Example #1
0
        /// <summary>
        /// Compute weight normals
        /// </summary>
        void ComputeWeightNormals(MD5Mesh mesh)
        {
            Vector3[] bindposeVertex = new Vector3[Vertices.Length];
            Vector3[] bindposeNorms  = new Vector3[Vertices.Length];

            for (int i = 0; i < Vertices.Length; i++)
            {
                for (int j = 0; j < Vertices[i].WeightCount; j++)
                {
                    Weight weight = Weights[Vertices[i].StartWeight + j];
                    Joint  joint  = mesh.GetJoint(weight.Joint);

                    // Calculate transformed vertex for this weight
                    Vector3 wv = Quaternion.RotatePoint(ref joint.Orientation, ref weight.Position);

                    bindposeVertex[i] += (joint.Position + wv) * weight.Bias;
                }
            }

            // Compute triangle normals
            for (int i = 0; i < Triangles.Length; i++)
            {
                Triangle triangle = Triangles[i];
                Vector3  normal   = new Vector3(-ComputeNormal(
                                                    bindposeVertex[triangle.A],
                                                    bindposeVertex[triangle.B],
                                                    bindposeVertex[triangle.C]));

                bindposeNorms[triangle.A] += normal;
                bindposeNorms[triangle.B] += normal;
                bindposeNorms[triangle.C] += normal;
            }

            // Average the surface normals
            for (int i = 0; i < Vertices.Length; i++)
            {
                bindposeNorms[i].Normalize();
            }


            // Compute weight normals by invert-transforming the normal by the bone-space matrix
            for (int i = 0; i < Vertices.Length; i++)
            {
                for (int j = 0; j < Vertices[i].WeightCount; j++)
                {
                    Weight weight = Weights[Vertices[i].StartWeight + j];
                    Joint  joint  = mesh.GetJoint(weight.Joint);

                    Quaternion invRot = Quaternion.Invert(joint.Orientation);
                    Vector3    wn     = Quaternion.RotatePoint(ref invRot, ref bindposeNorms[i]);

                    weight.Normal += wn;
                }
            }

            // Average all weight normals
            for (int i = 0; i < Weights.Length; i++)
            {
                Weights[i].Normal.Normalize();
            }
        }
Example #2
0
        /// <summary>
        /// Compute vertex tangent and weight tangent
        /// </summary>
        void ComputeWeightTangents(MD5Mesh mesh)
        {
            // Final vertex, normal and tangent
            Vector3[] bindposeVerts = new Vector3[Vertices.Length];
            Vector3[] bindposeNorms = new Vector3[Vertices.Length];
            Vector3[] bindposeTans  = new Vector3[Vertices.Length];

            // s-tangents and t-tangents
            Vector3[] sTan = new Vector3[Vertices.Length];
            Vector3[] tTan = new Vector3[Vertices.Length];


            // Compute bind-pose vertices and normals
            for (int i = 0; i < Vertices.Length; i++)
            {
                for (int j = 0; j < Vertices[i].WeightCount; j++)
                {
                    Weight weight = Weights[Vertices[i].StartWeight + j];
                    Joint  joint  = mesh.GetJoint(weight.Joint);

                    // Calculate transformed vertex for this weight
                    Vector3 wv = Quaternion.RotatePoint(ref joint.Orientation, ref weight.Position);
                    bindposeVerts[i] += (joint.Position + wv) * weight.Bias;

                    // Calculate transformed normal for this weight
                    Vector3 wn = Quaternion.RotatePoint(ref joint.Orientation, ref weight.Normal);
                    bindposeNorms[i] += wn * weight.Bias;
                }
            }


            // Calculate s-tangent and t-tangent at triangle level
            for (int i = 0; i < Triangles.Length; i++)
            {
                Triangle triangle = Triangles[i];

                Vector3 v0 = bindposeVerts[triangle.A];
                Vector3 v1 = bindposeVerts[triangle.B];
                Vector3 v2 = bindposeVerts[triangle.C];

                Vector2 w0 = Vertices[triangle.A].Texture;
                Vector2 w1 = Vertices[triangle.B].Texture;
                Vector2 w2 = Vertices[triangle.C].Texture;

                float x1 = v1.X - v0.X;
                float x2 = v2.X - v0.X;
                float y1 = v1.Y - v0.Y;
                float y2 = v2.Y - v0.Y;
                float z1 = v1.Z - v0.Z;
                float z2 = v2.Z - v0.Z;

                float s1 = w1.X - w0.X;
                float s2 = w2.X - w0.X;
                float t1 = w1.Y - w0.Y;
                float t2 = w2.Y - w0.Y;

                float r = (s1 * t2) - (s2 * t1);
                if (r == 0.0f)
                {
                    r = 1.0f;
                }

                float oneOverR = 1.0f / r;

                Vector3 sDir = new Vector3(
                    (t2 * x1 - t1 * x2) * oneOverR,
                    (t2 * y1 - t1 * y2) * oneOverR,
                    (t2 * z1 - t1 * z2) * oneOverR);
                Vector3 tDir = new Vector3(
                    (s1 * x2 - s2 * x1) * oneOverR,
                    (s1 * y2 - s2 * y1) * oneOverR,
                    (s1 * z2 - s2 * z1) * oneOverR);

                sTan[triangle.A] += sDir;
                sTan[triangle.A] += tDir;
                sTan[triangle.B] += sDir;
                sTan[triangle.B] += tDir;
                sTan[triangle.C] += sDir;
                sTan[triangle.C] += tDir;
            }


            // Calculate vertex tangent
            for (int i = 0; i < Vertices.Length; i++)
            {
                Vector3 n = bindposeNorms[i];
                Vector3 t = sTan[i];

                // Gram-Schmidt orthogonalize
                bindposeTans[i] = (t - n * Vector3.Dot(n, t));
                bindposeTans[i].Normalize();

                // Calculate handedness
                if (Vector3.Dot(Vector3.Cross(n, t), tTan[i]) < 0.0f)
                {
                    bindposeTans[i] = -bindposeTans[i];
                }

                // Compute weight tangent
                for (int j = 0; j < Vertices[i].WeightCount; j++)
                {
                    Weight weight = Weights[Vertices[i].StartWeight + j];
                    Joint  joint  = mesh.GetJoint(weight.Joint);

                    // Compute inverse quaternion rotation
                    Quaternion invrot = Quaternion.Invert(joint.Orientation);
                    Vector3    wt     = Quaternion.RotatePoint(ref invrot, ref bindposeTans[i]);

                    weight.Tangent += wt;
                }
            }

            for (int i = 0; i < Weights.Length; i++)
            {
                Weights[i].Tangent.Normalize();
            }
        }
Example #3
0
        /// <summary>
        /// Prepare the mesh for drawing
        /// </summary>
        internal void Prepare(MD5Mesh mesh)
        {
            #region Vertices

            ComputeWeightNormals(mesh);
            ComputeWeightTangents(mesh);

            // Allocate buffers :
            // 3 vertices
            // 3 normals
            // 3 tangents
            // 2 texture coords
            float[] buffer = new float[Vertices.Length * 11];

            // Process vertices
            for (int i = 0; i < Vertices.Length; i++)
            {
                Vector3 vertex  = Vector3.Zero;
                Vector3 normal  = Vector3.Zero;
                Vector3 tangent = Vector3.Zero;

                // Calculate final vertex to draw with weights
                for (int j = 0; j < Vertices[i].WeightCount; j++)
                {
                    Weight weight = Weights[Vertices[i].StartWeight + j];
                    Joint  joint  = mesh.GetJoint(weight.Joint);

                    // Calculate transformed vertex for this weight
                    Vector3 wv = Quaternion.RotatePoint(ref joint.Orientation, ref weight.Position);
                    vertex += (joint.Position + wv) * weight.Bias;

                    // Calculate transformed normal for this weight
                    Vector3 wn = Quaternion.RotatePoint(ref joint.Orientation, ref weight.Normal);
                    normal += wn * weight.Bias;

                    // Calculate transformed tangent for this weight
                    Vector3 wt = Quaternion.RotatePoint(ref joint.Orientation, ref weight.Tangent);
                    tangent += wt * weight.Bias;
                }


                buffer[i * 11 + 0] = vertex.X;
                buffer[i * 11 + 1] = vertex.Y;
                buffer[i * 11 + 2] = vertex.Z;

                buffer[i * 11 + 3] = normal.X;
                buffer[i * 11 + 4] = normal.Y;
                buffer[i * 11 + 5] = normal.Z;

                buffer[i * 11 + 6] = tangent.X;
                buffer[i * 11 + 7] = tangent.Y;
                buffer[i * 11 + 8] = tangent.Z;

                buffer[i * 11 + 9]  = Vertices[i].Texture.X;
                buffer[i * 11 + 10] = Vertices[i].Texture.Y;                 // v=1.0-v
            }


            uint[] indices = new uint[Triangles.Length * 3];
            for (int i = 0; i < Triangles.Length; i++)
            {
                indices[i * 3 + 0] = Triangles[i].A;
                indices[i * 3 + 1] = Triangles[i].B;
                indices[i * 3 + 2] = Triangles[i].C;
            }

            Mesh = new Graphic.Mesh();
            Mesh.Buffer.AddDeclaration("in_position", 3);
            Mesh.Buffer.AddDeclaration("in_normal", 3);
            Mesh.Buffer.AddDeclaration("in_tangent", 3);
            Mesh.Buffer.AddDeclaration("in_texcoord", 2);
            Mesh.SetVertices(buffer);
            Mesh.SetIndices(indices);

            #endregion


            return;

            #region Textures

            if (!string.IsNullOrEmpty(Shader))
            {
                // Diffuse map (color)
                if (File.Exists(Shader + "_d.tga"))
                {
                    DiffuseMap = new Texture2D(Shader + "_d.tga");
                }

                // Normal map
                if (File.Exists(Shader + "_bmp.tga"))
                {
                    BumpMap = new Texture2D(Shader + "_bmp.tga");
                }

                // Height map
                if (File.Exists(Shader + "_h.tga"))
                {
                    HeightMap = new Texture2D(Shader + "_d.tga");
                }

                // Specular map (gloss)
                if (File.Exists(Shader + "_s.tga"))
                {
                    SpecularMap = new Texture2D(Shader + "_s.tga");
                }
            }
            #endregion
        }