Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenTK;
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using System.Windows.Forms;
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using Switch_Toolbox.Library.Rendering;
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namespace Switch_Toolbox.Library
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{
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public class STGenericObject : TreeNodeCustom
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{
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public STGenericObject()
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{
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Checked = true;
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}
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public override void OnClick(TreeView treeView)
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{
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}
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public bool HasPos;
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public bool HasNrm;
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public bool HasUv0;
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public bool HasUv1;
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public bool HasUv2;
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public bool HasWeights;
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public bool HasIndices;
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public bool HasBitans;
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public bool HasTans;
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public bool HasVertColors;
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public string ObjectName;
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public int BoneIndex;
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public int MaterialIndex;
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public int VertexBufferIndex;
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public int DisplayLODIndex;
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public int Offset;
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private byte vertexSkinCount;
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public byte VertexSkinCount
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{
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get
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{
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return vertexSkinCount;
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}
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set
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{
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vertexSkinCount = value;
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}
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}
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public byte GetMaxSkinInfluenceCount()
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{
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return (byte)vertices.Max(t => t.boneIds.Count);
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}
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public Vector3 GetOrigin()
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{
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Vector3 pos = Vector3.Zero;
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foreach (Vertex vert in vertices)
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{
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}
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return pos;
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}
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public List<string[]> bones = new List<string[]>();
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public List<float[]> weightsT = new List<float[]>();
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public List<string> boneList = new List<string>();
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public List<Vertex> vertices = new List<Vertex>();
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public List<LOD_Mesh> lodMeshes = new List<LOD_Mesh>();
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public class LOD_Mesh
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{
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public STPolygonType PrimitiveType = STPolygonType.Triangle;
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public STIndexFormat IndexFormat = STIndexFormat.UInt16;
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public uint FirstVertex;
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public List<SubMesh> subMeshes = new List<SubMesh>();
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public class SubMesh
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{
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public uint size;
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public uint offset;
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}
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public void GenerateSubMesh()
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{
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subMeshes.Clear();
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SubMesh subMesh = new SubMesh();
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subMesh.offset = 0;
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subMesh.size = (uint)faces.Count;
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subMeshes.Add(subMesh);
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}
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public int index = 0;
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public int strip = 0x40;
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public int displayFaceSize = 0;
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public List<int> faces = new List<int>();
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public override string ToString()
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{
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return "LOD Mesh " + index;
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}
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public List<int> getDisplayFace()
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{
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if ((strip >> 4) == 4)
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{
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displayFaceSize = faces.Count;
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return faces;
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}
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else
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{
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List<int> f = new List<int>();
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int startDirection = 1;
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int p = 0;
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int f1 = faces[p++];
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int f2 = faces[p++];
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int faceDirection = startDirection;
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int f3;
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do
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{
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f3 = faces[p++];
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if (f3 == 0xFFFF)
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{
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f1 = faces[p++];
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f2 = faces[p++];
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faceDirection = startDirection;
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}
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else
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{
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faceDirection *= -1;
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if ((f1 != f2) && (f2 != f3) && (f3 != f1))
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{
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if (faceDirection > 0)
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{
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f.Add(f3);
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f.Add(f2);
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f.Add(f1);
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}
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else
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{
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f.Add(f2);
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f.Add(f3);
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f.Add(f1);
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}
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}
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f1 = f2;
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f2 = f3;
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}
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} while (p < faces.Count);
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displayFaceSize = f.Count;
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return f;
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}
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}
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}
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public List<int> faces = new List<int>();
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#region Methods
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public void TransformPosition(Vector3 Position, Vector3 Rotation, Vector3 Scale)
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{
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Matrix4 BonePosExtra = Utils.TransformValues(Position, Rotation, Scale);
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foreach (Vertex v in vertices)
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{
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v.pos = Vector3.TransformPosition(v.pos, BonePosExtra);
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v.nrm = Vector3.TransformNormal(v.nrm, BonePosExtra);
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}
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}
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public void FlipUvsVertical()
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{
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foreach (Vertex v in vertices)
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{
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v.uv0 = new Vector2(v.uv0.X, 1 - v.uv0.Y);
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}
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}
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public void FlipUvsHorizontal()
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{
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foreach (Vertex v in vertices)
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{
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v.uv0 = new Vector2(1 - v.uv0.X, v.uv0.Y);
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}
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}
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public void CalculateTangentBitangent(bool UseUVLayer2)
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{
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if (vertices.Count < 3)
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return;
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List<int> f = lodMeshes[DisplayLODIndex].getDisplayFace();
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Vector3[] tanArray = new Vector3[vertices.Count];
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Vector3[] bitanArray = new Vector3[vertices.Count];
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CalculateTanBitanArrays(f, tanArray, bitanArray, UseUVLayer2);
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ApplyTanBitanArray(tanArray, bitanArray);
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}
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private void ApplyTanBitanArray(Vector3[] tanArray, Vector3[] bitanArray)
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{
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if (vertices.Count < 3)
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return;
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for (int i = 0; i < vertices.Count; i++)
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{
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Vertex v = vertices[i];
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Vector3 newTan = tanArray[i];
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Vector3 newBitan = bitanArray[i];
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// The tangent and bitangent should be orthogonal to the normal.
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// Bitangents are not calculated with a cross product to prevent flipped shading with mirrored normal maps.
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v.tan = new Vector4(Vector3.Normalize(newTan - v.nrm * Vector3.Dot(v.nrm, newTan)), 1);
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v.bitan = new Vector4(Vector3.Normalize(newBitan - v.nrm * Vector3.Dot(v.nrm, newBitan)), 1);
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v.bitan *= -1;
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}
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}
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private void CalculateTanBitanArrays(List<int> faces, Vector3[] tanArray, Vector3[] bitanArray, bool UseUVLayer2)
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{
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2019-03-27 19:50:33 +01:00
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if (vertices.Count < 3 || lodMeshes.Count <= 0)
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Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
|
|
|
|
return;
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|
|
|
|
|
|
|
|
|
for (int i = 0; i < lodMeshes[DisplayLODIndex].displayFaceSize; i += 3)
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{
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Vertex v1 = vertices[faces[i]];
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Vertex v2 = vertices[faces[i + 1]];
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Vertex v3 = vertices[faces[i + 2]];
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float x1 = v2.pos.X - v1.pos.X;
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float x2 = v3.pos.X - v1.pos.X;
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float y1 = v2.pos.Y - v1.pos.Y;
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float y2 = v3.pos.Y - v1.pos.Y;
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float z1 = v2.pos.Z - v1.pos.Z;
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float z2 = v3.pos.Z - v1.pos.Z;
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float s1, s2, t1, t2;
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if (UseUVLayer2)
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{
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s1 = v2.uv1.X - v1.uv1.X;
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s2 = v3.uv1.X - v1.uv1.X;
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t1 = v2.uv1.Y - v1.uv1.Y;
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t2 = v3.uv1.Y - v1.uv1.Y;
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}
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else
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{
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s1 = v2.uv0.X - v1.uv0.X;
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s2 = v3.uv0.X - v1.uv0.X;
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t1 = v2.uv0.Y - v1.uv0.Y;
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t2 = v3.uv0.Y - v1.uv0.Y;
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}
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float div = (s1 * t2 - s2 * t1);
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float r = 1.0f / div;
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// Fix +/- infinity from division by 0.
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if (r == float.PositiveInfinity || r == float.NegativeInfinity)
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r = 1.0f;
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float sX = t2 * x1 - t1 * x2;
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float sY = t2 * y1 - t1 * y2;
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float sZ = t2 * z1 - t1 * z2;
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Vector3 s = new Vector3(sX, sY, sZ) * r;
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float tX = s1 * x2 - s2 * x1;
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float tY = s1 * y2 - s2 * y1;
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float tZ = s1 * z2 - s2 * z1;
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Vector3 t = new Vector3(tX, tY, tZ) * r;
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|
|
// Prevents black tangents or bitangents due to having vertices with the same UV coordinates.
|
|
|
|
|
float delta = 0.00075f;
|
|
|
|
|
bool sameU, sameV;
|
|
|
|
|
if (UseUVLayer2)
|
|
|
|
|
{
|
|
|
|
|
sameU = (Math.Abs(v1.uv1.X - v2.uv1.X) < delta) && (Math.Abs(v2.uv1.X - v3.uv1.X) < delta);
|
|
|
|
|
sameV = (Math.Abs(v1.uv1.Y - v2.uv1.Y) < delta) && (Math.Abs(v2.uv1.Y - v3.uv1.Y) < delta);
|
|
|
|
|
}
|
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|
|
else
|
|
|
|
|
{
|
|
|
|
|
sameU = (Math.Abs(v1.uv0.X - v2.uv0.X) < delta) && (Math.Abs(v2.uv0.X - v3.uv0.X) < delta);
|
|
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|
|
sameV = (Math.Abs(v1.uv0.Y - v2.uv0.Y) < delta) && (Math.Abs(v2.uv0.Y - v3.uv0.Y) < delta);
|
|
|
|
|
}
|
|
|
|
|
|
|
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|
|
if (sameU || sameV)
|
|
|
|
|
{
|
|
|
|
|
// Let's pick some arbitrary tangent vectors.
|
|
|
|
|
s = new Vector3(1, 0, 0);
|
|
|
|
|
t = new Vector3(0, 1, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Average tangents and bitangents.
|
|
|
|
|
tanArray[faces[i]] += s;
|
|
|
|
|
tanArray[faces[i + 1]] += s;
|
|
|
|
|
tanArray[faces[i + 2]] += s;
|
|
|
|
|
|
|
|
|
|
bitanArray[faces[i]] += t;
|
|
|
|
|
bitanArray[faces[i + 1]] += t;
|
|
|
|
|
bitanArray[faces[i + 2]] += t;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void SmoothNormals()
|
|
|
|
|
{
|
|
|
|
|
if (vertices.Count < 3)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
Vector3[] normals = new Vector3[vertices.Count];
|
|
|
|
|
|
|
|
|
|
List<int> f = lodMeshes[DisplayLODIndex].getDisplayFace();
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < lodMeshes[DisplayLODIndex].displayFaceSize; i += 3)
|
|
|
|
|
{
|
|
|
|
|
Vertex v1 = vertices[f[i]];
|
|
|
|
|
Vertex v2 = vertices[f[i + 1]];
|
|
|
|
|
Vertex v3 = vertices[f[i + 2]];
|
|
|
|
|
Vector3 nrm = CalculateNormal(v1, v2, v3);
|
|
|
|
|
|
|
|
|
|
normals[f[i + 0]] += nrm;
|
|
|
|
|
normals[f[i + 1]] += nrm;
|
|
|
|
|
normals[f[i + 2]] += nrm;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < normals.Length; i++)
|
|
|
|
|
vertices[i].nrm = normals[i].Normalized();
|
|
|
|
|
|
|
|
|
|
// Compare each vertex with all the remaining vertices. This might skip some.
|
|
|
|
|
for (int i = 0; i < vertices.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
Vertex v = vertices[i];
|
|
|
|
|
|
|
|
|
|
for (int j = i + 1; j < vertices.Count; j++)
|
|
|
|
|
{
|
|
|
|
|
Vertex v2 = vertices[j];
|
|
|
|
|
|
|
|
|
|
if (v == v2)
|
|
|
|
|
continue;
|
|
|
|
|
float dis = (float)Math.Sqrt(Math.Pow(v.pos.X - v2.pos.X, 2) + Math.Pow(v.pos.Y - v2.pos.Y, 2) + Math.Pow(v.pos.Z - v2.pos.Z, 2));
|
|
|
|
|
if (dis <= 0f) // Extra smooth
|
|
|
|
|
{
|
|
|
|
|
Vector3 nn = ((v2.nrm + v.nrm) / 2).Normalized();
|
|
|
|
|
v.nrm = nn;
|
|
|
|
|
v2.nrm = nn;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void CalculateNormals()
|
|
|
|
|
{
|
|
|
|
|
if (vertices.Count < 3)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
Vector3[] normals = new Vector3[vertices.Count];
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < normals.Length; i++)
|
|
|
|
|
normals[i] = new Vector3(0, 0, 0);
|
|
|
|
|
|
|
|
|
|
List<int> f = lodMeshes[DisplayLODIndex].getDisplayFace();
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < lodMeshes[DisplayLODIndex].displayFaceSize; i += 3)
|
|
|
|
|
{
|
|
|
|
|
Vertex v1 = vertices[f[i]];
|
|
|
|
|
Vertex v2 = vertices[f[i + 1]];
|
|
|
|
|
Vertex v3 = vertices[f[i + 2]];
|
|
|
|
|
Vector3 nrm = CalculateNormal(v1, v2, v3);
|
|
|
|
|
|
|
|
|
|
normals[f[i + 0]] += nrm * (nrm.Length / 2);
|
|
|
|
|
normals[f[i + 1]] += nrm * (nrm.Length / 2);
|
|
|
|
|
normals[f[i + 2]] += nrm * (nrm.Length / 2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < normals.Length; i++)
|
|
|
|
|
vertices[i].nrm = normals[i].Normalized();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private Vector3 CalculateNormal(Vertex v1, Vertex v2, Vertex v3)
|
|
|
|
|
{
|
|
|
|
|
Vector3 U = v2.pos - v1.pos;
|
|
|
|
|
Vector3 V = v3.pos - v1.pos;
|
|
|
|
|
|
|
|
|
|
// Don't normalize here, so surface area can be calculated.
|
|
|
|
|
return Vector3.Cross(U, V);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void SetVertexColor(Vector4 intColor)
|
|
|
|
|
{
|
|
|
|
|
// (127, 127, 127, 255) is white.
|
|
|
|
|
foreach (Vertex v in vertices)
|
|
|
|
|
{
|
|
|
|
|
v.col = intColor;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
}
|
|
|
|
|
}
|