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Use First().Value
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parent
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commit
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1 changed files with 17 additions and 17 deletions
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@ -355,24 +355,24 @@ public class MeshExporter
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{
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if (_geometryType == typeof(VertexPosition))
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return new VertexPosition(
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ToVector3(attributes[MdlFile.VertexUsage.Position][0])
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ToVector3(attributes[MdlFile.VertexUsage.Position].First().Value)
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);
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if (_geometryType == typeof(VertexPositionNormal))
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return new VertexPositionNormal(
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ToVector3(attributes[MdlFile.VertexUsage.Position][0]),
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ToVector3(attributes[MdlFile.VertexUsage.Normal][0])
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ToVector3(attributes[MdlFile.VertexUsage.Position].First().Value),
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ToVector3(attributes[MdlFile.VertexUsage.Normal].First().Value)
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);
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if (_geometryType == typeof(VertexPositionNormalTangent))
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{
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// (Bi)tangents are universally stored as ByteFloat4, which uses 0..1 to represent the full -1..1 range.
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// TODO: While this assumption is safe, it would be sensible to actually check.
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var bitangent = ToVector4(attributes[MdlFile.VertexUsage.Tangent1][0]) * 2 - Vector4.One;
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var bitangent = ToVector4(attributes[MdlFile.VertexUsage.Tangent1].First().Value) * 2 - Vector4.One;
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return new VertexPositionNormalTangent(
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ToVector3(attributes[MdlFile.VertexUsage.Position][0]),
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ToVector3(attributes[MdlFile.VertexUsage.Normal][0]),
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ToVector3(attributes[MdlFile.VertexUsage.Position].First().Value),
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ToVector3(attributes[MdlFile.VertexUsage.Normal].First().Value),
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bitangent
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);
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}
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@ -426,22 +426,22 @@ public class MeshExporter
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return new VertexEmpty();
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if (_materialType == typeof(VertexColorFfxiv))
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return new VertexColorFfxiv(ToVector4(attributes[MdlFile.VertexUsage.Color][0]));
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return new VertexColorFfxiv(ToVector4(attributes[MdlFile.VertexUsage.Color].First().Value));
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if (_materialType == typeof(VertexTexture1))
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return new VertexTexture1(ToVector2(attributes[MdlFile.VertexUsage.UV][0]));
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return new VertexTexture1(ToVector2(attributes[MdlFile.VertexUsage.UV].First().Value));
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if (_materialType == typeof(VertexTexture1ColorFfxiv))
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return new VertexTexture1ColorFfxiv(
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ToVector2(attributes[MdlFile.VertexUsage.UV][0]),
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ToVector4(attributes[MdlFile.VertexUsage.Color][0])
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ToVector2(attributes[MdlFile.VertexUsage.UV].First().Value),
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ToVector4(attributes[MdlFile.VertexUsage.Color].First().Value)
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);
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// XIV packs two UVs into a single vec4 attribute.
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if (_materialType == typeof(VertexTexture2))
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{
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var uv = ToVector4(attributes[MdlFile.VertexUsage.UV][0]);
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var uv = ToVector4(attributes[MdlFile.VertexUsage.UV].First().Value);
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return new VertexTexture2(
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new Vector2(uv.X, uv.Y),
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new Vector2(uv.Z, uv.W)
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@ -450,11 +450,11 @@ public class MeshExporter
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if (_materialType == typeof(VertexTexture2ColorFfxiv))
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{
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var uv = ToVector4(attributes[MdlFile.VertexUsage.UV][0]);
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var uv = ToVector4(attributes[MdlFile.VertexUsage.UV].First().Value);
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return new VertexTexture2ColorFfxiv(
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new Vector2(uv.X, uv.Y),
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new Vector2(uv.Z, uv.W),
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ToVector4(attributes[MdlFile.VertexUsage.Color][0])
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ToVector4(attributes[MdlFile.VertexUsage.Color].First().Value)
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);
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}
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if (_materialType == typeof(VertexTexture3))
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@ -470,7 +470,7 @@ public class MeshExporter
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new Vector2(uv0.X, uv0.Y),
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new Vector2(uv0.Z, uv0.W),
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new Vector2(uv1.X, uv1.Y),
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ToVector4(attributes[MdlFile.VertexUsage.Color][0])
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ToVector4(attributes[MdlFile.VertexUsage.Color].First().Value)
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);
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}
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@ -482,7 +482,7 @@ public class MeshExporter
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{
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if (usages.ContainsKey(MdlFile.VertexUsage.BlendWeights) && usages.ContainsKey(MdlFile.VertexUsage.BlendIndices))
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{
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if (usages[MdlFile.VertexUsage.BlendWeights][0] == MdlFile.VertexType.UShort4)
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if (usages[MdlFile.VertexUsage.BlendWeights].First().Value == MdlFile.VertexType.UShort4)
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{
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return typeof(VertexJoints8);
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}
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@ -506,8 +506,8 @@ public class MeshExporter
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if (_boneIndexMap == null)
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throw _notifier.Exception("Tried to build skinned vertex but no bone mappings are available.");
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var indiciesData = attributes[MdlFile.VertexUsage.BlendIndices][0];
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var weightsData = attributes[MdlFile.VertexUsage.BlendWeights][0];
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var indiciesData = attributes[MdlFile.VertexUsage.BlendIndices].First().Value;
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var weightsData = attributes[MdlFile.VertexUsage.BlendWeights].First().Value;
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var indices = ToByteArray(indiciesData);
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var weights = ToFloatArray(weightsData);
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