private static void PrepareMaterial(List<GeometryContent> geometries) { var material = geometries[0].Material; // Assign default material if material is null. if (material == null) { material = new BasicMaterialContent(); foreach (GeometryContent geometry in geometries) geometry.Material = material; } // All effects, except the stock EnvironmentMap and SkinnedMaterial effect // can have vertex colors. if (!(material is EnvironmentMapMaterialContent) && !(material is SkinnedMaterialContent)) SetVertexColorEnabled(geometries); }
public void AddModelPart( int triangleCount, IndexCollection indexCollection, CpuVertex[] vertices, BasicMaterialContent material) { if (material == null) throw new ArgumentNullException("material"); ModelParts.Add(new CpuSkinnedModelPartContent { TriangleCount = triangleCount, IndexCollection = indexCollection, Vertices = vertices, Material = material, }); }
public static MeshContent BuildMesh(MMDModel1 model, string filename) { //メッシュ作成 MeshContent buildingMesh = new MeshContent(); //まずは頂点を登録。 //ひげねこ氏によるとモデルごとのローカル座標である必要があるようだが //pmdはモデル一つ=変換必要なし foreach (var vec in model.Vertexes) buildingMesh.Positions.Add(MMDXMath.ToVector3(vec.Pos)); //ジオメトリとマテリアルの作成 //メモ:頂点が3つ合わさって面、面が幾つか集まってジオメトリ。ジオメトリにマテリアルが付随。ジオメトリの集合がメッシュ long FaceIndex = 0; Dictionary<ushort, int> vertMap = new Dictionary<ushort, int>(); //ジオメトリとマテリアルの生成 for (int i = 0; i < model.Materials.Length; i++) { GeometryContent geometry = new GeometryContent(); BasicMaterialContent material = new BasicMaterialContent(); geometry.Material = material; //マテリアル設定 material.VertexColorEnabled = false;//頂点カラー無し material.Alpha = model.Materials[i].Alpha; material.DiffuseColor = MMDXMath.ToVector3(model.Materials[i].DiffuseColor); material.EmissiveColor = MMDXMath.ToVector3(model.Materials[i].MirrorColor); material.SpecularColor = MMDXMath.ToVector3(model.Materials[i].SpecularColor); material.SpecularPower = model.Materials[i].Specularity; if (!string.IsNullOrEmpty(model.Materials[i].TextureFileName)) material.Texture = new ExternalReference<TextureContent>(NormalizeFilepath(model.Materials[i].TextureFileName, filename)); if (!string.IsNullOrEmpty(model.Materials[i].SphereTextureFileName)) { if (Path.GetExtension(model.Materials[i].SphereTextureFileName).ToLower() == ".sph") { material.OpaqueData.Add("UseSphere", 1); } else if (Path.GetExtension(model.Materials[i].SphereTextureFileName).ToLower() == ".spa") { material.OpaqueData.Add("UseSphere", 2); } else throw new InvalidContentException("スフィアマップは*.sph, *.spaのみ指定可能です: " + model.Materials[i].SphereTextureFileName); material.Textures.Add("Sphere", new ExternalReference<TextureContent>(ProcessSphere(NormalizeFilepath(model.Materials[i].SphereTextureFileName, filename)))); } else { material.OpaqueData.Add("UseSphere", 0); } //トゥーンのテクスチャを入れる string toonTexPath = ToonTexManager.Instance.GetToonTexPath(model.Materials[i].ToonIndex, model.ToonFileNames, filename); if (!string.IsNullOrEmpty(toonTexPath)) { material.Textures.Add("ToonTex", new ExternalReference<TextureContent>(toonTexPath)); material.OpaqueData.Add("UseToon", true); } else material.OpaqueData.Add("UseToon", false); //一応エッジ情報突っ込んでおく material.OpaqueData.Add("Edge", (model.Materials[i].EdgeFlag != 0)); //ジオメトリのチャンネル設定 //法線 geometry.Vertices.Channels.Add(VertexChannelNames.Normal(0), typeof(Vector3), null); //テクスチャ if (!string.IsNullOrEmpty(model.Materials[i].TextureFileName)) geometry.Vertices.Channels.Add(VertexChannelNames.TextureCoordinate(0), typeof(Vector2), null); //ボーンウェイト geometry.Vertices.Channels.Add(VertexChannelNames.Weights(0), typeof(BoneWeightCollection), null); //面と頂点をジオメトリに登録 //このマテリアルに対応する面は今までのマテリアルの面数の合計からこのマテリアルの面数個分 vertMap.Clear(); //マテリアルに付随する面を取得 for (long j = FaceIndex; j < FaceIndex + model.Materials[i].FaceVertCount; j++) { //面から頂点番号取得 ushort VertIndex = model.FaceVertexes[j]; //ジオメトリに登録済みかどうか? int geoVertIndex; if (!vertMap.TryGetValue(VertIndex, out geoVertIndex)) { //未登録なので、ジオメトリに登録し、ジオメトリ頂点番号取得 geoVertIndex = geometry.Vertices.Add(VertIndex); //頂点マップに登録 vertMap.Add(VertIndex, geoVertIndex); //チャンネル情報の登録 int channelIndex = 0; //法線登録 geometry.Vertices.Channels.Get<Vector3>(channelIndex++)[geoVertIndex] = MMDXMath.ToVector3(model.Vertexes[VertIndex].NormalVector); //テクスチャ座標 if (!string.IsNullOrEmpty(model.Materials[i].TextureFileName)) geometry.Vertices.Channels.Get<Vector2>(channelIndex++)[geoVertIndex] = MMDXMath.ToVector2(model.Vertexes[VertIndex].UV); //ボーンウェイト BoneWeightCollection boneWeight = new BoneWeightCollection(); int boneNum = model.Vertexes[VertIndex].BoneNum[0]; if (boneNum >= 0 && boneNum < model.Bones.Length) boneWeight.Add(new BoneWeight(model.Bones[boneNum].BoneName, model.Vertexes[VertIndex].BoneWeight / 100f)); boneNum = model.Vertexes[VertIndex].BoneNum[1]; if (boneNum >= 0 && boneNum < model.Bones.Length) boneWeight.Add(new BoneWeight(model.Bones[boneNum].BoneName, 1.0f - model.Vertexes[VertIndex].BoneWeight / 100f)); geometry.Vertices.Channels.Get<BoneWeightCollection>(channelIndex++)[geoVertIndex] = boneWeight; } //インデックスに登録 geometry.Indices.Add(geoVertIndex); } //ジオメトリをモデルに追加 buildingMesh.Geometry.Add(geometry); //面頂点カウント進める FaceIndex += model.Materials[i].FaceVertCount; } //重複頂点データのマージ //MeshHelper.MergeDuplicatePositions(buildingMesh, 0); //MeshHelper.MergeDuplicateVertices(buildingMesh); //メッシュ出来たので返却 return buildingMesh; }
private NodeContent CreateBasicMesh() { var input = new NodeContent { Name = "Root", Identity = new ContentIdentity("dummy", GetType().Name), Transform = Matrix.CreateRotationZ(MathHelper.ToRadians(60)) * Matrix.CreateRotationX(MathHelper.ToRadians(40)) * Matrix.CreateRotationY(MathHelper.ToRadians(50)), }; { var mesh = new MeshContent() { Name = "Mesh1", Transform = Matrix.Identity, }; var geom = new GeometryContent() { Name = "Geom1", }; mesh.Geometry.Add(geom); input.Children.Add(mesh); } { var mesh2 = new MeshContent() { Name = "Mesh2", Transform = Matrix.Identity, }; mesh2.Positions.Add(new Vector3(0, 0, 0)); mesh2.Positions.Add(new Vector3(1, 0, 0)); mesh2.Positions.Add(new Vector3(1, 1, 1)); var material = new BasicMaterialContent { Name = "Material1", Alpha = 0.5f, DiffuseColor = Color.Red.ToVector3(), VertexColorEnabled = true, }; var geom2 = new GeometryContent() { Name = "Geom2", Material = material, }; geom2.Vertices.Add(0); geom2.Vertices.Add(1); geom2.Vertices.Add(2); geom2.Indices.Add(0); geom2.Indices.Add(1); geom2.Indices.Add(2); mesh2.Geometry.Add(geom2); input.Children.Add(mesh2); } return input; }