using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Data; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using Assimp; namespace Switch_Toolbox.Library.Forms { public partial class Assimp_Settings : STForm { public uint SkinLimitMax = 4; public bool UseNodeTransform = true; public bool RotateSkeleton = false; public float RotateSkeletonAmount = 90; public Assimp_Settings() { InitializeComponent(); } public PostProcessSteps GetFlags() { RotateSkeleton = rotateBones.Checked; RotateSkeletonAmount = (float)rotateBonesUD.Value; UseNodeTransform = useNodeTransform.Checked; SkinLimitMax = (uint)numericUpDown1.Value; var Flags = PostProcessSteps.None; if (generateNormalsChk.Checked) Flags |= PostProcessSteps.GenerateNormals; if (smoothNormalsChk.Checked) Flags |= PostProcessSteps.GenerateSmoothNormals; if (generateTansBitansChk.Checked) Flags |= PostProcessSteps.CalculateTangentSpace; if (flipUVsChk.Checked) Flags |= PostProcessSteps.FlipUVs; if (limtBoneWeightChk.Checked) Flags |= PostProcessSteps.LimitBoneWeights; if (joinDupedVertsSk.Checked) Flags |= PostProcessSteps.JoinIdenticalVertices; if (preTransformVerticesChk.Checked) Flags |= PostProcessSteps.PreTransformVertices; if (leftHandedChk.Checked) Flags |= PostProcessSteps.MakeLeftHanded; if (triangulateChk.Checked) Flags |= PostProcessSteps.Triangulate; return Flags; } private void limtBoneWeightChk_CheckedChanged(object sender, EventArgs e) { numericUpDown1.Enabled = limtBoneWeightChk.Checked; } private void rotateBonesY90_CheckedChanged(object sender, EventArgs e) { RotateSkeleton = rotateBones.Checked; rotateBonesUD.Enabled = RotateSkeleton; } private void rotateBonesUD_ValueChanged(object sender, EventArgs e) { RotateSkeletonAmount = (float)rotateBonesUD.Value; } } }