mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-12 18:27:24 +01:00
Quick submesh implementation
This commit is contained in:
parent
727fa3c183
commit
f7a2c17415
2 changed files with 25 additions and 13 deletions
|
|
@ -10,7 +10,7 @@ namespace Penumbra.Import.Modules;
|
|||
|
||||
public sealed class MeshConverter
|
||||
{
|
||||
public static IMeshBuilder<MaterialBuilder> ToGltf(MdlFile mdl, byte lod, ushort meshIndex, Dictionary<string, int>? boneNameMap)
|
||||
public static IMeshBuilder<MaterialBuilder>[] ToGltf(MdlFile mdl, byte lod, ushort meshIndex, Dictionary<string, int>? boneNameMap)
|
||||
{
|
||||
var self = new MeshConverter(mdl, lod, meshIndex, boneNameMap);
|
||||
return self.BuildMesh();
|
||||
|
|
@ -65,12 +65,23 @@ public sealed class MeshConverter
|
|||
return indexMap;
|
||||
}
|
||||
|
||||
// TODO: consider a struct return type
|
||||
private IMeshBuilder<MaterialBuilder> BuildMesh()
|
||||
private IMeshBuilder<MaterialBuilder>[] BuildMesh()
|
||||
{
|
||||
var indices = BuildIndices();
|
||||
var vertices = BuildVertices();
|
||||
|
||||
// TODO: handle submeshCount = 0
|
||||
|
||||
return _mdl.SubMeshes
|
||||
.Skip(Mesh.SubMeshIndex)
|
||||
.Take(Mesh.SubMeshCount)
|
||||
.Select(submesh => BuildSubMesh(submesh, vertices))
|
||||
.ToArray();
|
||||
}
|
||||
|
||||
private IMeshBuilder<MaterialBuilder> BuildSubMesh(MdlStructs.SubmeshStruct submesh, IReadOnlyList<IVertexBuilder> vertices)
|
||||
{
|
||||
var indices = BuildIndices(submesh);
|
||||
|
||||
var meshBuilderType = typeof(MeshBuilder<,,,>).MakeGenericType(
|
||||
typeof(MaterialBuilder),
|
||||
_geometryType,
|
||||
|
|
@ -89,7 +100,7 @@ public sealed class MeshConverter
|
|||
|
||||
// All XIV meshes use triangle lists.
|
||||
// TODO: split by submeshes
|
||||
for (var indexOffset = 0; indexOffset < Mesh.IndexCount; indexOffset += 3)
|
||||
for (var indexOffset = 0; indexOffset < submesh.IndexCount; indexOffset += 3)
|
||||
primitiveBuilder.AddTriangle(
|
||||
vertices[indices[indexOffset + 0]],
|
||||
vertices[indices[indexOffset + 1]],
|
||||
|
|
@ -99,11 +110,11 @@ public sealed class MeshConverter
|
|||
return meshBuilder;
|
||||
}
|
||||
|
||||
private IReadOnlyList<ushort> BuildIndices()
|
||||
private IReadOnlyList<ushort> BuildIndices(MdlStructs.SubmeshStruct submesh)
|
||||
{
|
||||
var reader = new BinaryReader(new MemoryStream(_mdl.RemainingData));
|
||||
reader.Seek(_mdl.IndexOffset[_lod] + Mesh.StartIndex * sizeof(ushort));
|
||||
return reader.ReadStructuresAsArray<ushort>((int)Mesh.IndexCount);
|
||||
reader.Seek(_mdl.IndexOffset[_lod] + submesh.IndexOffset * sizeof(ushort));
|
||||
return reader.ReadStructuresAsArray<ushort>((int)submesh.IndexCount);
|
||||
}
|
||||
|
||||
private IReadOnlyList<IVertexBuilder> BuildVertices()
|
||||
|
|
|
|||
|
|
@ -87,12 +87,13 @@ public sealed class ModelManager : SingleTaskQueue, IDisposable
|
|||
// TODO: consider other types of mesh?
|
||||
for (ushort meshOffset = 0; meshOffset < lod.MeshCount; meshOffset++)
|
||||
{
|
||||
var meshBuilder = MeshConverter.ToGltf(_mdl, lodIndex, (ushort)(lod.MeshIndex + meshOffset), skeleton?.Names);
|
||||
var meshBuilders = MeshConverter.ToGltf(_mdl, lodIndex, (ushort)(lod.MeshIndex + meshOffset), skeleton?.Names);
|
||||
// TODO: use a value from the mesh converter for this check, rather than assuming that it has joints
|
||||
if (skeleton == null)
|
||||
scene.AddRigidMesh(meshBuilder, Matrix4x4.Identity);
|
||||
else
|
||||
scene.AddSkinnedMesh(meshBuilder, Matrix4x4.Identity, skeleton?.Joints);
|
||||
foreach (var meshBuilder in meshBuilders)
|
||||
if (skeleton == null)
|
||||
scene.AddRigidMesh(meshBuilder, Matrix4x4.Identity);
|
||||
else
|
||||
scene.AddSkinnedMesh(meshBuilder, Matrix4x4.Identity, skeleton?.Joints);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue