fix textures UV. drop leftovers. properly map material_lo.

This commit is contained in:
bird_egop
2026-06-06 23:25:14 +03:00
parent 5baf3f324f
commit 64fd54635e
9 changed files with 36 additions and 73 deletions
-25
View File
@@ -104,11 +104,6 @@ public static class Msh0x01
ushort FallbackKey0x08,
ushort[] Msh02SlotIndicesByStateAndLOD)
{
public bool IsRoot => ParentIndexOrLink == ushort.MaxValue;
public int ParentIndexOrMinusOne =>
ParentIndexOrLink == ushort.MaxValue ? -1 : ParentIndexOrLink;
public ushort ResolveSlotIndex(int state, int lod = 0)
{
@@ -129,26 +124,6 @@ public static class Msh0x01
? Msh02SlotIndicesByStateAndLOD[index]
: ushort.MaxValue;
}
public bool HasGeometrySlot(int lod, int group = 0) =>
ResolveSlotIndex(lod, group) != ushort.MaxValue;
public int CountLodsForGroup(int group = 0)
{
var count = 0;
for (var lod = 0; lod < StateCount; lod++)
{
if (!HasGeometrySlot(lod, group))
{
break;
}
count++;
}
return count;
}
}
}
+17 -12
View File
@@ -38,21 +38,25 @@ public static class Msh0x0D
return data
.Chunk(ElementSize)
.Select(x => new Batch(
(BatchFlags)BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x00)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x02)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x04)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x06)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x08)),
BinaryPrimitives.ReadUInt32LittleEndian(x.AsSpan(0x0A)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x0E)),
BinaryPrimitives.ReadUInt32LittleEndian(x.AsSpan(0x10))))
Flags: (BatchFlags)BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x00)),
MaterialIndexHi: BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x02)),
MaterialIndexLo: x.AsSpan(0x04)[0],
LightmapIndex: x.AsSpan(0x05)[0],
LocalBatchIndex: BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x06)),
IndexCount0x06: BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x08)),
IndexStart0x06: BinaryPrimitives.ReadUInt32LittleEndian(x.AsSpan(0x0A)),
VertexCount0x03: BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x0E)),
BaseVertex0x03: BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x10))
)
)
.ToList();
}
/// <summary>MSH batch 0x0D, sizeof 0x14.</summary>
/// <param name="Flags">[0x00..0x02] Флаги batch.</param>
/// <param name="MaterialIndex">[0x02..0x04] Индекс material slot. Может быть overridden CAniMesh::forced_material_index.</param>
/// <param name="Opaque04">[0x04..0x06] Opaque. В GetBatchRenderData попадает в packed field вместе с material/lightmap данными.</param>
/// <param name="MaterialIndexHi">[0x02..0x04] Индекс material slot. Может быть overridden CAniMesh::forced_material_index.</param>
/// <param name="MaterialIndexLo">[0x04..0x05] Индекс материала</param>
/// <param name="LightmapIndex">[0x05..0x06] Индекс карты освещения</param>
/// <param name="LocalBatchIndex">[0x06..0x08] Локальный batch index. В GetBatchRenderData складывается с MSH_piece.local_index_base / batch base.</param>
/// <param name="IndexCount0x06">[0x08..0x0A] Количество индексов из component 0x06.</param>
/// <param name="IndexStart0x06">[0x0A..0x0E] Первый индекс в component 0x06.</param>
@@ -60,8 +64,9 @@ public static class Msh0x0D
/// <param name="BaseVertex0x03">[0x10..0x14] Base vertex в vertex streams, включая position stream 0x03.</param>
public readonly record struct Batch(
BatchFlags Flags,
ushort MaterialIndex,
ushort Opaque04,
ushort MaterialIndexHi,
byte MaterialIndexLo,
byte LightmapIndex,
ushort LocalBatchIndex,
ushort IndexCount0x06,
uint IndexStart0x06,
+1 -1
View File
@@ -185,7 +185,7 @@ public sealed class MshConverter
continue;
}
writer.WriteLine($"# batch {batchIndex}, material {batch.MaterialIndex}, flags {batch.Flags}");
writer.WriteLine($"# batch {batchIndex}, material {batch.MaterialIndexLo}, flags {batch.Flags}");
for (var i = 0; i + 2 < batch.IndexCount0x06; i += 3)
{