e4722ed1af
General - Always allow multiple instances of the tool by default. (UseSingleInstance in config.XML) - Yaz0 now uses a new library using c code. This improves compression times and is comparable to wzst's yaz0 compressor. Thanks to AboodXD for helping port the code. - Add flat buffer templates for gfbmdl and gfbanm. - Redid UV editor. Now using new 2D engine with some improvements. Should work better with mutliple file formats than just bfres. - Auto compress bfres with .sbfres extension. BFLYT: -Add animation reference list to panes if they have any animations. - Note the animation editor in it is not functional yet. GFBMDL - Progress on model importing. Currently crashes on many tests so saving is currently disabled till i figure out why. - Add new texture map display with UV coordinates shown. Displays how transforms are handled. - Add option to export materials and models entirely as .json files. DAE - improve bone/joint check.
77 lines
2.2 KiB
C#
77 lines
2.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Data;
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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 System.Windows.Forms;
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namespace FirstPlugin.Forms
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{
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public partial class GFLXMeshEditor : UserControl
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{
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private bool Loaded = false;
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private GFLXMesh ActiveMesh;
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public GFLXMeshEditor()
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{
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InitializeComponent();
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stDropDownPanel1.ResetColors();
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}
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public void LoadMesh(GFLXMesh mesh)
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{
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polyGroupCB.Items.Clear();
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materialCB.Items.Clear();
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ActiveMesh = mesh;
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Loaded = false;
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var materials = mesh.ParentModel.GenericMaterials;
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for (int i = 0; i < materials.Count; i++)
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materialCB.Items.Add(materials[i].Text);
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for (int i = 0; i < mesh.PolygonGroups.Count; i++) {
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polyGroupCB.Items.Add($"{i}");
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}
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polyGroupCB.SelectedIndex = 0;
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Loaded = true;
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}
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private void polyGroupCB_SelectedIndexChanged(object sender, EventArgs e)
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{
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int index = polyGroupCB.SelectedIndex;
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if (index >= 0)
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{
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var poly = ActiveMesh.PolygonGroups[index];
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var mat = ActiveMesh.ParentModel.GenericMaterials[poly.MaterialIndex];
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materialCB.SelectedItem = mat.Text;
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}
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}
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private void materialCB_SelectedIndexChanged(object sender, EventArgs e) {
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if (!Loaded) return;
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int index = polyGroupCB.SelectedIndex;
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if (index >= 0)
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{
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var poly = ActiveMesh.PolygonGroups[index];
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var materials = ActiveMesh.ParentModel.GenericMaterials;
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var mappedMat = materials.First(x => x.Text == materialCB.GetSelectedText());
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if (mappedMat != null) {
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var matIndex = materials.IndexOf(mappedMat);
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poly.MaterialIndex = matIndex;
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ActiveMesh.MeshData.Polygons[index].MaterialIndex = (uint)matIndex;
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Toolbox.Library.LibraryGUI.UpdateViewport();
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}
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}
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}
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}
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}
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