Beispiel #1
0
        /// <summary>
        /// Takes the intermediate geometry data and performs the calculations
        /// to convert that into glTF buffers, views, and accessors.
        /// </summary>
        /// <param name="geomData"></param>
        /// <param name="name">Unique name for the .bin file that will be produced.</param>
        /// <param name="elementId">Revit element's Element ID that will be used as the batchId value.</param>
        /// <returns></returns>
        public glTFBinaryData AddGeometryMeta(GeometryData geomData, string name, int elementId)
        {
            // add a buffer
            glTFBuffer buffer = new glTFBuffer();

            buffer.uri = name + ".bin";
            Buffers.Add(buffer);
            int bufferIdx = Buffers.Count - 1;

            /**
             * Buffer Data
             **/
            glTFBinaryData bufferData = new glTFBinaryData();

            bufferData.name = buffer.uri;
            foreach (var coord in geomData.vertices)
            {
                float vFloat = Convert.ToSingle(coord);
                bufferData.vertexBuffer.Add(vFloat);
            }
            //foreach (var normal in geomData.normals)
            //{
            //    bufferData.normalBuffer.Add((float)normal);
            //}
            foreach (var index in geomData.faces)
            {
                bufferData.indexBuffer.Add(index);
            }
            foreach (var coord in geomData.vertices)
            {
                bufferData.batchIdBuffer.Add(elementId);
            }

            // Get max and min for vertex data
            float[] vertexMinMax = Util.GetVec3MinMax(bufferData.vertexBuffer);
            // Get max and min for normal data
            //float[] normalMinMax = Util.GetVec3MinMax(bufferData.normalBuffer);
            // Get max and min for index data
            int[] faceMinMax = Util.GetScalarMinMax(bufferData.indexBuffer);
            // Get max and min for batchId data
            float[] batchIdMinMax = Util.GetVec3MinMax(bufferData.batchIdBuffer);

            /**
             * BufferViews
             **/
            // Add a vec3 buffer view
            int            elementsPerVertex = 3;
            int            bytesPerElement   = 4;
            int            bytesPerVertex    = elementsPerVertex * bytesPerElement;
            int            numVec3           = (geomData.vertices.Count) / elementsPerVertex;
            int            sizeOfVec3View    = numVec3 * bytesPerVertex;
            glTFBufferView vec3View          = new glTFBufferView();

            vec3View.buffer     = bufferIdx;
            vec3View.byteOffset = 0;
            vec3View.byteLength = sizeOfVec3View;
            vec3View.target     = Targets.ARRAY_BUFFER;
            BufferViews.Add(vec3View);
            int vec3ViewIdx = BufferViews.Count - 1;

            // Add a normals (vec3) buffer view
            //int elementsPerNormal = 3;
            //int bytesPerNormalElement = 4;
            //int bytesPerNormal = elementsPerNormal * bytesPerNormalElement;
            //int numVec3Normals = (geomData.normals.Count) / elementsPerNormal;
            //int sizeOfVec3ViewNormals = numVec3Normals * bytesPerNormal;
            //glTFBufferView vec3ViewNormals = new glTFBufferView();
            //vec3ViewNormals.buffer = bufferIdx;
            //vec3ViewNormals.byteOffset = vec3View.byteLength;
            //vec3ViewNormals.byteLength = sizeOfVec3ViewNormals;
            //vec3ViewNormals.target = Targets.ELEMENT_ARRAY_BUFFER;
            //BufferViews.Add(vec3ViewNormals);
            //int vec3ViewNormalsIdx = BufferViews.Count - 1;

            // Add a faces / indexes buffer view
            int            elementsPerIndex     = 1;
            int            bytesPerIndexElement = 4;
            int            bytesPerIndex        = elementsPerIndex * bytesPerIndexElement;
            int            numIndexes           = geomData.faces.Count;
            int            sizeOfIndexView      = numIndexes * bytesPerIndex;
            glTFBufferView facesView            = new glTFBufferView();

            facesView.buffer     = bufferIdx;
            facesView.byteOffset = vec3View.byteLength;
            //facesView.byteOffset = vec3ViewNormals.byteOffset + vec3ViewNormals.byteLength;
            facesView.byteLength = sizeOfIndexView;
            facesView.target     = Targets.ELEMENT_ARRAY_BUFFER;
            BufferViews.Add(facesView);
            int facesViewIdx = BufferViews.Count - 1;

            // Add a batchId buffer view
            glTFBufferView batchIdsView = new glTFBufferView();

            batchIdsView.buffer     = bufferIdx;
            batchIdsView.byteOffset = facesView.byteOffset + facesView.byteLength;
            batchIdsView.byteLength = sizeOfVec3View;
            batchIdsView.target     = Targets.ARRAY_BUFFER;
            BufferViews.Add(batchIdsView);
            int batchIdsViewIdx = BufferViews.Count - 1;

            //Buffers[bufferIdx].byteLength = vec3View.byteLength + vec3ViewNormals.byteLength + facesView.byteLength + batchIdsView.byteLength;
            Buffers[bufferIdx].byteLength = vec3View.byteLength + facesView.byteLength + batchIdsView.byteLength;

            /**
             * Accessors
             **/
            // add a position accessor
            glTFAccessor positionAccessor = new glTFAccessor();

            positionAccessor.bufferView    = vec3ViewIdx;
            positionAccessor.byteOffset    = 0;
            positionAccessor.componentType = ComponentType.FLOAT;
            positionAccessor.count         = geomData.vertices.Count / elementsPerVertex;
            positionAccessor.type          = "VEC3";
            positionAccessor.max           = new List <float>()
            {
                vertexMinMax[1], vertexMinMax[3], vertexMinMax[5]
            };
            positionAccessor.min = new List <float>()
            {
                vertexMinMax[0], vertexMinMax[2], vertexMinMax[4]
            };
            positionAccessor.name = "POSITION";
            Accessors.Add(positionAccessor);
            bufferData.vertexAccessorIndex = Accessors.Count - 1;

            //add a normals accessor
            //glTFAccessor normalsAccessor = new glTFAccessor();
            //normalsAccessor.bufferView = vec3ViewNormalsIdx;
            //normalsAccessor.byteOffset = 0;
            //normalsAccessor.componentType = ComponentType.FLOAT;
            //normalsAccessor.count = geomData.normals.Count / elementsPerNormal;
            //normalsAccessor.type = "VEC3";
            //normalsAccessor.max = new List<float>() { normalMinMax[1], normalMinMax[3], normalMinMax[5] };
            //normalsAccessor.min = new List<float>() { normalMinMax[0], normalMinMax[2], normalMinMax[4] };
            //normalsAccessor.name = "NORMALS";
            //Accessors.Add(normalsAccessor);
            //bufferData.normalsAccessorIndex = Accessors.Count - 1;

            // add a face accessor
            glTFAccessor faceAccessor = new glTFAccessor();

            faceAccessor.bufferView    = facesViewIdx;
            faceAccessor.byteOffset    = 0;
            faceAccessor.componentType = ComponentType.UNSIGNED_INT;
            //faceAccessor.count = numIndexes;
            faceAccessor.count = geomData.faces.Count / elementsPerIndex;
            faceAccessor.type  = "SCALAR";
            faceAccessor.max   = new List <float>()
            {
                faceMinMax[1]
            };
            faceAccessor.min = new List <float>()
            {
                faceMinMax[0]
            };
            faceAccessor.name = "FACE";
            Accessors.Add(faceAccessor);
            bufferData.indexAccessorIndex = Accessors.Count - 1;

            // add a batchId accessor
            glTFAccessor batchIdAccessor = new glTFAccessor();

            batchIdAccessor.bufferView    = batchIdsViewIdx;
            batchIdAccessor.byteOffset    = 0;
            batchIdAccessor.componentType = ComponentType.FLOAT;
            //batchIdAccessor.count = numIndexes;
            batchIdAccessor.count = geomData.vertices.Count / elementsPerVertex;
            batchIdAccessor.type  = "VEC3";
            //batchIdAccessor.max = new List<float>() { batchIdMinMax[1] };
            //batchIdAccessor.min = new List<float>() { batchIdMinMax[0] };
            batchIdAccessor.max = new List <float>()
            {
                batchIdMinMax[1], batchIdMinMax[3], batchIdMinMax[5]
            };
            batchIdAccessor.min = new List <float>()
            {
                batchIdMinMax[0], batchIdMinMax[2], batchIdMinMax[4]
            };
            batchIdAccessor.name = "BATCH_ID";
            Accessors.Add(batchIdAccessor);
            bufferData.batchIdAccessorIndex = Accessors.Count - 1;

            return(bufferData);
        }
Beispiel #2
0
        /// <summary>
        /// Runs once at end of export. Serializes the gltf
        /// properties and wites out the *.gltf and *.bin files.
        /// </summary>
        public void Finish()
        {
            Debug.WriteLine("Finishing...");

            // TODO: [RM] Standardize what non glTF spec elements will go into
            // this "BIM glTF superset" and write a spec for it. Gridlines below
            // are an example.

            // Add gridlines as gltf nodes in the format:
            // Origin {Vec3<double>}, Direction {Vec3<double>}, Length {double}
            FilteredElementCollector col = new FilteredElementCollector(_doc)
                                           .OfClass(typeof(Grid));

            var grids = col.ToElements();

            foreach (Grid g in grids)
            {
                Line l = g.Curve as Line;

                var origin    = l.Origin;
                var direction = l.Direction;
                var length    = l.Length;

                var xtras = new glTFExtras();
                var grid  = new GridParameters();
                grid.origin = new List <double>()
                {
                    origin.X, origin.Y, origin.Z
                };
                grid.direction = new List <double>()
                {
                    direction.X, direction.Y, direction.Z
                };
                grid.length          = length;
                xtras.GridParameters = grid;
                xtras.UniqueId       = g.UniqueId;
                xtras.parameters     = Util.GetElementParameters(g, true);

                var gridNode = new glTFNode();
                gridNode.name   = g.Name;
                gridNode.extras = xtras;

                Nodes.AddOrUpdateCurrent(g.UniqueId, gridNode);
                rootNode.children.Add(Nodes.CurrentIndex);
            }

            if (_singleBinary)
            {
                int bytePosition  = 0;
                int currentBuffer = 0;
                foreach (var view in BufferViews)
                {
                    if (view.buffer == 0)
                    {
                        bytePosition += view.byteLength;
                        continue;
                    }

                    if (view.buffer != currentBuffer)
                    {
                        view.buffer     = 0;
                        view.byteOffset = bytePosition;
                        bytePosition   += view.byteLength;
                    }
                }

                glTFBuffer buffer = new glTFBuffer();
                buffer.uri        = "monobuffer.bin";
                buffer.byteLength = bytePosition;
                Buffers.Clear();
                Buffers.Add(buffer);

                using (FileStream f = File.Create(_directory + "monobuffer.bin"))
                {
                    using (BinaryWriter writer = new BinaryWriter(f))
                    {
                        foreach (var bin in binaryFileData)
                        {
                            foreach (var coord in bin.vertexBuffer)
                            {
                                writer.Write((float)coord);
                            }
                            //foreach (var normal in bin.normalBuffer)
                            //{
                            //    writer.Write((float)normal);
                            //}
                            foreach (var index in bin.indexBuffer)
                            {
                                writer.Write((int)index);
                            }
                            foreach (var batchId in bin.batchIdBuffer)
                            {
                                writer.Write((float)batchId);
                            }
                        }
                    }
                }
            }

            // Package the properties into a serializable container
            glTF model = new glTF();

            model.asset       = new glTFVersion();
            model.scenes      = Scenes;
            model.nodes       = Nodes.List;
            model.meshes      = Meshes.List;
            model.materials   = Materials.List;
            model.buffers     = Buffers;
            model.bufferViews = BufferViews;
            model.accessors   = Accessors;

            // Write the *.gltf file
            string serializedModel = JsonConvert.SerializeObject(model, new JsonSerializerSettings {
                NullValueHandling = NullValueHandling.Ignore
            });

            File.WriteAllText(_filename, serializedModel);

            if (!_singleBinary)
            {
                // Write the *.bin files
                foreach (var bin in binaryFileData)
                {
                    using (FileStream f = File.Create(_directory + bin.name))
                    {
                        using (BinaryWriter writer = new BinaryWriter(f))
                        {
                            foreach (var coord in bin.vertexBuffer)
                            {
                                writer.Write((float)coord);
                            }
                            //foreach (var normal in bin.normalBuffer)
                            //{
                            //    writer.Write((float)normal);
                            //}
                            foreach (var index in bin.indexBuffer)
                            {
                                writer.Write((int)index);
                            }
                            foreach (var batchId in bin.batchIdBuffer)
                            {
                                writer.Write((float)batchId);
                            }
                        }
                    }
                }
            }
        }