Fix issues with bones that use both rigid and smooth skinning

This commit is contained in:
LockeExile 2019-10-10 21:22:36 -07:00
parent 833565f21b
commit 7c8f9ea1b0

View file

@ -964,22 +964,6 @@ namespace Bfres.Structs
}
public void CreateBoneList(STGenericObject ob, FMDL mdl, bool ForceSkinCount, int ForcedSkinAmount = 4)
{
if (mdl.Skeleton.Node_Array == null)
mdl.Skeleton.Node_Array = new int[0];
string[] nodeArrStrings = new string[mdl.Skeleton.Node_Array.Length];
short[] nodeRigidIndex = new short[mdl.Skeleton.Node_Array.Length];
int CurNode = 0;
foreach (int thing in mdl.Skeleton.Node_Array)
{
nodeArrStrings[CurNode] = mdl.Skeleton.bones[thing].Text;
nodeRigidIndex[CurNode] = mdl.Skeleton.bones[thing].RigidMatrixIndex;
CurNode++;
}
List<string> BonesNotMatched = new List<string>();
if (ForceSkinCount && !ob.HasIndices && VertexSkinCount != 0)
{
var attributeIndex = new FSHP.VertexAttribute();
@ -1009,47 +993,66 @@ namespace Bfres.Structs
bool UseRigidSkinning = ob.VertexSkinCount == 1;
int vtxIndex = 0;
var bones = new Dictionary<string, STBone>();
foreach (var bone in mdl.Skeleton.bones)
{
if (bones.ContainsKey(bone.Text))
{
STConsole.WriteLine($"There are multiple bones named {bone.Text}. Using the first one.", System.Drawing.Color.Red);
}
else
{
bones.Add(bone.Text, bone);
}
}
List<string> BonesNotMatched = new List<string>();
foreach (Vertex v in ob.vertices)
{
List<int> RigidIds = new List<int>();
foreach (string bn in v.boneNames)
{
bool HasMatch = false;
//Generate a list of smooth indicies from the node array
int i = 0;
foreach (var defBn in nodeArrStrings.Select((Value, Index) => new { Value, Index }))
STBone bone;
bool hasMatch = bones.TryGetValue(bn, out bone);
if (hasMatch)
{
if (bn == defBn.Value)
if (!UseRigidSkinning && bone.SmoothMatrixIndex != -1)
{
HasMatch = true;
//Add these after smooth matrices
if (nodeRigidIndex[i] != -1)
if (v.boneIds.Count < ForcedSkinAmount)
{
if (UseRigidSkinning)
RigidIds.Add(nodeRigidIndex[i]);
else
RigidIds.Add(defBn.Index);
STConsole.WriteLine(bone.SmoothMatrixIndex + " mesh " + Text + " bone " + bn);
v.boneIds.Add(bone.SmoothMatrixIndex);
}
}
else if (bone.RigidMatrixIndex != -1)
{
RigidIds.Add(bone.RigidMatrixIndex);
}
else if (bone.SmoothMatrixIndex != -1)
{
STConsole.WriteLine(bone.SmoothMatrixIndex + " mesh " + Text + " bone " + bn);
v.boneIds.Add(bone.SmoothMatrixIndex);
}
else
{
// last-ditch effort if no rigid or smooth index
var index = Array.FindIndex(mdl.Skeleton.Node_Array, boneIndex => mdl.Skeleton.bones[boneIndex].Text == bn);
if (index != -1)
{
v.boneIds.Add(index);
}
else
{
if (v.boneIds.Count < 4)
{
STConsole.WriteLine(defBn.Index + " mesh " + Text + " bone " + bn);
v.boneIds.Add(defBn.Index);
}
BonesNotMatched.Add(bn);
STConsole.WriteLine($"Bone {bn} is not skinnable. Vertices will remain unmapped for this bone!", System.Drawing.Color.Red);
}
}
i++;
}
if (!HasMatch && !BonesNotMatched.Contains(bn))
else if (!BonesNotMatched.Contains(bn))
{
BonesNotMatched.Add(bn);
STConsole.WriteLine($"No bone matches {bn}. Vertices will remain unmapped for this bone!", System.Drawing.Color.Red);
}
} // else bone not matched but already generated warning for it
}
//Sort smooth bones
@ -1104,15 +1107,9 @@ namespace Bfres.Structs
}
}
}
vtxIndex++;
}
nodeArrStrings.Clone();
nodeRigidIndex.Clone();
BonesNotMatched.Clear();
}
public void CreateNewBoundingBoxes()
{
boundingBoxes.Clear();