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https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 12:33:12 +00:00
Apply the kcl viewport to work better with bfres
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29e9a0533d
commit
240cc5f0b3
14 changed files with 54 additions and 27 deletions
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@ -1090,10 +1090,8 @@ namespace Bfres.Structs
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if (VertexSkinCount == 1 && vtx.boneIds.Count > 0)
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boneId = vtx.boneIds[0];
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Console.WriteLine("Old " + vtx.pos);
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vtx.pos = TransformLocal(vtx.pos, boneId, VertexSkinCount == 1);
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vtx.nrm = TransformLocal(vtx.nrm, boneId, VertexSkinCount == 1, false);
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Console.WriteLine("New " + vtx.pos);
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// vtx.pos = TransformLocal(vtx.pos, boneId, VertexSkinCount == 1);
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// vtx.nrm = TransformLocal(vtx.nrm, boneId, VertexSkinCount == 1, false);
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}
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//Console.WriteLine($"Weight count {vtx.boneWeights.Count}");
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//Console.WriteLine($"Index count {vtx.boneIds.Count}");
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@ -296,9 +296,21 @@ namespace FirstPlugin
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}
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if (fshp.VertexSkinCount == 0)
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{
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Matrix4 NoBindFix = model.Skeleton.bones[fshp.BoneIndex].Transform;
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v.pos = Vector3.TransformPosition(v.pos, NoBindFix);
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v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix);
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try
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{
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if (model.Skeleton.bones.Count > 0) {
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Matrix4 NoBindFix = model.Skeleton.bones[fshp.BoneIndex].Transform;
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v.pos = Vector3.TransformPosition(v.pos, NoBindFix);
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v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix);
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}
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}
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catch //Matrix failed. Print the coordinate data of the bone
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{
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Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].Text);
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Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetPosition());
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Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetRotation());
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Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetScale());
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}
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}
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fshp.vertices.Add(v);
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}
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@ -263,24 +263,38 @@ namespace FirstPlugin
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}
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}
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Viewport viewport
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{
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get
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{
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var editor = LibraryGUI.Instance.GetObjectEditor();
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return editor.GetViewport();
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}
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set
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{
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var editor = LibraryGUI.Instance.GetObjectEditor();
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editor.LoadViewport(value);
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}
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}
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public KCLRendering Renderer;
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bool IsLoaded = false;
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public override void OnClick(TreeView treeView)
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{
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Viewport editor = (Viewport)LibraryGUI.Instance.GetActiveContent(typeof(Viewport));
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if (editor == null)
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if (viewport == null)
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{
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editor = new Viewport();
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LibraryGUI.Instance.LoadEditor(editor);
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viewport.Dock = DockStyle.Fill;
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viewport.AddDrawable(Renderer);
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viewport.LoadObjects();
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LibraryGUI.Instance.LoadEditor(viewport);
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}
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editor.Text = Text;
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editor.Dock = DockStyle.Fill;
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viewport.Text = Text;
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if (!IsLoaded)
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{
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editor.AddDrawable(Renderer);
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editor.LoadObjects();
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viewport.AddDrawable(Renderer);
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viewport.LoadObjects();
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}
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IsLoaded = true;
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@ -146,7 +146,6 @@ namespace Switch_Toolbox.Library
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for (int i = 0; i < _meshChannels.Length; i++)
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{
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_meshChannels[i] = new MeshAnimationChannel();
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}
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}
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@ -454,7 +453,6 @@ namespace Switch_Toolbox.Library
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{
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foreach (VertexWeight w in bn.VertexWeights)
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{
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// vertices[w.VertexID].pos = Vector3.TransformPosition(vertices[w.VertexID].pos, AssimpHelper.TKMatrix(bn.OffsetMatrix));
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vertices[w.VertexID].boneWeights.Add(w.Weight);
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vertices[w.VertexID].boneNames.Add(bn.Name);
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BoneNames.Add(bn.Name);
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@ -158,9 +158,14 @@ namespace Switch_Toolbox.Library
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foreach (var tex in genericMat.TextureMaps)
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{
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TextureSlot slot = new TextureSlot();
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int index = Textures.FindIndex(r => r.Text.Equals(tex.Name));
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string path = System.IO.Path.Combine(TexturePath, tex.Name + TextureExtension);
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if (!File.Exists(path))
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throw new Exception("Texture not found to map");
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TextureSlot slot = new TextureSlot();
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slot.FilePath = path;
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slot.UVIndex = 0;
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slot.Flags = 0;
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@ -192,22 +197,22 @@ namespace Switch_Toolbox.Library
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if (tex.wrapModeS == 0)
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slot.WrapModeU = TextureWrapMode.Wrap;
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if (tex.wrapModeS == 1)
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else if (tex.wrapModeS == 1)
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slot.WrapModeU = TextureWrapMode.Mirror;
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if (tex.wrapModeS == 2)
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else if (tex.wrapModeS == 2)
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slot.WrapModeU = TextureWrapMode.Clamp;
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else
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slot.WrapModeU = TextureWrapMode.Wrap;
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if (tex.wrapModeT == 0)
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slot.WrapModeV = TextureWrapMode.Wrap;
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if (tex.wrapModeT == 1)
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else if (tex.wrapModeT == 1)
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slot.WrapModeV = TextureWrapMode.Mirror;
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if (tex.wrapModeT == 2)
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else if (tex.wrapModeT == 2)
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slot.WrapModeV = TextureWrapMode.Clamp;
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else
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{
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slot.WrapModeU = TextureWrapMode.Wrap;
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slot.WrapModeV = TextureWrapMode.Wrap;
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}
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material.AddMaterialTexture(ref slot);
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}
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scene.Materials.Add(material);
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