mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 20:43:09 +00:00
Merge pull request #134 from LockeExile/csv
Fix issues with bones that use both rigid and smooth skinning
This commit is contained in:
commit
c70bd883ad
1 changed files with 44 additions and 47 deletions
|
@ -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();
|
||||
|
|
Loading…
Reference in a new issue