Generate LOD Lights now using bone ids

This commit is contained in:
dexy 2019-01-21 19:30:49 +11:00
parent c14590ff42
commit 7f16c84360

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@ -151,15 +151,71 @@ namespace CodeWalker.Project.Panels
//transform this light with the entity position and orientation //transform this light with the entity position and orientation
//generate lights data from it! //generate lights data from it!
//gotta transform the light position by the given bone! annoying
Bone bone = null;
Matrix xform = Matrix.Identity;
int boneidx = 0;
var skeleton = dwbl.Skeleton;
if (skeleton?.Bones?.Data != null)
{
for (int j = 0; j < skeleton.Bones.Data.Count; j++)
{
var tbone = skeleton.Bones.Data[j];
if (tbone.Id == la.BoneId)
{
boneidx = j;
bone = tbone;
break;
}
}
if (bone != null)
{
var modeltransforms = skeleton.Transformations;
var fragtransforms = fdwbl?.OwnerFragmentPhys?.OwnerFragPhysLod?.FragTransforms?.Data;
var fragtransformid = fdwbl?.OwnerFragmentPhys?.OwnerFragPhysIndex ?? 0;
var fragoffset = fdwbl?.OwnerFragmentPhys?.OwnerFragPhysLod.Unknown_30h ?? Vector4.Zero;
fragoffset.W = 0.0f;
if ((fragtransforms != null))// && (fragtransformid < fragtransforms.Length))
{
if (fragtransformid < fragtransforms.Length)
{
xform = fragtransforms[fragtransformid];
xform.Row4 += fragoffset;
}
}
else
{
//when using the skeleton's matrices, they need to be transformed by parent
xform = modeltransforms[boneidx];
xform.Column4 = Vector4.UnitW;
//xform = Matrix.Identity;
ushort[] pinds = skeleton.ParentIndices;
ushort parentind = ((pinds != null) && (boneidx < pinds.Length)) ? pinds[boneidx] : (ushort)65535;
while (parentind < pinds.Length)
{
Matrix ptrans = (parentind < modeltransforms.Length) ? modeltransforms[parentind] : Matrix.Identity;
ptrans.Column4 = Vector4.UnitW;
xform = Matrix.Multiply(ptrans, xform);
parentind = ((pinds != null) && (parentind < pinds.Length)) ? pinds[parentind] : (ushort)65535;
}
}
}
}
Vector3 lpos = new Vector3(la.PositionX, la.PositionY, la.PositionZ); Vector3 lpos = new Vector3(la.PositionX, la.PositionY, la.PositionZ);
Vector3 ldir = new Vector3(la.DirectionX, la.DirectionY, la.DirectionZ); Vector3 ldir = new Vector3(la.DirectionX, la.DirectionY, la.DirectionZ);
Vector3 epos = ent.Orientation.Multiply(lpos) + ent.Position; Vector3 bpos = xform.Multiply(lpos);
Vector3 epos = ent.Orientation.Multiply(bpos) + ent.Position;
Vector3 edir = ent.Orientation.Multiply(ldir); Vector3 edir = ent.Orientation.Multiply(ldir);
uint r = la.ColorR; uint r = la.ColorR;
uint g = la.ColorG; uint g = la.ColorG;
uint b = la.ColorB; uint b = la.ColorB;
uint i = (byte)la.Intensity; uint i = (byte)Math.Min(la.Intensity*4, 255);
uint c = (i << 24) + (r << 16) + (g << 8) + b; uint c = (i << 24) + (r << 16) + (g << 8) + b;
uint h = 0; //TODO: what hash to use??? uint h = 0; //TODO: what hash to use???