() { });
|
||||
|
||||
BfresWiiU.ReadModel(fmdl, fmdl.ModelU);
|
||||
((BFRES)Parent).AddSkeletonDrawable(fmdl.Skeleton);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -259,6 +263,7 @@ namespace Bfres.Structs
|
|||
fmdl.Model.VertexBuffers.Add(new ResNX.VertexBuffer() { });
|
||||
|
||||
BfresSwitch.ReadModel(fmdl, fmdl.Model);
|
||||
((BFRES)Parent).AddSkeletonDrawable(fmdl.Skeleton);
|
||||
}
|
||||
fmdl.Replace(FileName, resFileNX, resFileU);
|
||||
|
||||
|
@ -387,14 +392,13 @@ namespace Bfres.Structs
|
|||
{
|
||||
foreach (var node in Nodes)
|
||||
{
|
||||
if (node is STGenericWrapper)
|
||||
if (node is STGenericWrapper)
|
||||
{
|
||||
((STGenericWrapper)node).Unload();
|
||||
RemoveChild(((STGenericWrapper)node));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Nodes.Clear();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -99,6 +99,8 @@ namespace Bfres.Structs
|
|||
|
||||
if (dialogResult == DialogResult.Yes)
|
||||
{
|
||||
((BFRES)Parent.Parent).RemoveSkeletonDrawable(Skeleton);
|
||||
|
||||
shapes.Clear();
|
||||
materials.Clear();
|
||||
|
||||
|
@ -418,6 +420,16 @@ namespace Bfres.Structs
|
|||
}
|
||||
}
|
||||
|
||||
public override void Unload()
|
||||
{
|
||||
if (Parent != null)
|
||||
((BFRES)Parent.Parent).RemoveSkeletonDrawable(Skeleton);
|
||||
|
||||
shapes.Clear();
|
||||
materials.Clear();
|
||||
Nodes.Clear();
|
||||
}
|
||||
|
||||
public override string ExportFilter => FileFilters.GetFilter(typeof(FMDL));
|
||||
|
||||
public override void Export(string FileName)
|
||||
|
@ -589,9 +601,9 @@ namespace Bfres.Structs
|
|||
//Todo find better way. Currently uses import settings now
|
||||
shape.ApplyImportSettings(csvsettings, GetMaterial(shape.MaterialIndex));
|
||||
shape.VertexSkinCount = obj.GetMaxSkinInfluenceCount();
|
||||
shape.BoneIndices = shape.GetIndices(Skeleton);
|
||||
shape.SaveShape(IsWiiU);
|
||||
shape.SaveVertexBuffer();
|
||||
shape.BoneIndices = new List<ushort>();
|
||||
|
||||
if (IsWiiU)
|
||||
{
|
||||
|
@ -609,6 +621,16 @@ namespace Bfres.Structs
|
|||
});
|
||||
}
|
||||
|
||||
if (IsWiiU)
|
||||
{
|
||||
BfresWiiU.ReadShapesVertices(shape, shape.ShapeU, shape.VertexBufferU, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
BfresSwitch.ReadShapesVertices(shape, shape.Shape, shape.VertexBuffer, this);
|
||||
}
|
||||
|
||||
|
||||
Nodes["FshpFolder"].Nodes.Add(shape);
|
||||
shapes.Add(shape);
|
||||
}
|
||||
|
@ -794,15 +816,11 @@ namespace Bfres.Structs
|
|||
if (assimp.skeleton.bones.Count > 0)
|
||||
{
|
||||
Skeleton.bones.Clear();
|
||||
foreach (var bone in assimp.skeleton.bones)
|
||||
{
|
||||
Skeleton.bones.Add(bone);
|
||||
}
|
||||
|
||||
if (IsWiiU)
|
||||
BfresWiiU.SaveSkeleton(Skeleton);
|
||||
BfresWiiU.SaveSkeleton(Skeleton, assimp.skeleton.bones);
|
||||
else
|
||||
BfresSwitch.SaveSkeleton(Skeleton);
|
||||
BfresSwitch.SaveSkeleton(Skeleton, assimp.skeleton.bones);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -854,10 +872,10 @@ namespace Bfres.Structs
|
|||
shape.CreateIndexList(obj, this);
|
||||
shape.ApplyImportSettings(settings, GetMaterial(shape.MaterialIndex));
|
||||
shape.VertexSkinCount = obj.GetMaxSkinInfluenceCount();
|
||||
shape.BoneIndices = shape.GetIndices(Skeleton);
|
||||
|
||||
shape.SaveShape(IsWiiU);
|
||||
shape.SaveVertexBuffer();
|
||||
shape.BoneIndices = new List<ushort>();
|
||||
|
||||
if (IsWiiU)
|
||||
{
|
||||
|
|
|
@ -876,15 +876,28 @@ namespace Bfres.Structs
|
|||
else
|
||||
Shape = BfresSwitch.SaveShape(this);
|
||||
}
|
||||
public IList<ushort> GetIndices()
|
||||
public List<ushort> GetIndices(FSKL fskl)
|
||||
{
|
||||
IList<ushort> indices = new List<ushort>();
|
||||
List<ushort> indices = new List<ushort>();
|
||||
|
||||
List<string> BoneNodes = new List<string>();
|
||||
foreach (Vertex vtx in vertices)
|
||||
{
|
||||
foreach (int index in vtx.boneIds)
|
||||
{
|
||||
var bone = fskl.bones[fskl.Node_Array[index]];
|
||||
|
||||
ushort ind = (ushort)fskl.bones.IndexOf(bone);
|
||||
if (!indices.Contains(ind))
|
||||
{
|
||||
STConsole.WriteLine($"Saving bone index {bone.Name} {index}");
|
||||
indices.Add(ind);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
STConsole.WriteLine($"Total Indices for {Text} {indices.Count}");
|
||||
|
||||
return indices;
|
||||
}
|
||||
public Vector3 TransformLocal(Vector3 position, bool IsPos = true)
|
||||
|
|
|
@ -211,6 +211,36 @@ namespace Bfres.Structs
|
|||
SmoothMatrixIndex = genericBone.SmoothMatrixIndex;
|
||||
}
|
||||
|
||||
public void GenericToBfresBone()
|
||||
{
|
||||
if (BoneU != null)
|
||||
{
|
||||
BoneU.Position = new Syroot.Maths.Vector3F(position[0], position[1], position[2]);
|
||||
BoneU.Scale = new Syroot.Maths.Vector3F(scale[0], scale[1], scale[2]);
|
||||
BoneU.Rotation = new Syroot.Maths.Vector4F(rotation[0], rotation[1], rotation[2], rotation[3]);
|
||||
BoneU.Name = Text;
|
||||
BoneU.Flags = FlagVisible ? ResU.BoneFlags.Visible : 0;
|
||||
BoneU.ParentIndex = (ushort)parentIndex;
|
||||
BoneU.SmoothMatrixIndex = SmoothMatrixIndex;
|
||||
BoneU.RigidMatrixIndex = RigidMatrixIndex;
|
||||
|
||||
SetTransforms();
|
||||
}
|
||||
else
|
||||
{
|
||||
Bone.Position = new Syroot.Maths.Vector3F(position[0], position[1], position[2]);
|
||||
Bone.Scale = new Syroot.Maths.Vector3F(scale[0], scale[1], scale[2]);
|
||||
Bone.Rotation = new Syroot.Maths.Vector4F(rotation[0], rotation[1], rotation[2], rotation[3]);
|
||||
Bone.Name = Text;
|
||||
Bone.Flags = FlagVisible ? BoneFlags.Visible : 0;
|
||||
Bone.ParentIndex = (ushort)parentIndex;
|
||||
Bone.SmoothMatrixIndex = SmoothMatrixIndex;
|
||||
Bone.RigidMatrixIndex = RigidMatrixIndex;
|
||||
|
||||
SetTransforms();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTransforms()
|
||||
{
|
||||
if (BoneU != null)
|
||||
|
|
|
@ -125,7 +125,6 @@ namespace FirstPlugin
|
|||
Shape.KeyShapes = new List<KeyShape>();
|
||||
Shape.KeyShapeDict = new ResDict();
|
||||
Shape.Name = fshp.Text;
|
||||
Shape.SkinBoneIndices = fshp.GetIndices();
|
||||
Shape.TargetAttribCount = (byte)fshp.TargetAttribCount;
|
||||
Shape.SkinBoneIndices = fshp.BoneIndices;
|
||||
Shape.SubMeshBoundings = new List<Bounding>();
|
||||
|
@ -525,11 +524,13 @@ namespace FirstPlugin
|
|||
ReadBone(STBone, bone);
|
||||
RenderableSkeleton.bones.Add(STBone);
|
||||
}
|
||||
foreach (var bone in RenderableSkeleton.bones)
|
||||
foreach (var bone in RenderableSkeleton.bones){
|
||||
if (bone.Parent == null)
|
||||
{
|
||||
skl.Nodes.Add(bone);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
RenderableSkeleton.update();
|
||||
RenderableSkeleton.reset();
|
||||
|
@ -566,49 +567,55 @@ namespace FirstPlugin
|
|||
bone.position[2] = bn.Position.Z;
|
||||
}
|
||||
|
||||
public static void SaveSkeleton(FSKL fskl)
|
||||
public static void SaveSkeleton(FSKL fskl, List<STBone> Bones)
|
||||
{
|
||||
fskl.node.Skeleton.Bones.Clear();
|
||||
fskl.node.Skeleton.MatrixToBoneList = new List<ushort>();
|
||||
fskl.node.Skeleton.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();
|
||||
|
||||
fskl.node.Nodes.Clear();
|
||||
|
||||
ushort SmoothIndex = 0;
|
||||
foreach (STBone genericBone in fskl.bones)
|
||||
foreach (STBone genericBone in Bones)
|
||||
{
|
||||
STConsole.WriteLine($"Applying bone " + genericBone.Text);
|
||||
|
||||
genericBone.BillboardIndex = ushort.MaxValue;
|
||||
|
||||
STConsole.WriteLine($"Applying bone " + genericBone.Text);
|
||||
|
||||
//Clone a generic bone with the generic data
|
||||
BfresBone bn = new BfresBone(fskl);
|
||||
bn.CloneBaseInstance(genericBone);
|
||||
|
||||
//Set the bfres bone data
|
||||
if (bn.Bone == null)
|
||||
bn.Bone = new Bone();
|
||||
|
||||
bn.Bone.Position = new Syroot.Maths.Vector3F(bn.position[0], bn.position[1], bn.position[2]);
|
||||
bn.Bone.Scale = new Syroot.Maths.Vector3F(bn.scale[0], bn.scale[1], bn.scale[2]);
|
||||
bn.Bone.Rotation = new Syroot.Maths.Vector4F(bn.rotation[0], bn.rotation[1], bn.rotation[2], bn.rotation[3]);
|
||||
bn.Bone.Name = bn.Text;
|
||||
bn.Bone.Flags = bn.FlagVisible ? BoneFlags.Visible : 0;
|
||||
bn.Bone.ParentIndex = (ushort)bn.parentIndex;
|
||||
bn.Bone.SmoothMatrixIndex = bn.SmoothMatrixIndex;
|
||||
bn.Bone.RigidMatrixIndex = bn.RigidMatrixIndex;
|
||||
|
||||
bn.SetTransforms();
|
||||
|
||||
fskl.node.Skeleton.Bones.Add(bn.Bone);
|
||||
|
||||
if (bn.Parent == null)
|
||||
fskl.node.Nodes.Add(bn);
|
||||
bn.GenericToBfresBone();
|
||||
|
||||
if (bn.SmoothMatrixIndex != short.MaxValue)
|
||||
fskl.node.Skeleton.MatrixToBoneList.Add(SmoothIndex++);
|
||||
|
||||
fskl.node.Skeleton.InverseModelMatrices.Add(Syroot.Maths.Matrix3x4.Zero);
|
||||
|
||||
fskl.bones.Add(bn);
|
||||
}
|
||||
|
||||
foreach (BfresBone wrapper in fskl.bones)
|
||||
{
|
||||
//Check duplicated names
|
||||
// List<string> names = fskl.bones.Select(o => o.Text).ToList();
|
||||
// wrapper.Text = Utils.RenameDuplicateString(names, wrapper.Text);
|
||||
|
||||
wrapper.Bone.Name = wrapper.Text;
|
||||
fskl.node.Skeleton.Bones.Add(wrapper.Bone);
|
||||
|
||||
//Add bones to tree
|
||||
if (wrapper.Parent == null)
|
||||
{
|
||||
fskl.node.Nodes.Add(wrapper);
|
||||
}
|
||||
}
|
||||
|
||||
fskl.update();
|
||||
fskl.reset();
|
||||
|
||||
fskl.Node_Array = new int[fskl.node.Skeleton.MatrixToBoneList.Count];
|
||||
int nodes = 0;
|
||||
foreach (ushort node in fskl.node.Skeleton.MatrixToBoneList)
|
||||
|
|
|
@ -876,7 +876,7 @@ namespace FirstPlugin
|
|||
}
|
||||
return ShapeU;
|
||||
}
|
||||
public static void SaveSkeleton(FSKL fskl)
|
||||
public static void SaveSkeleton(FSKL fskl, List<STBone> Bones)
|
||||
{
|
||||
fskl.node.SkeletonU.Bones.Clear();
|
||||
fskl.node.SkeletonU.MatrixToBoneList = new List<ushort>();
|
||||
|
@ -885,37 +885,42 @@ namespace FirstPlugin
|
|||
fskl.node.Nodes.Clear();
|
||||
|
||||
ushort SmoothIndex = 0;
|
||||
foreach (STBone genericBone in fskl.bones)
|
||||
foreach (STBone genericBone in Bones)
|
||||
{
|
||||
genericBone.BillboardIndex = ushort.MaxValue;
|
||||
|
||||
//Clone a generic bone with the generic data
|
||||
BfresBone bn = new BfresBone(fskl);
|
||||
bn.CloneBaseInstance(genericBone);
|
||||
|
||||
//Set the bfres bone data
|
||||
if (bn.BoneU == null)
|
||||
bn.BoneU = new Bone();
|
||||
|
||||
bn.BoneU.Position = new Syroot.Maths.Vector3F(bn.position[0], bn.position[1], bn.position[2]);
|
||||
bn.BoneU.Scale = new Syroot.Maths.Vector3F(bn.scale[0], bn.scale[1], bn.scale[2]);
|
||||
bn.BoneU.Rotation = new Syroot.Maths.Vector4F(bn.rotation[0], bn.rotation[1], bn.rotation[2], bn.rotation[3]);
|
||||
bn.BoneU.Name = bn.Text;
|
||||
bn.BoneU.Flags = bn.FlagVisible ? BoneFlags.Visible : 0;
|
||||
bn.BoneU.ParentIndex = (ushort)bn.parentIndex;
|
||||
bn.SetTransforms();
|
||||
bn.BoneU.SmoothMatrixIndex = bn.SmoothMatrixIndex;
|
||||
bn.BoneU.RigidMatrixIndex = bn.RigidMatrixIndex;
|
||||
|
||||
fskl.node.SkeletonU.Bones.Add(bn.Text, bn.BoneU);
|
||||
|
||||
if (bn.Parent == null)
|
||||
fskl.node.Nodes.Add(bn);
|
||||
bn.GenericToBfresBone();
|
||||
|
||||
if (bn.SmoothMatrixIndex != short.MaxValue)
|
||||
fskl.node.SkeletonU.MatrixToBoneList.Add(SmoothIndex++);
|
||||
|
||||
fskl.node.SkeletonU.InverseModelMatrices.Add(Syroot.Maths.Matrix3x4.Zero);
|
||||
|
||||
fskl.bones.Add(bn);
|
||||
}
|
||||
|
||||
foreach (BfresBone wrapper in fskl.bones)
|
||||
{
|
||||
//Check duplicated names
|
||||
List<string> names = fskl.bones.Select(o => o.Text).ToList();
|
||||
wrapper.Text = Utils.RenameDuplicateString(names, wrapper.Text);
|
||||
|
||||
wrapper.BoneU.Name = wrapper.Text;
|
||||
fskl.node.SkeletonU.Bones.Add(wrapper.Text, wrapper.BoneU);
|
||||
|
||||
//Add bones to tree
|
||||
if (wrapper.Parent == null)
|
||||
{
|
||||
fskl.node.Nodes.Add(wrapper);
|
||||
}
|
||||
}
|
||||
|
||||
fskl.Node_Array = new int[fskl.node.SkeletonU.MatrixToBoneList.Count];
|
||||
int nodes = 0;
|
||||
|
|
|
@ -108,6 +108,22 @@ namespace FirstPlugin.Forms
|
|||
}
|
||||
}
|
||||
|
||||
public void AddDrawable(AbstractGlDrawable draw)
|
||||
{
|
||||
Drawables.Add(draw);
|
||||
|
||||
if (!viewport.scene.staticObjects.Contains(draw) &&
|
||||
!viewport.scene.objects.Contains(draw))
|
||||
{
|
||||
viewport.AddDrawable(draw);
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveDrawable(AbstractGlDrawable draw)
|
||||
{
|
||||
Drawables.Remove(draw);
|
||||
viewport.RemoveDrawable(draw);
|
||||
}
|
||||
|
||||
public override void OnControlClosing()
|
||||
{
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -265,47 +265,54 @@ namespace Switch_Toolbox.Library
|
|||
Matrix4x4 world = trafo * rootTransform;
|
||||
var transformMat = AssimpHelper.TKMatrix(world);
|
||||
|
||||
int matchedBoneIndex = skeleton.bones.FindIndex(item => item.Name == node.Name);
|
||||
|
||||
tempBoneNodes.Add(node);
|
||||
|
||||
STBone bone = new STBone();
|
||||
bone.skeletonParent = skeleton;
|
||||
skeleton.bones.Add(bone);
|
||||
|
||||
bone.Text = node.Name;
|
||||
bone.SmoothMatrixIndex = (short)skeleton.bones.IndexOf(bone);
|
||||
bone.RigidMatrixIndex = -1; //Todo calculate these
|
||||
|
||||
STConsole.WriteLine($"-".Repeat(30));
|
||||
STConsole.WriteLine($"Processing Bone {bone.Text}");
|
||||
STConsole.WriteLine($"SmoothMatrixIndex {bone.SmoothMatrixIndex}");
|
||||
STConsole.WriteLine($"RigidMatrixIndex {bone.RigidMatrixIndex}");
|
||||
STConsole.WriteLine($"Transform Matrix {transformMat}");
|
||||
STConsole.WriteLine($"-".Repeat(30));
|
||||
|
||||
|
||||
if (IsRoot)
|
||||
if (matchedBoneIndex < 0)
|
||||
{
|
||||
bone.parentIndex = -1;
|
||||
transformMat = AssimpHelper.TKMatrix(world * Matrix4x4.FromRotationX(MathHelper.DegreesToRadians(BoneRotation)));
|
||||
tempBoneNodes.Add(node);
|
||||
|
||||
STBone bone = new STBone();
|
||||
bone.skeletonParent = skeleton;
|
||||
skeleton.bones.Add(bone);
|
||||
|
||||
bone.Text = node.Name;
|
||||
bone.SmoothMatrixIndex = (short)skeleton.bones.IndexOf(bone);
|
||||
bone.RigidMatrixIndex = -1; //Todo calculate these
|
||||
|
||||
STConsole.WriteLine($"-".Repeat(30));
|
||||
STConsole.WriteLine($"Processing Bone {bone.Text}");
|
||||
STConsole.WriteLine($"SmoothMatrixIndex {bone.SmoothMatrixIndex}");
|
||||
STConsole.WriteLine($"RigidMatrixIndex {bone.RigidMatrixIndex}");
|
||||
STConsole.WriteLine($"Transform Matrix {transformMat}");
|
||||
STConsole.WriteLine($"-".Repeat(30));
|
||||
|
||||
if (IsRoot)
|
||||
{
|
||||
bone.parentIndex = -1;
|
||||
transformMat = AssimpHelper.TKMatrix(world * Matrix4x4.FromRotationX(MathHelper.DegreesToRadians(BoneRotation)));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (tempBoneNodes.Contains(node.Parent))
|
||||
bone.parentIndex = tempBoneNodes.IndexOf(node.Parent);
|
||||
}
|
||||
|
||||
|
||||
var scale = transformMat.ExtractScale();
|
||||
var rotation = transformMat.ExtractRotation();
|
||||
var position = transformMat.ExtractTranslation();
|
||||
|
||||
var rotEular = AssimpHelper.ToEular(rotation);
|
||||
|
||||
bone.position = new float[] { position.X, position.Y, position.Z };
|
||||
bone.scale = new float[] { scale.X, scale.Y, scale.Z };
|
||||
bone.rotation = new float[] { rotEular.X, rotEular.Y, rotEular.Z, 0 };
|
||||
}
|
||||
else
|
||||
{
|
||||
if (tempBoneNodes.Contains(node.Parent))
|
||||
bone.parentIndex = tempBoneNodes.IndexOf(node.Parent);
|
||||
STConsole.WriteLine($"Duplicate node name found for bone {node.Name}!", Color.Red);
|
||||
}
|
||||
|
||||
|
||||
var scale = transformMat.ExtractScale();
|
||||
var rotation = transformMat.ExtractRotation();
|
||||
var position = transformMat.ExtractTranslation();
|
||||
|
||||
var rotEular = AssimpHelper.ToEular(rotation);
|
||||
|
||||
bone.position = new float[] { position.X, position.Y, position.Z };
|
||||
bone.scale = new float[] { scale.X, scale.Y, scale.Z };
|
||||
bone.rotation = new float[] { rotEular.X, rotEular.Y, rotEular.Z, 0 };
|
||||
|
||||
foreach (Node child in node.Children)
|
||||
CreateByNode(child, skeleton, SmoothIndex, RigidIndex, false, ref rootTransform);
|
||||
}
|
||||
|
|
|
@ -112,9 +112,11 @@ namespace Switch_Toolbox.Library
|
|||
public void AddDrawable(AbstractGlDrawable Drawabale)
|
||||
{
|
||||
if (Drawabale is EditableObject)
|
||||
editor.editableDrawables.Add((EditableObject)Drawabale);
|
||||
scene.objects.Add((EditableObject)Drawabale);
|
||||
else
|
||||
editor.staticDrawables.Add(Drawabale);
|
||||
scene.staticObjects.Add(Drawabale);
|
||||
|
||||
UpdateScene();
|
||||
}
|
||||
|
||||
public void RemoveDrawable(AbstractGlDrawable Drawabale)
|
||||
|
|
|
@ -224,7 +224,7 @@ namespace Switch_Toolbox.Library
|
|||
{
|
||||
CheckBuffers();
|
||||
|
||||
if (!Runtime.OpenTKInitialized || !Runtime.renderBones)
|
||||
if (!Runtime.OpenTKInitialized || !Runtime.renderBones || solidColorShaderProgram == null)
|
||||
return;
|
||||
|
||||
GL.UseProgram(0);
|
||||
|
|
|
@ -150,7 +150,7 @@ BakedData ShadowMapBaked(sampler2D ShadowMap, sampler2D LightMap, vec2 texCoordB
|
|||
|
||||
vec3 CalcBumpedNormal(vec3 normal, sampler2D normalMap, VertexAttributes vert, float texCoordIndex);
|
||||
//float AmbientOcclusionBlend(sampler2D BakeShadowMap, VertexAttributes vert, float ao_density);
|
||||
//vec3 EmissionPass(sampler2D EmissionMap, float emission_intensity, VertexAttributes vert, float texCoordIndex, vec3 emission_color);
|
||||
vec3 EmissionPass(sampler2D EmissionMap, float emission_intensity, VertexAttributes vert, float texCoordIndex, vec3 emission_color);
|
||||
|
||||
// Shader code adapted from learnopengl.com's PBR tutorial:
|
||||
// https://learnopengl.com/PBR/Theory
|
||||
|
@ -253,9 +253,9 @@ void main()
|
|||
|
||||
float cavity = 1;
|
||||
|
||||
vec3 emission = vec3(0);
|
||||
// if (HasEmissionMap == 1 || enable_emission == 1) //Can be without texture map
|
||||
// emission.rgb += EmissionPass(EmissionMap, emission_intensity, vert, 0, emission_color);
|
||||
vec3 emissionTerm = vec3(0);
|
||||
if (HasEmissionMap == 1 || enable_emission == 1) //Can be without texture map
|
||||
emissionTerm.rgb += EmissionPass(EmissionMap, emission_intensity, vert, 0, emission_color);
|
||||
|
||||
vec3 lightMapColor = vec3(1);
|
||||
float lightMapIntensity = 0;
|
||||
|
@ -310,7 +310,7 @@ void main()
|
|||
diffuseTerm *= cavity;
|
||||
diffuseTerm *= ao;
|
||||
diffuseTerm *= shadow;
|
||||
diffuseTerm += LightingDiffuse;
|
||||
diffuseTerm += LightingDiffuse;
|
||||
|
||||
// Adjust for metalness.
|
||||
// diffuseTerm *= clamp(1 - metallic, 0, 1);
|
||||
|
@ -332,6 +332,7 @@ void main()
|
|||
fragColor.rgb = vec3(0);
|
||||
fragColor.rgb += diffuseTerm;
|
||||
fragColor.rgb += specularTerm;
|
||||
fragColor.rgb += emissionTerm;
|
||||
|
||||
// Global brightness adjustment.
|
||||
fragColor.rgb *= 2.5;
|
||||
|
|
Loading…
Reference in a new issue