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https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-10 07:04:36 +00:00
Fix bone names on import and some import errors
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parent
9005b9ee0f
commit
72579451b8
11 changed files with 33 additions and 17 deletions
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@ -581,6 +581,7 @@ namespace FirstPlugin
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//Clone a generic bone with the generic data
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BfresBone bn = new BfresBone(fskl);
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bn.Text = genericBone.Text;
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bn.CloneBaseInstance(genericBone);
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//Set the bfres bone data
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@ -943,8 +943,6 @@ namespace FirstPlugin
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{
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uint Position = (uint)reader.Position;
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reader.Seek(880, SeekOrigin.Current);
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Color0Array = new ColorData[8];
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Color1Array = new ColorData[8];
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@ -256,7 +256,7 @@ namespace FirstPlugin
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}
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}
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if (header.IsSPBD)
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reader.Seek(pos + 1072, SeekOrigin.Begin);
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reader.Seek(pos + 1358, SeekOrigin.Begin);
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else
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reader.Seek(pos + 1616, SeekOrigin.Begin);
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ColorPosition = reader.Position;
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@ -130,12 +130,15 @@ namespace Switch_Toolbox.Library
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processNode();
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Console.WriteLine("Scene object coun " + objects.Count);
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if (scene.RootNode != null)
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{
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var idenity = Matrix4x4.Identity;
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BuildSkeletonNodes(scene.RootNode, BoneNames, skeleton, ref idenity);
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skeleton.update();
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skeleton.reset();
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}
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if (scene.HasMaterials)
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{
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@ -266,29 +269,35 @@ namespace Switch_Toolbox.Library
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Matrix4x4 world = trafo * rootTransform;
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Matrix4 worldTK = AssimpHelper.TKMatrix(world);
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bool IsBone = boneNames.Contains(node.Name) && !boneNames.Contains(node.Parent.Name) ||
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node.Name.Contains("Skl_Root") || node.Name.Contains("nw4f_root");
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string ParentArmatureName = "";
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if (node.Parent != null)
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ParentArmatureName = node.Parent.Name;
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bool IsBone = boneNames.Contains(node.Name) && !boneNames.Contains(ParentArmatureName) ||
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node.Name.Contains("Skl_Root") || node.Name.Contains("nw4f_root");
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short SmoothIndex = 0;
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short RigidIndex = -1;
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//Loop through all the bones. If the parent is not in the bone list, then it's Parent is the root
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if (IsBone)
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{
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Console.WriteLine("ParentArmatureName " + ParentArmatureName);
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var idenity = Matrix4x4.Identity;
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var Root = node.Parent;
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var Root = node;
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if (node.Parent != null)
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Root = node.Parent;
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CreateByNode(node, skeleton, ParentArmatureName, SmoothIndex, RigidIndex, true, ref idenity);
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}
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else
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{
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if (node.HasChildren)
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{
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foreach (Node child in node.Children)
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BuildSkeletonNodes(child,boneNames, skeleton, ref world);
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BuildSkeletonNodes(child, boneNames, skeleton, ref world);
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}
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}
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}
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3
Toolbox/Presets/UserData.xml
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3
Toolbox/Presets/UserData.xml
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@ -0,0 +1,3 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<UserData>
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</UserData>
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@ -402,6 +402,9 @@
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<Content Include="LZ4.dll">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Presets\UserData.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Projects\Recent\DUMMY.txt" />
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<Content Include="Lib\x64\DirectXTexNetImpl.dll">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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@ -418,6 +421,8 @@
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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<ItemGroup />
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<ItemGroup>
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<Folder Include="Presets\Materials\" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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