BFRES : Quick fix for bounding box updating for rigged models
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@ -792,7 +792,7 @@ namespace Bfres.Structs
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shape.BoneIndex = boneIndex;
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}
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shape.CreateNewBoundingBoxes(Skeleton);
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shape.CreateNewBoundingBoxes(this);
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shape.OptmizeAttributeFormats();
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shape.SaveShape(IsWiiU);
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shape.SaveVertexBuffer(IsWiiU);
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@ -1328,7 +1328,7 @@ namespace Bfres.Structs
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shape.BoneIndex = boneIndex;
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}
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shape.CreateNewBoundingBoxes(Skeleton);
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shape.CreateNewBoundingBoxes(this);
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shape.OptmizeAttributeFormats();
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shape.SaveShape(IsWiiU);
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shape.SaveVertexBuffer(IsWiiU);
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@ -27,7 +27,7 @@ namespace Bfres.Structs
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public ToolStripItem[] GetContextMenuItems()
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{
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List<ToolStripItem> Items = new List<ToolStripItem>();
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Items.Add(new ToolStripMenuItem("Import Object", null, Import, Keys.Control | Keys.I));
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Items.Add(new ToolStripMenuItem("Import Static Object", null, Import, Keys.Control | Keys.I));
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Items.Add(new ToolStripSeparator());
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Items.Add(new ToolStripMenuItem("New Empty Object", null, CreateEmpty, Keys.Control | Keys.N));
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Items.Add(new ToolStripSeparator());
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@ -167,7 +167,7 @@ namespace Bfres.Structs
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List<ToolStripItem> Items = new List<ToolStripItem>();
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Items.Add(new ToolStripMenuItem("Export", null, Export, Keys.Control | Keys.E));
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Items.Add(new ToolStripMenuItem("Replace", null, Replace, Keys.Control | Keys.R));
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Items.Add(new ToolStripMenuItem("Replace (Static)", null, Replace, Keys.Control | Keys.R));
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Items.Add(new ToolStripSeparator());
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Items.Add(new ToolStripMenuItem("Rename", null, Rename, Keys.Control | Keys.N));
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Items.Add(new ToolStripSeparator());
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@ -355,7 +355,7 @@ namespace Bfres.Structs
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private void GenerateBoundingBoxes(object sender, EventArgs args)
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{
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Cursor.Current = Cursors.WaitCursor;
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CreateNewBoundingBoxes(GetParentModel().Skeleton);
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CreateNewBoundingBoxes(GetParentModel());
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SaveShape(GetResFileU() != null);
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UpdateVertexData();
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Cursor.Current = Cursors.Default;
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@ -390,7 +390,7 @@ namespace Bfres.Structs
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lod.subMeshes.Add(subMesh);
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}
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CreateNewBoundingBoxes(GetParentModel().Skeleton);
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CreateNewBoundingBoxes(GetParentModel());
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}
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private void GenerateLODMeshes(object sender, EventArgs args)
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@ -399,7 +399,7 @@ namespace Bfres.Structs
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//Todo add lod generating
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CreateNewBoundingBoxes(GetParentModel().Skeleton);
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CreateNewBoundingBoxes(GetParentModel());
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SaveShape(GetResFileU() != null);
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UpdateVertexData();
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GenerateBoundingNodes();
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@ -421,7 +421,7 @@ namespace Bfres.Structs
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lodMeshes.Remove(meshes[i]);
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}
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CreateNewBoundingBoxes(GetParentModel().Skeleton);
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CreateNewBoundingBoxes(GetParentModel());
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SaveShape(GetResFileU() != null);
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UpdateVertexData();
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GenerateBoundingNodes();
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@ -976,7 +976,7 @@ namespace Bfres.Structs
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ApplyImportSettings(settings, GetFMAT());
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CreateNewBoundingBoxes(GetParentModel().Skeleton);
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CreateNewBoundingBoxes(GetParentModel());
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OptmizeAttributeFormats();
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SaveShape(IsWiiU);
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SaveVertexBuffer(IsWiiU);
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@ -1177,13 +1177,13 @@ namespace Bfres.Structs
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}
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}
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public void CreateNewBoundingBoxes(STSkeleton skeleton)
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public void CreateNewBoundingBoxes(FMDL model)
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{
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boundingBoxes.Clear();
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boundingRadius.Clear();
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foreach (LOD_Mesh mesh in lodMeshes)
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{
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BoundingBox box = CalculateBoundingBox(skeleton);
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BoundingBox box = CalculateBoundingBox(model);
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boundingBoxes.Add(box);
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boundingRadius.Add(box.Radius);
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foreach (LOD_Mesh.SubMesh sub in mesh.subMeshes)
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@ -1191,14 +1191,14 @@ namespace Bfres.Structs
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}
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}
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private BoundingBox CalculateBoundingBox(STSkeleton skeleton)
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private BoundingBox CalculateBoundingBox(FMDL model)
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{
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Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
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Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
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if (VertexSkinCount > 0)
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{
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var aabb = CalculateSkinnedBoundings(skeleton, vertices);
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var aabb = CalculateSkinnedBoundings(model, vertices);
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//Failed to get bounding data for some reason, calculate normally
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//This shouldn't happen but it's a fail safe option.
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if (aabb.Count == 0)
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@ -1236,25 +1236,27 @@ namespace Bfres.Structs
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return new BoundingBox() { Radius = radius, Center = center, Extend = extend };
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}
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private List<AABB> CalculateSkinnedBoundings(STSkeleton skeleton, List<Vertex> vertices)
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private List<AABB> CalculateSkinnedBoundings(FMDL model, List<Vertex> vertices)
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{
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Dictionary<int, AABB> skinnedBoundings = new Dictionary<int, AABB>();
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for (int i = 0; i < vertices.Count; i++)
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{
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foreach (var boneID in vertices[i].boneIds)
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{
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if (!skinnedBoundings.ContainsKey(boneID))
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skinnedBoundings.Add(boneID, new AABB());
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var index = model.Skeleton.Node_Array[boneID];
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if (!skinnedBoundings.ContainsKey(index))
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skinnedBoundings.Add(index, new AABB());
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//Get the skinned bone transform
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var transform = skeleton.bones[boneID].Transform;
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var transform = model.Skeleton.bones[index].Transform;
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var inverted = transform.Inverted();
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//Get the position in local coordinates
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var position = vertices[i].pos;
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position = OpenTK.Vector3.TransformPosition(position, inverted);
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var bounding = skinnedBoundings[boneID];
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var bounding = skinnedBoundings[index];
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//Set the min and max values
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bounding.Min.X = Math.Min(bounding.Min.X, position.X);
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bounding.Min.Y = Math.Min(bounding.Min.Y, position.Y);
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