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Using LINQ
And also change types from using LINQ
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parent
369efdb5dc
commit
307b987eee
1 changed files with 44 additions and 47 deletions
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@ -82,16 +82,16 @@ public class MeshExporter
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if (skeleton != null)
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_boneIndexMap = BuildBoneIndexMap(skeleton.Value);
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var usages = new Dictionary<MdlFile.VertexUsage, IDictionary<byte, MdlFile.VertexType>>();
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foreach (var element in _mdl.VertexDeclarations[_meshIndex].VertexElements)
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{
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if (!usages.ContainsKey((MdlFile.VertexUsage)element.Usage))
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{
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usages.Add((MdlFile.VertexUsage)element.Usage, new Dictionary<byte, MdlFile.VertexType>());
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}
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usages[(MdlFile.VertexUsage)element.Usage][element.UsageIndex] = (MdlFile.VertexType)element.Type;
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}
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var usages = _mdl.VertexDeclarations[_meshIndex].VertexElements
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.GroupBy(ele => (MdlFile.VertexUsage)ele.Usage, ele => ele)
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.ToImmutableDictionary(
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g => g.Key,
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g => g.OrderBy(ele => ele.UsageIndex) // OrderBy UsageIndex is probably unnecessary as they're probably already be in order
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.Select(ele => (MdlFile.VertexType)ele.Type)
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.ToList()
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);
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_geometryType = GetGeometryType(usages);
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_materialType = GetMaterialType(usages);
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_skinningType = GetSkinningType(usages);
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@ -287,25 +287,22 @@ public class MeshExporter
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var sortedElements = _mdl.VertexDeclarations[_meshIndex].VertexElements
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.OrderBy(element => element.Offset)
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.Select(element => ((MdlFile.VertexUsage)element.Usage, element))
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.ToList();
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var vertices = new List<IVertexBuilder>();
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var attributes = new Dictionary<MdlFile.VertexUsage, Dictionary<byte, object>>();
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var attributes = new Dictionary<MdlFile.VertexUsage, List<object>>();
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for (var vertexIndex = 0; vertexIndex < XivMesh.VertexCount; vertexIndex++)
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{
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attributes.Clear();
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foreach (var (usage, element) in sortedElements)
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{
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if (!attributes.TryGetValue(usage, out var value))
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{
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value = new Dictionary<byte, object>();
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attributes[usage] = value;
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}
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value[element.UsageIndex] = ReadVertexAttribute((MdlFile.VertexType)element.Type, streams[element.Stream]);
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}
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attributes = sortedElements
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.GroupBy(element => element.Usage)
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.ToDictionary(
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x => (MdlFile.VertexUsage)x.Key,
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x => x.OrderBy(ele => ele.UsageIndex) // Once again, OrderBy UsageIndex is probably unnecessary
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.Select(ele => ReadVertexAttribute((MdlFile.VertexType)ele.Type, streams[ele.Stream]))
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.ToList()
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);
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var vertexGeometry = BuildVertexGeometry(attributes);
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var vertexMaterial = BuildVertexMaterial(attributes);
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@ -336,7 +333,7 @@ public class MeshExporter
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}
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/// <summary> Get the vertex geometry type for this mesh's vertex usages. </summary>
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private Type GetGeometryType(IReadOnlyDictionary<MdlFile.VertexUsage, IDictionary<byte, MdlFile.VertexType>> usages)
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private Type GetGeometryType(IReadOnlyDictionary<MdlFile.VertexUsage, List<MdlFile.VertexType>> usages)
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{
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if (!usages.ContainsKey(MdlFile.VertexUsage.Position))
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throw _notifier.Exception("Mesh does not contain position vertex elements.");
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@ -351,28 +348,28 @@ public class MeshExporter
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}
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/// <summary> Build a geometry vertex from a vertex's attributes. </summary>
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private IVertexGeometry BuildVertexGeometry(IReadOnlyDictionary<MdlFile.VertexUsage, Dictionary<byte, object>> attributes)
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private IVertexGeometry BuildVertexGeometry(IReadOnlyDictionary<MdlFile.VertexUsage, List<object>> attributes)
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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].First().Value)
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ToVector3(attributes[MdlFile.VertexUsage.Position].First())
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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].First().Value),
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ToVector3(attributes[MdlFile.VertexUsage.Normal].First().Value)
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ToVector3(attributes[MdlFile.VertexUsage.Position].First()),
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ToVector3(attributes[MdlFile.VertexUsage.Normal].First())
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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].First().Value) * 2 - Vector4.One;
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var bitangent = ToVector4(attributes[MdlFile.VertexUsage.Tangent1].First()) * 2 - Vector4.One;
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return new VertexPositionNormalTangent(
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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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ToVector3(attributes[MdlFile.VertexUsage.Position].First()),
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ToVector3(attributes[MdlFile.VertexUsage.Normal].First()),
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bitangent
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);
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}
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@ -381,12 +378,12 @@ public class MeshExporter
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}
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/// <summary> Get the vertex material type for this mesh's vertex usages. </summary>
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private Type GetMaterialType(IReadOnlyDictionary<MdlFile.VertexUsage, IDictionary<byte, MdlFile.VertexType>> usages)
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private Type GetMaterialType(IReadOnlyDictionary<MdlFile.VertexUsage, List<MdlFile.VertexType>> usages)
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{
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var uvCount = 0;
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if (usages.TryGetValue(MdlFile.VertexUsage.UV, out var dict))
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if (usages.TryGetValue(MdlFile.VertexUsage.UV, out var list))
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{
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foreach (var type in dict.Values)
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foreach (var type in list)
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{
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uvCount += type switch
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{
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@ -420,28 +417,28 @@ public class MeshExporter
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}
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/// <summary> Build a material vertex from a vertex's attributes. </summary>
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private IVertexMaterial BuildVertexMaterial(IReadOnlyDictionary<MdlFile.VertexUsage, Dictionary<byte, object>> attributes)
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private IVertexMaterial BuildVertexMaterial(IReadOnlyDictionary<MdlFile.VertexUsage, List<object>> attributes)
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{
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if (_materialType == typeof(VertexEmpty))
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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].First().Value));
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return new VertexColorFfxiv(ToVector4(attributes[MdlFile.VertexUsage.Color].First()));
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if (_materialType == typeof(VertexTexture1))
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return new VertexTexture1(ToVector2(attributes[MdlFile.VertexUsage.UV].First().Value));
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return new VertexTexture1(ToVector2(attributes[MdlFile.VertexUsage.UV].First()));
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if (_materialType == typeof(VertexTexture1ColorFfxiv))
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return new VertexTexture1ColorFfxiv(
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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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ToVector2(attributes[MdlFile.VertexUsage.UV].First()),
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ToVector4(attributes[MdlFile.VertexUsage.Color].First())
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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].First().Value);
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var uv = ToVector4(attributes[MdlFile.VertexUsage.UV].First());
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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 +447,11 @@ 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].First().Value);
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var uv = ToVector4(attributes[MdlFile.VertexUsage.UV].First());
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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].First().Value)
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ToVector4(attributes[MdlFile.VertexUsage.Color].First())
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);
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}
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if (_materialType == typeof(VertexTexture3))
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@ -470,7 +467,7 @@ 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].First().Value)
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ToVector4(attributes[MdlFile.VertexUsage.Color].First())
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);
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}
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@ -478,11 +475,11 @@ public class MeshExporter
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}
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/// <summary> Get the vertex skinning type for this mesh's vertex usages. </summary>
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private static Type GetSkinningType(IReadOnlyDictionary<MdlFile.VertexUsage, IDictionary<byte, MdlFile.VertexType>> usages)
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private static Type GetSkinningType(IReadOnlyDictionary<MdlFile.VertexUsage, List<MdlFile.VertexType>> usages)
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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].First().Value == MdlFile.VertexType.UShort4)
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if (usages[MdlFile.VertexUsage.BlendWeights].First() == MdlFile.VertexType.UShort4)
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{
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return typeof(VertexJoints8);
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}
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@ -496,7 +493,7 @@ public class MeshExporter
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}
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/// <summary> Build a skinning vertex from a vertex's attributes. </summary>
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private IVertexSkinning BuildVertexSkinning(IReadOnlyDictionary<MdlFile.VertexUsage, Dictionary<byte, object>> attributes)
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private IVertexSkinning BuildVertexSkinning(IReadOnlyDictionary<MdlFile.VertexUsage, List<object>> attributes)
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{
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if (_skinningType == typeof(VertexEmpty))
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return new VertexEmpty();
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@ -506,8 +503,8 @@ 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].First().Value;
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var weightsData = attributes[MdlFile.VertexUsage.BlendWeights].First().Value;
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var indiciesData = attributes[MdlFile.VertexUsage.BlendIndices].First();
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var weightsData = attributes[MdlFile.VertexUsage.BlendWeights].First();
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var indices = ToByteArray(indiciesData);
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var weights = ToFloatArray(weightsData);
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