Beispiel #1
0
 private static bool GetVertexBuffer(MeshPrimitive Primitive, out List <Vector3> VertexBuffer)
 {
     VertexBuffer = Primitive.GetVertexAccessor("POSITION")?.AsVector3Array().ToList();
     if (VertexBuffer?.Count < 3 || Primitive.DrawPrimitiveType != SharpGLTF.Schema2.PrimitiveType.TRIANGLES)
     {
         return(false);
     }
     return(true);
 }
Beispiel #2
0
        public MeshPrimitiveReader(MeshPrimitive srcPrim, bool doubleSided, MeshNormalsFallback fallbackNormals)
        {
            _Positions = srcPrim.GetVertexAccessor("POSITION")?.AsVector3Array();
            _Normals   = srcPrim.GetVertexAccessor("NORMAL")?.AsVector3Array();

            if (_Normals == null)
            {
                _Normals = new XYZ[_Positions.Count];

                for (int i = 0; i < _Normals.Count; ++i)
                {
                    _Normals[i] = fallbackNormals.GetNormal(_Positions[i]);
                }
            }

            _Color0    = srcPrim.GetVertexAccessor("COLOR_0")?.AsColorArray();
            _TexCoord0 = srcPrim.GetVertexAccessor("TEXCOORD_0")?.AsVector2Array();

            _Joints0  = srcPrim.GetVertexAccessor("JOINTS_0")?.AsVector4Array();
            _Joints1  = srcPrim.GetVertexAccessor("JOINTS_1")?.AsVector4Array();
            _Weights0 = srcPrim.GetVertexAccessor("WEIGHTS_0")?.AsVector4Array();
            _Weights1 = srcPrim.GetVertexAccessor("WEIGHTS_1")?.AsVector4Array();

            if (_Joints0 == null || _Weights0 == null)
            {
                _Joints0 = _Joints1 = _Weights0 = _Weights1 = null;
            }
            if (_Joints1 == null || _Weights1 == null)
            {
                _Joints1 = _Weights1 = null;
            }

            if (_Weights0 != null)
            {
                _Weights0 = _Weights0.ToArray(); // isolate memory to prevent overwriting source glTF.

                for (int i = 0; i < _Weights0.Count; ++i)
                {
                    var r = XYZW.Dot(_Weights0[i], XYZW.One);
                    _Weights0[i] /= r;
                }
            }

            if (doubleSided) // Monogame's effect material does not support double sided materials, so we simulate it by adding reverse faces
            {
                var front = srcPrim.GetTriangleIndices();
                var back  = front.Select(item => (item.A, item.C, item.B));
                _Triangles = front.Concat(back).ToArray();
            }
            else
            {
                _Triangles = srcPrim.GetTriangleIndices().ToArray();
            }
        }