Auto calculate Vertices2 (Vertices shrunk by margin)

This commit is contained in:
Colton Fox 2023-07-27 19:14:26 -04:00
parent d0c4221670
commit 9137f8a169

View File

@ -979,7 +979,7 @@ namespace CodeWalker.GameFiles
public uint Unknown_12Ch { get; set; } // 0x00000000
public Vector3[] Vertices2 { get; set; }//found in some YFTs, same count as Vertices, and contents are similar
public Vector3[] Vertices2 { get; set; } // Vertices but shrunk by margin along normal
public BoundPolygon[] Polygons { get; set; }
public Vector3[] Vertices { get; set; }
public BoundMaterialColour[] VertexColours { get; set; }//not sure, it seems like colours anyway, see eg. prologue03_10.ybn
@ -1204,10 +1204,6 @@ namespace CodeWalker.GameFiles
{
YbnXml.WriteRawArray(sb, Vertices, indent, "Vertices", "", YbnXml.FormatVector3, 1);
}
if (Vertices2 != null)
{
YbnXml.WriteRawArray(sb, Vertices2, indent, "Vertices2", "", YbnXml.FormatVector3, 1);
}
if (VertexColours != null)
{
YbnXml.WriteRawArray(sb, VertexColours, indent, "VertexColours", "", YbnXml.FormatBoundMaterialColour, 1);
@ -1228,7 +1224,6 @@ namespace CodeWalker.GameFiles
Materials = XmlMeta.ReadItemArray<BoundMaterial_s>(node, "Materials");
MaterialColours = XmlYbn.GetChildRawBoundMaterialColourArray(node, "MaterialColours");
Vertices = Xml.GetChildRawVector3ArrayNullable(node, "Vertices");
Vertices2 = Xml.GetChildRawVector3ArrayNullable(node, "Vertices2");
VertexColours = XmlYbn.GetChildRawBoundMaterialColourArray(node, "VertexColours");
var pnode = node.SelectSingleNode("Polygons");
@ -1253,10 +1248,8 @@ namespace CodeWalker.GameFiles
}
}
if (Vertices2 != null && Vertices2.Length > 0)
{
CalculateOctants();
}
CalculateVertsShrunkByMargin();
CalculateOctants();
BuildMaterials();
CalculateQuantum();
@ -1788,6 +1781,50 @@ namespace CodeWalker.GameFiles
}
}
public void CalculateVertsShrunkByMargin()
{
Vector3[] vertNormals = CalculateVertNormals();
Vertices2 = new Vector3[Vertices.Length];
for (int i = 0; i < Vertices.Length; i++)
{
Vector3 normalShrunk = vertNormals[i] * -Margin;
Vertices2[i] = Vertices[i] + normalShrunk;
}
}
public Vector3[] CalculateVertNormals()
{
Vector3[] vertNormals = new Vector3[Vertices.Length];
for (int i = 0; i < Polygons.Length; i++)
{
var tri = Polygons[i] as BoundPolygonTriangle;
if (tri == null) { continue; }
var p1 = tri.Vertex1;
var p2 = tri.Vertex2;
var p3 = tri.Vertex3;
var p1Local = p1 - p2;
var p3Local = p3 - p2;
var normal = Vector3.Cross(p1Local, p3Local);
normal.Normalize();
vertNormals[tri.vertIndex1] += normal;
vertNormals[tri.vertIndex2] += normal;
vertNormals[tri.vertIndex3] += normal;
}
for (int i = 0; i < vertNormals.Length; i++)
{
if (vertNormals[i].IsZero) { continue; }
vertNormals[i].Normalize();
}
return vertNormals;
}
public void CalculateQuantum()
{
var min = new Vector3(float.MaxValue);