mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-24 20:03:08 +00:00
112 lines
4.4 KiB
C#
112 lines
4.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.Rendering;
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using OpenTK;
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namespace FirstPlugin
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{
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public class GFBMaterial : STGenericMaterial
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{
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public GFBMDL.MaterialShaderData MaterialData { get; set; }
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public GFBMDL ParentModel { get; set; }
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public GFBMaterial(GFBMDL model, GFBMDL.MaterialShaderData data) {
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ParentModel = model;
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MaterialData = data;
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}
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}
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public class GFBMesh : STGenericObject
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{
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public int[] display;
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public int DisplayId;
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public GFBMDL ParentModel { get; set; }
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public GFBMaterial GetMaterial(STGenericPolygonGroup polygroup)
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{
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return ParentModel.header.GenericMaterials[polygroup.MaterialIndex];
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}
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public struct DisplayVertex
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{
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// Used for rendering.
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public Vector3 pos;
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public Vector3 nrm;
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public Vector3 tan;
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public Vector2 uv;
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public Vector4 col;
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public Vector4 node;
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public Vector4 weight;
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public Vector2 uv2;
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public Vector2 uv3;
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public Vector3 binorm;
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public static int Size = 4 * (3 + 3 + 3 + 2 + 4 + 4 + 4 + 2 + 2 + 3);
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}
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public GFBMesh(GFBMDL model) {
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ParentModel = model;
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}
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public List<DisplayVertex> CreateDisplayVertices()
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{
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List<int> Faces = new List<int>();
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foreach (var group in PolygonGroups)
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Faces.AddRange(group.GetDisplayFace());
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display = Faces.ToArray();
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List<DisplayVertex> displayVertList = new List<DisplayVertex>();
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if (display.Length <= 3)
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return displayVertList;
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foreach (Vertex v in vertices)
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{
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DisplayVertex displayVert = new DisplayVertex()
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{
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pos = v.pos,
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nrm = v.nrm,
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tan = v.tan.Xyz,
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binorm = v.bitan.Xyz,
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col = v.col,
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uv = v.uv0,
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uv2 = v.uv1,
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uv3 = v.uv2,
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node = new Vector4(
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v.boneIds.Count > 0 ? v.boneIds[0] : -1,
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v.boneIds.Count > 1 ? v.boneIds[1] : -1,
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v.boneIds.Count > 2 ? v.boneIds[2] : -1,
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v.boneIds.Count > 3 ? v.boneIds[3] : -1),
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weight = new Vector4(
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v.boneWeights.Count > 0 ? v.boneWeights[0] : 0,
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v.boneWeights.Count > 1 ? v.boneWeights[1] : 0,
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v.boneWeights.Count > 2 ? v.boneWeights[2] : 0,
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v.boneWeights.Count > 3 ? v.boneWeights[3] : 0),
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};
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displayVertList.Add(displayVert);
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/* Console.WriteLine($"---------------------------------------------------------------------------------------");
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Console.WriteLine($"Position {displayVert.pos.X} {displayVert.pos.Y} {displayVert.pos.Z}");
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Console.WriteLine($"Normal {displayVert.nrm.X} {displayVert.nrm.Y} {displayVert.nrm.Z}");
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Console.WriteLine($"Tanget {displayVert.tan.X} {displayVert.tan.Y} {displayVert.tan.Z}");
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Console.WriteLine($"Color {displayVert.col.X} {displayVert.col.Y} {displayVert.col.Z} {displayVert.col.W}");
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Console.WriteLine($"UV Layer 1 {displayVert.uv.X} {displayVert.uv.Y}");
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Console.WriteLine($"UV Layer 2 {displayVert.uv2.X} {displayVert.uv2.Y}");
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Console.WriteLine($"UV Layer 3 {displayVert.uv3.X} {displayVert.uv3.Y}");
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Console.WriteLine($"Bone Index {displayVert.node.X} {displayVert.node.Y} {displayVert.node.Z} {displayVert.node.W}");
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Console.WriteLine($"Weights {displayVert.weight.X} {displayVert.weight.Y} {displayVert.weight.Z} {displayVert.weight.W}");
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Console.WriteLine($"---------------------------------------------------------------------------------------");*/
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}
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return displayVertList;
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}
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}
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}
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