mirror of
https://github.com/4sval/FModel.git
synced 2026-09-24 18:24:10 -05:00
object outlining v0.annoying
This commit is contained in:
@@ -72,7 +72,6 @@ public class ApplicationViewModel : ViewModel
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public AesManagerViewModel AesManager { get; }
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public AudioPlayerViewModel AudioPlayer { get; }
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public MapViewerViewModel MapViewer { get; }
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public ModelViewerViewModel ModelViewer { get; }
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private OodleCompressor _oodle;
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public ApplicationViewModel()
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@@ -94,7 +93,6 @@ public class ApplicationViewModel : ViewModel
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AesManager = new AesManagerViewModel(CUE4Parse);
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MapViewer = new MapViewerViewModel(CUE4Parse);
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AudioPlayer = new AudioPlayerViewModel();
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ModelViewer = new ModelViewerViewModel(CUE4Parse.Game);
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Status = EStatusKind.Ready;
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}
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@@ -763,12 +763,7 @@ public class CUE4ParseViewModel : ViewModel
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}
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case UMaterialInstance m when ModelIsOverwritingMaterial:
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{
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Application.Current.Dispatcher.Invoke(delegate
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{
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var modelViewer = Helper.GetWindow<ModelViewer>("Model Viewer", () => new ModelViewer().Show());
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modelViewer.Overwrite(m);
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});
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return true;
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throw new NotImplementedException();
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}
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case UStaticMesh when UserSettings.Default.SaveStaticMeshes:
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case USkeletalMesh when UserSettings.Default.SaveSkeletalMeshes:
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@@ -1,767 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.ComponentModel;
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using System.IO;
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using System.Linq;
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using System.Numerics;
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using System.Threading.Tasks;
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using System.Windows;
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using System.Windows.Data;
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using System.Windows.Media.Media3D;
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using CUE4Parse_Conversion;
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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.Assets.Exports.Texture;
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using CUE4Parse.UE4.Objects.Core.Math;
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using CUE4Parse.Utils;
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using CUE4Parse_Conversion.Materials;
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using CUE4Parse_Conversion.Meshes;
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using CUE4Parse_Conversion.Meshes.glTF;
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using CUE4Parse_Conversion.Meshes.PSK;
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using CUE4Parse_Conversion.Textures;
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using FModel.Framework;
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using FModel.Services;
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using FModel.Settings;
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using FModel.Views.Resources.Controls;
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using HelixToolkit.SharpDX.Core;
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using HelixToolkit.Wpf.SharpDX;
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using Ookii.Dialogs.Wpf;
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using Serilog;
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using SharpDX;
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using SharpGLTF.Geometry;
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using SharpGLTF.Geometry.VertexTypes;
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using SharpGLTF.Scenes;
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using SharpGLTF.Schema2;
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using SharpGLTF.Transforms;
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using SkiaSharp;
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using Camera = HelixToolkit.Wpf.SharpDX.Camera;
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using Exporter = CUE4Parse_Conversion.Exporter;
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using Geometry3D = HelixToolkit.SharpDX.Core.Geometry3D;
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using PerspectiveCamera = HelixToolkit.Wpf.SharpDX.PerspectiveCamera;
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using Vector2 = SharpDX.Vector2;
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using Vector3 = SharpDX.Vector3;
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using VERTEX = SharpGLTF.Geometry.VertexTypes.VertexPositionNormalTangent;
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namespace FModel.ViewModels;
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public class ModelViewerViewModel : ViewModel
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{
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private ThreadWorkerViewModel _threadWorkerView => ApplicationService.ThreadWorkerView;
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private EffectsManager _effectManager;
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public EffectsManager EffectManager
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{
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get => _effectManager;
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set => SetProperty(ref _effectManager, value);
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}
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private Camera _cam;
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public Camera Cam
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{
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get => _cam;
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set => SetProperty(ref _cam, value);
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}
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private ModelAndCam _selectedModel; // selected mesh
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public ModelAndCam SelectedModel
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{
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get => _selectedModel;
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set => SetProperty(ref _selectedModel, value);
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}
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private readonly ObservableCollection<ModelAndCam> _loadedModels; // mesh list
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public ICollectionView LoadedModelsView { get; }
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private bool _appendMode;
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public bool AppendMode
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{
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get => _appendMode;
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set => SetProperty(ref _appendMode, value);
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}
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public bool CanAppend => SelectedModel != null;
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public TextureModel HDRi { get; private set; }
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private readonly FGame _game;
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private readonly int[] _facesIndex = { 1, 0, 2 };
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public ModelViewerViewModel(FGame game)
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{
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_game = game;
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_loadedModels = new ObservableCollection<ModelAndCam>();
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EffectManager = new DefaultEffectsManager();
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LoadedModelsView = new ListCollectionView(_loadedModels);
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Cam = new PerspectiveCamera { NearPlaneDistance = 0.1, FarPlaneDistance = double.PositiveInfinity, FieldOfView = 90 };
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LoadHDRi();
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}
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private void LoadHDRi()
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{
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var cubeMap = Application.GetResourceStream(new Uri("/FModel;component/Resources/approaching_storm_cubemap.dds", UriKind.Relative));
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HDRi = TextureModel.Create(cubeMap?.Stream);
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}
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public void LoadExport(UObject export)
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{
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#if DEBUG
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LoadHDRi();
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#endif
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ModelAndCam p;
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if (AppendMode && CanAppend)
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{
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p = SelectedModel;
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_loadedModels.Add(new ModelAndCam(export) { IsVisible = false });
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}
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else
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{
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p = new ModelAndCam(export);
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_loadedModels.Add(p);
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}
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switch (export)
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{
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case UStaticMesh st:
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LoadStaticMesh(st, p);
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break;
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case USkeletalMesh sk:
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LoadSkeletalMesh(sk, p);
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break;
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case UMaterialInstance mi:
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LoadMaterialInstance(mi, p);
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(export));
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}
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if (AppendMode && CanAppend) return;
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SelectedModel = p;
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Cam.UpDirection = new Vector3D(0, 1, 0);
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Cam.Position = p.Position;
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Cam.LookDirection = p.LookDirection;
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}
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#region PUBLIC METHODS
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public void RenderingToggle()
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{
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if (SelectedModel == null) return;
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SelectedModel.RenderingToggle = !SelectedModel.RenderingToggle;
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}
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public void WirefreameToggle()
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{
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if (SelectedModel == null) return;
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SelectedModel.WireframeToggle = !SelectedModel.WireframeToggle;
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}
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public void MaterialColorToggle()
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{
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if (SelectedModel == null) return;
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SelectedModel.ShowMaterialColor = !SelectedModel.ShowMaterialColor;
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}
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public void DiffuseOnlyToggle()
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{
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if (SelectedModel == null) return;
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SelectedModel.DiffuseOnlyToggle = !SelectedModel.DiffuseOnlyToggle;
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}
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public void FocusOnSelectedMesh()
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{
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Cam.AnimateTo(SelectedModel.Position, SelectedModel.LookDirection, new Vector3D(0, 1, 0), 500);
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}
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public async Task SaveLoadedModels()
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{
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if (_loadedModels.Count < 1) return;
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var folderBrowser = new VistaFolderBrowserDialog { ShowNewFolderButton = true };
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if (folderBrowser.ShowDialog() == false) return;
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await _threadWorkerView.Begin(_ =>
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{
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var exportOptions = new ExporterOptions
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{
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TextureFormat = UserSettings.Default.TextureExportFormat,
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LodFormat = UserSettings.Default.LodExportFormat,
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MeshFormat = UserSettings.Default.MeshExportFormat,
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Platform = UserSettings.Default.OverridedPlatform,
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ExportMorphTargets = UserSettings.Default.SaveMorphTargets
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};
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foreach (var model in _loadedModels)
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{
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var toSave = new Exporter(model.Export, exportOptions);
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if (toSave.TryWriteToDir(new DirectoryInfo(folderBrowser.SelectedPath), out var savedFileName))
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{
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Log.Information("Successfully saved {FileName}", savedFileName);
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FLogger.AppendInformation();
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FLogger.AppendText($"Successfully saved {savedFileName}", Constants.WHITE, true);
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}
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else
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{
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Log.Error("{FileName} could not be saved", savedFileName);
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FLogger.AppendError();
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FLogger.AppendText($"Could not save '{savedFileName}'", Constants.WHITE, true);
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}
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}
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});
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}
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public void SaveAsScene()
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{
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if (_loadedModels.Count < 1) return;
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var fileBrowser = new VistaSaveFileDialog
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{
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Title = "Save Loaded Models As...",
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DefaultExt = ".glb",
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Filter = "glTF Binary File (*.glb)|*.glb|glTF ASCII File (*.gltf)|*.gltf|All Files(*.*)|*.*",
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AddExtension = true,
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OverwritePrompt = true,
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CheckPathExists = true
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};
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if (fileBrowser.ShowDialog() == false || string.IsNullOrEmpty(fileBrowser.FileName)) return;
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var sceneBuilder = new SceneBuilder();
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var materialExports = new List<MaterialExporter>();
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foreach (var model in _loadedModels)
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{
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switch (model.Export)
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{
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case UStaticMesh sm:
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{
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var mesh = new MeshBuilder<VERTEX, VertexColorXTextureX, VertexEmpty>(sm.Name);
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if (sm.TryConvert(out var convertedMesh) && convertedMesh.LODs.Count > 0)
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{
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var lod = convertedMesh.LODs.First();
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for (var i = 0; i < lod.Sections.Value.Length; i++)
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{
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Gltf.ExportStaticMeshSections(i, lod, lod.Sections.Value[i], materialExports, mesh);
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}
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sceneBuilder.AddRigidMesh(mesh, AffineTransform.Identity);
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}
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break;
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}
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case USkeletalMesh sk:
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{
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var mesh = new MeshBuilder<VERTEX, VertexColorXTextureX, VertexJoints4>(sk.Name);
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if (sk.TryConvert(out var convertedMesh) && convertedMesh.LODs.Count > 0)
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{
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var lod = convertedMesh.LODs.First();
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for (var i = 0; i < lod.Sections.Value.Length; i++)
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{
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Gltf.ExportSkelMeshSections(i, lod, lod.Sections.Value[i], materialExports, mesh);
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}
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var armatureNodeBuilder = new NodeBuilder(sk.Name + ".ao");
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var armature = Gltf.CreateGltfSkeleton(convertedMesh.RefSkeleton, armatureNodeBuilder);
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sceneBuilder.AddSkinnedMesh(mesh, Matrix4x4.Identity, armature);
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}
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break;
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}
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}
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}
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var scene = sceneBuilder.ToGltf2();
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var fileName = fileBrowser.FileName;
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if (fileName.EndsWith(".glb", StringComparison.OrdinalIgnoreCase))
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scene.SaveGLB(fileName);
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else if (fileName.EndsWith(".gltf", StringComparison.OrdinalIgnoreCase))
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scene.SaveGLTF(fileName);
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else if (fileName.EndsWith(".obj", StringComparison.OrdinalIgnoreCase))
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scene.SaveAsWavefront(fileName);
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else
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throw new ArgumentOutOfRangeException(nameof(fileName), $@"Unknown file format {fileName.SubstringAfterWithLast('.')}");
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if (!CheckIfSaved(fileName)) return;
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foreach (var materialExport in materialExports)
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{
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materialExport.TryWriteToDir(new DirectoryInfo(StringUtils.SubstringBeforeWithLast(fileName, '\\')), out _);
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}
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}
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public void CopySelectedMaterialName()
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{
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if (SelectedModel is not { } m || m.SelectedGeometry is null)
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return;
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Clipboard.SetText(m.SelectedGeometry.DisplayName.TrimEnd());
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}
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#endregion
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public bool TryOverwriteMaterial(UMaterialInstance materialInstance)
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{
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if (SelectedModel?.SelectedGeometry == null || _loadedModels.Count < 1) return false;
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var (m, _, _) = LoadMaterial(materialInstance);
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var obj = new ResolvedLoadedObject(materialInstance);
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switch (_loadedModels[SelectedModel.SelectedGeometry.ExportIndex].Export)
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{
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case UStaticMesh { Materials: { } } st:
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st.Materials[SelectedModel.SelectedGeometry.MaterialIndex] = obj;
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break;
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case USkeletalMesh sk:
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sk.Materials[SelectedModel.SelectedGeometry.MaterialIndex].Material = obj;
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break;
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case UMaterialInstance:
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SelectedModel.SwapExport(materialInstance);
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break;
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}
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SelectedModel.SelectedGeometry.Material = m;
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return m != null;
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}
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private void LoadMaterialInstance(UMaterialInstance materialInstance, ModelAndCam cam)
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{
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var builder = new MeshBuilder();
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builder.AddBox(Vector3.Zero, 10, 10, 10);
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cam.TriangleCount = 12; // no need to count
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SetupCameraAndAxis(new FBox(new FVector(-8), new FVector(8)), cam);
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var (m, isRendering, isTransparent) = LoadMaterial(materialInstance);
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cam.Group3d.Add(new CustomMeshGeometryModel3D
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{
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Transform = new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), -45)),
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DisplayName = materialInstance.Name, Geometry = builder.ToMeshGeometry3D(), MaterialIndex = 0,
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Material = m, IsTransparent = isTransparent, IsRendering = isRendering, ExportIndex = _loadedModels.Count - 1
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});
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}
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private void LoadStaticMesh(UStaticMesh mesh, ModelAndCam cam)
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{
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if (!mesh.TryConvert(out var convertedMesh) || convertedMesh.LODs.Count <= 0)
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{
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return;
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}
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SetupCameraAndAxis(convertedMesh.BoundingBox, cam);
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foreach (var lod in convertedMesh.LODs.Where(lod => !lod.SkipLod))
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{
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PushLod(lod.Sections.Value, lod.Verts, lod.Indices.Value, cam);
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break;
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}
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}
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private void LoadSkeletalMesh(USkeletalMesh mesh, ModelAndCam cam)
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{
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if (!mesh.TryConvert(out var convertedMesh) || convertedMesh.LODs.Count <= 0)
|
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{
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return;
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}
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SetupCameraAndAxis(convertedMesh.BoundingBox, cam);
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foreach (var lod in convertedMesh.LODs.Where(lod => !lod.SkipLod))
|
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{
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PushLod(lod.Sections.Value, lod.Verts, lod.Indices.Value, cam);
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break;
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}
|
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}
|
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|
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private void PushLod(CMeshSection[] sections, CMeshVertex[] verts, FRawStaticIndexBuffer indices, ModelAndCam cam)
|
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{
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for (var i = 0; i < sections.Length; i++) // each section is a mesh part with its own material
|
||||
{
|
||||
var section = sections[i];
|
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var builder = new MeshBuilder();
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cam.TriangleCount += section.NumFaces; // NumFaces * 3 (triangle) = next section FirstIndex
|
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||||
for (var j = 0; j < section.NumFaces; j++) // draw a triangle for each face
|
||||
{
|
||||
foreach (var t in _facesIndex) // triangle face 1 then 0 then 2
|
||||
{
|
||||
var id = section.FirstIndex + j * 3 + t;
|
||||
var vert = verts[indices[id]];
|
||||
var p = new Vector3(vert.Position.X, vert.Position.Z, vert.Position.Y); // up direction is Y
|
||||
var n = new Vector3(vert.Normal.X, vert.Normal.Z, vert.Normal.Y);
|
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n.Normalize();
|
||||
|
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builder.AddNode(p, n, new Vector2(vert.UV.U, vert.UV.V));
|
||||
builder.TriangleIndices.Add(j * 3 + t); // one mesh part is "j * 3 + t" use "id" if you're building the full mesh
|
||||
}
|
||||
}
|
||||
|
||||
if (section.Material == null || !section.Material.TryLoad(out var o) || o is not UMaterialInterface material)
|
||||
{
|
||||
cam.Group3d.Add(new CustomMeshGeometryModel3D
|
||||
{
|
||||
DisplayName = section.Material?.Name.ToString() ?? $"material_{section.MaterialIndex}", MaterialIndex = section.MaterialIndex,
|
||||
Geometry = builder.ToMeshGeometry3D(), Material = new PBRMaterial(), IsTransparent = false,
|
||||
IsRendering = true, ExportIndex = _loadedModels.Count - 1
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
var (m, isRendering, isTransparent) = LoadMaterial(material);
|
||||
cam.Group3d.Add(new CustomMeshGeometryModel3D
|
||||
{
|
||||
DisplayName = material.Name, MaterialIndex = section.MaterialIndex,
|
||||
Geometry = builder.ToMeshGeometry3D(), Material = m, IsTransparent = isTransparent,
|
||||
IsRendering = isRendering, ExportIndex = _loadedModels.Count - 1
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private (PBRMaterial material, bool isRendering, bool isTransparent) LoadMaterial(UMaterialInterface unrealMaterial)
|
||||
{
|
||||
var m = new PBRMaterial { RenderShadowMap = true, EnableAutoTangent = true, RenderEnvironmentMap = true };
|
||||
var parameters = new CMaterialParams();
|
||||
unrealMaterial.GetParams(parameters);
|
||||
|
||||
var isRendering = !parameters.IsNull;
|
||||
if (isRendering)
|
||||
{
|
||||
if (!parameters.HasTopDiffuseTexture && parameters.DiffuseColor is { A: > 0 } diffuseColor)
|
||||
{
|
||||
m.AlbedoColor = new Color4(diffuseColor.R, diffuseColor.G, diffuseColor.B, diffuseColor.A);
|
||||
}
|
||||
else if (parameters.Diffuse is UTexture2D diffuse)
|
||||
{
|
||||
m.AlbedoMap = new TextureModel(diffuse.Decode(UserSettings.Default.OverridedPlatform)?.Encode(SKEncodedImageFormat.Png, 100).AsStream());
|
||||
}
|
||||
|
||||
if (parameters.Normal is UTexture2D normal)
|
||||
{
|
||||
m.NormalMap = new TextureModel(normal.Decode(UserSettings.Default.OverridedPlatform)?.Encode(SKEncodedImageFormat.Png, 100).AsStream());
|
||||
}
|
||||
|
||||
if (parameters.Specular is UTexture2D specular)
|
||||
{
|
||||
var mip = specular.GetFirstMip();
|
||||
var platform = UserSettings.Default.OverridedPlatform;
|
||||
TextureDecoder.DecodeTexture(mip, specular.Format, specular.isNormalMap, platform, out var data, out var colorType);
|
||||
|
||||
switch (_game)
|
||||
{
|
||||
case FGame.FortniteGame:
|
||||
{
|
||||
// Fortnite's Specular Texture Channels
|
||||
// R Specular
|
||||
// G Metallic
|
||||
// B Roughness
|
||||
unsafe
|
||||
{
|
||||
var offset = 0;
|
||||
fixed (byte* d = data)
|
||||
{
|
||||
for (var i = 0; i < mip.SizeX * mip.SizeY; i++)
|
||||
{
|
||||
d[offset] = 0;
|
||||
(d[offset + 1], d[offset + 2]) = (d[offset + 2], d[offset + 1]); // swap G and B
|
||||
offset += 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
parameters.RoughnessValue = 1;
|
||||
parameters.MetallicValue = 1;
|
||||
break;
|
||||
}
|
||||
case FGame.ShooterGame:
|
||||
{
|
||||
var packedPBRType = specular.Name[(specular.Name.LastIndexOf('_') + 1)..];
|
||||
switch (packedPBRType)
|
||||
{
|
||||
case "MRAE": // R: Metallic, G: AO (0-127) & Emissive (128-255), B: Roughness (Character PBR)
|
||||
unsafe
|
||||
{
|
||||
var offset = 0;
|
||||
fixed (byte* d = data)
|
||||
{
|
||||
for (var i = 0; i < mip.SizeX * mip.SizeY; i++)
|
||||
{
|
||||
(d[offset], d[offset + 2]) = (d[offset + 2], d[offset]); // swap R and B
|
||||
(d[offset], d[offset + 1]) = (d[offset + 1], d[offset]); // swap R and G
|
||||
offset += 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
case "MRAS": // R: Metallic, B: Roughness, B: AO, A: Specular (Legacy PBR)
|
||||
case "MRA": // R: Metallic, B: Roughness, B: AO (Environment PBR)
|
||||
case "MRS": // R: Metallic, G: Roughness, B: Specular (Weapon PBR)
|
||||
unsafe
|
||||
{
|
||||
var offset = 0;
|
||||
fixed (byte* d = data)
|
||||
{
|
||||
for (var i = 0; i < mip.SizeX * mip.SizeY; i++)
|
||||
{
|
||||
(d[offset], d[offset + 2]) = (d[offset + 2], d[offset]); // swap R and B
|
||||
offset += 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
parameters.RoughnessValue = 1;
|
||||
parameters.MetallicValue = 1;
|
||||
break;
|
||||
}
|
||||
case FGame.Gameface:
|
||||
{
|
||||
// GTA's Specular Texture Channels
|
||||
// R Metallic
|
||||
// G Roughness
|
||||
// B Specular
|
||||
unsafe
|
||||
{
|
||||
var offset = 0;
|
||||
fixed (byte* d = data)
|
||||
{
|
||||
for (var i = 0; i < mip.SizeX * mip.SizeY; i++)
|
||||
{
|
||||
(d[offset], d[offset + 2]) = (d[offset + 2], d[offset]); // swap R and B
|
||||
offset += 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
using var bitmap = new SKBitmap(new SKImageInfo(mip.SizeX, mip.SizeY, colorType, SKAlphaType.Unpremul));
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* p = data)
|
||||
{
|
||||
bitmap.SetPixels(new IntPtr(p));
|
||||
}
|
||||
}
|
||||
|
||||
// R -> AO G -> Roughness B -> Metallic
|
||||
m.RoughnessMetallicMap = new TextureModel(bitmap.Encode(SKEncodedImageFormat.Png, 100).AsStream());
|
||||
m.RoughnessFactor = parameters.RoughnessValue;
|
||||
m.MetallicFactor = parameters.MetallicValue;
|
||||
m.RenderAmbientOcclusionMap = parameters.SpecularValue > 0;
|
||||
}
|
||||
|
||||
if (parameters.HasTopEmissiveTexture && parameters.Emissive is UTexture2D emissive && parameters.EmissiveColor is { A: > 0 } emissiveColor)
|
||||
{
|
||||
m.EmissiveColor = new Color4(emissiveColor.R, emissiveColor.G, emissiveColor.B, emissiveColor.A);
|
||||
m.EmissiveMap = new TextureModel(emissive.Decode(UserSettings.Default.OverridedPlatform)?.Encode(SKEncodedImageFormat.Png, 100).AsStream());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m.AlbedoColor = new Color4(1, 0, 0, 1);
|
||||
}
|
||||
|
||||
return (m, isRendering, parameters.IsTransparent);
|
||||
}
|
||||
|
||||
private void SetupCameraAndAxis(FBox box, ModelAndCam cam)
|
||||
{
|
||||
if (AppendMode && CanAppend) return;
|
||||
var center = box.GetCenter();
|
||||
|
||||
var lineBuilder = new LineBuilder();
|
||||
lineBuilder.AddLine(new Vector3(box.Min.X, center.Z, center.Y), new Vector3(box.Max.X, center.Z, center.Y));
|
||||
cam.XAxis = lineBuilder.ToLineGeometry3D();
|
||||
lineBuilder = new LineBuilder();
|
||||
lineBuilder.AddLine(new Vector3(center.X, box.Min.Z, center.Y), new Vector3(center.X, box.Max.Z, center.Y));
|
||||
cam.YAxis = lineBuilder.ToLineGeometry3D();
|
||||
lineBuilder = new LineBuilder();
|
||||
lineBuilder.AddLine(new Vector3(center.X, center.Z, box.Min.Y), new Vector3(center.X, center.Z, box.Max.Y));
|
||||
cam.ZAxis = lineBuilder.ToLineGeometry3D();
|
||||
|
||||
cam.Position = new Point3D(box.Max.X + center.X * 2, center.Z, box.Min.Y + center.Y * 2);
|
||||
cam.LookDirection = new Vector3D(-cam.Position.X + center.X, 0, -cam.Position.Z + center.Y);
|
||||
}
|
||||
|
||||
private bool CheckIfSaved(string path)
|
||||
{
|
||||
if (File.Exists(path))
|
||||
{
|
||||
Log.Information("Successfully saved {FileName}", path);
|
||||
FLogger.AppendInformation();
|
||||
FLogger.AppendText($"Successfully saved {path}", Constants.WHITE, true);
|
||||
return true;
|
||||
}
|
||||
|
||||
Log.Error("{FileName} could not be saved", path);
|
||||
FLogger.AppendError();
|
||||
FLogger.AppendText($"Could not save '{path}'", Constants.WHITE, true);
|
||||
return false;
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
foreach (var g in _loadedModels.ToList())
|
||||
{
|
||||
g.Dispose();
|
||||
_loadedModels.Remove(g);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class ModelAndCam : ViewModel
|
||||
{
|
||||
public UObject Export { get; private set; }
|
||||
public Point3D Position { get; set; }
|
||||
public Vector3D LookDirection { get; set; }
|
||||
public Geometry3D XAxis { get; set; }
|
||||
public Geometry3D YAxis { get; set; }
|
||||
public Geometry3D ZAxis { get; set; }
|
||||
public int TriangleCount { get; set; }
|
||||
|
||||
private bool _isVisible = true;
|
||||
public bool IsVisible
|
||||
{
|
||||
get => _isVisible;
|
||||
set => SetProperty(ref _isVisible, value);
|
||||
}
|
||||
|
||||
private bool _renderingToggle;
|
||||
public bool RenderingToggle
|
||||
{
|
||||
get => _renderingToggle;
|
||||
set
|
||||
{
|
||||
SetProperty(ref _renderingToggle, value);
|
||||
foreach (var g in Group3d)
|
||||
{
|
||||
if (g is not CustomMeshGeometryModel3D geometryModel)
|
||||
continue;
|
||||
|
||||
geometryModel.IsRendering = !geometryModel.IsRendering;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool _wireframeToggle;
|
||||
public bool WireframeToggle
|
||||
{
|
||||
get => _wireframeToggle;
|
||||
set
|
||||
{
|
||||
SetProperty(ref _wireframeToggle, value);
|
||||
foreach (var g in Group3d)
|
||||
{
|
||||
if (g is not CustomMeshGeometryModel3D geometryModel)
|
||||
continue;
|
||||
|
||||
geometryModel.RenderWireframe = !geometryModel.RenderWireframe;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool _showMaterialColor;
|
||||
public bool ShowMaterialColor
|
||||
{
|
||||
get => _showMaterialColor;
|
||||
set
|
||||
{
|
||||
SetProperty(ref _showMaterialColor, value);
|
||||
for (var i = 0; i < Group3d.Count; i++)
|
||||
{
|
||||
if (Group3d[i] is not CustomMeshGeometryModel3D { Material: PBRMaterial material } m)
|
||||
continue;
|
||||
|
||||
var index = B(i);
|
||||
material.RenderAlbedoMap = !_showMaterialColor;
|
||||
|
||||
if (_showMaterialColor)
|
||||
{
|
||||
m.Tag = material.AlbedoColor;
|
||||
material.AlbedoColor = new Color4(_table[C(index)] / 255, _table[C(index >> 1)] / 255, _table[C(index >> 2)] / 255, 1);
|
||||
}
|
||||
else material.AlbedoColor = (Color4) m.Tag;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool _diffuseOnlyToggle;
|
||||
public bool DiffuseOnlyToggle
|
||||
{
|
||||
get => _diffuseOnlyToggle;
|
||||
set
|
||||
{
|
||||
SetProperty(ref _diffuseOnlyToggle, value);
|
||||
foreach (var g in Group3d)
|
||||
{
|
||||
if (g is not CustomMeshGeometryModel3D { Material: PBRMaterial material })
|
||||
continue;
|
||||
|
||||
material.RenderAmbientOcclusionMap = !material.RenderAmbientOcclusionMap;
|
||||
material.RenderDisplacementMap = !material.RenderDisplacementMap;
|
||||
// material.RenderEmissiveMap = !material.RenderEmissiveMap;
|
||||
// material.RenderEnvironmentMap = !material.RenderEnvironmentMap;
|
||||
material.RenderIrradianceMap = !material.RenderIrradianceMap;
|
||||
material.RenderRoughnessMetallicMap = !material.RenderRoughnessMetallicMap;
|
||||
material.RenderShadowMap = !material.RenderShadowMap;
|
||||
material.RenderNormalMap = !material.RenderNormalMap;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private CustomMeshGeometryModel3D _selectedGeometry; // selected material
|
||||
public CustomMeshGeometryModel3D SelectedGeometry
|
||||
{
|
||||
get => _selectedGeometry;
|
||||
set => SetProperty(ref _selectedGeometry, value);
|
||||
}
|
||||
|
||||
private ObservableElement3DCollection _group3d; // material list
|
||||
public ObservableElement3DCollection Group3d
|
||||
{
|
||||
get => _group3d;
|
||||
set => SetProperty(ref _group3d, value);
|
||||
}
|
||||
|
||||
private readonly float[] _table = { 255 * 0.9f, 25 * 3.0f, 255 * 0.6f, 255 * 0.0f };
|
||||
private readonly int[] _table2 = { 0, 1, 2, 4, 7, 3, 5, 6 };
|
||||
|
||||
public ModelAndCam(UObject export)
|
||||
{
|
||||
Export = export;
|
||||
TriangleCount = 0;
|
||||
Group3d = new ObservableElement3DCollection();
|
||||
}
|
||||
|
||||
private int B(int x) => (x & 0xFFF8) | _table2[x & 7] ^ 7;
|
||||
private int C(int x) => (x & 1) | ((x >> 2) & 2);
|
||||
|
||||
public void SwapExport(UObject e)
|
||||
{
|
||||
Export = e;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
TriangleCount = 0;
|
||||
SelectedGeometry = null;
|
||||
foreach (var g in Group3d.ToList())
|
||||
{
|
||||
g.Dispose();
|
||||
Group3d.Remove(g);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class CustomMeshGeometryModel3D : MeshGeometryModel3D
|
||||
{
|
||||
public string DisplayName { get; set; }
|
||||
public int MaterialIndex { get; set; }
|
||||
public int ExportIndex { get; set; }
|
||||
}
|
||||
Reference in New Issue
Block a user