Example #1
0
        static MESH CreateMesh(int boneCount)
        {
            var mesh = new MESH("skinned mesh");

            mesh.VertexPreprocessor.SetValidationPreprocessors();

            var prim = mesh.UsePrimitive(new SharpGLTF.Materials.MaterialBuilder("Default"));

            var a0 = default(VERTEX);
            var a1 = default(VERTEX);
            var a2 = default(VERTEX);
            var a3 = default(VERTEX);

            for (int i = 0; i < boneCount; ++i)
            {
                var b0 = new VERTEX(new Vector3(-5, i * 10, -5), Vector4.One, (i, 1));
                var b1 = new VERTEX(new Vector3(+5, i * 10, -5), Vector4.One, (i, 1));
                var b2 = new VERTEX(new Vector3(+5, i * 10, +5), Vector4.One, (i, 1));
                var b3 = new VERTEX(new Vector3(-5, i * 10, +5), Vector4.One, (i, 1));

                if (i == 0)
                {
                    prim.AddQuadrangle(b0, b1, b2, b3);
                }
                else
                {
                    prim.AddQuadrangle(b0, b1, a1, a0);
                    prim.AddQuadrangle(b1, b2, a2, a1);
                    prim.AddQuadrangle(b2, b3, a3, a2);
                    prim.AddQuadrangle(b3, b0, a0, a3);
                }

                a0 = b0;
                a1 = b1;
                a2 = b2;
                a3 = b3;
            }

            prim.AddQuadrangle(a3, a2, a1, a0);

            return(mesh);
        }
Example #2
0
        private static void ContainedMeshToGLTF(List <RawMeshContainer> meshes, FileInfo outfile)
        {
            var scene = new SharpGLTF.Scenes.SceneBuilder();

            int mIndex = -1;

            foreach (var mesh in meshes)
            {
                ++mIndex;
                long indCount = mesh.indices.Length;
                var  expmesh  = new MESH(string.Format(Path.GetFileNameWithoutExtension(outfile.FullName) + "_mesh_{0}", mIndex));

                var prim = expmesh.UsePrimitive(new MaterialBuilder("Default"));
                for (long i = 0; i < indCount; i += 3)
                {
                    uint idx0 = mesh.indices[i + 1];
                    uint idx1 = mesh.indices[i];
                    uint idx2 = mesh.indices[i + 2];

                    //VPNT
                    Vec3 p_0 = new Vec3(mesh.vertices[idx0].X, mesh.vertices[idx0].Y, mesh.vertices[idx0].Z);
                    Vec3 n_0 = new Vec3(mesh.normals[idx0].X, mesh.normals[idx0].Y, mesh.normals[idx0].Z);
                    Vec4 t_0 = new Vec4(new Vec3(mesh.tangents[idx0].X, mesh.tangents[idx0].Y, mesh.tangents[idx0].Z), 1);

                    Vec3 p_1 = new Vec3(mesh.vertices[idx1].X, mesh.vertices[idx1].Y, mesh.vertices[idx1].Z);
                    Vec3 n_1 = new Vec3(mesh.normals[idx1].X, mesh.normals[idx1].Y, mesh.normals[idx1].Z);
                    Vec4 t_1 = new Vec4(new Vec3(mesh.tangents[idx1].X, mesh.tangents[idx1].Y, mesh.tangents[idx1].Z), 1);

                    Vec3 p_2 = new Vec3(mesh.vertices[idx2].X, mesh.vertices[idx2].Y, mesh.vertices[idx2].Z);
                    Vec3 n_2 = new Vec3(mesh.normals[idx2].X, mesh.normals[idx2].Y, mesh.normals[idx2].Z);
                    Vec4 t_2 = new Vec4(new Vec3(mesh.tangents[idx2].X, mesh.tangents[idx2].Y, mesh.tangents[idx2].Z), 1);

                    //VCT
                    Vec2 tx0_0 = new Vec2(mesh.tx0coords[idx0].X, mesh.tx0coords[idx0].Y);
                    Vec2 tx1_0 = new Vec2(mesh.tx1coords[idx0].X, mesh.tx1coords[idx0].Y);

                    Vec2 tx0_1 = new Vec2(mesh.tx0coords[idx1].X, mesh.tx0coords[idx1].Y);
                    Vec2 tx1_1 = new Vec2(mesh.tx1coords[idx1].X, mesh.tx1coords[idx1].Y);

                    Vec2 tx0_2 = new Vec2(mesh.tx0coords[idx2].X, mesh.tx0coords[idx2].Y);
                    Vec2 tx1_2 = new Vec2(mesh.tx1coords[idx2].X, mesh.tx1coords[idx2].Y);

                    Vec4 col_0 = new Vec4(mesh.colors[idx0].X, mesh.colors[idx0].Y, mesh.colors[idx0].Z, mesh.colors[idx0].W);
                    Vec4 col_1 = new Vec4(mesh.colors[idx1].X, mesh.colors[idx1].Y, mesh.colors[idx1].Z, mesh.colors[idx1].W);
                    Vec4 col_2 = new Vec4(mesh.colors[idx2].X, mesh.colors[idx2].Y, mesh.colors[idx2].Z, mesh.colors[idx2].W);

                    // vertex build
                    var v0 = new VERTEX(new VPNT(p_0, n_0, t_0), new VCT(col_0, tx0_0, tx1_0));
                    var v1 = new VERTEX(new VPNT(p_1, n_1, t_1), new VCT(col_1, tx0_1, tx1_1));
                    var v2 = new VERTEX(new VPNT(p_2, n_2, t_2), new VCT(col_2, tx0_2, tx1_2));

                    // triangle build
                    prim.AddTriangle(v0, v1, v2);
                }
                scene.AddRigidMesh(expmesh, System.Numerics.Matrix4x4.Identity);
            }

            var model = scene.ToGltf2();

            model.SaveGLB(Path.GetFullPath(outfile.FullName).Replace(".mesh", ".glb"));
        }