mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-10 07:04:36 +00:00
DAE : Fix issues exporting models with only bone indices and no weights.
This commit is contained in:
parent
6e64dbc131
commit
c6287f2631
1 changed files with 13 additions and 7 deletions
|
@ -387,8 +387,8 @@ namespace Toolbox.Library
|
|||
if (b > mesh.VertexSkinCount - 1)
|
||||
continue;
|
||||
|
||||
if (vertex.boneWeights.Count > b)
|
||||
{
|
||||
//Skip 0 weights
|
||||
if (vertex.boneWeights.Count > b) {
|
||||
if (vertex.boneWeights[b] == 0)
|
||||
continue;
|
||||
}
|
||||
|
@ -399,20 +399,26 @@ namespace Toolbox.Library
|
|||
else
|
||||
index = (int)vertex.boneIds[b];
|
||||
|
||||
if (index != -1 && index < skeleton?.bones.Count)
|
||||
//Only map for valid weights/indices
|
||||
bool hasValidIndex = index != -1 && index < skeleton?.bones.Count;
|
||||
bool hasValidWeight = vertex.boneWeights.Count > b;
|
||||
if (hasValidIndex)
|
||||
bIndices.Add(index);
|
||||
|
||||
if (vertex.boneWeights.Count > b)
|
||||
if (hasValidWeight && hasValidIndex)
|
||||
bWeights.Add(vertex.boneWeights[b]);
|
||||
else
|
||||
bWeights.Add(0);
|
||||
}
|
||||
|
||||
//Rigid bodies with no direct bone indices
|
||||
if (bIndices.Count == 0 && mesh.BoneIndex != -1) {
|
||||
HasBoneIds = true;
|
||||
bIndices.Add(mesh.BoneIndex);
|
||||
bWeights.Add(1);
|
||||
}
|
||||
//Bone indices with no weights directly mapped
|
||||
if (bWeights.Count == 0 && bIndices.Count > 0)
|
||||
{
|
||||
bWeights.Add(1.0f);
|
||||
}
|
||||
|
||||
BoneIndices.Add(bIndices.ToArray());
|
||||
BoneWeights.Add(bWeights.ToArray());
|
||||
|
|
Loading…
Reference in a new issue