Apply the kcl viewport to work better with bfres

This commit is contained in:
KillzXGaming 2019-03-29 21:05:53 -04:00
parent 29e9a0533d
commit 240cc5f0b3
14 changed files with 54 additions and 27 deletions

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@ -1090,10 +1090,8 @@ namespace Bfres.Structs
if (VertexSkinCount == 1 && vtx.boneIds.Count > 0)
boneId = vtx.boneIds[0];
Console.WriteLine("Old " + vtx.pos);
vtx.pos = TransformLocal(vtx.pos, boneId, VertexSkinCount == 1);
vtx.nrm = TransformLocal(vtx.nrm, boneId, VertexSkinCount == 1, false);
Console.WriteLine("New " + vtx.pos);
// vtx.pos = TransformLocal(vtx.pos, boneId, VertexSkinCount == 1);
// vtx.nrm = TransformLocal(vtx.nrm, boneId, VertexSkinCount == 1, false);
}
//Console.WriteLine($"Weight count {vtx.boneWeights.Count}");
//Console.WriteLine($"Index count {vtx.boneIds.Count}");

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@ -296,9 +296,21 @@ namespace FirstPlugin
}
if (fshp.VertexSkinCount == 0)
{
Matrix4 NoBindFix = model.Skeleton.bones[fshp.BoneIndex].Transform;
v.pos = Vector3.TransformPosition(v.pos, NoBindFix);
v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix);
try
{
if (model.Skeleton.bones.Count > 0) {
Matrix4 NoBindFix = model.Skeleton.bones[fshp.BoneIndex].Transform;
v.pos = Vector3.TransformPosition(v.pos, NoBindFix);
v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix);
}
}
catch //Matrix failed. Print the coordinate data of the bone
{
Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].Text);
Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetPosition());
Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetRotation());
Console.WriteLine(model.Skeleton.bones[fshp.BoneIndex].GetScale());
}
}
fshp.vertices.Add(v);
}

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@ -263,24 +263,38 @@ namespace FirstPlugin
}
}
Viewport viewport
{
get
{
var editor = LibraryGUI.Instance.GetObjectEditor();
return editor.GetViewport();
}
set
{
var editor = LibraryGUI.Instance.GetObjectEditor();
editor.LoadViewport(value);
}
}
public KCLRendering Renderer;
bool IsLoaded = false;
public override void OnClick(TreeView treeView)
{
Viewport editor = (Viewport)LibraryGUI.Instance.GetActiveContent(typeof(Viewport));
if (editor == null)
if (viewport == null)
{
editor = new Viewport();
LibraryGUI.Instance.LoadEditor(editor);
viewport.Dock = DockStyle.Fill;
viewport.AddDrawable(Renderer);
viewport.LoadObjects();
LibraryGUI.Instance.LoadEditor(viewport);
}
editor.Text = Text;
editor.Dock = DockStyle.Fill;
viewport.Text = Text;
if (!IsLoaded)
{
editor.AddDrawable(Renderer);
editor.LoadObjects();
viewport.AddDrawable(Renderer);
viewport.LoadObjects();
}
IsLoaded = true;

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@ -146,7 +146,6 @@ namespace Switch_Toolbox.Library
for (int i = 0; i < _meshChannels.Length; i++)
{
_meshChannels[i] = new MeshAnimationChannel();
}
}
@ -454,7 +453,6 @@ namespace Switch_Toolbox.Library
{
foreach (VertexWeight w in bn.VertexWeights)
{
// vertices[w.VertexID].pos = Vector3.TransformPosition(vertices[w.VertexID].pos, AssimpHelper.TKMatrix(bn.OffsetMatrix));
vertices[w.VertexID].boneWeights.Add(w.Weight);
vertices[w.VertexID].boneNames.Add(bn.Name);
BoneNames.Add(bn.Name);

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@ -158,9 +158,14 @@ namespace Switch_Toolbox.Library
foreach (var tex in genericMat.TextureMaps)
{
TextureSlot slot = new TextureSlot();
int index = Textures.FindIndex(r => r.Text.Equals(tex.Name));
string path = System.IO.Path.Combine(TexturePath, tex.Name + TextureExtension);
if (!File.Exists(path))
throw new Exception("Texture not found to map");
TextureSlot slot = new TextureSlot();
slot.FilePath = path;
slot.UVIndex = 0;
slot.Flags = 0;
@ -192,22 +197,22 @@ namespace Switch_Toolbox.Library
if (tex.wrapModeS == 0)
slot.WrapModeU = TextureWrapMode.Wrap;
if (tex.wrapModeS == 1)
else if (tex.wrapModeS == 1)
slot.WrapModeU = TextureWrapMode.Mirror;
if (tex.wrapModeS == 2)
else if (tex.wrapModeS == 2)
slot.WrapModeU = TextureWrapMode.Clamp;
else
slot.WrapModeU = TextureWrapMode.Wrap;
if (tex.wrapModeT == 0)
slot.WrapModeV = TextureWrapMode.Wrap;
if (tex.wrapModeT == 1)
else if (tex.wrapModeT == 1)
slot.WrapModeV = TextureWrapMode.Mirror;
if (tex.wrapModeT == 2)
else if (tex.wrapModeT == 2)
slot.WrapModeV = TextureWrapMode.Clamp;
else
{
slot.WrapModeU = TextureWrapMode.Wrap;
slot.WrapModeV = TextureWrapMode.Wrap;
}
material.AddMaterialTexture(ref slot);
}
scene.Materials.Add(material);

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