Use First().Value

This commit is contained in:
Adam Moy 2025-02-12 09:48:22 -06:00
parent b5e3e02b06
commit 369efdb5dc

View file

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