mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-26 00:43:00 +08:00
Auto calculate Vertices2 (Vertices shrunk by margin)
This commit is contained in:
parent
d0c4221670
commit
9137f8a169
@ -979,7 +979,7 @@ namespace CodeWalker.GameFiles
|
|||||||
public uint Unknown_12Ch { get; set; } // 0x00000000
|
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 BoundPolygon[] Polygons { get; set; }
|
||||||
public Vector3[] Vertices { get; set; }
|
public Vector3[] Vertices { get; set; }
|
||||||
public BoundMaterialColour[] VertexColours { get; set; }//not sure, it seems like colours anyway, see eg. prologue03_10.ybn
|
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);
|
YbnXml.WriteRawArray(sb, Vertices, indent, "Vertices", "", YbnXml.FormatVector3, 1);
|
||||||
}
|
}
|
||||||
if (Vertices2 != null)
|
|
||||||
{
|
|
||||||
YbnXml.WriteRawArray(sb, Vertices2, indent, "Vertices2", "", YbnXml.FormatVector3, 1);
|
|
||||||
}
|
|
||||||
if (VertexColours != null)
|
if (VertexColours != null)
|
||||||
{
|
{
|
||||||
YbnXml.WriteRawArray(sb, VertexColours, indent, "VertexColours", "", YbnXml.FormatBoundMaterialColour, 1);
|
YbnXml.WriteRawArray(sb, VertexColours, indent, "VertexColours", "", YbnXml.FormatBoundMaterialColour, 1);
|
||||||
@ -1228,7 +1224,6 @@ namespace CodeWalker.GameFiles
|
|||||||
Materials = XmlMeta.ReadItemArray<BoundMaterial_s>(node, "Materials");
|
Materials = XmlMeta.ReadItemArray<BoundMaterial_s>(node, "Materials");
|
||||||
MaterialColours = XmlYbn.GetChildRawBoundMaterialColourArray(node, "MaterialColours");
|
MaterialColours = XmlYbn.GetChildRawBoundMaterialColourArray(node, "MaterialColours");
|
||||||
Vertices = Xml.GetChildRawVector3ArrayNullable(node, "Vertices");
|
Vertices = Xml.GetChildRawVector3ArrayNullable(node, "Vertices");
|
||||||
Vertices2 = Xml.GetChildRawVector3ArrayNullable(node, "Vertices2");
|
|
||||||
VertexColours = XmlYbn.GetChildRawBoundMaterialColourArray(node, "VertexColours");
|
VertexColours = XmlYbn.GetChildRawBoundMaterialColourArray(node, "VertexColours");
|
||||||
|
|
||||||
var pnode = node.SelectSingleNode("Polygons");
|
var pnode = node.SelectSingleNode("Polygons");
|
||||||
@ -1253,10 +1248,8 @@ namespace CodeWalker.GameFiles
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Vertices2 != null && Vertices2.Length > 0)
|
CalculateVertsShrunkByMargin();
|
||||||
{
|
CalculateOctants();
|
||||||
CalculateOctants();
|
|
||||||
}
|
|
||||||
|
|
||||||
BuildMaterials();
|
BuildMaterials();
|
||||||
CalculateQuantum();
|
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()
|
public void CalculateQuantum()
|
||||||
{
|
{
|
||||||
var min = new Vector3(float.MaxValue);
|
var min = new Vector3(float.MaxValue);
|
||||||
|
Loading…
Reference in New Issue
Block a user