public bool ExportData(string tagName, MyModelInfo modelInfo)
 {
     WriteTag(tagName);
     _writer.Write(modelInfo.TrianglesCount);
     _writer.Write(modelInfo.VerticesCount);
     WriteVector(modelInfo.BoundingBoxSize);
     return(true);
 }
Beispiel #2
0
        //  Load only snappoints.
        public void LoadOnlyModelInfo()
        {
            if (!m_loadedData)
            {
                lock (this)
                {
                    MyLog.Default.WriteLine("MyModel.LoadModelData -> START", LoggingOptions.LOADING_MODELS);
                    using (var indent = MyLog.Default.IndentUsing(LoggingOptions.LOADING_MODELS))
                    {
                        MyLog.Default.WriteLine("m_assetName: " + m_assetName, LoggingOptions.LOADING_MODELS);

                        //  Read data from model TAG parameter. There are stored vertex positions, triangle indices, vectors, ... everything we need.
                        MyModelImporter exporter = new MyModelImporter();

                        MyLog.Default.WriteLine(String.Format("Importing asset {0}, path: {1}", m_assetName, AssetName), LoggingOptions.LOADING_MODELS);

                        try
                        {
                            // Read only TAG_DUMMIES data
                            exporter.ImportData(AssetName, new string[] { MyImporterConstants.TAG_MODEL_INFO });
                        }
                        catch (Exception e)
                        {
                            MyLog.Default.WriteLine(String.Format("Importing asset failed {0}, message: {1}, stack:{2}", m_assetName, e.Message, e.StackTrace));
                        }

                        Dictionary <string, object> tagData = exporter.GetTagData();

                        if (tagData.Count > 0)
                        {
                            ModelInfo = tagData[MyImporterConstants.TAG_MODEL_INFO] as MyModelInfo;
                        }
                        else
                        {
                            ModelInfo = new MyModelInfo(0, 0, Vector3.Zero);
                        }
                    }
                }
            }
        }
Beispiel #3
0
        //  Load only snappoints.
        public void LoadOnlyModelInfo()
        {
            if (!m_loadedData)
            {
                lock (this)
                {
                    MyLog.Default.WriteLine("MyModel.LoadModelData -> START", LoggingOptions.LOADING_MODELS);
                    using (var indent = MyLog.Default.IndentUsing(LoggingOptions.LOADING_MODELS))
                    {
                        MyLog.Default.WriteLine("m_assetName: " + m_assetName, LoggingOptions.LOADING_MODELS);

                        //  Read data from model TAG parameter. There are stored vertex positions, triangle indices, vectors, ... everything we need.
                        MyModelImporter exporter = new MyModelImporter();

                        MyLog.Default.WriteLine(String.Format("Importing asset {0}, path: {1}", m_assetName, AssetName), LoggingOptions.LOADING_MODELS);

                        try
                        {
                            // Read only TAG_DUMMIES data
                            exporter.ImportData(AssetName, new string[] { MyImporterConstants.TAG_MODEL_INFO });
                        }
                        catch (Exception e)
                        {
                            MyLog.Default.WriteLine(String.Format("Importing asset failed {0}, message: {1}, stack:{2}", m_assetName, e.Message, e.StackTrace));
                        }

                        Dictionary<string, object> tagData = exporter.GetTagData();

                        if (tagData.Count > 0)
                        {
                            ModelInfo = tagData[MyImporterConstants.TAG_MODEL_INFO] as MyModelInfo;
                        }
                        else
                        {
                            ModelInfo = new MyModelInfo(0, 0, Vector3.Zero);
                        }
                    }
                }
            }
        }
Beispiel #4
0
        public void LoadAnimationData()
        {
            if (m_loadedData) return;

            lock (this)
            {
                VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("MyModel::LoadAnimationData");


                MyLog.Default.WriteLine("MyModel.LoadData -> START", LoggingOptions.LOADING_MODELS);
                MyLog.Default.IncreaseIndent(LoggingOptions.LOADING_MODELS);

                MyLog.Default.WriteLine("m_assetName: " + m_assetName, LoggingOptions.LOADING_MODELS);

                //  Read data from model TAG parameter. There are stored vertex positions, triangle indices, vectors, ... everything we need.
                VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - import data");

                MyLog.Default.WriteLine(String.Format("Importing asset {0}, path: {1}", m_assetName, AssetName), LoggingOptions.LOADING_MODELS);
                try
                {
                    m_importer.ImportData(AssetName);
                }
                catch
                {
                    MyLog.Default.WriteLine(String.Format("Importing asset failed {0}", m_assetName));
                    throw;
                }
                VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();

                VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - load tag data");
                Dictionary<string, object> tagData = m_importer.GetTagData();
                //Debug.Assert(tagData.Count != 0, String.Format("Uncompleted tagData for asset: {0}, path: {1}", m_assetName, AssetName));
                if (tagData.Count != 0)
                {
                    DataVersion = m_importer.DataVersion;

                    Animations = (ModelAnimations)tagData[MyImporterConstants.TAG_ANIMATIONS];
                    Bones = (MyModelBone[])tagData[MyImporterConstants.TAG_BONES];

                    BoundingBox = (BoundingBox)tagData[MyImporterConstants.TAG_BOUNDING_BOX];
                    BoundingSphere = (BoundingSphere)tagData[MyImporterConstants.TAG_BOUNDING_SPHERE];
                    BoundingBoxSize = BoundingBox.Max - BoundingBox.Min;
                    BoundingBoxSizeHalf = BoundingBoxSize / 2.0f;
                    Dummies = tagData[MyImporterConstants.TAG_DUMMIES] as Dictionary<string, MyModelDummy>;
                    BoneMapping = tagData[MyImporterConstants.TAG_BONE_MAPPING] as VRageMath.Vector3I[];
                    if (BoneMapping.Length == 0)
                        BoneMapping = null;
                }
                else
                {
                    DataVersion = 0;

                    Animations = null;
                    Bones = null;

                    BoundingBox = default(BoundingBox);
                    BoundingSphere = default(BoundingSphere);
                    BoundingBoxSize = default(Vector3);
                    BoundingBoxSizeHalf = default(Vector3);
                    Dummies = null;
                    BoneMapping = null;
                }

                VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();

                ModelInfo = new MyModelInfo(GetTrianglesCount(), GetVerticesCount(), BoundingBoxSize);

                if (tagData.Count != 0)
                    m_loadedData = true;

                MyLog.Default.DecreaseIndent(LoggingOptions.LOADING_MODELS);
                MyLog.Default.WriteLine("MyModel.LoadAnimationData -> END", LoggingOptions.LOADING_MODELS);

                VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();
            }
        }
Beispiel #5
0
        //  Sort of lazy-load, where constructor just saves information about what this model should be, but real load is done here - and only one time.
        //  This loads only vertex data, doesn't touch GPU
        //  Can be called from main and background thread
        public void LoadData()
        {
            if (m_loadedData) return;

            lock (this)
            {
                VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("MyModel::LoadData");


                MyLog.Default.WriteLine("MyModel.LoadData -> START", LoggingOptions.LOADING_MODELS);
                MyLog.Default.IncreaseIndent(LoggingOptions.LOADING_MODELS);

                MyLog.Default.WriteLine("m_assetName: " + m_assetName, LoggingOptions.LOADING_MODELS);

                //  Read data from model TAG parameter. There are stored vertex positions, triangle indices, vectors, ... everything we need.
                VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - import data");

                MyLog.Default.WriteLine(String.Format("Importing asset {0}, path: {1}", m_assetName, AssetName), LoggingOptions.LOADING_MODELS);


                string assetForImport = AssetName;
                var fsPath = Path.IsPathRooted(AssetName) ? AssetName : Path.Combine(MyFileSystem.ContentPath, AssetName);
                if (!MyFileSystem.FileExists(fsPath))
                {
                    assetForImport = @"Models\Debug\Error.mwm";
                }

                try
                {
                    m_importer.ImportData(assetForImport);
                }
                catch
                {
                    MyLog.Default.WriteLine(String.Format("Importing asset failed {0}", m_assetName));
                    VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();
                    VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();
                    throw;
                }
                VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();

                DataVersion = m_importer.DataVersion;

                VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - load tag data");
                Dictionary<string, object> tagData = m_importer.GetTagData();
                if (tagData.Count == 0)
                {
                    VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();
                    VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();
                    throw new Exception(String.Format("Uncompleted tagData for asset: {0}, path: {1}", m_assetName, AssetName));
                }
                VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();

                VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - vertex, normals, texture coords");


                HalfVector4[] vertices = (HalfVector4[])tagData[MyImporterConstants.TAG_VERTICES];

                System.Diagnostics.Debug.Assert(vertices.Length > 0);

                Byte4[] normals = (Byte4[])tagData[MyImporterConstants.TAG_NORMALS];
                m_vertices = new MyCompressedVertexNormal[vertices.Length];
                if (normals.Length > 0)
                {
                    for (int v = 0; v < vertices.Length; v++)
                    {
                        m_vertices[v] = new MyCompressedVertexNormal()
                        {
                            Position = vertices[v],// VF_Packer.PackPosition(ref vertices[v]),
                            Normal = normals[v]//VF_Packer.PackNormalB4(ref normals[v])
                        };
                    }
                }
                else
                {
                    for (int v = 0; v < vertices.Length; v++)
                    {
                        m_vertices[v] = new MyCompressedVertexNormal()
                        {
                            Position = vertices[v],// VF_Packer.PackPosition(ref vertices[v]),
                        };
                    }
                }


                m_verticesCount = vertices.Length;

                VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();

                VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - mesh");

                var materials = new Dictionary<string, MyMeshMaterial>();
                m_meshContainer.Clear();
                if (tagData.ContainsKey(MyImporterConstants.TAG_MESH_PARTS))
                {
                    List<int> indices = new List<int>(GetVerticesCount()); // Default capacity estimation
                    int maxIndex = 0;

                    List<MyMeshPartInfo> meshParts = tagData[MyImporterConstants.TAG_MESH_PARTS] as List<MyMeshPartInfo>;
                    foreach (MyMeshPartInfo meshPart in meshParts)
                    {
                        MyMesh mesh = new MyMesh(meshPart, m_assetName);
                        mesh.IndexStart = indices.Count;
                        mesh.TriCount = meshPart.m_indices.Count / 3;

                        if (mesh.Material.Name != null)
                            materials.Add(mesh.Material.Name, mesh.Material);

                        if (m_loadUV && false == m_hasUV)
                        {
                            m_texCoords = (HalfVector2[])tagData[MyImporterConstants.TAG_TEXCOORDS0];
                            m_hasUV = true;
                            m_loadUV = false;
                        }

                        if (meshPart.m_MaterialDesc != null && meshPart.Technique == MyMeshDrawTechnique.GLASS)
                        {
                            GlassData = mesh;

                            HalfVector2[] forLoadingTexCoords0 = (HalfVector2[])tagData[MyImporterConstants.TAG_TEXCOORDS0];
                            List<HalfVector2> neededTexCoords = new List<HalfVector2>();

                            for (int t = 0; t < meshPart.m_indices.Count; t++)
                            {
                                int index = meshPart.m_indices[t];
                                neededTexCoords.Add(forLoadingTexCoords0[index]);
                            }

                            GlassTexCoords = neededTexCoords.ToArray();
                        }

                        System.Diagnostics.Debug.Assert(mesh.TriCount > 0);

                        if (mesh.TriCount == 0)
                        {
                            VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();
                            VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();
                            return;
                        }

                        foreach (var i in meshPart.m_indices)
                        {
                            indices.Add(i);
                            if (i > maxIndex)
                            {
                                maxIndex = i;
                            }
                        }



                        m_meshContainer.Add(mesh);
                    }

                    if (maxIndex <= ushort.MaxValue)
                    {
                        // create 16 bit indices
                        m_Indices_16bit = new ushort[indices.Count];
                        for (int i = 0; i < indices.Count; i++)
                        {
                            m_Indices_16bit[i] = (ushort)indices[i];
                        }
                    }
                    else
                    {
                        // use 32bit indices
                        m_Indices = indices.ToArray();
                    }
                }

                m_meshSections.Clear();
                if (tagData.ContainsKey(MyImporterConstants.TAG_MESH_SECTIONS))
                {
                    List<MyMeshSectionInfo> sections = tagData[MyImporterConstants.TAG_MESH_SECTIONS] as List<MyMeshSectionInfo>;
                    int sectionindex = 0;
                    foreach (MyMeshSectionInfo sectinfo in sections)
                    {
                        MyMeshSection section = new MyMeshSection() { Name = sectinfo.Name, Index = sectionindex };
                        m_meshSections.Add(section.Name, section);
                        sectionindex++;
                    }
                }

                if (tagData.ContainsKey(MyImporterConstants.TAG_MODEL_BVH))
                {
                    m_bvh = new MyQuantizedBvhAdapter(tagData[MyImporterConstants.TAG_MODEL_BVH] as GImpactQuantizedBvh, this);
                }

                VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();

                VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - other data");

                Animations = (ModelAnimations)tagData[MyImporterConstants.TAG_ANIMATIONS];
                Bones = (MyModelBone[])tagData[MyImporterConstants.TAG_BONES];

                Vector4I[] boneIndices = (Vector4I[])tagData[MyImporterConstants.TAG_BLENDINDICES];
                Vector4[] boneWeights = (Vector4[])tagData[MyImporterConstants.TAG_BLENDWEIGHTS];
                if (boneIndices != null && boneIndices.Length != 0)
                {
                    if (boneWeights != null && boneIndices.Length == boneWeights.Length && boneIndices.Length == m_vertices.Length)
                    {
                        m_bonesIndicesWeights = new MyCompressedBoneIndicesWeights[boneIndices.Length];

                        for (int it = 0; it < boneIndices.Length; it++)
                        {
                            m_bonesIndicesWeights[it].Indices = new Byte4(boneIndices[it].X, boneIndices[it].Y, boneIndices[it].Z, boneIndices[it].W);
                            m_bonesIndicesWeights[it].Weights = new HalfVector4(boneWeights[it]);
                        }
                    }
                    else
                    {
                        Debug.Assert(false, "Bone indices/weights my be same number as vertices");
                    }
                }

                BoundingBox = (BoundingBox)tagData[MyImporterConstants.TAG_BOUNDING_BOX];
                BoundingSphere = (BoundingSphere)tagData[MyImporterConstants.TAG_BOUNDING_SPHERE];
                BoundingBoxSize = BoundingBox.Max - BoundingBox.Min;
                BoundingBoxSizeHalf = BoundingBoxSize / 2.0f;
                Dummies = tagData[MyImporterConstants.TAG_DUMMIES] as Dictionary<string, MyModelDummy>;
                BoneMapping = tagData[MyImporterConstants.TAG_BONE_MAPPING] as VRageMath.Vector3I[];

                if (tagData.ContainsKey(MyImporterConstants.TAG_MODEL_FRACTURES))
                    ModelFractures = (MyModelFractures)tagData[MyImporterConstants.TAG_MODEL_FRACTURES];

                object patternScale;
                if (tagData.TryGetValue(MyImporterConstants.TAG_PATTERN_SCALE, out patternScale))
                {
                    PatternScale = (float)patternScale;
                }

                if (BoneMapping.Length == 0)
                    BoneMapping = null;

                if (tagData.ContainsKey(MyImporterConstants.TAG_HAVOK_COLLISION_GEOMETRY))
                {
                    HavokData = (byte[])tagData[MyImporterConstants.TAG_HAVOK_COLLISION_GEOMETRY];
                    byte[] tagCollisionData = (byte[])tagData[MyImporterConstants.TAG_HAVOK_COLLISION_GEOMETRY];
                    if (tagCollisionData.Length > 0 && HkBaseSystem.IsThreadInitialized)
                    {
                        bool containsSceneData;
                        bool containsDestructionData;
                        List<HkShape> shapesList = new List<HkShape>();
                        if (!HkShapeLoader.LoadShapesListFromBuffer(tagCollisionData, shapesList, out containsSceneData, out containsDestructionData))
                        {
                            MyLog.Default.WriteLine(string.Format("Model {0} - Unable to load collision geometry", AssetName), LoggingOptions.LOADING_MODELS);
                        //Debug.Fail("Collision model was exported in wrong way: " + m_assetName);
                        }

                        if (shapesList.Count > 10)
                            MyLog.Default.WriteLine(string.Format("Model {0} - Found too many collision shapes, only the first 10 will be used", AssetName), LoggingOptions.LOADING_MODELS);

                        if (HavokCollisionShapes != null)
                        {
                            Debug.Fail("Shapes already loaded");
                        }
                        if (shapesList.Count > 0)
                        {
                            HavokCollisionShapes = shapesList.ToArray();
                        }
                        else
                        {
                            MyLog.Default.WriteLine(string.Format("Model {0} - Unable to load collision geometry from file, default collision will be used !", AssetName));
                        }

                        if (containsDestructionData)
                            HavokDestructionData = tagCollisionData;

                        ExportedWrong = !containsSceneData;
                    }
                }


                if (tagData.ContainsKey(MyImporterConstants.TAG_HAVOK_DESTRUCTION))
                {
                    if (((byte[])tagData[MyImporterConstants.TAG_HAVOK_DESTRUCTION]).Length > 0)
                        HavokDestructionData = (byte[])tagData[MyImporterConstants.TAG_HAVOK_DESTRUCTION];
                }

                VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();

                VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("Model - load data - copy triangle indices");
                //  Prepare data
                CopyTriangleIndices();
                m_trianglesCount = Triangles.Length;

                //  Remember this numbers as list may be cleared at the end of this method
                VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();

                MyLog.Default.WriteLine("Triangles.Length: " + Triangles.Length, LoggingOptions.LOADING_MODELS);
                MyLog.Default.WriteLine("Vertexes.Length: " + GetVerticesCount(), LoggingOptions.LOADING_MODELS);
                MyLog.Default.WriteLine("Centered: " + (bool)tagData[MyImporterConstants.TAG_CENTERED], LoggingOptions.LOADING_MODELS);
                MyLog.Default.WriteLine("UseChannelTextures: " + (bool)tagData[MyImporterConstants.TAG_USE_CHANNEL_TEXTURES], LoggingOptions.LOADING_MODELS);
                MyLog.Default.WriteLine("Length in meters: " + (float)tagData[MyImporterConstants.TAG_LENGTH_IN_METERS], LoggingOptions.LOADING_MODELS);
                MyLog.Default.WriteLine("Rescale to length in meters?: " + (bool)tagData[MyImporterConstants.TAG_RESCALE_TO_LENGTH_IN_METERS], LoggingOptions.LOADING_MODELS);
                MyLog.Default.WriteLine("BoundingBox: " + BoundingBox, LoggingOptions.LOADING_MODELS);
                MyLog.Default.WriteLine("BoundingSphere: " + BoundingSphere, LoggingOptions.LOADING_MODELS);

                VRageRender.Utils.Stats.PerAppLifetime.MyModelsCount++;
                VRageRender.Utils.Stats.PerAppLifetime.MyModelsMeshesCount += m_meshContainer.Count;
                VRageRender.Utils.Stats.PerAppLifetime.MyModelsVertexesCount += GetVerticesCount();
                VRageRender.Utils.Stats.PerAppLifetime.MyModelsTrianglesCount += Triangles.Length;

                ModelInfo = new MyModelInfo(GetTrianglesCount(), GetVerticesCount(), BoundingBoxSize);

                m_loadedData = true;
                m_loadingErrorProcessed = false;
                MyLog.Default.DecreaseIndent(LoggingOptions.LOADING_MODELS);
                MyLog.Default.WriteLine("MyModel.LoadData -> END", LoggingOptions.LOADING_MODELS);

                VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();
            }
        }
        /// <summary>
        /// ExportData
        /// </summary>
        /// <param name="tagName"></param>
        /// <param name="strArr"></param>
        /// <returns></returns>
        public bool ExportData(string tagName, MyModelInfo modelInfo)
        {
            WriteTag(tagName);

            m_writer.Write(modelInfo.TrianglesCount);
            m_writer.Write(modelInfo.VerticesCount);
            WriteVector(modelInfo.BoundingBoxSize);
            return true;
        }
Beispiel #7
0
        private static bool ExportData(this BinaryWriter writer, string tagName, MyModelInfo modelInfo)
        {
            WriteTag(writer, tagName);

            writer.Write(modelInfo.TrianglesCount);
            writer.Write(modelInfo.VerticesCount);
            WriteVector3(writer, ref modelInfo.BoundingBoxSize);
            return true;
        }