change math library

fixed bug
This commit is contained in:
Perfare
2019-01-03 08:55:43 +08:00
parent 33461e068f
commit e6ed312de2
28 changed files with 2011 additions and 90 deletions

View File

@@ -2,7 +2,6 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using SharpDX;
namespace AssetStudio
{

View File

@@ -2,7 +2,6 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpDX;
namespace AssetStudio
{

View File

@@ -1,5 +1,4 @@
using SharpDX;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
namespace AssetStudio

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@@ -1,5 +1,4 @@
using System.Collections.Generic;
using SharpDX;
namespace AssetStudio
{
@@ -21,7 +20,7 @@ namespace AssetStudio
{
public KeyValuePair<string, UnityTexEnv>[] m_TexEnvs;
public KeyValuePair<string, float>[] m_Floats;
public KeyValuePair<string, Color4>[] m_Colors;
public KeyValuePair<string, Color>[] m_Colors;
public UnityPropertySheet(ObjectReader reader)
{
@@ -40,10 +39,10 @@ namespace AssetStudio
}
int m_ColorsSize = reader.ReadInt32();
m_Colors = new KeyValuePair<string, Color4>[m_ColorsSize];
m_Colors = new KeyValuePair<string, Color>[m_ColorsSize];
for (int i = 0; i < m_ColorsSize; i++)
{
m_Colors[i] = new KeyValuePair<string, Color4>(reader.ReadAlignedString(), reader.ReadColor4());
m_Colors[i] = new KeyValuePair<string, Color>(reader.ReadAlignedString(), reader.ReadColor4());
}
}
}

View File

@@ -2,7 +2,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using SharpDX;
namespace AssetStudio
{
@@ -428,7 +427,7 @@ namespace AssetStudio
public SubMesh[] m_SubMeshes;
private uint[] m_IndexBuffer;
public BlendShapeData m_Shapes;
public Matrix[] m_BindPose;
public Matrix4x4[] m_BindPose;
public uint[] m_BoneNameHashes;
public int m_VertexCount;
public float[] m_Vertices;
@@ -845,13 +844,13 @@ namespace AssetStudio
{
if (m_CompressedMesh.m_BindPoses.m_NumItems > 0)
{
m_BindPose = new Matrix[m_CompressedMesh.m_BindPoses.m_NumItems / 16];
m_BindPose = new Matrix4x4[m_CompressedMesh.m_BindPoses.m_NumItems / 16];
var m_BindPoses_Unpacked = m_CompressedMesh.m_BindPoses.UnpackFloats(16, 4 * 16);
var buffer = new float[16];
for (int i = 0; i < m_BindPose.Length; i++)
{
Array.Copy(m_BindPoses_Unpacked, i * 16, buffer, 0, 16);
m_BindPose[i] = new Matrix(buffer);
m_BindPose[i] = new Matrix4x4(buffer);
}
}
}
@@ -1082,7 +1081,7 @@ namespace AssetStudio
value = inputBytes[i] / 255.0f;
break;
case 2:
value = System.Half.ToHalf(inputBytes, i * 2);
value = Half.ToHalf(inputBytes, i * 2);
break;
case 4:
value = BitConverter.ToSingle(inputBytes, i * 4);

View File

@@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using SharpDX;
using RectangleF = System.Drawing.RectangleF;
using System.Drawing;
namespace AssetStudio
{
@@ -67,7 +66,7 @@ namespace AssetStudio
public VertexData m_VertexData;
public SpriteVertex[] vertices;
public ushort[] indices;
public Matrix[] m_Bindpose;
public Matrix4x4[] m_Bindpose;
public BoneWeights4[] m_SourceSkin;
public RectangleF textureRect;
public Vector2 textureRectOffset;

View File

@@ -1,5 +1,4 @@
using SharpDX;
using System;
using System;
using System.Collections.Generic;
namespace AssetStudio

View File

@@ -1,5 +1,4 @@
using SharpDX;
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;