mirror of
https://github.com/4sval/FModel.git
synced 2026-04-03 23:56:03 -05:00
skeleton tree + fixed skeleton bones incorrect relation
This commit is contained in:
parent
1aa45b1b88
commit
841f40e32b
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@ -1 +1 @@
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Subproject commit d0c44876fc718e0893ed699551bc354b8d2a5422
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Subproject commit e65380d4c735ea6222fe53ba8ff1da78aa2329d7
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@ -107,6 +107,8 @@
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<None Remove="Resources\picking.vert" />
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<None Remove="Resources\light.frag" />
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<None Remove="Resources\light.vert" />
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<None Remove="Resources\bone.frag" />
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<None Remove="Resources\bone.vert" />
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</ItemGroup>
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<ItemGroup>
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@ -130,6 +132,8 @@
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<EmbeddedResource Include="Resources\picking.vert" />
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<EmbeddedResource Include="Resources\light.frag" />
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<EmbeddedResource Include="Resources\light.vert" />
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<EmbeddedResource Include="Resources\bone.frag" />
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<EmbeddedResource Include="Resources\bone.vert" />
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</ItemGroup>
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<ItemGroup>
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10
FModel/Resources/bone.frag
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10
FModel/Resources/bone.frag
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@ -0,0 +1,10 @@
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#version 460 core
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in vec3 fPos;
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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23
FModel/Resources/bone.vert
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23
FModel/Resources/bone.vert
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@ -0,0 +1,23 @@
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#version 460 core
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layout (location = 1) in vec3 vPos;
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layout (location = 9) in mat4 vInstanceMatrix;
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uniform mat4 uView;
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uniform mat4 uProjection;
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uniform bool uSocket;
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out vec3 fPos;
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void main()
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{
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float scale = 0.0075;
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mat4 result;
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result[0] = vec4(scale, 0.0, 0.0, 0.0);
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result[1] = vec4(0.0, scale, 0.0, 0.0);
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result[2] = vec4(0.0, 0.0, scale, 0.0);
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result[3] = vInstanceMatrix[3];
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gl_Position = uProjection * uView * result * vec4(vPos, 1.0);
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fPos = vec3(result * vec4(vPos, 1.0));
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}
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@ -1,9 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Numerics;
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using CUE4Parse_Conversion;
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using CUE4Parse_Conversion.Animations.PSA;
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using CUE4Parse.UE4.Assets.Exports;
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using CUE4Parse.UE4.Objects.Core.Misc;
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using FModel.Settings;
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using FModel.Views.Snooper.Models;
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using ImGuiNET;
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namespace FModel.Views.Snooper.Animations;
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@ -118,11 +122,11 @@ public class Animation : IDisposable
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foreach ((var guid, var model) in s.Renderer.Options.Models)
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{
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var selected = AttachedModels.Contains(guid);
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if (ImGui.MenuItem(model.Name, null, selected, (model.HasSkeleton && !model.Skeleton.IsAnimated) || selected))
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if (model is SkeletalModel skeletalModel && ImGui.MenuItem(model.Name, null, selected, !skeletalModel.Skeleton.IsAnimated || selected))
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{
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if (selected) AttachedModels.Remove(guid); else AttachedModels.Add(guid);
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model.Skeleton.ResetAnimatedData(true);
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if (!selected) model.Skeleton.Animate(UnrealAnim);
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skeletalModel.Skeleton.ResetAnimatedData(true);
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if (!selected) skeletalModel.Skeleton.Animate(UnrealAnim);
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}
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}
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ImGui.EndMenu();
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@ -130,7 +134,7 @@ public class Animation : IDisposable
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if (ImGui.MenuItem("Save"))
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{
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s.WindowShouldFreeze(true);
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saver.Value = s.Renderer.Options.TrySave(_export, out saver.Label, out saver.Path);
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saver.Value = new Exporter(_export).TryWriteToDir(new DirectoryInfo(UserSettings.Default.ModelDirectory), out saver.Label, out saver.Path);
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s.WindowShouldFreeze(false);
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}
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ImGui.Separator();
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@ -5,7 +5,7 @@ namespace FModel.Views.Snooper.Animations;
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public class Bone
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{
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public readonly int Index;
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public readonly int ParentIndex;
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public int ParentIndex;
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public readonly Transform Rest;
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public readonly bool IsVirtual;
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@ -28,6 +28,7 @@ public class Skeleton : IDisposable
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private int TotalBoneCount => BoneCount + _additionalBoneCount;
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public bool IsAnimated { get; private set; }
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public bool DrawAllBones;
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public string SelectedBone;
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public Skeleton()
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@ -62,6 +63,7 @@ public class Skeleton : IDisposable
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if (boneIndex == 0) SelectedBone = boneName;
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BonesByLoweredName[boneName] = bone;
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}
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_breadcrumb.Add(SelectedBone);
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_boneMatriceAtFrame = new Matrix4x4[BoneCount];
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}
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@ -74,7 +76,7 @@ public class Skeleton : IDisposable
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if (!BonesByLoweredName.TryGetValue(boneName, out var bone))
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{
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bone = new Bone(BoneCount + _additionalBoneCount, info.ParentIndex, new Transform
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bone = new Bone(BoneCount + _additionalBoneCount, -1, new Transform
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{
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Rotation = referenceSkeleton.FinalRefBonePose[boneIndex].Rotation,
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Position = referenceSkeleton.FinalRefBonePose[boneIndex].Translation * Constants.SCALE_DOWN_RATIO,
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@ -83,9 +85,10 @@ public class Skeleton : IDisposable
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if (!bone.IsRoot)
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{
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bone.LoweredParentName = referenceSkeleton.FinalRefBoneInfo[bone.ParentIndex].Name.Text.ToLower();
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bone.LoweredParentName = referenceSkeleton.FinalRefBoneInfo[info.ParentIndex].Name.Text.ToLower();
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var parentBone = BonesByLoweredName[bone.LoweredParentName];
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bone.ParentIndex = parentBone.Index;
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bone.Rest.Relation = parentBone.Rest.Matrix;
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parentBone.LoweredChildNames.Add(boneName);
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}
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@ -241,21 +244,37 @@ public class Skeleton : IDisposable
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public void ImGuiBoneBreadcrumb()
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{
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for (int i = _breadcrumb.Count - 1; i >= 0; i--)
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var p1 = ImGui.GetCursorScreenPos();
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var canvasSize = ImGui.GetContentRegionAvail() with { Y = 20 };
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var p2 = p1 + canvasSize;
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ImGui.BeginChild("skeleton_breadcrumb", canvasSize);
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var drawList = ImGui.GetWindowDrawList();
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drawList.AddRectFilled(p1, p2, 0xFF242424);
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var x = p1.X;
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var y = p1.Y + (p2.Y - p1.Y) / 2;
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for (int i = Math.Min(_breadcrumb.Count - 1, 5); i >= 1; i--)
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{
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var boneName = _breadcrumb[i];
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ImGui.SameLine();
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var clicked = ImGui.SmallButton(boneName);
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ImGui.SameLine();
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ImGui.Text(">");
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var size = ImGui.CalcTextSize(boneName);
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var position = new Vector2(x + 5, y - size.Y / 2f);
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if (clicked)
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ImGui.SetCursorScreenPos(position);
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if (ImGui.InvisibleButton($"breakfast_{boneName}", size, ImGuiButtonFlags.MouseButtonLeft))
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{
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SelectedBone = boneName;
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_breadcrumb.RemoveRange(0, i + 1);
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_breadcrumb.RemoveRange(0, i);
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break;
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}
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drawList.AddText(position, i == 1 || ImGui.IsItemHovered() ? 0xFFFFFFFF : 0xA0FFFFFF, boneName);
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x += size.X + 7.5f;
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drawList.AddText(position with { X = x }, 0xA0FFFFFF, ">");
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x += 7.5f;
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}
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ImGui.EndChild();
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}
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public void ImGuiBoneHierarchy()
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@ -276,7 +295,7 @@ public class Skeleton : IDisposable
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ImGui.SetNextItemOpen(bone.LoweredChildNames.Count <= 1 || flags.HasFlag(ImGuiTreeNodeFlags.Selected), ImGuiCond.Appearing);
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var open = ImGui.TreeNodeEx(boneName, flags);
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if (ImGui.IsItemClicked() && !ImGui.IsItemToggledOpen())
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if (ImGui.IsItemClicked() && !ImGui.IsItemToggledOpen() && bone.IsDaron)
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{
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SelectedBone = boneName;
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_breadcrumb.Clear();
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@ -54,20 +54,20 @@ public class PickingTexture : IDisposable
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Bind(0);
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}
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public void Render(Matrix4x4 viewMatrix, Matrix4x4 projMatrix, IDictionary<FGuid,Model> models)
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public void Render(Matrix4x4 viewMatrix, Matrix4x4 projMatrix, IDictionary<FGuid, UModel> models)
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{
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Bind();
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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_shader.Render(viewMatrix, projMatrix);
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foreach ((FGuid guid, Model model) in models)
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foreach ((var guid, var model) in models)
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{
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_shader.SetUniform("uA", guid.A);
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_shader.SetUniform("uB", guid.B);
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_shader.SetUniform("uC", guid.C);
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_shader.SetUniform("uD", guid.D);
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if (!model.Show) continue;
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if (!model.IsVisible) continue;
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model.PickingRender(_shader);
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}
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57
FModel/Views/Snooper/Models/Attachment.cs
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57
FModel/Views/Snooper/Models/Attachment.cs
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@ -0,0 +1,57 @@
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using System.Collections.Generic;
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using System.Numerics;
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using CUE4Parse.UE4.Objects.Core.Math;
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namespace FModel.Views.Snooper.Models;
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public class Attachment
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{
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private string _modelName;
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private string _attachedTo;
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private readonly List<string> _attachedFor;
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private Matrix4x4 _oldRelation;
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public bool IsAttached => _attachedTo.Length > 0;
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public bool IsAttachment => _attachedFor.Count > 0;
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public string Icon => IsAttachment ? "link_has" : IsAttached ? "link_on" : "link_off";
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public string Tooltip => IsAttachment ? $"Is Attachment For:\n{string.Join("\n", _attachedFor)}" : IsAttached ? $"Is Attached To {_attachedTo}" : "Not Attached To Any Socket Nor Attachment For Any Model";
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public Attachment(string modelName)
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{
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_modelName = modelName;
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_attachedTo = string.Empty;
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_attachedFor = new List<string>();
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}
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public void Attach(UModel attachedTo, Transform transform, Socket socket, SocketAttachementInfo info)
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{
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socket.AttachedModels.Add(info);
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_attachedTo = $"'{socket.Name}' from '{attachedTo.Name}'{(!socket.BoneName.IsNone ? $" at '{socket.BoneName}'" : "")}";
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attachedTo.Attachments.AddAttachment(_modelName);
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// reset PRS to 0 so it's attached to the actual position (can be transformed relative to the socket later by the user)
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_oldRelation = transform.Relation;
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transform.Position = FVector.ZeroVector;
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transform.Rotation = FQuat.Identity;
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transform.Scale = FVector.OneVector;
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}
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public void Detach(UModel attachedTo, Transform transform, Socket socket, SocketAttachementInfo info)
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{
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socket.AttachedModels.Remove(info);
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SafeDetach(attachedTo, transform);
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}
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public void SafeDetach(UModel attachedTo, Transform transform)
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{
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_attachedTo = string.Empty;
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attachedTo.Attachments.RemoveAttachment(_modelName);
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transform.Relation = _oldRelation;
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}
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public void AddAttachment(string modelName) => _attachedFor.Add($"'{modelName}'");
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public void RemoveAttachment(string modelName) => _attachedFor.Remove($"'{modelName}'");
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}
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52
FModel/Views/Snooper/Models/BoneModel.cs
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52
FModel/Views/Snooper/Models/BoneModel.cs
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@ -0,0 +1,52 @@
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using CUE4Parse_Conversion.Meshes.PSK;
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using FModel.Views.Snooper.Shading;
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using OpenTK.Graphics.OpenGL4;
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namespace FModel.Views.Snooper.Models;
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public class BoneModel : UModel
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{
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public BoneModel(CStaticMesh staticMesh)
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{
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var lod = staticMesh.LODs[LodLevel];
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Indices = new uint[lod.Indices.Value.Length];
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for (int i = 0; i < Indices.Length; i++)
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{
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Indices[i] = (uint) lod.Indices.Value[i];
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}
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Vertices = new float[lod.NumVerts * VertexSize];
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for (int i = 0; i < lod.Verts.Length; i++)
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{
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var count = 0;
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var baseIndex = i * VertexSize;
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var vert = lod.Verts[i];
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Vertices[baseIndex + count++] = vert.Position.X * Constants.SCALE_DOWN_RATIO;
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Vertices[baseIndex + count++] = vert.Position.Z * Constants.SCALE_DOWN_RATIO;
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Vertices[baseIndex + count++] = vert.Position.Y * Constants.SCALE_DOWN_RATIO;
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}
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Materials = new Material[1];
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Materials[0] = new Material { IsUsed = true };
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Sections = new Section[1];
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Sections[0] = new Section(0, Indices.Length, 0);
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Box = staticMesh.BoundingBox * Constants.SCALE_DOWN_RATIO;
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}
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public override void Render(Shader shader, bool outline = false)
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{
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GL.Disable(EnableCap.DepthTest);
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Vao.Bind();
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foreach (var section in Sections)
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{
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GL.DrawElementsInstanced(PrimitiveType.LineStrip, section.FacesCount, DrawElementsType.UnsignedInt, section.FirstFaceIndexPtr, TransformsCount);
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}
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Vao.Unbind();
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GL.Enable(EnableCap.DepthTest);
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}
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}
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14
FModel/Views/Snooper/Models/EAttribute.cs
Normal file
14
FModel/Views/Snooper/Models/EAttribute.cs
Normal file
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@ -0,0 +1,14 @@
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namespace FModel.Views.Snooper.Models;
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public enum EAttribute
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{
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Index,
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Position,
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Normals,
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Tangent,
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UVs,
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Layer,
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Colors,
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BonesId,
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BonesWeight
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}
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38
FModel/Views/Snooper/Models/IRenderableModel.cs
Normal file
38
FModel/Views/Snooper/Models/IRenderableModel.cs
Normal file
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@ -0,0 +1,38 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using FModel.Views.Snooper.Buffers;
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using FModel.Views.Snooper.Shading;
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namespace FModel.Views.Snooper.Models;
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public interface IRenderableModel : IDisposable
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{
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protected int Handle { get; set; }
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protected BufferObject<uint> Ebo { get; set; }
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protected BufferObject<float> Vbo { get; set; }
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protected BufferObject<Matrix4x4> MatrixVbo { get; set; }
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protected VertexArrayObject<float, uint> Vao { get; set; }
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public string Path { get; }
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public string Name { get; }
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public string Type { get; }
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public int UvCount { get; }
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public uint[] Indices { get; protected set; }
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public float[] Vertices { get; protected set; }
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public Section[] Sections { get; protected set; }
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public List<Transform> Transforms { get; }
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public Attachment Attachments { get; }
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public bool IsSetup { get; set; }
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public bool IsVisible { get; set; }
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public bool IsSelected { get; set; }
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public bool ShowWireframe { get; set; }
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||||
|
||||
public void Setup(Options options);
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public void SetupInstances();
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public void Render(Shader shader, bool outline = false);
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public void PickingRender(Shader shader);
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public void Update(Options options);
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public void AddInstance(Transform transform);
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}
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@ -1,472 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using CUE4Parse.UE4.Assets.Exports.Animation;
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using CUE4Parse.UE4.Objects.UObject;
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using CUE4Parse_Conversion.Meshes.PSK;
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using CUE4Parse.UE4.Assets;
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using CUE4Parse.UE4.Assets.Exports;
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using CUE4Parse.UE4.Assets.Exports.Material;
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using CUE4Parse.UE4.Assets.Exports.SkeletalMesh;
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using CUE4Parse.UE4.Assets.Exports.StaticMesh;
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using CUE4Parse.UE4.Objects.Core.Math;
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using FModel.Extensions;
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using FModel.Views.Snooper.Animations;
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using FModel.Views.Snooper.Buffers;
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using FModel.Views.Snooper.Shading;
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using OpenTK.Graphics.OpenGL4;
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namespace FModel.Views.Snooper.Models;
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public class VertexAttribute
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{
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||||
public int Size;
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||||
public bool Enabled;
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||||
}
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||||
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||||
public enum EAttribute
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||||
{
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Index,
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||||
Position,
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||||
Normals,
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||||
Tangent,
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||||
UVs,
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||||
Layer,
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||||
Colors,
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||||
BonesId,
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||||
BonesWeight
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||||
}
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||||
|
||||
public class Model : IDisposable
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||||
{
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||||
private int _handle;
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||||
private const int _LOD_INDEX = 0;
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||||
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||||
private BufferObject<uint> _ebo;
|
||||
private BufferObject<float> _vbo;
|
||||
private BufferObject<float> _morphVbo;
|
||||
private BufferObject<Matrix4x4> _matrixVbo;
|
||||
private VertexArrayObject<float, uint> _vao;
|
||||
|
||||
private readonly List<VertexAttribute> _vertexAttributes = new()
|
||||
{
|
||||
new VertexAttribute { Size = 1, Enabled = true }, // VertexIndex
|
||||
new VertexAttribute { Size = 3, Enabled = true }, // Position
|
||||
new VertexAttribute { Size = 3, Enabled = true }, // Normal
|
||||
new VertexAttribute { Size = 3, Enabled = true }, // Tangent
|
||||
new VertexAttribute { Size = 2, Enabled = true }, // UV
|
||||
new VertexAttribute { Size = 1, Enabled = true }, // TextureLayer
|
||||
new VertexAttribute { Size = 4, Enabled = false }, // Colors
|
||||
new VertexAttribute { Size = 4, Enabled = false }, // BoneIds
|
||||
new VertexAttribute { Size = 4, Enabled = false } // BoneWeights
|
||||
};
|
||||
public int VertexSize => _vertexAttributes.Where(x => x.Enabled).Sum(x => x.Size);
|
||||
public bool HasVertexColors => _vertexAttributes[(int) EAttribute.Colors].Enabled;
|
||||
private const int _faceSize = 3;
|
||||
|
||||
public readonly UObject Export;
|
||||
public readonly string Path;
|
||||
public readonly string Name;
|
||||
public readonly string Type;
|
||||
public readonly int UvCount;
|
||||
public readonly FBox Box;
|
||||
public uint[] Indices;
|
||||
public float[] Vertices;
|
||||
public Section[] Sections;
|
||||
public Material[] Materials;
|
||||
public bool TwoSided;
|
||||
public bool IsAnimatedProp;
|
||||
|
||||
public bool HasSkeleton => Skeleton != null;
|
||||
public readonly Skeleton Skeleton;
|
||||
|
||||
public bool HasSockets => Sockets.Count > 0;
|
||||
public readonly List<Socket> Sockets;
|
||||
|
||||
public bool HasMorphTargets => Morphs.Count > 0;
|
||||
public readonly List<Morph> Morphs;
|
||||
|
||||
private string _attachedTo = string.Empty;
|
||||
private readonly List<string> _attachedFor = new ();
|
||||
public bool IsAttached => _attachedTo.Length > 0;
|
||||
public bool IsAttachment => _attachedFor.Count > 0;
|
||||
public string AttachIcon => IsAttachment ? "link_has" : IsAttached ? "link_on" : "link_off";
|
||||
public string AttachTooltip => IsAttachment ? $"Is Attachment For:\n{string.Join("\n", _attachedFor)}" : IsAttached ? $"Is Attached To {_attachedTo}" : "Not Attached To Any Socket Nor Attachment For Any Model";
|
||||
|
||||
public int TransformsCount;
|
||||
public readonly List<Transform> Transforms;
|
||||
private Matrix4x4 _previousMatrix;
|
||||
|
||||
public bool Show;
|
||||
public bool Wireframe;
|
||||
public bool IsSetup { get; private set; }
|
||||
public bool IsSelected;
|
||||
public int SelectedInstance;
|
||||
public float MorphTime;
|
||||
|
||||
protected Model(UObject export)
|
||||
{
|
||||
Export = export;
|
||||
Path = Export.GetPathName();
|
||||
Name = Path.SubstringAfterLast('/').SubstringBefore('.');
|
||||
Type = export.ExportType;
|
||||
UvCount = 1;
|
||||
Box = new FBox(new FVector(-2f), new FVector(2f));
|
||||
Sockets = new List<Socket>();
|
||||
Morphs = new List<Morph>();
|
||||
Transforms = new List<Transform>();
|
||||
}
|
||||
|
||||
public Model(UStaticMesh export, CStaticMesh staticMesh) : this(export, staticMesh, Transform.Identity) {}
|
||||
public Model(UStaticMesh export, CStaticMesh staticMesh, Transform transform) : this(export, export.Materials, staticMesh.LODs, transform)
|
||||
{
|
||||
Box = staticMesh.BoundingBox * Constants.SCALE_DOWN_RATIO;
|
||||
|
||||
for (int i = 0; i < export.Sockets.Length; i++)
|
||||
{
|
||||
if (export.Sockets[i].Load<UStaticMeshSocket>() is not { } socket) continue;
|
||||
Sockets.Add(new Socket(socket));
|
||||
}
|
||||
}
|
||||
|
||||
public Model(USkeletalMesh export, CSkeletalMesh skeletalMesh) : this(export, skeletalMesh, Transform.Identity) {}
|
||||
public Model(USkeletalMesh export, CSkeletalMesh skeletalMesh, Transform transform) : this(export, export.Materials, skeletalMesh.LODs, transform)
|
||||
{
|
||||
Box = skeletalMesh.BoundingBox * Constants.SCALE_DOWN_RATIO;
|
||||
Skeleton = new Skeleton(export.ReferenceSkeleton);
|
||||
|
||||
var sockets = new List<FPackageIndex>();
|
||||
sockets.AddRange(export.Sockets);
|
||||
if (HasSkeleton && export.Skeleton.TryLoad(out USkeleton skeleton))
|
||||
{
|
||||
Skeleton.Name = skeleton.Name;
|
||||
// Skeleton.Merge(skeleton.ReferenceSkeleton);
|
||||
sockets.AddRange(skeleton.Sockets);
|
||||
}
|
||||
|
||||
for (int i = 0; i < sockets.Count; i++)
|
||||
{
|
||||
if (sockets[i].Load<USkeletalMeshSocket>() is not { } socket) continue;
|
||||
Sockets.Add(new Socket(socket));
|
||||
}
|
||||
|
||||
for (var i = 0; i < export.MorphTargets.Length; i++)
|
||||
{
|
||||
if (!export.MorphTargets[i].TryLoad(out UMorphTarget morphTarget) ||
|
||||
morphTarget.MorphLODModels.Length < 1 || morphTarget.MorphLODModels[0].Vertices.Length < 1)
|
||||
continue;
|
||||
|
||||
Morphs.Add(new Morph(Vertices, VertexSize, morphTarget));
|
||||
}
|
||||
}
|
||||
|
||||
private Model(UObject export, IReadOnlyList<ResolvedObject> materials, IReadOnlyList<CStaticMeshLod> lods, Transform transform = null)
|
||||
: this(export, materials, lods[_LOD_INDEX], lods[_LOD_INDEX].Verts, lods.Count, transform) {}
|
||||
private Model(UObject export, IReadOnlyList<ResolvedObject> materials, IReadOnlyList<CSkelMeshLod> lods, Transform transform = null)
|
||||
: this(export, materials, lods[_LOD_INDEX], lods[_LOD_INDEX].Verts, lods.Count, transform) {}
|
||||
private Model(UObject export, IReadOnlyList<ResolvedObject> materials, CBaseMeshLod lod, IReadOnlyList<CMeshVertex> vertices, int numLods, Transform transform = null) : this(export)
|
||||
{
|
||||
var hasCustomUvs = lod.ExtraUV.IsValueCreated;
|
||||
UvCount = hasCustomUvs ? Math.Max(lod.NumTexCoords, numLods) : lod.NumTexCoords;
|
||||
TwoSided = lod.IsTwoSided;
|
||||
|
||||
Materials = new Material[materials.Count];
|
||||
for (int m = 0; m < Materials.Length; m++)
|
||||
{
|
||||
if ((materials[m]?.TryLoad(out var material) ?? false) && material is UMaterialInterface unrealMaterial)
|
||||
Materials[m] = new Material(unrealMaterial); else Materials[m] = new Material();
|
||||
}
|
||||
|
||||
_vertexAttributes[(int) EAttribute.Colors].Enabled = lod.VertexColors is { Length: > 0};
|
||||
_vertexAttributes[(int) EAttribute.BonesId].Enabled =
|
||||
_vertexAttributes[(int) EAttribute.BonesWeight].Enabled = vertices is CSkelMeshVertex[];
|
||||
|
||||
Indices = new uint[lod.Indices.Value.Length];
|
||||
for (int i = 0; i < Indices.Length; i++)
|
||||
{
|
||||
Indices[i] = (uint) lod.Indices.Value[i];
|
||||
}
|
||||
|
||||
Vertices = new float[lod.NumVerts * VertexSize];
|
||||
for (int i = 0; i < vertices.Count; i++)
|
||||
{
|
||||
var count = 0;
|
||||
var baseIndex = i * VertexSize;
|
||||
var vert = vertices[i];
|
||||
Vertices[baseIndex + count++] = i;
|
||||
Vertices[baseIndex + count++] = vert.Position.X * Constants.SCALE_DOWN_RATIO;
|
||||
Vertices[baseIndex + count++] = vert.Position.Z * Constants.SCALE_DOWN_RATIO;
|
||||
Vertices[baseIndex + count++] = vert.Position.Y * Constants.SCALE_DOWN_RATIO;
|
||||
Vertices[baseIndex + count++] = vert.Normal.X;
|
||||
Vertices[baseIndex + count++] = vert.Normal.Z;
|
||||
Vertices[baseIndex + count++] = vert.Normal.Y;
|
||||
Vertices[baseIndex + count++] = vert.Tangent.X;
|
||||
Vertices[baseIndex + count++] = vert.Tangent.Z;
|
||||
Vertices[baseIndex + count++] = vert.Tangent.Y;
|
||||
Vertices[baseIndex + count++] = vert.UV.U;
|
||||
Vertices[baseIndex + count++] = vert.UV.V;
|
||||
Vertices[baseIndex + count++] = hasCustomUvs ? lod.ExtraUV.Value[0][i].U : .5f;
|
||||
|
||||
if (HasVertexColors)
|
||||
{
|
||||
var color = lod.VertexColors[i];
|
||||
Vertices[baseIndex + count++] = color.R;
|
||||
Vertices[baseIndex + count++] = color.G;
|
||||
Vertices[baseIndex + count++] = color.B;
|
||||
Vertices[baseIndex + count++] = color.A;
|
||||
}
|
||||
|
||||
if (vert is CSkelMeshVertex skelVert)
|
||||
{
|
||||
var weightsHash = skelVert.UnpackWeights();
|
||||
Vertices[baseIndex + count++] = skelVert.Bone[0];
|
||||
Vertices[baseIndex + count++] = skelVert.Bone[1];
|
||||
Vertices[baseIndex + count++] = skelVert.Bone[2];
|
||||
Vertices[baseIndex + count++] = skelVert.Bone[3];
|
||||
Vertices[baseIndex + count++] = weightsHash[0];
|
||||
Vertices[baseIndex + count++] = weightsHash[1];
|
||||
Vertices[baseIndex + count++] = weightsHash[2];
|
||||
Vertices[baseIndex + count++] = weightsHash[3];
|
||||
}
|
||||
}
|
||||
|
||||
Sections = new Section[lod.Sections.Value.Length];
|
||||
for (var s = 0; s < Sections.Length; s++)
|
||||
{
|
||||
var section = lod.Sections.Value[s];
|
||||
Sections[s] = new Section(section.MaterialIndex, section.NumFaces * _faceSize, section.FirstIndex);
|
||||
if (section.IsValid) Sections[s].SetupMaterial(Materials[section.MaterialIndex]);
|
||||
}
|
||||
|
||||
var t = transform ?? Transform.Identity;
|
||||
_previousMatrix = t.Matrix;
|
||||
AddInstance(t);
|
||||
}
|
||||
|
||||
public void AddInstance(Transform transform)
|
||||
{
|
||||
SelectedInstance = TransformsCount;
|
||||
TransformsCount++;
|
||||
Transforms.Add(transform);
|
||||
}
|
||||
|
||||
public void UpdateMatrices(Options options)
|
||||
{
|
||||
var worldMatrix = UpdateMatrices();
|
||||
foreach (var socket in Sockets)
|
||||
{
|
||||
if (!socket.IsDaron) continue;
|
||||
|
||||
var boneMatrix = Matrix4x4.Identity;
|
||||
if (HasSkeleton && Skeleton.BonesByLoweredName.TryGetValue(socket.BoneName.Text.ToLower(), out var bone))
|
||||
boneMatrix = Skeleton.GetBoneMatrix(bone);
|
||||
|
||||
var socketRelation = boneMatrix * worldMatrix;
|
||||
foreach (var info in socket.AttachedModels)
|
||||
{
|
||||
if (!options.TryGetModel(info.Guid, out var attachedModel))
|
||||
continue;
|
||||
|
||||
attachedModel.Transforms[info.Instance].Relation = socket.Transform.LocalMatrix * socketRelation;
|
||||
attachedModel.UpdateMatrices(options);
|
||||
}
|
||||
}
|
||||
}
|
||||
private Matrix4x4 UpdateMatrices()
|
||||
{
|
||||
_matrixVbo.Bind();
|
||||
for (int instance = 0; instance < TransformsCount; instance++)
|
||||
{
|
||||
var matrix = Transforms[instance].Matrix;
|
||||
_matrixVbo.Update(instance, matrix);
|
||||
_previousMatrix = matrix;
|
||||
}
|
||||
_matrixVbo.Unbind();
|
||||
return _previousMatrix;
|
||||
}
|
||||
|
||||
public void UpdateMorph(int index)
|
||||
{
|
||||
_morphVbo.Update(Morphs[index].Vertices);
|
||||
}
|
||||
|
||||
public void AttachModel(Model attachedTo, Socket socket, SocketAttachementInfo info)
|
||||
{
|
||||
socket.AttachedModels.Add(info);
|
||||
|
||||
_attachedTo = $"'{socket.Name}' from '{attachedTo.Name}'{(!socket.BoneName.IsNone ? $" at '{socket.BoneName}'" : "")}";
|
||||
attachedTo._attachedFor.Add($"'{Name}'");
|
||||
// reset PRS to 0 so it's attached to the actual position (can be transformed relative to the socket later by the user)
|
||||
Transforms[SelectedInstance].Position = FVector.ZeroVector;
|
||||
Transforms[SelectedInstance].Rotation = FQuat.Identity;
|
||||
Transforms[SelectedInstance].Scale = FVector.OneVector;
|
||||
}
|
||||
|
||||
public void DetachModel(Model attachedTo, Socket socket, SocketAttachementInfo info)
|
||||
{
|
||||
socket.AttachedModels.Remove(info);
|
||||
SafeDetachModel(attachedTo);
|
||||
}
|
||||
|
||||
public void SafeDetachModel(Model attachedTo)
|
||||
{
|
||||
_attachedTo = string.Empty;
|
||||
attachedTo._attachedFor.Remove($"'{Name}'");
|
||||
Transforms[SelectedInstance].Relation = _previousMatrix;
|
||||
}
|
||||
|
||||
public void SetupInstances()
|
||||
{
|
||||
var instanceMatrix = new Matrix4x4[TransformsCount];
|
||||
for (var i = 0; i < instanceMatrix.Length; i++)
|
||||
instanceMatrix[i] = Transforms[i].Matrix;
|
||||
_matrixVbo = new BufferObject<Matrix4x4>(instanceMatrix, BufferTarget.ArrayBuffer);
|
||||
_vao.BindInstancing(); // VertexAttributePointer
|
||||
}
|
||||
|
||||
public void Setup(Options options)
|
||||
{
|
||||
_handle = GL.CreateProgram();
|
||||
var broken = GL.GetInteger(GetPName.MaxTextureCoords) == 0;
|
||||
|
||||
_ebo = new BufferObject<uint>(Indices, BufferTarget.ElementArrayBuffer);
|
||||
_vbo = new BufferObject<float>(Vertices, BufferTarget.ArrayBuffer);
|
||||
_vao = new VertexArrayObject<float, uint>(_vbo, _ebo);
|
||||
|
||||
var offset = 0;
|
||||
for (int i = 0; i < _vertexAttributes.Count; i++)
|
||||
{
|
||||
var attribute = _vertexAttributes[i];
|
||||
if (!attribute.Enabled) continue;
|
||||
|
||||
if (i != 5 || !broken)
|
||||
{
|
||||
_vao.VertexAttributePointer((uint) i, attribute.Size, i == 0 ? VertexAttribPointerType.Int : VertexAttribPointerType.Float, VertexSize, offset);
|
||||
}
|
||||
offset += attribute.Size;
|
||||
}
|
||||
|
||||
SetupInstances(); // instanced models transform
|
||||
|
||||
// setup all used materials for use in different UV channels
|
||||
for (var i = 0; i < Materials.Length; i++)
|
||||
{
|
||||
if (!Materials[i].IsUsed) continue;
|
||||
Materials[i].Setup(options, broken ? 1 : UvCount);
|
||||
}
|
||||
|
||||
if (HasSkeleton) Skeleton.Setup();
|
||||
if (HasMorphTargets)
|
||||
{
|
||||
for (int morph = 0; morph < Morphs.Count; morph++)
|
||||
{
|
||||
Morphs[morph].Setup();
|
||||
if (morph == 0)
|
||||
_morphVbo = new BufferObject<float>(Morphs[morph].Vertices, BufferTarget.ArrayBuffer);
|
||||
}
|
||||
_vao.Bind();
|
||||
_vao.VertexAttributePointer(13, 3, VertexAttribPointerType.Float, Morph.VertexSize, 0); // morph position
|
||||
_vao.VertexAttributePointer(14, 3, VertexAttribPointerType.Float, Morph.VertexSize, 0); // morph tangent
|
||||
_vao.Unbind();
|
||||
}
|
||||
|
||||
if (options.Models.Count == 1 && Sections.All(x => !x.Show))
|
||||
{
|
||||
Show = true;
|
||||
foreach (var section in Sections)
|
||||
{
|
||||
section.Show = true;
|
||||
}
|
||||
}
|
||||
else foreach (var section in Sections)
|
||||
{
|
||||
if (!Show) Show = section.Show;
|
||||
}
|
||||
|
||||
IsSetup = true;
|
||||
}
|
||||
|
||||
public void Render(Shader shader, bool outline = false)
|
||||
{
|
||||
if (outline) GL.Disable(EnableCap.DepthTest);
|
||||
if (TwoSided) GL.Disable(EnableCap.CullFace);
|
||||
if (IsSelected)
|
||||
{
|
||||
GL.Enable(EnableCap.StencilTest);
|
||||
GL.StencilFunc(outline ? StencilFunction.Notequal : StencilFunction.Always, 1, 0xFF);
|
||||
}
|
||||
|
||||
_vao.Bind();
|
||||
shader.SetUniform("uMorphTime", MorphTime);
|
||||
if (HasSkeleton) Skeleton.Render(shader);
|
||||
if (!outline)
|
||||
{
|
||||
shader.SetUniform("uUvCount", UvCount);
|
||||
shader.SetUniform("uHasVertexColors", HasVertexColors);
|
||||
}
|
||||
|
||||
GL.PolygonMode(MaterialFace.FrontAndBack, Wireframe ? PolygonMode.Line : PolygonMode.Fill);
|
||||
foreach (var section in Sections)
|
||||
{
|
||||
if (!section.Show) continue;
|
||||
if (!outline)
|
||||
{
|
||||
shader.SetUniform("uSectionColor", section.Color);
|
||||
Materials[section.MaterialIndex].Render(shader);
|
||||
}
|
||||
|
||||
GL.DrawElementsInstanced(PrimitiveType.Triangles, section.FacesCount, DrawElementsType.UnsignedInt, section.FirstFaceIndexPtr, TransformsCount);
|
||||
}
|
||||
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
|
||||
_vao.Unbind();
|
||||
|
||||
if (IsSelected)
|
||||
{
|
||||
GL.StencilFunc(StencilFunction.Always, 0, 0xFF);
|
||||
GL.Disable(EnableCap.StencilTest);
|
||||
}
|
||||
if (TwoSided) GL.Enable(EnableCap.CullFace);
|
||||
if (outline) GL.Enable(EnableCap.DepthTest);
|
||||
}
|
||||
|
||||
public void PickingRender(Shader shader)
|
||||
{
|
||||
if (TwoSided) GL.Disable(EnableCap.CullFace);
|
||||
|
||||
_vao.Bind();
|
||||
shader.SetUniform("uMorphTime", MorphTime);
|
||||
if (HasSkeleton) Skeleton.Render(shader);
|
||||
|
||||
foreach (var section in Sections)
|
||||
{
|
||||
if (!section.Show) continue;
|
||||
GL.DrawElementsInstanced(PrimitiveType.Triangles, section.FacesCount, DrawElementsType.UnsignedInt, section.FirstFaceIndexPtr, TransformsCount);
|
||||
}
|
||||
_vao.Unbind();
|
||||
|
||||
if (TwoSided) GL.Enable(EnableCap.CullFace);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_ebo?.Dispose();
|
||||
_vbo?.Dispose();
|
||||
_matrixVbo?.Dispose();
|
||||
_vao?.Dispose();
|
||||
Skeleton?.Dispose();
|
||||
for (int socket = 0; socket < Sockets.Count; socket++)
|
||||
{
|
||||
Sockets[socket]?.Dispose();
|
||||
}
|
||||
Sockets.Clear();
|
||||
if (HasMorphTargets) _morphVbo.Dispose();
|
||||
for (var morph = 0; morph < Morphs.Count; morph++)
|
||||
{
|
||||
Morphs[morph]?.Dispose();
|
||||
}
|
||||
Morphs.Clear();
|
||||
|
||||
GL.DeleteProgram(_handle);
|
||||
}
|
||||
}
|
||||
99
FModel/Views/Snooper/Models/SkeletalModel.cs
Normal file
99
FModel/Views/Snooper/Models/SkeletalModel.cs
Normal file
|
|
@ -0,0 +1,99 @@
|
|||
using System.Collections.Generic;
|
||||
using CUE4Parse_Conversion.Meshes.PSK;
|
||||
using CUE4Parse.UE4.Assets.Exports.Animation;
|
||||
using CUE4Parse.UE4.Assets.Exports.SkeletalMesh;
|
||||
using CUE4Parse.UE4.Objects.UObject;
|
||||
using FModel.Views.Snooper.Animations;
|
||||
using FModel.Views.Snooper.Buffers;
|
||||
using FModel.Views.Snooper.Shading;
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
|
||||
namespace FModel.Views.Snooper.Models;
|
||||
|
||||
public class SkeletalModel : UModel
|
||||
{
|
||||
private BufferObject<float> _morphVbo;
|
||||
|
||||
public readonly Skeleton Skeleton;
|
||||
public readonly List<Morph> Morphs;
|
||||
|
||||
public bool HasMorphTargets => Morphs.Count > 0;
|
||||
|
||||
public float MorphTime;
|
||||
|
||||
public SkeletalModel(USkeletalMesh export, CSkeletalMesh skeletalMesh, Transform transform = null)
|
||||
: base(export, skeletalMesh.LODs[LodLevel], export.Materials, skeletalMesh.LODs[LodLevel].Verts, skeletalMesh.LODs.Count, transform)
|
||||
{
|
||||
Box = skeletalMesh.BoundingBox * Constants.SCALE_DOWN_RATIO;
|
||||
Skeleton = new Skeleton(export.ReferenceSkeleton);
|
||||
|
||||
var sockets = new List<FPackageIndex>();
|
||||
sockets.AddRange(export.Sockets);
|
||||
if (export.Skeleton.TryLoad(out USkeleton skeleton))
|
||||
{
|
||||
Skeleton.Name = skeleton.Name;
|
||||
// Skeleton.Merge(skeleton.ReferenceSkeleton);
|
||||
sockets.AddRange(skeleton.Sockets);
|
||||
}
|
||||
|
||||
for (int i = 0; i < sockets.Count; i++)
|
||||
{
|
||||
if (sockets[i].Load<USkeletalMeshSocket>() is not { } socket) continue;
|
||||
Sockets.Add(new Socket(socket));
|
||||
}
|
||||
|
||||
Morphs = new List<Morph>();
|
||||
for (var i = 0; i < export.MorphTargets.Length; i++)
|
||||
{
|
||||
if (!export.MorphTargets[i].TryLoad(out UMorphTarget morphTarget) ||
|
||||
morphTarget.MorphLODModels.Length < 1 || morphTarget.MorphLODModels[0].Vertices.Length < 1)
|
||||
continue;
|
||||
|
||||
Morphs.Add(new Morph(Vertices, VertexSize, morphTarget));
|
||||
}
|
||||
}
|
||||
|
||||
public override void Setup(Options options)
|
||||
{
|
||||
base.Setup(options);
|
||||
|
||||
Skeleton.Setup();
|
||||
if (!HasMorphTargets) return;
|
||||
|
||||
for (int morph = 0; morph < Morphs.Count; morph++)
|
||||
{
|
||||
Morphs[morph].Setup();
|
||||
if (morph == 0)
|
||||
_morphVbo = new BufferObject<float>(Morphs[morph].Vertices, BufferTarget.ArrayBuffer);
|
||||
}
|
||||
|
||||
Vao.Bind();
|
||||
Vao.VertexAttributePointer(13, 3, VertexAttribPointerType.Float, Morph.VertexSize, 0); // morph position
|
||||
Vao.VertexAttributePointer(14, 3, VertexAttribPointerType.Float, Morph.VertexSize, 0); // morph tangent
|
||||
Vao.Unbind();
|
||||
}
|
||||
|
||||
public void Render(Shader shader)
|
||||
{
|
||||
shader.SetUniform("uMorphTime", MorphTime);
|
||||
Skeleton.Render(shader);
|
||||
}
|
||||
|
||||
public void UpdateMorph(int index)
|
||||
{
|
||||
_morphVbo.Update(Morphs[index].Vertices);
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
Skeleton?.Dispose();
|
||||
if (HasMorphTargets) _morphVbo.Dispose();
|
||||
foreach (var morph in Morphs)
|
||||
{
|
||||
morph?.Dispose();
|
||||
}
|
||||
Morphs.Clear();
|
||||
|
||||
base.Dispose();
|
||||
}
|
||||
}
|
||||
|
|
@ -1,14 +1,15 @@
|
|||
using CUE4Parse_Conversion.Meshes.PSK;
|
||||
using CUE4Parse.UE4.Assets.Exports.Material;
|
||||
using CUE4Parse.UE4.Assets.Exports.StaticMesh;
|
||||
using FModel.Views.Snooper.Shading;
|
||||
|
||||
namespace FModel.Views.Snooper.Models;
|
||||
|
||||
public class Cube : Model
|
||||
public class StaticModel : UModel
|
||||
{
|
||||
public Cube(CStaticMesh mesh, UMaterialInterface unrealMaterial) : base(unrealMaterial)
|
||||
public StaticModel(UMaterialInterface unrealMaterial, CStaticMesh staticMesh) : base(unrealMaterial)
|
||||
{
|
||||
var lod = mesh.LODs[0];
|
||||
var lod = staticMesh.LODs[LodLevel];
|
||||
|
||||
Indices = new uint[lod.Indices.Value.Length];
|
||||
for (int i = 0; i < Indices.Length; i++)
|
||||
|
|
@ -44,5 +45,18 @@ public class Cube : Model
|
|||
Sections[0] = new Section(0, Indices.Length, 0);
|
||||
|
||||
AddInstance(Transform.Identity);
|
||||
|
||||
Box = staticMesh.BoundingBox * Constants.SCALE_DOWN_RATIO;
|
||||
}
|
||||
|
||||
public StaticModel(UStaticMesh export, CStaticMesh staticMesh, Transform transform = null)
|
||||
: base(export, staticMesh.LODs[LodLevel], export.Materials, staticMesh.LODs[LodLevel].Verts, staticMesh.LODs.Count, transform)
|
||||
{
|
||||
Box = staticMesh.BoundingBox * Constants.SCALE_DOWN_RATIO;
|
||||
for (int i = 0; i < export.Sockets.Length; i++)
|
||||
{
|
||||
if (export.Sockets[i].Load<UStaticMeshSocket>() is not { } socket) continue;
|
||||
Sockets.Add(new Socket(socket));
|
||||
}
|
||||
}
|
||||
}
|
||||
380
FModel/Views/Snooper/Models/UModel.cs
Normal file
380
FModel/Views/Snooper/Models/UModel.cs
Normal file
|
|
@ -0,0 +1,380 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using CUE4Parse_Conversion;
|
||||
using CUE4Parse_Conversion.Meshes.PSK;
|
||||
using CUE4Parse.UE4.Assets;
|
||||
using CUE4Parse.UE4.Assets.Exports;
|
||||
using CUE4Parse.UE4.Assets.Exports.Material;
|
||||
using CUE4Parse.UE4.Objects.Core.Math;
|
||||
using CUE4Parse.Utils;
|
||||
using FModel.Settings;
|
||||
using FModel.Views.Snooper.Buffers;
|
||||
using FModel.Views.Snooper.Shading;
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
|
||||
namespace FModel.Views.Snooper.Models;
|
||||
|
||||
public class VertexAttribute
|
||||
{
|
||||
public int Size;
|
||||
public bool Enabled;
|
||||
}
|
||||
|
||||
public abstract class UModel : IRenderableModel
|
||||
{
|
||||
protected const int LodLevel = 0;
|
||||
|
||||
private readonly UObject _export;
|
||||
private readonly List<VertexAttribute> _vertexAttributes = new()
|
||||
{
|
||||
new VertexAttribute { Size = 1, Enabled = false }, // VertexIndex
|
||||
new VertexAttribute { Size = 3, Enabled = true }, // Position
|
||||
new VertexAttribute { Size = 3, Enabled = false }, // Normal
|
||||
new VertexAttribute { Size = 3, Enabled = false }, // Tangent
|
||||
new VertexAttribute { Size = 2, Enabled = false }, // UV
|
||||
new VertexAttribute { Size = 1, Enabled = false }, // TextureLayer
|
||||
new VertexAttribute { Size = 4, Enabled = false }, // Colors
|
||||
new VertexAttribute { Size = 4, Enabled = false }, // BoneIds
|
||||
new VertexAttribute { Size = 4, Enabled = false } // BoneWeights
|
||||
};
|
||||
|
||||
public int Handle { get; set; }
|
||||
public BufferObject<uint> Ebo { get; set; }
|
||||
public BufferObject<float> Vbo { get; set; }
|
||||
public BufferObject<Matrix4x4> MatrixVbo { get; set; }
|
||||
public VertexArrayObject<float, uint> Vao { get; set; }
|
||||
|
||||
public string Path { get; }
|
||||
public string Name { get; }
|
||||
public string Type { get; }
|
||||
public int UvCount { get; }
|
||||
public uint[] Indices { get; set; }
|
||||
public float[] Vertices { get; set; }
|
||||
public Section[] Sections { get; set; }
|
||||
public List<Transform> Transforms { get; }
|
||||
public Attachment Attachments { get; }
|
||||
|
||||
public FBox Box;
|
||||
public readonly List<Socket> Sockets;
|
||||
public Material[] Materials;
|
||||
public bool IsTwoSided;
|
||||
public bool IsProp;
|
||||
|
||||
public int VertexSize => _vertexAttributes.Where(x => x.Enabled).Sum(x => x.Size);
|
||||
public bool HasVertexColors => _vertexAttributes[(int) EAttribute.Colors].Enabled;
|
||||
public bool HasSockets => Sockets.Count > 0;
|
||||
public int TransformsCount => Transforms.Count;
|
||||
|
||||
public bool IsSetup { get; set; }
|
||||
public bool IsVisible { get; set; }
|
||||
public bool IsSelected { get; set; }
|
||||
public bool ShowWireframe { get; set; }
|
||||
public int SelectedInstance;
|
||||
|
||||
protected UModel()
|
||||
{
|
||||
_export = null;
|
||||
UvCount = 1;
|
||||
|
||||
Box = new FBox(new FVector(-2f), new FVector(2f));
|
||||
Sockets = new List<Socket>();
|
||||
Transforms = new List<Transform>();
|
||||
}
|
||||
|
||||
protected UModel(UObject export)
|
||||
{
|
||||
_export = export;
|
||||
Path = _export.GetPathName();
|
||||
Name = Path.SubstringAfterLast('/').SubstringBefore('.');
|
||||
Type = export.ExportType;
|
||||
UvCount = 1;
|
||||
|
||||
Box = new FBox(new FVector(-2f), new FVector(2f));
|
||||
Sockets = new List<Socket>();
|
||||
Transforms = new List<Transform>();
|
||||
Attachments = new Attachment(Name);
|
||||
|
||||
_vertexAttributes[(int) EAttribute.Index].Enabled =
|
||||
_vertexAttributes[(int) EAttribute.Normals].Enabled =
|
||||
_vertexAttributes[(int) EAttribute.Tangent].Enabled =
|
||||
_vertexAttributes[(int) EAttribute.UVs].Enabled =
|
||||
_vertexAttributes[(int) EAttribute.Layer].Enabled = true;
|
||||
}
|
||||
|
||||
protected UModel(UObject export, CBaseMeshLod lod, IReadOnlyList<ResolvedObject> materials, IReadOnlyList<CMeshVertex> vertices, int numLods, Transform transform = null) : this(export)
|
||||
{
|
||||
var hasCustomUvs = lod.ExtraUV.IsValueCreated;
|
||||
UvCount = hasCustomUvs ? Math.Max(lod.NumTexCoords, numLods) : lod.NumTexCoords;
|
||||
IsTwoSided = lod.IsTwoSided;
|
||||
|
||||
Indices = new uint[lod.Indices.Value.Length];
|
||||
for (int i = 0; i < Indices.Length; i++)
|
||||
{
|
||||
Indices[i] = (uint) lod.Indices.Value[i];
|
||||
}
|
||||
|
||||
Materials = new Material[materials.Count];
|
||||
for (int m = 0; m < Materials.Length; m++)
|
||||
{
|
||||
if ((materials[m]?.TryLoad(out var material) ?? false) && material is UMaterialInterface unrealMaterial)
|
||||
Materials[m] = new Material(unrealMaterial); else Materials[m] = new Material();
|
||||
}
|
||||
|
||||
_vertexAttributes[(int) EAttribute.Colors].Enabled = lod.VertexColors is { Length: > 0};
|
||||
_vertexAttributes[(int) EAttribute.BonesId].Enabled =
|
||||
_vertexAttributes[(int) EAttribute.BonesWeight].Enabled = vertices is CSkelMeshVertex[];
|
||||
|
||||
Vertices = new float[lod.NumVerts * VertexSize];
|
||||
for (int i = 0; i < vertices.Count; i++)
|
||||
{
|
||||
var count = 0;
|
||||
var baseIndex = i * VertexSize;
|
||||
var vert = vertices[i];
|
||||
Vertices[baseIndex + count++] = i;
|
||||
Vertices[baseIndex + count++] = vert.Position.X * Constants.SCALE_DOWN_RATIO;
|
||||
Vertices[baseIndex + count++] = vert.Position.Z * Constants.SCALE_DOWN_RATIO;
|
||||
Vertices[baseIndex + count++] = vert.Position.Y * Constants.SCALE_DOWN_RATIO;
|
||||
Vertices[baseIndex + count++] = vert.Normal.X;
|
||||
Vertices[baseIndex + count++] = vert.Normal.Z;
|
||||
Vertices[baseIndex + count++] = vert.Normal.Y;
|
||||
Vertices[baseIndex + count++] = vert.Tangent.X;
|
||||
Vertices[baseIndex + count++] = vert.Tangent.Z;
|
||||
Vertices[baseIndex + count++] = vert.Tangent.Y;
|
||||
Vertices[baseIndex + count++] = vert.UV.U;
|
||||
Vertices[baseIndex + count++] = vert.UV.V;
|
||||
Vertices[baseIndex + count++] = hasCustomUvs ? lod.ExtraUV.Value[0][i].U : .5f;
|
||||
|
||||
if (HasVertexColors)
|
||||
{
|
||||
var color = lod.VertexColors[i];
|
||||
Vertices[baseIndex + count++] = color.R;
|
||||
Vertices[baseIndex + count++] = color.G;
|
||||
Vertices[baseIndex + count++] = color.B;
|
||||
Vertices[baseIndex + count++] = color.A;
|
||||
}
|
||||
|
||||
if (vert is CSkelMeshVertex skelVert)
|
||||
{
|
||||
var weightsHash = skelVert.UnpackWeights();
|
||||
Vertices[baseIndex + count++] = skelVert.Bone[0];
|
||||
Vertices[baseIndex + count++] = skelVert.Bone[1];
|
||||
Vertices[baseIndex + count++] = skelVert.Bone[2];
|
||||
Vertices[baseIndex + count++] = skelVert.Bone[3];
|
||||
Vertices[baseIndex + count++] = weightsHash[0];
|
||||
Vertices[baseIndex + count++] = weightsHash[1];
|
||||
Vertices[baseIndex + count++] = weightsHash[2];
|
||||
Vertices[baseIndex + count++] = weightsHash[3];
|
||||
}
|
||||
}
|
||||
|
||||
Sections = new Section[lod.Sections.Value.Length];
|
||||
for (var s = 0; s < Sections.Length; s++)
|
||||
{
|
||||
var section = lod.Sections.Value[s];
|
||||
Sections[s] = new Section(section.MaterialIndex, section.NumFaces * 3, section.FirstIndex);
|
||||
if (section.IsValid) Sections[s].SetupMaterial(Materials[section.MaterialIndex]);
|
||||
}
|
||||
|
||||
AddInstance(transform ?? Transform.Identity);
|
||||
}
|
||||
|
||||
public virtual void Setup(Options options)
|
||||
{
|
||||
Handle = GL.CreateProgram();
|
||||
Ebo = new BufferObject<uint>(Indices, BufferTarget.ElementArrayBuffer);
|
||||
Vbo = new BufferObject<float>(Vertices, BufferTarget.ArrayBuffer);
|
||||
Vao = new VertexArrayObject<float, uint>(Vbo, Ebo);
|
||||
|
||||
var offset = 0;
|
||||
var broken = GL.GetInteger(GetPName.MaxTextureCoords) == 0;
|
||||
for (int i = 0; i < _vertexAttributes.Count; i++)
|
||||
{
|
||||
var attribute = _vertexAttributes[i];
|
||||
if (!attribute.Enabled) continue;
|
||||
|
||||
if (i != 5 || !broken)
|
||||
{
|
||||
Vao.VertexAttributePointer((uint) i, attribute.Size, i == 0 ? VertexAttribPointerType.Int : VertexAttribPointerType.Float, VertexSize, offset);
|
||||
}
|
||||
offset += attribute.Size;
|
||||
}
|
||||
|
||||
SetupInstances(); // instanced models transform
|
||||
|
||||
// setup all used materials for use in different UV channels
|
||||
for (var i = 0; i < Materials.Length; i++)
|
||||
{
|
||||
if (!Materials[i].IsUsed) continue;
|
||||
Materials[i].Setup(options, broken ? 1 : UvCount);
|
||||
}
|
||||
|
||||
if (options.Models.Count == 1 && Sections.All(x => !x.Show))
|
||||
{
|
||||
IsVisible = true;
|
||||
foreach (var section in Sections)
|
||||
{
|
||||
section.Show = true;
|
||||
}
|
||||
}
|
||||
else foreach (var section in Sections)
|
||||
{
|
||||
if (!IsVisible) IsVisible = section.Show;
|
||||
}
|
||||
|
||||
IsSetup = true;
|
||||
}
|
||||
|
||||
public virtual void Render(Shader shader, bool outline = false)
|
||||
{
|
||||
if (outline) GL.Disable(EnableCap.DepthTest);
|
||||
if (IsTwoSided) GL.Disable(EnableCap.CullFace);
|
||||
if (IsSelected)
|
||||
{
|
||||
GL.Enable(EnableCap.StencilTest);
|
||||
GL.StencilFunc(outline ? StencilFunction.Notequal : StencilFunction.Always, 1, 0xFF);
|
||||
}
|
||||
|
||||
if (this is SkeletalModel skeletalModel) skeletalModel.Render(shader);
|
||||
else shader.SetUniform("uIsAnimated", false);
|
||||
if (!outline)
|
||||
{
|
||||
shader.SetUniform("uUvCount", UvCount);
|
||||
shader.SetUniform("uHasVertexColors", HasVertexColors);
|
||||
}
|
||||
|
||||
Vao.Bind();
|
||||
GL.PolygonMode(MaterialFace.FrontAndBack, ShowWireframe ? PolygonMode.Line : PolygonMode.Fill);
|
||||
foreach (var section in Sections)
|
||||
{
|
||||
if (!section.Show) continue;
|
||||
if (!outline)
|
||||
{
|
||||
shader.SetUniform("uSectionColor", section.Color);
|
||||
Materials[section.MaterialIndex].Render(shader);
|
||||
}
|
||||
|
||||
GL.DrawElementsInstanced(PrimitiveType.Triangles, section.FacesCount, DrawElementsType.UnsignedInt, section.FirstFaceIndexPtr, TransformsCount);
|
||||
}
|
||||
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
|
||||
Vao.Unbind();
|
||||
|
||||
if (IsSelected)
|
||||
{
|
||||
GL.StencilFunc(StencilFunction.Always, 0, 0xFF);
|
||||
GL.Disable(EnableCap.StencilTest);
|
||||
}
|
||||
if (IsTwoSided) GL.Enable(EnableCap.CullFace);
|
||||
if (outline) GL.Enable(EnableCap.DepthTest);
|
||||
}
|
||||
|
||||
public void PickingRender(Shader shader)
|
||||
{
|
||||
if (IsTwoSided) GL.Disable(EnableCap.CullFace);
|
||||
if (this is SkeletalModel skeletalModel)
|
||||
skeletalModel.Render(shader);
|
||||
else shader.SetUniform("uIsAnimated", false);
|
||||
|
||||
Vao.Bind();
|
||||
foreach (var section in Sections)
|
||||
{
|
||||
if (!section.Show) continue;
|
||||
GL.DrawElementsInstanced(PrimitiveType.Triangles, section.FacesCount, DrawElementsType.UnsignedInt, section.FirstFaceIndexPtr, TransformsCount);
|
||||
}
|
||||
Vao.Unbind();
|
||||
|
||||
if (IsTwoSided) GL.Enable(EnableCap.CullFace);
|
||||
}
|
||||
|
||||
public void Update(Options options)
|
||||
{
|
||||
MatrixVbo.Bind();
|
||||
for (int instance = 0; instance < TransformsCount; instance++)
|
||||
{
|
||||
MatrixVbo.Update(instance, Transforms[instance].Matrix);
|
||||
}
|
||||
MatrixVbo.Unbind();
|
||||
|
||||
var worldMatrix = GetTransform().Matrix;
|
||||
foreach (var socket in Sockets)
|
||||
{
|
||||
if (!socket.IsDaron) continue;
|
||||
|
||||
var boneMatrix = Matrix4x4.Identity;
|
||||
if (this is SkeletalModel skeletalModel && skeletalModel.Skeleton.BonesByLoweredName.TryGetValue(socket.BoneName.Text.ToLower(), out var bone))
|
||||
boneMatrix = skeletalModel.Skeleton.GetBoneMatrix(bone);
|
||||
|
||||
var socketRelation = boneMatrix * worldMatrix;
|
||||
foreach (var info in socket.AttachedModels)
|
||||
{
|
||||
if (!options.TryGetModel(info.Guid, out var attachedModel))
|
||||
continue;
|
||||
|
||||
attachedModel.Transforms[info.Instance].Relation = socket.Transform.LocalMatrix * socketRelation;
|
||||
attachedModel.Update(options);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void AddInstance(Transform transform)
|
||||
{
|
||||
SelectedInstance = TransformsCount;
|
||||
Transforms.Add(transform);
|
||||
}
|
||||
|
||||
public void SetupInstances()
|
||||
{
|
||||
MatrixVbo = new BufferObject<Matrix4x4>(TransformsCount, BufferTarget.ArrayBuffer);
|
||||
for (int instance = 0; instance < TransformsCount; instance++)
|
||||
{
|
||||
MatrixVbo.Update(instance, Transforms[instance].Matrix);
|
||||
}
|
||||
Vao.BindInstancing(); // VertexAttributePointer
|
||||
}
|
||||
|
||||
public Transform GetTransform() => Transforms[SelectedInstance];
|
||||
public Matrix4x4 GetSocketTransform(int index)
|
||||
{
|
||||
var socket = Sockets[index];
|
||||
var worldMatrix = GetTransform().Matrix;
|
||||
var boneMatrix = Matrix4x4.Identity;
|
||||
if (this is SkeletalModel skeletalModel && skeletalModel.Skeleton.BonesByLoweredName.TryGetValue(socket.BoneName.Text.ToLower(), out var bone))
|
||||
boneMatrix = skeletalModel.Skeleton.GetBoneMatrix(bone);
|
||||
|
||||
var socketRelation = boneMatrix * worldMatrix;
|
||||
return socket.Transform.LocalMatrix * socketRelation;
|
||||
}
|
||||
|
||||
public bool Save(out string label, out string savedFilePath)
|
||||
{
|
||||
var exportOptions = new ExporterOptions
|
||||
{
|
||||
LodFormat = UserSettings.Default.LodExportFormat,
|
||||
MeshFormat = UserSettings.Default.MeshExportFormat,
|
||||
MaterialFormat = UserSettings.Default.MaterialExportFormat,
|
||||
TextureFormat = UserSettings.Default.TextureExportFormat,
|
||||
SocketFormat = UserSettings.Default.SocketExportFormat,
|
||||
Platform = UserSettings.Default.CurrentDir.TexturePlatform,
|
||||
ExportMorphTargets = UserSettings.Default.SaveMorphTargets
|
||||
};
|
||||
var toSave = new Exporter(_export, exportOptions);
|
||||
return toSave.TryWriteToDir(new DirectoryInfo(UserSettings.Default.ModelDirectory), out label, out savedFilePath);
|
||||
}
|
||||
|
||||
public virtual void Dispose()
|
||||
{
|
||||
Ebo?.Dispose();
|
||||
Vbo?.Dispose();
|
||||
MatrixVbo?.Dispose();
|
||||
Vao?.Dispose();
|
||||
foreach (var socket in Sockets)
|
||||
{
|
||||
socket?.Dispose();
|
||||
}
|
||||
Sockets.Clear();
|
||||
|
||||
GL.DeleteProgram(Handle);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,10 +1,7 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using CUE4Parse_Conversion;
|
||||
using CUE4Parse_Conversion.Textures;
|
||||
using CUE4Parse.UE4.Assets.Exports;
|
||||
using CUE4Parse.UE4.Assets.Exports.Texture;
|
||||
using CUE4Parse.UE4.Objects.Core.Misc;
|
||||
using FModel.Settings;
|
||||
|
|
@ -22,7 +19,7 @@ public class Options
|
|||
public int SelectedMorph { get; private set; }
|
||||
public int SelectedAnimation{ get; private set; }
|
||||
|
||||
public readonly Dictionary<FGuid, Model> Models;
|
||||
public readonly Dictionary<FGuid, UModel> Models;
|
||||
public readonly Dictionary<FGuid, Texture> Textures;
|
||||
public readonly List<Light> Lights;
|
||||
|
||||
|
|
@ -31,12 +28,11 @@ public class Options
|
|||
|
||||
public readonly Dictionary<string, Texture> Icons;
|
||||
|
||||
private readonly ETexturePlatform _platform;
|
||||
private readonly string _game;
|
||||
|
||||
public Options()
|
||||
{
|
||||
Models = new Dictionary<FGuid, Model>();
|
||||
Models = new Dictionary<FGuid, UModel>();
|
||||
Textures = new Dictionary<FGuid, Texture>();
|
||||
Lights = new List<Light>();
|
||||
|
||||
|
|
@ -60,7 +56,6 @@ public class Options
|
|||
["tl_next"] = new ("tl_next"),
|
||||
};
|
||||
|
||||
_platform = UserSettings.Default.CurrentDir.TexturePlatform;
|
||||
_game = Services.ApplicationService.ApplicationView.CUE4Parse.Provider.InternalGameName.ToUpper();
|
||||
|
||||
SelectModel(Guid.Empty);
|
||||
|
|
@ -107,27 +102,30 @@ public class Options
|
|||
|
||||
public void RemoveModel(FGuid guid)
|
||||
{
|
||||
if (!TryGetModel(guid, out var model)) return;
|
||||
if (!TryGetModel(guid, out var m) || m is not UModel model)
|
||||
return;
|
||||
|
||||
DetachAndRemoveModels(model, true);
|
||||
model.Dispose();
|
||||
Models.Remove(guid);
|
||||
}
|
||||
|
||||
private void DetachAndRemoveModels(Model model, bool detach)
|
||||
private void DetachAndRemoveModels(UModel model, bool detach)
|
||||
{
|
||||
foreach (var socket in model.Sockets.ToList())
|
||||
{
|
||||
foreach (var info in socket.AttachedModels)
|
||||
{
|
||||
if (!TryGetModel(info.Guid, out var attachedModel)) continue;
|
||||
if (!TryGetModel(info.Guid, out var m) || m is not UModel attachedModel)
|
||||
continue;
|
||||
|
||||
if (attachedModel.IsAnimatedProp)
|
||||
var t = attachedModel.GetTransform();
|
||||
if (attachedModel.IsProp)
|
||||
{
|
||||
attachedModel.SafeDetachModel(model);
|
||||
attachedModel.Attachments.SafeDetach(model, t);
|
||||
RemoveModel(info.Guid);
|
||||
}
|
||||
else if (detach) attachedModel.SafeDetachModel(model);
|
||||
else if (detach) attachedModel.Attachments.SafeDetach(model, t);
|
||||
}
|
||||
|
||||
if (socket.IsVirtual)
|
||||
|
|
@ -152,17 +150,20 @@ public class Options
|
|||
{
|
||||
foreach (var guid in animation.AttachedModels)
|
||||
{
|
||||
if (!TryGetModel(guid, out var animatedModel)) continue;
|
||||
if (!TryGetModel(guid, out var model) || model is not SkeletalModel animatedModel)
|
||||
continue;
|
||||
|
||||
animatedModel.Skeleton.ResetAnimatedData(true);
|
||||
DetachAndRemoveModels(animatedModel, false);
|
||||
}
|
||||
|
||||
animation.Dispose();
|
||||
}
|
||||
foreach (var kvp in Models.ToList().Where(kvp => kvp.Value.IsAnimatedProp))
|
||||
{
|
||||
RemoveModel(kvp.Key);
|
||||
}
|
||||
|
||||
foreach (var kvp in Models)
|
||||
if (kvp.Value.IsProp)
|
||||
RemoveModel(kvp.Key);
|
||||
|
||||
Animations.Clear();
|
||||
}
|
||||
|
||||
|
|
@ -171,7 +172,7 @@ public class Options
|
|||
SelectedSection = index;
|
||||
}
|
||||
|
||||
public void SelectMorph(int index, Model model)
|
||||
public void SelectMorph(int index, SkeletalModel model)
|
||||
{
|
||||
SelectedMorph = index;
|
||||
model.UpdateMorph(SelectedMorph);
|
||||
|
|
@ -191,8 +192,8 @@ public class Options
|
|||
return texture != null;
|
||||
}
|
||||
|
||||
public bool TryGetModel(out Model model) => Models.TryGetValue(SelectedModel, out model);
|
||||
public bool TryGetModel(FGuid guid, out Model model) => Models.TryGetValue(guid, out model);
|
||||
public bool TryGetModel(out UModel model) => Models.TryGetValue(SelectedModel, out model);
|
||||
public bool TryGetModel(FGuid guid, out UModel model) => Models.TryGetValue(guid, out model);
|
||||
|
||||
public bool TryGetSection(out Section section) => TryGetSection(SelectedModel, out section);
|
||||
public bool TryGetSection(FGuid guid, out Section section)
|
||||
|
|
@ -205,7 +206,7 @@ public class Options
|
|||
section = null;
|
||||
return false;
|
||||
}
|
||||
public bool TryGetSection(Model model, out Section section)
|
||||
public bool TryGetSection(UModel model, out Section section)
|
||||
{
|
||||
if (SelectedSection >= 0 && SelectedSection < model.Sections.Length)
|
||||
section = model.Sections[SelectedSection]; else section = null;
|
||||
|
|
@ -222,22 +223,6 @@ public class Options
|
|||
Services.ApplicationService.ApplicationView.CUE4Parse.ModelIsWaitingAnimation = value;
|
||||
}
|
||||
|
||||
public bool TrySave(UObject export, out string label, out string savedFilePath)
|
||||
{
|
||||
var exportOptions = new ExporterOptions
|
||||
{
|
||||
LodFormat = UserSettings.Default.LodExportFormat,
|
||||
MeshFormat = UserSettings.Default.MeshExportFormat,
|
||||
MaterialFormat = UserSettings.Default.MaterialExportFormat,
|
||||
TextureFormat = UserSettings.Default.TextureExportFormat,
|
||||
SocketFormat = UserSettings.Default.SocketExportFormat,
|
||||
Platform = _platform,
|
||||
ExportMorphTargets = UserSettings.Default.SaveMorphTargets
|
||||
};
|
||||
var toSave = new Exporter(export, exportOptions);
|
||||
return toSave.TryWriteToDir(new DirectoryInfo(UserSettings.Default.ModelDirectory), out label, out savedFilePath);
|
||||
}
|
||||
|
||||
public void ResetModelsLightsAnimations()
|
||||
{
|
||||
foreach (var model in Models.Values)
|
||||
|
|
|
|||
|
|
@ -25,6 +25,7 @@ using FModel.Views.Snooper.Lights;
|
|||
using FModel.Views.Snooper.Models;
|
||||
using FModel.Views.Snooper.Shading;
|
||||
using OpenTK.Windowing.GraphicsLibraryFramework;
|
||||
using UModel = FModel.Views.Snooper.Models.UModel;
|
||||
|
||||
namespace FModel.Views.Snooper;
|
||||
|
||||
|
|
@ -91,6 +92,7 @@ public class Renderer : IDisposable
|
|||
LoadWorld(cancellationToken, wd, Transform.Identity);
|
||||
break;
|
||||
}
|
||||
SetupCamera();
|
||||
}
|
||||
|
||||
public void Swap(UMaterialInstance unrealMaterial)
|
||||
|
|
@ -104,7 +106,7 @@ public class Renderer : IDisposable
|
|||
public void Animate(UObject anim) => Animate(anim, Options.SelectedModel);
|
||||
private void Animate(UObject anim, FGuid guid)
|
||||
{
|
||||
if (!Options.TryGetModel(guid, out var model) || !model.HasSkeleton)
|
||||
if (!Options.TryGetModel(guid, out var m) || m is not SkeletalModel model)
|
||||
return;
|
||||
|
||||
float maxElapsedTime;
|
||||
|
|
@ -141,32 +143,39 @@ public class Renderer : IDisposable
|
|||
t.Scale = offset.Scale3D;
|
||||
}
|
||||
|
||||
UModel addedModel = null;
|
||||
switch (export)
|
||||
{
|
||||
case UStaticMesh st:
|
||||
{
|
||||
guid = st.LightingGuid;
|
||||
if (Options.TryGetModel(guid, out var instancedModel))
|
||||
instancedModel.AddInstance(t);
|
||||
if (Options.TryGetModel(guid, out addedModel))
|
||||
{
|
||||
addedModel.AddInstance(t);
|
||||
}
|
||||
else if (st.TryConvert(out var mesh))
|
||||
Options.Models[guid] = new Model(st, mesh, t);
|
||||
{
|
||||
addedModel = new StaticModel(st, mesh, t);
|
||||
Options.Models[guid] = addedModel;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case USkeletalMesh sk:
|
||||
{
|
||||
guid = Guid.NewGuid();
|
||||
if (!Options.Models.ContainsKey(guid) && sk.TryConvert(out var mesh))
|
||||
Options.Models[guid] = new Model(sk, mesh, t);
|
||||
{
|
||||
addedModel = new SkeletalModel(sk, mesh, t);
|
||||
Options.Models[guid] = addedModel;
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
throw new ArgumentException();
|
||||
}
|
||||
|
||||
if (!Options.TryGetModel(guid, out var addedModel))
|
||||
continue;
|
||||
if (addedModel == null)
|
||||
throw new ArgumentException("Unknown model type");
|
||||
|
||||
addedModel.IsAnimatedProp = true;
|
||||
addedModel.IsProp = true;
|
||||
if (notifyClass.TryGetValue(out UObject skeletalMeshPropAnimation, "SkeletalMeshPropAnimation", "Animation"))
|
||||
Animate(skeletalMeshPropAnimation, guid);
|
||||
if (notifyClass.TryGetValue(out FName socketName, "SocketName"))
|
||||
|
|
@ -181,7 +190,8 @@ public class Renderer : IDisposable
|
|||
|
||||
var s = new Socket($"ANIM_{addedModel.Name}", socketName, t, true);
|
||||
model.Sockets.Add(s);
|
||||
addedModel.AttachModel(model, s, new SocketAttachementInfo { Guid = guid, Instance = addedModel.SelectedInstance });
|
||||
addedModel.Attachments.Attach(model, addedModel.GetTransform(), s,
|
||||
new SocketAttachementInfo { Guid = guid, Instance = addedModel.SelectedInstance });
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
@ -231,7 +241,7 @@ public class Renderer : IDisposable
|
|||
// render model pass
|
||||
foreach (var model in Options.Models.Values)
|
||||
{
|
||||
if (!model.Show) continue;
|
||||
if (!model.IsVisible) continue;
|
||||
model.Render(_shader);
|
||||
}
|
||||
|
||||
|
|
@ -249,7 +259,7 @@ public class Renderer : IDisposable
|
|||
}
|
||||
|
||||
// outline pass
|
||||
if (Options.TryGetModel(out var selected) && selected.Show)
|
||||
if (Options.TryGetModel(out var selected) && selected.IsVisible)
|
||||
{
|
||||
_outline.Render(viewMatrix, CameraOp.Position, projMatrix);
|
||||
selected.Render(_outline, true);
|
||||
|
|
@ -265,22 +275,23 @@ public class Renderer : IDisposable
|
|||
foreach (var animation in Options.Animations)
|
||||
{
|
||||
animation.TimeCalculation(Options.Tracker.ElapsedTime);
|
||||
foreach (var guid in animation.AttachedModels.Where(guid => Options.Models[guid].HasSkeleton))
|
||||
foreach (var guid in animation.AttachedModels)
|
||||
{
|
||||
Options.Models[guid].Skeleton.UpdateAnimationMatrices(animation, AnimateWithRotationOnly);
|
||||
if (Options.Models[guid] is not SkeletalModel skeletalModel) continue;
|
||||
skeletalModel.Skeleton.UpdateAnimationMatrices(animation, AnimateWithRotationOnly);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var model in Options.Models.Values)
|
||||
{
|
||||
model.UpdateMatrices(Options);
|
||||
model.Update(Options);
|
||||
}
|
||||
|
||||
CameraOp.Modify(wnd.KeyboardState, deltaSeconds);
|
||||
|
||||
if (wnd.KeyboardState.IsKeyPressed(Keys.Z) &&
|
||||
Options.TryGetModel(out var selectedModel) &&
|
||||
selectedModel.HasSkeleton)
|
||||
selectedModel is SkeletalModel)
|
||||
{
|
||||
Options.RemoveAnimations();
|
||||
Options.AnimateMesh(true);
|
||||
|
|
@ -309,9 +320,8 @@ public class Renderer : IDisposable
|
|||
if (!original.TryConvert(out var mesh))
|
||||
return;
|
||||
|
||||
Options.Models[guid] = new Model(original, mesh);
|
||||
Options.Models[guid] = new StaticModel(original, mesh);
|
||||
Options.SelectModel(guid);
|
||||
SetupCamera(Options.Models[guid].Box);
|
||||
}
|
||||
|
||||
private void LoadSkeletalMesh(USkeletalMesh original)
|
||||
|
|
@ -319,14 +329,14 @@ public class Renderer : IDisposable
|
|||
var guid = new FGuid((uint) original.GetFullName().GetHashCode());
|
||||
if (Options.Models.ContainsKey(guid) || !original.TryConvert(out var mesh)) return;
|
||||
|
||||
Options.Models[guid] = new Model(original, mesh);
|
||||
var skeletalModel = new SkeletalModel(original, mesh);
|
||||
Options.Models[guid] = skeletalModel;
|
||||
Options.SelectModel(guid);
|
||||
SetupCamera(Options.Models[guid].Box);
|
||||
}
|
||||
|
||||
private void LoadMaterialInstance(UMaterialInstance original)
|
||||
{
|
||||
if (!Utils.TryLoadObject("Engine/Content/EditorMeshes/EditorCube.EditorCube", out UStaticMesh editorCube))
|
||||
if (!Utils.TryLoadObject("Engine/Content/BasicShapes/Cube.Cube", out UStaticMesh editorCube))
|
||||
return;
|
||||
|
||||
var guid = editorCube.LightingGuid;
|
||||
|
|
@ -340,12 +350,15 @@ public class Renderer : IDisposable
|
|||
if (!editorCube.TryConvert(out var mesh))
|
||||
return;
|
||||
|
||||
Options.Models[guid] = new Cube(mesh, original);
|
||||
Options.Models[guid] = new StaticModel(original, mesh);
|
||||
Options.SelectModel(guid);
|
||||
SetupCamera(Options.Models[guid].Box);
|
||||
}
|
||||
|
||||
private void SetupCamera(FBox box) => CameraOp.Setup(box);
|
||||
private void SetupCamera()
|
||||
{
|
||||
if (Options.TryGetModel(out var model))
|
||||
CameraOp.Setup(model.Box);
|
||||
}
|
||||
|
||||
private void LoadWorld(CancellationToken cancellationToken, UWorld original, Transform transform)
|
||||
{
|
||||
|
|
@ -432,8 +445,8 @@ public class Renderer : IDisposable
|
|||
}
|
||||
else if (m.TryConvert(out var mesh))
|
||||
{
|
||||
model = new Model(m, mesh, t);
|
||||
model.TwoSided = actor.GetOrDefault("bMirrored", staticMeshComp.GetOrDefault("bDisallowMeshPaintPerInstance", model.TwoSided));
|
||||
model = new StaticModel(m, mesh, t);
|
||||
model.IsTwoSided = actor.GetOrDefault("bMirrored", staticMeshComp.GetOrDefault("bDisallowMeshPaintPerInstance", model.IsTwoSided));
|
||||
|
||||
if (actor.TryGetValue(out FPackageIndex baseMaterial, "BaseMaterial") &&
|
||||
actor.TryGetAllValues(out FPackageIndex[] textureData, "TextureData"))
|
||||
|
|
|
|||
|
|
@ -316,7 +316,7 @@ public class Material : IDisposable
|
|||
}
|
||||
}
|
||||
|
||||
public bool ImGuiTextures(Dictionary<string, Texture> icons, Model model)
|
||||
public bool ImGuiTextures(Dictionary<string, Texture> icons, UModel model)
|
||||
{
|
||||
if (ImGui.BeginTable("material_textures", 2))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -184,7 +184,7 @@ public class SnimGui
|
|||
{
|
||||
foreach (var model in s.Renderer.Options.Models.Values)
|
||||
{
|
||||
b |= s.Renderer.Options.TrySave(model.Export, out _, out _);
|
||||
b |= model.Save(out _, out _);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
|
@ -403,16 +403,16 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
ImGui.TableHeadersRow();
|
||||
|
||||
var i = 0;
|
||||
foreach ((FGuid guid, Model model) in s.Renderer.Options.Models)
|
||||
foreach ((var guid, var model) in s.Renderer.Options.Models)
|
||||
{
|
||||
ImGui.PushID(i);
|
||||
ImGui.TableNextRow();
|
||||
ImGui.TableNextColumn();
|
||||
if (!model.Show)
|
||||
if (!model.IsVisible)
|
||||
ImGui.TableSetBgColor(ImGuiTableBgTarget.RowBg0, ImGui.GetColorU32(new Vector4(1, 0, 0, .5f)));
|
||||
else if (model.IsAttachment)
|
||||
else if (model.Attachments.IsAttachment)
|
||||
ImGui.TableSetBgColor(ImGuiTableBgTarget.RowBg0, ImGui.GetColorU32(new Vector4(0, .75f, 0, .5f)));
|
||||
else if (model.IsAttached)
|
||||
else if (model.Attachments.IsAttached)
|
||||
ImGui.TableSetBgColor(ImGuiTableBgTarget.RowBg0, ImGui.GetColorU32(new Vector4(1, 1, 0, .5f)));
|
||||
|
||||
ImGui.Text(model.TransformsCount.ToString("D"));
|
||||
|
|
@ -426,16 +426,16 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
Popup(() =>
|
||||
{
|
||||
s.Renderer.Options.SelectModel(guid);
|
||||
if (ImGui.MenuItem("Show", null, model.Show)) model.Show = !model.Show;
|
||||
if (ImGui.MenuItem("Wireframe", null, model.Wireframe)) model.Wireframe = !model.Wireframe;
|
||||
if (ImGui.MenuItem("Show", null, model.IsVisible)) model.IsVisible = !model.IsVisible;
|
||||
if (ImGui.MenuItem("Wireframe", null, model.ShowWireframe)) model.ShowWireframe = !model.ShowWireframe;
|
||||
ImGui.Separator();
|
||||
if (ImGui.MenuItem("Save"))
|
||||
{
|
||||
s.WindowShouldFreeze(true);
|
||||
_saver.Value = s.Renderer.Options.TrySave(model.Export, out _saver.Label, out _saver.Path);
|
||||
_saver.Value = model.Save(out _saver.Label, out _saver.Path);
|
||||
s.WindowShouldFreeze(false);
|
||||
}
|
||||
if (ImGui.MenuItem("Animate", model.HasSkeleton))
|
||||
if (ImGui.MenuItem("Animate", model is SkeletalModel))
|
||||
{
|
||||
if (_swapper.IsAware)
|
||||
{
|
||||
|
|
@ -455,10 +455,10 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
_swapper.Value = true;
|
||||
}
|
||||
}
|
||||
if (ImGui.MenuItem("Bone Hierarchy", model.HasSkeleton))
|
||||
if (ImGui.MenuItem("Skeleton Tree", model is SkeletalModel))
|
||||
{
|
||||
_bh_open = true;
|
||||
ImGui.SetWindowFocus("Bone Hierarchy");
|
||||
ImGui.SetWindowFocus("Skeleton Tree");
|
||||
}
|
||||
if (ImGui.MenuItem("Teleport To"))
|
||||
{
|
||||
|
|
@ -473,8 +473,8 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
});
|
||||
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Image(s.Renderer.Options.Icons[model.AttachIcon].GetPointer(), new Vector2(_tableWidth));
|
||||
TooltipCopy(model.AttachTooltip);
|
||||
ImGui.Image(s.Renderer.Options.Icons[model.Attachments.Icon].GetPointer(), new Vector2(_tableWidth));
|
||||
TooltipCopy(model.Attachments.Tooltip);
|
||||
|
||||
ImGui.PopID();
|
||||
i++;
|
||||
|
|
@ -501,14 +501,14 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
{
|
||||
var isAttached = socket.AttachedModels.Contains(info);
|
||||
ImGui.PushID(i);
|
||||
ImGui.BeginDisabled(selectedModel.IsAttached && !isAttached);
|
||||
ImGui.BeginDisabled(selectedModel.Attachments.IsAttached && !isAttached);
|
||||
switch (isAttached)
|
||||
{
|
||||
case false when ImGui.Button($"Attach to '{socket.Name}'"):
|
||||
selectedModel.AttachModel(model, socket, info);
|
||||
selectedModel.Attachments.Attach(model, selectedModel.GetTransform(), socket, info);
|
||||
break;
|
||||
case true when ImGui.Button($"Detach from '{socket.Name}'"):
|
||||
selectedModel.DetachModel(model, socket, info);
|
||||
selectedModel.Attachments.Detach(model, selectedModel.GetTransform(), socket, info);
|
||||
break;
|
||||
}
|
||||
ImGui.EndDisabled();
|
||||
|
|
@ -532,14 +532,14 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
{
|
||||
Layout("Entity");ImGui.Text($" : ({model.Type}) {model.Name}");
|
||||
Layout("Guid");ImGui.Text($" : {s.Renderer.Options.SelectedModel.ToString(EGuidFormats.UniqueObjectGuid)}");
|
||||
if (model.HasSkeleton)
|
||||
if (model is SkeletalModel skeletalModel)
|
||||
{
|
||||
Layout("Skeleton");ImGui.Text($" : {model.Skeleton.Name}");
|
||||
Layout("Bones");ImGui.Text($" : x{model.Skeleton.BoneCount}");
|
||||
Layout("Skeleton");ImGui.Text($" : {skeletalModel.Skeleton.Name}");
|
||||
Layout("Bones");ImGui.Text($" : x{skeletalModel.Skeleton.BoneCount}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Layout("Two Sided");ImGui.Text($" : {model.TwoSided}");
|
||||
Layout("Two Sided");ImGui.Text($" : {model.IsTwoSided}");
|
||||
}
|
||||
Layout("Sockets");ImGui.Text($" : x{model.Sockets.Count}");
|
||||
|
||||
|
|
@ -620,7 +620,7 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
|
||||
if (ImGui.BeginTabItem("Morph Targets"))
|
||||
{
|
||||
if (model.HasMorphTargets)
|
||||
if (model is SkeletalModel { HasMorphTargets: true } skeletalModel)
|
||||
{
|
||||
const float width = 10;
|
||||
var region = ImGui.GetContentRegionAvail();
|
||||
|
|
@ -628,12 +628,12 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
|
||||
if (ImGui.BeginListBox("", box))
|
||||
{
|
||||
for (int i = 0; i < model.Morphs.Count; i++)
|
||||
for (int i = 0; i < skeletalModel.Morphs.Count; i++)
|
||||
{
|
||||
ImGui.PushID(i);
|
||||
if (ImGui.Selectable(model.Morphs[i].Name, s.Renderer.Options.SelectedMorph == i))
|
||||
if (ImGui.Selectable(skeletalModel.Morphs[i].Name, s.Renderer.Options.SelectedMorph == i))
|
||||
{
|
||||
s.Renderer.Options.SelectMorph(i, model);
|
||||
s.Renderer.Options.SelectMorph(i, skeletalModel);
|
||||
}
|
||||
ImGui.PopID();
|
||||
}
|
||||
|
|
@ -641,10 +641,10 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
|
||||
ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, new Vector2(2f, 0f));
|
||||
ImGui.SameLine(); ImGui.PushID(99);
|
||||
ImGui.VSliderFloat("", box with { X = width }, ref model.MorphTime, 0.0f, 1.0f, "", ImGuiSliderFlags.AlwaysClamp);
|
||||
ImGui.VSliderFloat("", box with { X = width }, ref skeletalModel.MorphTime, 0.0f, 1.0f, "", ImGuiSliderFlags.AlwaysClamp);
|
||||
ImGui.PopID(); ImGui.PopStyleVar();
|
||||
ImGui.Spacing();
|
||||
ImGui.Text($"Time: {model.MorphTime:P}%");
|
||||
ImGui.Text($"Time: {skeletalModel.MorphTime:P}%");
|
||||
}
|
||||
}
|
||||
else CenteredTextColored(_errorColor, "Selected Mesh Has No Morph Targets");
|
||||
|
|
@ -655,7 +655,7 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
ImGui.PopStyleVar();
|
||||
}
|
||||
|
||||
private void DrawMaterialInspector(Dictionary<string, Texture> icons, Model model, Section section)
|
||||
private void DrawMaterialInspector(Dictionary<string, Texture> icons, UModel model, Section section)
|
||||
{
|
||||
var material = model.Materials[section.MaterialIndex];
|
||||
|
||||
|
|
@ -724,14 +724,24 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
private void DrawBoneHierarchy(Snooper s)
|
||||
{
|
||||
ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, Vector2.Zero);
|
||||
if (ImGui.Begin("Bone Hierarchy", ref _bh_open, ImGuiWindowFlags.NoScrollbar) && s.Renderer.Options.TryGetModel(out var model))
|
||||
if (ImGui.Begin("Skeleton Tree", ref _bh_open, ImGuiWindowFlags.NoScrollbar) && s.Renderer.Options.TryGetModel(out var model) && model is SkeletalModel skeletalModel)
|
||||
{
|
||||
model.Skeleton.ImGuiBoneBreadcrumb();
|
||||
if (ImGui.BeginTable("bone_hierarchy", 2, ImGuiTableFlags.NoSavedSettings | ImGuiTableFlags.RowBg, ImGui.GetContentRegionAvail(), ImGui.GetWindowWidth()))
|
||||
// ImGui.SeparatorText("Options");
|
||||
// if (ImGui.BeginTable("skeleton_options", 2))
|
||||
// {
|
||||
// Layout("Draw All Bones");ImGui.PushID(1);
|
||||
// ImGui.Checkbox("", ref skeletalModel.Skeleton.DrawAllBones);
|
||||
// ImGui.PopID();
|
||||
//
|
||||
// ImGui.EndTable();
|
||||
// }
|
||||
// ImGui.SeparatorText("Tree");
|
||||
skeletalModel.Skeleton.ImGuiBoneBreadcrumb();
|
||||
if (ImGui.BeginTable("skeleton_tree", 2, ImGuiTableFlags.NoSavedSettings | ImGuiTableFlags.RowBg, ImGui.GetContentRegionAvail(), ImGui.GetWindowWidth()))
|
||||
{
|
||||
ImGui.TableSetupColumn("Bone", ImGuiTableColumnFlags.WidthStretch);
|
||||
ImGui.TableSetupColumn("", ImGuiTableColumnFlags.NoHeaderWidth | ImGuiTableColumnFlags.WidthFixed, _tableWidth);
|
||||
model.Skeleton.ImGuiBoneHierarchy();
|
||||
skeletalModel.Skeleton.ImGuiBoneHierarchy();
|
||||
ImGui.EndTable();
|
||||
}
|
||||
}
|
||||
|
|
@ -828,7 +838,7 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
}
|
||||
}
|
||||
|
||||
private void MeshWindow(string name, Renderer renderer, Action<Dictionary<string, Texture>, Model> content, bool styled = true)
|
||||
private void MeshWindow(string name, Renderer renderer, Action<Dictionary<string, Texture>, UModel> content, bool styled = true)
|
||||
{
|
||||
Window(name, () =>
|
||||
{
|
||||
|
|
@ -837,7 +847,7 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
|
|||
}, styled);
|
||||
}
|
||||
|
||||
private void SectionWindow(string name, Renderer renderer, Action<Dictionary<string, Texture>, Model, Section> content, bool styled = true)
|
||||
private void SectionWindow(string name, Renderer renderer, Action<Dictionary<string, Texture>, UModel, Section> content, bool styled = true)
|
||||
{
|
||||
MeshWindow(name, renderer, (icons, model) =>
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user