mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
synced 2026-05-22 18:25:31 +00:00
* Add 'Validate Skin Dimension' setting * AddNewSkin - Fix cape box not showing after skin selection * Extended ResourceLocation for better atlas handling * ModelImporter - Add block bench export for models inside models.bin * ModelIporter - Rename 'GetPivot' to 'GetSkinBoxPivot' * ModelImporter - Fix ANIM2BOX to properly support slim skin models * ModelImporter - Update BedrockModel json class * ModelImporter - Update 'FixTexture' to be more generic * Update ModelContainer API inside OMI-Lib * Update skin vertex shader to not swap yz * Update CubeMesh class * SkinRenderer - Move framebuffer and error checking function to SceneViewport * SceneViewport - Change OnUpdate parameter * SkinRenderer - Fix Highlight part having wrong transform * SkinRenderer - Move call to 'SwapBuffers' into SceneViewport.OnUpdate * AppSettingsForm - Update API to be more flexible * SkinBOXExtensions - Update 'GetUVGraphicsPath' * SkinRenderer - Update 'OnUpdate' function * SkinRenderer - Add 'LockMousePosition' option * CustomSkinEditor - Update HighlightlingColor when selecting a part * CustomSkinEditor - Add render settings * CustomSkinEditor - Small non-technical changes * SkinRenderer - Small non-technical changes * CustomSkinEditor - Load render settings when 'OnLoad' is called * SkinRenderer - Fix centering leg0/1 * SkinRenderer - Update 'ReInitialzeSkinData' to upload new data to shader * Rename 'ModelImporter' -> 'SkinModelImporter' and add api interface to add custom import/export providers * CubeGroupMesh - Fix overlay parts not showing proerly * SkinRenderer - Fix part highlighting respecting inflate * Split up model and skin importer into seperate classes and improved api * IModelImportProvider - Add 'SupportImport' and 'SupportExport' property fields * ModelImporter - Rename 'SimpleSkinImportProvider' to 'InternalImportProvider' * modelTextureLocations.json - Add todo * SkinModelImporter - Move 'ModelTextureLocations' to GameModelImporter * CustomSkinEditor - Add SettingsManager for RenderSettings * ModelImporter::Import - Check if file exists * Rename 'modelTextureLocations' to 'modelMetaData' * GameModelImporter - Change blockbench name when exporting * SettingsManager - Add functionality to create internal settings object and add settings to it * GameModelImporter - Fully implemented game-model export to block bench * AppSettingsForm - Fix re-adding settings description to default settings * AppSettingsForm - Add settings description to 'ValidateImageDimension' * GameModelImporter - Add copyright notice and remove unnecessary using statements * ModelImporter - Add copyright notice and remove unnecessary using statements * BlockBenchModel - Fix Texture class json deserialization * SkinModelImporter - Add 'TryConvertToSkinBoxType' function * modelMetaData - Remove comments * SkinModelImporter - Fix 'GetSkinBoxPivot' function * SkinModelImporter - Add null check in 'FixTexture' function * SkinModelImporter - Add offset detection when importing skin model * CustomSkinEditor - Add 'export template' button * GameModelImporter - Rename 'ModelTextureLocations' -> 'ModelMetaData' * ModelImporter - Add summary to 'SupportedModelFileFormatsFilter' property * GameModelImporter - Change function signature of 'CreateElement' * GameModelImporter - Add options to create root outline * GameModelImporter - Update Debug message in 'TraverseChildren' * MainForm - Small code refactor * Rename class 'Meta' ->'BlockBenchFormatInfo' and update BlockBenchModel.Create function signature * MainForm - Update 'GetModelTextures' local function * GameModelImporter - Check model metadata before conversion * GameModelInfo - Mark class as sealed * SkinModelImporter - Check if blockbench model uses box uv * BlockBenchModel - Add export property to class 'Element' * CustomSkinEditor - Remove unused 'PreviewImage' property * CustomSkinEditor - Change highlight color on texture * SkinModelImporter - Fix Block Bench Model import * modelMetaData - Add meta data for 1.14 models * SkinModelImporter - Update 'TryConvertToSkinBoxType' function * SkinModelExporter - Fix model export for bbmodel and bedrock model * SkinRenderer - Fix order of applying anim animations to match the game * SkinModelImporter - Fix exception thrown in 'FixTexture' * CustomSkinEditor - Add Anim editor button and fix anim not being updated when exporting * SkinModelImporter - Fix offset detection when importing * SkinModelImporter - Swap box bottom texture when texture is available * GameModelImporter - Sort using statements * SkinModelImporter - Small code clean up inside 'ImportBedrockJson' * SkinModelImporter - Update 'AddBone' function inside 'ExportBedrockJson' * SkinModelImporter - Fix bottom texture swaping being done bofre parts where imported * SkinMoelImporter - Rename 'GetSkinBoxPivot' to 'GetSkinPartPivot' * SceneViewport - Rename 'Init' to 'Initialize' * SkinModelImporter - Add texture import in 'ImportBedrockJson' * SkinModelImporter - Fix becrock model import * Skin-/GameModelImporter - Rename 'fileName' parameter to 'filepath' * Add ModelEditor * modelMetaData - Add cavespider texture location * GameModelImporter - Update 'ExportBlockBenchModel' function * GameModelImporter - Mark 'ModelExportSettings' as sealed * ModelEditor -Add Save tool menu item & add TrySetTexture Delegate * ModelEditor - Add model node icons * Update CubeMesh & rename CubeGroupMesh to CubeMeshCollection * ModelEditor - Rename 'GetModelNodes' & 'GetModelPartNodeChildren' * Update GenericMesh & mesh rendering * Move Cube conversion into SkinBOXExtensions * GenericMesh - Made 'Transform' property abstract * SceneViewport - Add shaderLibrary and api to it * Rename 'skin...' shaders to 'texturedCube...' * Update modelMetaData part hierarchy structure * ShaderProgram - Add 'SetUniform2' overload for System.Drawing.Size * ModelEditor - Create factory methods for custom model treenodes * modelMetaData - Add 'slime.armor' texture location & pattern texture locations for 'tropicalfish_-a/-b' * Move Debug & Camera control into SceneViewport * Update BoundingBox * Add ModelRenderer * ShaderProgram - Update GetUniformLocation to retrive all active uniforms when linking program * ModelEditor - Add option to show bounding box of the model * SceneViewport - Add OnPaint override to clear color and depth buffer and enable depth testing * Update OMI submodule * Update Texture base class to accept slot when calling Bind * Plain color fragment shader - Update uniform names to be PascalCase * SceneViewport - Add 'ResetCamera' virtual function * CustomSkinEditor - Add missing render setting 'Show Armor' * ModelRenderer - Fix centering model after selecting * Move 'SceneViewport.GetBounds' to 'BoundingBox.GetEnclosingBoundingBox' * CubeMeshCollection - Implemented 'GetBounds' * SkinRenderer - Add option to show skins bounding box * ModelEditor - Update 'GetModelImageIndex' * SceneViewport - Disable blend when rendering debug graphics * ModelEditor - Remove 'Model' property in favor to 'LoadModel' function * JsonModelMetaData - Initialize 'RootParts' to empty array * BoundingBox - Fix exception when empty enumerable was passed * CubeMesh - Remove 'SetName' and add constructor with 'name' parameter * SkinBOX - Change class to record & make member properties getter only * BoundingBox - Move 'Abs' function into extension class * SceneViewport - Change 'Transform' to 'GetTransform' * BoundingBox - Make 'GetVertices' static & add GetTransform * SkinRenderer - Fix bounds calculation when offset is set & fix part highlighting * CubeMesh - Move translation & scaling into 'GetTransform' * CubeMeshCollection - Update 'Contains' overload function & 'SetVisible' * ModelRenderer - Fix pivot point rendering * ModelRenderer - Add part highlighting * modelMetaData - Add missing part to dolphin * modelMetaData - Add missing parts to dragon * CubeMesh - Fix 'GetTransform' function * ModelRenderer - Fix model rotation, pivot & translation issues * ModelRenderer - Add offset to render transform & camera * ModelRenderer - Tried fixing alpha rendering issues * modelMetaData - Add missing part to dragon & add comment * Add 'ITryGetSet.cs' and useful wrappers for it * ModelRenderer - Rename 'HighlightInfo.Pivot' to 'HighlightInfo.Translation' * ITryGetSet - mark classes and interfaces public * ModelEditor - Add material render support * ModelRenderer - Add 'TryGetModelMetaData' method * Fix rendering invisible vertecies * ModelRenderer - Simplefied populating 'metaData.RootParts' property * ModelRenderer - Add 'modelOffset' field * ModelRenderer - Update 'SetModelMaterial' * ModelRenderer - Add simple way of rendering a 2nd layer of a model(the bed model only for now) * ModelRenderer - Fix pivot points not working on horse model properly * ResourceLocation - Add 'Unknown' ResourceLocation instance & improved 'ResourceLocation.GetFromPath' * ResourceCategory - Add 'MobEntityTextures' & 'ItemEntityTextures' * Add default model handling (defaults unfinished) * Add Default Bed model * Add default chicken model * Add default cow model * AddSkinPrompt - Fix Custom skin editor not having anim flag properly set * SceneViewport - Fix Designer crashing when trying to call 'OnPaint' * Update OMI submodule * SceneViewport - Call 'base.OnMouseUp' before our own code * BlockBenchModel - Fix 'Texture.Name' being null * ItemSelectionPopUp - Fix 'okBtn_Click' condition * MainForm - Add export function for default models * MainForm - Fix model selector ignoring cancel button * MainForm - Remove unnecessary wrapper for 'entityMaterials.TryGetValue' * ModelEditor - Add remove model to context menu * ModelEditor - Add 'GetModelContainer' function * GameModelImporter - Add import functionality * MainForm - Add texture when exporting default models * Add default model for: redcow, pig, snowgolem & dragon head * Add SkinModel & SkinIdentifier class * Refactor Skin.cs - Move texture from 'SkinModel' to Skin.cs - Move 'Id' from SkinMetaData into it's own class(SkinIdentifier.cs) - Create SkinModelInfo class for keeping skin conversion simple * Skin.cs - Rename 'ANIM' property to 'Anim' * Move 'hasInvalidEntries' into 'MaterialExtensions.HasInvalidEntries' * Add ISaveContext * PckAssetExt - Rename parameter names for 'GetSkin' * Add Editor.cs * Update most editors to use new Editor class and save context * CustomSkinEditor - Use Editor as base class * SkinMetaData - Change to Immutable data type * PckAssetExtension - [SetSkin] Change adding loc key to setting loc key * ImageDeserializer - Add format check when deserializing * MainForm - [HandleSkinFile] Rename some varibale names * ModelEditor - Use Editor as base class * Move static variables from 'ModelPartSpecifics' to 'GameConstants' * Texture.cs - Add IDisposable interface * PckAssetExtensions - [SetSkin] Add null check for loc file * AnimationEditor - Fix auto save check * TextureAtlasEditor - Refactor animation access control * TextureAtlasEditor - Sort using directives * MainForm - [HandleTextureFile] Add Debug message when animation has no frames to save * AddSkinPrompt - Update save context for custom skin editor * Editor - Move autosave check in 'OnFormClosing' * ModelRenderer - Update designer specifics * Merge 'multi-pck-files-feature' into '3dSkinRenderer' * [WIP] Sub-pck in new tab with savecontext etc. * SceneViewport - Change base refresh rate to 60 fps * CustomSkinEditor - Move max offset value into a constant * ModelEditor - Add highlighting of sinfgle model boxes * MainForm - Add constant for max pck id value * CustomSkinEditor - Remove fps slider and re-ordered ui * EditorForm - Remove abstract from class declaration * EditorControl - Made virtual funtion throw `NotImplementedException` * CustomSkinEditor - Fix naming violations * CustomSkinEditor - Move initialization of render settings into a seperate funtion & remove `show armor` setting * Move Common functionality to Core project & rendering and Model support as well * Change namespace of EditorForm & EditorControl * Add Constant 'NDEBUG' to Core, Rendering & ModelSupport project * PckStudio.csproj - Remove `defaultModels.json` & `modelMetaData.json` - files were moved to PckStuido.ModelSupport * PckStudio.csproj - Remove unused `ApplicationBuildInfo.cs` * PckStudio.Core - Add NamedData.cs * PckStudio - Move some Resources to Core * Add Altas class & refactored Atlas editor * Update OMI Submodule * TextureAtlasEditor - Fix clear button not reseting color * Fix PackInfo.cs - OMI.Endianess -> OMI.ByteOrder * TextureAtlas - Impl extraction&import of large tiles * PckStudio.Core - Remove duplicated resources * LOCEditor - Added menu item for copying loc id * Core - Move 'MAX_PACK_ID' into GameConstants * TextureAtlasEditor - small refactor + TODOs * Update OMI submodule ref
240 lines
11 KiB
C#
240 lines
11 KiB
C#
/* Copyright (c) 2024-present miku-666
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1.The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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using System;
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using System.IO;
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using System.Linq;
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using System.Drawing;
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using System.Numerics;
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using System.Diagnostics;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using OMI.Formats.Model;
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using PckStudio.Core.Json;
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using PckStudio.Core.Extensions;
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using PckStudio.Core;
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using PckStudio.ModelSupport.Format.External;
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using PckStuido.ModelSupport.Properties;
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using NamedTexture = PckStudio.Core.NamedData<System.Drawing.Image>;
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namespace PckStudio.ModelSupport
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{
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public sealed class GameModelImporter : ModelImporter<GameModelInfo>
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{
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public static GameModelImporter Default { get; } = new GameModelImporter();
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public sealed class ModelExportSettings
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{
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public bool CreateModelOutline { get; set; } = true;
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}
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public ModelExportSettings ExportSettings { get; } = new ModelExportSettings();
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public sealed class ModelImportSettings
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{
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public int ModelVersion { get; set; } = 1;
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}
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public ModelImportSettings ImportSettings { get; } = new ModelImportSettings();
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public static ReadOnlyDictionary<string, JsonModelMetaData> ModelMetaData { get; } = JsonConvert.DeserializeObject<ReadOnlyDictionary<string, JsonModelMetaData>>(Resources.modelMetaData);
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public static ReadOnlyDictionary<string, DefaultModel> DefaultModels { get; } = JsonConvert.DeserializeObject<ReadOnlyDictionary<string, DefaultModel>>(Resources.defaultModels);
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private GameModelImporter()
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{
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// TODO: add import functionality -miku
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InternalAddProvider(new FileDialogFilter("Block bench model(*.bbmodel)", "*.bbmodel"), ImportBlockBenchModel, ExportBlockBenchModel);
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}
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private readonly Vector3 bbModelTransformAxis = new Vector3(1, 1, 0);
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// maybe get this value from the json. -miku
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private readonly Vector3 _heightOffset = Vector3.UnitY * 24f;
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private void ExportBlockBenchModel(string filepath, GameModelInfo modelInfo)
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{
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BlockBenchModel blockBenchModel = BlockBenchModel.Create(BlockBenchFormatInfos.BedrockEntity, modelInfo.Model.Name, modelInfo.Model.TextureSize, modelInfo.Textures.Select(nt => (Texture)nt));
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blockBenchModel.ModelIdentifier = modelInfo.Model.Name;
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List<Element> elements = new List<Element>(modelInfo.Model.PartCount);
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if (!ModelMetaData.TryGetValue(modelInfo.Model.Name, out JsonModelMetaData modelMetaData))
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{
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Trace.TraceError($"[{nameof(GameModelImporter)}:{nameof(ExportBlockBenchModel)}] Failed to get model meta data for '{modelInfo.Model.Name}'.");
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return;
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}
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IEnumerable<Outline> outlines = ConvertToOutlines(modelInfo.Model, Vector3.Zero, modelMetaData.RootParts, elements.AddRange);
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blockBenchModel.Elements = elements.ToArray();
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if (ExportSettings.CreateModelOutline)
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outlines = new Outline[1]
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{
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new Outline(modelInfo.Model.Name) { Children = JArray.FromObject(outlines) }
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};
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blockBenchModel.Outliner = JArray.FromObject(outlines);
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string content = JsonConvert.SerializeObject(blockBenchModel, Formatting.Indented);
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File.WriteAllText(filepath, content);
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}
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private Element ToElement(string partName, ModelBox modelBox, Vector3 partTranslation)
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{
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Element element = CreateElement(partName, modelBox, partTranslation, bbModelTransformAxis, _heightOffset);
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//element.Rotation = rotation * TransformSpace(Vector3.One, Vector3.Zero, bbModelTransformAxis);
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//element.Origin = outline.Origin;
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return element;
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}
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private Outline[] ConvertToOutlines(Model model, Vector3 parentRotation, IReadOnlyCollection<ModelMetaDataPart> keyValues, Action<Element[]> addElements, int depth = 0)
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{
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Outline CreateOutline(ModelPart modelPart)
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{
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Outline outline = new Outline(modelPart.Name);
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Vector3 partTranslation = modelPart.Translation;
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outline.Origin = TransformSpace(partTranslation, Vector3.Zero, bbModelTransformAxis);
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outline.Origin += _heightOffset;
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Vector3 rotation = modelPart.Rotation;
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outline.Rotation = rotation * TransformSpace(Vector3.One, Vector3.Zero, bbModelTransformAxis);
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outline.Rotation += parentRotation;
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Element[] elements1 = modelPart.GetBoxes().Select(box => ToElement(modelPart.Name, box, partTranslation)).ToArray();
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addElements(elements1);
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outline.Children.Add(elements1.Select(element => element.Uuid).ToArray());
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return outline;
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}
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if (depth == 0 && keyValues.Count == 0)
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{
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return model.GetParts().Select(CreateOutline).ToArray();
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}
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List<Outline> outlines = new List<Outline>();
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foreach (ModelMetaDataPart item in keyValues)
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{
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if (!model.TryGetPart(item.Name, out ModelPart modelPart))
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{
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Debug.WriteLine($"{nameof(item.Name)}: '{item.Name}' not in {nameof(model)}.");
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continue;
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}
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Outline partentOutline = CreateOutline(modelPart);
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JToken[] s = ConvertToOutlines(model, modelPart.Rotation, item.Children, addElements, depth + 1).Select(JToken.FromObject).ToArray();
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partentOutline.Children.Add(s);
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outlines.Add(partentOutline);
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}
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return outlines.ToArray();
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}
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private static Element CreateElement(string name, ModelBox box, Vector3 origin, Vector3 translationUnit, Vector3 offset)
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{
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Vector3 pos = box.Position;
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Vector3 size = box.Size;
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Vector3 transformPos = TransformSpace(pos + origin, size, translationUnit) + offset;
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return Element.CreateCube(name, box.Uv, transformPos, size, box.Inflate, box.Mirror);
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}
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private GameModelInfo ImportBlockBenchModel(string filepath)
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{
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BlockBenchModel blockBenchModel = JsonConvert.DeserializeObject<BlockBenchModel>(File.ReadAllText(filepath));
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if (!blockBenchModel.Format.UseBoxUv)
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{
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Trace.TraceError($"[{nameof(GameModelImporter)}:{nameof(ImportBlockBenchModel)}] Failed to import model '{blockBenchModel.ModelIdentifier}': Model does not use box uv.");
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return null;
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}
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if (!ModelMetaData.TryGetValue(blockBenchModel.ModelIdentifier, out JsonModelMetaData modelMetaData))
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{
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Trace.TraceError($"[{nameof(GameModelImporter)}:{nameof(ImportBlockBenchModel)}] Failed to import model '{blockBenchModel.ModelIdentifier}': No model meta data found.");
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return null;
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}
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IEnumerable<NamedTexture> textures = blockBenchModel.Textures
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.Where(t => modelMetaData.TextureLocations.Any(texName => !string.IsNullOrEmpty(t.Name) && texName.EndsWith(Path.GetFileNameWithoutExtension(t.Name))))
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.Select(t => new NamedTexture(modelMetaData.TextureLocations.First(texName => texName.EndsWith(Path.GetFileNameWithoutExtension(t.Name))), (Image)t));
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Model model = new Model(blockBenchModel.ModelIdentifier, blockBenchModel.TextureResolution);
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JArray rootOutline = blockBenchModel.Outliner
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.FirstOrDefault(token => token.Type == JTokenType.Object && token.ToObject<Outline>().Name == blockBenchModel.ModelIdentifier)
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?.ToObject<Outline>().Children ?? blockBenchModel.Outliner;
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foreach (Outline outline in rootOutline.Where(token => token.Type == JTokenType.Object).Select(token => token.ToObject<Outline>()))
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{
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foreach (ModelPart part in ConvertOutlineToModelPart(outline, blockBenchModel.Elements))
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{
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model.AddPart(part);
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}
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}
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return new GameModelInfo(model, textures);
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}
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private IEnumerable<ModelPart> ConvertOutlineToModelPart(Outline root, IReadOnlyCollection<Element> elements)
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{
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List<ModelPart> parts = new List<ModelPart>(
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root.Children
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.Where(token => token.Type == JTokenType.Object)
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.SelectMany(token => ConvertOutlineToModelPart(token.ToObject<Outline>(), elements))
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);
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IEnumerable<Element> modelBoxElements = root.Children
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.Where(token => token.Type == JTokenType.String && Guid.TryParse(token.ToString(), out Guid _))
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.Select(token => elements.First(e => e.Uuid == Guid.Parse(token.ToString())))
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.Where(element => element.Type == "cube" && element.UseBoxUv && element.Export);
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Vector3 additionalRotation = new Vector3();
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Element first = modelBoxElements.FirstOrDefault() ?? new Element() { Rotation = Vector3.Zero };
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if (first.Rotation != Vector3.Zero)
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{
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if (!modelBoxElements.All(e => e.Rotation == first.Rotation))
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{
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Trace.TraceError($"[{nameof(GameModelImporter)}:{nameof(ImportBlockBenchModel)}] Rotation can't be applied for single elements.");
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return Enumerable.Empty<ModelPart>();
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}
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additionalRotation = first.Rotation;
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}
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Vector3 translation = TransformSpace(root.Origin - _heightOffset, Vector3.Zero, bbModelTransformAxis);
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Vector3 rotation = TransformSpace(root.Rotation, Vector3.Zero, bbModelTransformAxis);
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ModelPart part = new ModelPart(root.Name, string.Empty, translation, rotation, additionalRotation);
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part.AddBoxes(modelBoxElements.Select(box => ConvertElementToModelBox(box, part.Translation)));
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parts.Add(part);
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return parts;
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}
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private ModelBox ConvertElementToModelBox(Element element, Vector3 translation)
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{
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BoundingBox boundingBox = new BoundingBox(element.From, element.To);
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Vector3 pos = boundingBox.Start.ToNumericsVector();
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Vector3 size = boundingBox.Volume.ToNumericsVector();
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Vector3 transformedPos = TransformSpace(pos, size, bbModelTransformAxis) - translation + _heightOffset;
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return new ModelBox(transformedPos, size, element.UvOffset, element.Inflate, element.MirrorUv);
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}
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}
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}
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