Example #1
0
        public void LoadConvexMeshData(ref FluxMesh mesh)
        {
            List <PxVec3> CookVertices = new List <PxVec3>();

            foreach (SubMesh subMesh in mesh.Meshes)
            {
                CookVertices.AddRange(subMesh.Positions.ToCookerVertices());
            }
            mesh.ConvexMesh = Cooking.CreateConvexMesh(new ConvexMeshDesc(CookVertices));
            DebugLog.Log($"Cooked convex mesh for {mesh.Name}", "Mesh Formatter");
        }
Example #2
0
        private void MeshWriter_DoWork(object sender, DoWorkEventArgs e)
        {
            BackgroundWorker worker = sender as BackgroundWorker;

            if (worker == null)
            {
                return;
            }

            MeshConvertRequest request = e.Argument as MeshConvertRequest;

            if (request == null)
            {
                return;
            }

            int       meshCount         = request.MeshQueue.Count;
            const int stageCount        = 4;
            int       progressIncrement = 100 / meshCount / stageCount;
            int       progress          = 0;

            for (int i = 0; i < meshCount; i++)
            {
                FluxMesh mesh = request.MeshQueue.Dequeue();

                string     filePath = $"{request.SaveDirectory}\\{mesh.Name}";
                FileStream stream   = File.Create($"{filePath}.flux");

                worker.ReportProgress(progress, $"'{mesh.Name}' Writing mesh data...");
                WriteMesh(mesh, stream);
                progress += progressIncrement;
                stream.Close();
                if (mesh.CookConvexMesh)
                {
                    stream = File.Create($"{filePath}_convex.collision");
                    worker.ReportProgress(progress, $"'{mesh.Name}' Cooking convex mesh...");
                    WriteConvexMeshData(mesh, stream);
                    progress += progressIncrement;
                    stream.Close();
                }
                if (mesh.CookTriangleMesh)
                {
                    stream = File.Create($"{filePath}_triangle.collision");
                    worker.ReportProgress(progress, $"'{mesh.Name}' Cooking triangle mesh...");
                    WriteTriangleMeshData(mesh, stream);
                    stream.Close();
                }

                progress += progressIncrement;
                DebugLog.Log($"Exported {mesh.Name}", "Mesh Formatter");
            }
        }
Example #3
0
        public void LoadTriangleMeshData(ref FluxMesh mesh)
        {
            List <PxVec3> CookVertices       = new List <PxVec3>();
            List <int>    CookIndices        = new List <int>();
            int           currentIndexOffset = 0;

            foreach (SubMesh subMesh in mesh.Meshes)
            {
                CookVertices.AddRange(subMesh.Positions.ToCookerVertices());
                foreach (int index in subMesh.Indices)
                {
                    CookIndices.Add(index + currentIndexOffset);
                }
                currentIndexOffset += subMesh.Positions.Count;
            }
            mesh.TriangleMesh = Cooking.CreateTriangleMesh(new TriangleMeshDesc(CookVertices, CookIndices));
            DebugLog.Log($"Cooked triangle mesh for {mesh.Name}", "Mesh Formatter");
        }
Example #4
0
        private bool WriteTriangleMeshData(FluxMesh mesh, Stream stream)
        {
            BinaryWriter writer = new BinaryWriter(stream, Encoding.Default);

            try
            {
                if (mesh.TriangleMesh == null)
                {
                    LoadTriangleMeshData(ref mesh);
                }
            }
            catch (Exception e)
            {
                MessageBox.Show(e.Message);
                return(false);
            }

            writer.Write("TRIANGLEMESH");
            writer.Write(mesh.TriangleMesh.MeshData.Count);
            writer.Write(mesh.TriangleMesh.MeshData.ToArray());
            return(true);
        }
Example #5
0
        private bool WriteMesh(FluxMesh mesh, Stream stream)
        {
            BinaryWriter writer = new BinaryWriter(stream, Encoding.Default);

            writer.Write("FLUX");
            writer.Write((char)FLUX_VERSION.MIN);
            writer.Write((char)FLUX_VERSION.MAX);

            writer.Write((float)mesh.BoundingBox.Center.X);
            writer.Write((float)mesh.BoundingBox.Center.Y);
            writer.Write((float)mesh.BoundingBox.Center.Z);
            writer.Write((float)mesh.BoundingBox.Extents.X);
            writer.Write((float)mesh.BoundingBox.Extents.Y);
            writer.Write((float)mesh.BoundingBox.Extents.Z);

            writer.Write((int)mesh.Meshes.Count);

            foreach (SubMesh subMesh in mesh.Meshes)
            {
                if (mesh.WriteIndices)
                {
                    writer.Write("INDEX");
                    writer.Write(subMesh.Indices.Count);
                    writer.Write(sizeof(int));
                    foreach (uint index in subMesh.Indices)
                    {
                        writer.Write(index);
                    }
                }

                if (mesh.WritePositions)
                {
                    writer.Write("POSITION");
                    writer.Write(subMesh.Positions.Count);
                    writer.Write(Marshal.SizeOf(typeof(Vector3D)));
                    foreach (Vector3D v in subMesh.Positions)
                    {
                        writer.Write(v);
                    }
                }

                if (mesh.WriteNormals)
                {
                    writer.Write("NORMAL");
                    writer.Write(subMesh.Normals.Count);
                    writer.Write(Marshal.SizeOf(typeof(Vector3D)));
                    foreach (Vector3D v in subMesh.Normals)
                    {
                        writer.Write(v);
                    }
                }

                if (mesh.WriteTangents)
                {
                    writer.Write("TANGENT");
                    writer.Write(subMesh.Tangents.Count);
                    writer.Write(Marshal.SizeOf(typeof(Vector3D)));
                    foreach (Vector3D v in subMesh.Tangents)
                    {
                        writer.Write(v);
                    }
                }

                if (mesh.WriteColors)
                {
                    writer.Write("COLOR");
                    writer.Write(subMesh.VertexColors.Count);
                    writer.Write(Marshal.SizeOf(typeof(Color4D)));
                    foreach (Color4D c in subMesh.VertexColors)
                    {
                        writer.Write(c);
                    }
                }

                if (mesh.WriteTexcoords)
                {
                    writer.Write("TEXCOORD");
                    writer.Write(subMesh.TexCoords.Count);
                    writer.Write(Marshal.SizeOf(typeof(Vector2D)));
                    foreach (Vector2D v in subMesh.TexCoords)
                    {
                        writer.Write(v);
                    }
                }
                writer.Write("ENDMESH");
            }
            return(true);
        }
Example #6
0
        public FluxMesh LoadMesh(string filePath)
        {
            FluxMesh mesh = new FluxMesh();

            mesh.Name = Path.GetFileNameWithoutExtension(filePath);
            PostProcessSteps importFlags =
                PostProcessSteps.Triangulate
                | PostProcessSteps.JoinIdenticalVertices
                | PostProcessSteps.CalculateTangentSpace
                | PostProcessSteps.FlipUVs
                | PostProcessSteps.GenerateSmoothNormals;

            AssimpContext context = new AssimpContext();
            Scene         scene   = context.ImportFile(filePath, importFlags);
            var           mats    = scene.Materials;

            mesh.BoundingBox = GetBoundingBox(scene);

            foreach (Mesh sceneMesh in scene.Meshes)
            {
                SubMesh subMesh = new SubMesh();
                subMesh.MaterialID = sceneMesh.MaterialIndex;

                if (sceneMesh.HasVertices)
                {
                    subMesh.Positions = sceneMesh.Vertices;
                }
                if (sceneMesh.HasNormals)
                {
                    subMesh.Normals = sceneMesh.Normals;
                }
                if (sceneMesh.HasTangentBasis)
                {
                    subMesh.Tangents = sceneMesh.Tangents;
                }
                if (sceneMesh.HasVertexColors(0))
                {
                    subMesh.VertexColors = sceneMesh.VertexColorChannels[0];
                }
                if (sceneMesh.HasTextureCoords(0))
                {
                    subMesh.TexCoords = sceneMesh.TextureCoordinateChannels[0].ToTexCoord();
                }
                if (sceneMesh.HasFaces)
                {
                    subMesh.Indices = new List <int>(sceneMesh.GetIndices());
                }

                bool merged = false;
                foreach (SubMesh subM in mesh.Meshes)
                {
                    if (subM.TryMerge(subMesh))
                    {
                        merged = true;
                        break;
                    }
                }
                if (merged == false)
                {
                    mesh.Meshes.Add(subMesh);
                }
            }

            DebugLog.Log($"Imported mesh '{mesh.Name}'", "Mesh Formatter");
            return(mesh);
        }