Exemple #1
0
        public static Entity3D Quad(int w, int h)
        {
            Entity3D r = new Entity3D();

            Mesh3D mesh = new Mesh3D(6, 4);

            Vector3 v1 = new Vector3(-w, -h, 0);
            Vector3 v2 = new Vector3(w, -h, 0);
            Vector3 v3 = new Vector3(w, h, 0);
            Vector3 v4 = new Vector3(-w, h, 0);

            Vector3 z = new Vector3(0, 0, 0);

            mesh.SetVertex(0, v1, z, z, z, new Vector2(0, 0));
            mesh.SetVertex(1, v2, z, z, z, new Vector2(1, 0));
            mesh.SetVertex(2, v3, z, z, z, new Vector2(1, 1));
            mesh.SetVertex(3, v4, z, z, z, new Vector2(0, 1));

            mesh.SetTri(0, 0, 1, 2);
            mesh.SetTri(1, 2, 3, 0);

            /*
             *          mesh.SetIndex(0, 0);
             * mesh.SetIndex(1, 1);
             * mesh.SetIndex(2, 2);
             * mesh.SetIndex(3, 2);
             * mesh.SetIndex(4, 3);
             * mesh.SetIndex(5, 0);
             */
            mesh.Final( );

            r.AddMesh(mesh);

            return(r);
        }
Exemple #2
0
        public Particle(int w, int h)
        {
            W = w;
            H = h;
            Mesh3D mesh = new Mesh3D(12, 4);

            Vector3 p1 = new Vector3(-w / 2, -h / 2, 0);
            Vector3 p2 = new Vector3(w / 2, -h / 2, 0);
            Vector3 p3 = new Vector3(w / 2, h / 2, 0);
            Vector3 p4 = new Vector3(-w / 2, h / 2, 0);

            Vector2 uv1 = new Vector2(0, 0);
            Vector2 uv2 = new Vector2(1, 0);
            Vector2 uv3 = new Vector2(1, 1);
            Vector2 uv4 = new Vector2(0, 1);

            Vector3 z = Vector3.Zero;

            mesh.SetVertex(0, p1, z, z, z, uv1);
            mesh.SetVertex(1, p2, z, z, z, uv2);
            mesh.SetVertex(2, p3, z, z, z, uv3);
            mesh.SetVertex(3, p4, z, z, z, uv4);

            mesh.SetIndex(0, 0);
            mesh.SetIndex(1, 1);
            mesh.SetIndex(2, 2);
            mesh.SetIndex(3, 2);
            mesh.SetIndex(4, 3);
            mesh.SetIndex(5, 0);

            mesh.SetIndex(6, 2);
            mesh.SetIndex(7, 1);
            mesh.SetIndex(8, 0);
            mesh.SetIndex(9, 0);
            mesh.SetIndex(10, 3);
            mesh.SetIndex(11, 2);

            mesh.Final();

            Meshes.Add(mesh);
        }
Exemple #3
0
        public void MakeQuad(float size)
        {
            Mesh3D m = new Mesh3D(12, 4);

            m.SetVertex(0, new Vector3(-size, 0, -size), Vector3.Zero, Vector3.Zero, Vector3.Zero, new Vector2(0, 0));
            m.SetVertex(1, new Vector3(size, 0, -size), Vector3.Zero, Vector3.Zero, Vector3.Zero, new Vector2(1, 0));
            m.SetVertex(2, new Vector3(size, 0, size), Vector3.Zero, Vector3.Zero, Vector3.Zero, new Vector2(1, 1));
            m.SetVertex(3, new Vector3(-size, 0, size), Vector3.Zero, Vector3.Zero, Vector3.Zero, new Vector2(0, 1));

            m.SetTri(0, 0, 1, 2);
            m.SetTri(1, 2, 3, 0);
            m.SetTri(2, 0, 2, 1);
            m.SetTri(3, 2, 0, 3);

            m.Material = new Material3D();

            m.Final();

            AddMesh(m);

            Renderer = new VRNoFx();
        }
Exemple #4
0
        public override Node3D LoadNode(string path)
        {
            if (NormBlank == null)
            {
                NormBlank = new Texture.Texture2D("data/tex/normblank.png", Texture.LoadMethod.Single, false);
                DiffBlank = new Texture.Texture2D("data/tex/diffblank.png", Texture.LoadMethod.Single, false);
                SpecBlank = new Texture.Texture2D("data/tex/specblank.png", Texture.LoadMethod.Single, false);
            }
            string ip = path;
            int    ic = ip.LastIndexOf("/");

            if (ic < 1)
            {
                ic = ip.LastIndexOf("\\");
            }
            if (ic > 0)
            {
                IPath = ip.Substring(0, ic);
            }

            Entity3D root = new Entity3D();
            string   file = path;

            AssimpContext e = new Assimp.AssimpContext();

            Assimp.Configs.NormalSmoothingAngleConfig c1 = new Assimp.Configs.NormalSmoothingAngleConfig(75);
            e.SetConfig(c1);

            Console.WriteLine("Impporting:" + file);
            Assimp.Scene s = null;
            try
            {
                s = e.ImportFile(file, PostProcessSteps.OptimizeGraph | PostProcessSteps.FindInvalidData | PostProcessSteps.FindDegenerates | PostProcessSteps.Triangulate | PostProcessSteps.ValidateDataStructure | PostProcessSteps.CalculateTangentSpace | PostProcessSteps.GenerateNormals | PostProcessSteps.FixInFacingNormals | PostProcessSteps.GenerateSmoothNormals);
                if (s.HasAnimations)
                {
                    return(LoadAnimNode(path));
                }
            }
            catch (AssimpException ae)
            {
                Console.WriteLine(ae);
                Console.WriteLine("Failed to import");
                Environment.Exit(-1);
            }
            Console.WriteLine("Imported.");
            Dictionary <string, Mesh3D> ml = new Dictionary <string, Mesh3D>();
            List <Mesh3D> ml2 = new List <Mesh3D>();

            Console.WriteLine("animCount:" + s.AnimationCount);

            Matrix4x4 tf = s.RootNode.Transform;

            tf.Inverse();

            root.GlobalInverse = ToTK(tf);

            Dictionary <uint, List <VertexWeight> > boneToWeight = new Dictionary <uint, List <VertexWeight> >();

            //root.Animator = new Animation.Animator();

            //s.Animations[0].NodeAnimationChannels[0].
            //s.Animations[0].anim

            // root.Animator.InitAssImp(model);

            foreach (Mesh m in s.Meshes)
            {
                Console.WriteLine("M:" + m.Name + " Bones:" + m.BoneCount);
                Console.WriteLine("AA:" + m.HasMeshAnimationAttachments);

                Material.Material3D vm = new Material.Material3D
                {
                    ColorMap    = DiffBlank,
                    NormalMap   = NormBlank,
                    SpecularMap = SpecBlank
                };
                Mesh3D m2 = new Mesh3D(m.GetIndices().Length, m.VertexCount);
                ml2.Add(m2);
                // ml.Add(m.Name, m2);
                for (int b = 0; b < m.BoneCount; b++)
                {
                    string name = m.Bones[b].Name;
                }
                m2.Material = vm;
                // root.AddMesh(m2);
                m2.Name = m.Name;
                Assimp.Material mat = s.Materials[m.MaterialIndex];
                TextureSlot     t1;

                int sc = mat.GetMaterialTextureCount(TextureType.Unknown);
                Console.WriteLine("SC:" + sc);
                if (mat.HasColorDiffuse)
                {
                    vm.Diff = CTV(mat.ColorDiffuse);
                    Console.WriteLine("Diff:" + vm.Diff);
                }
                if (mat.HasColorSpecular)
                {
                    // vm.Spec = CTV ( mat.ColorSpecular );
                    Console.WriteLine("Spec:" + vm.Spec);
                }
                if (mat.HasShininess)
                {
                    //vm.Shine = 0.3f+ mat.Shininess;
                    Console.WriteLine("Shine:" + vm.Shine);
                }

                Console.WriteLine("Spec:" + vm.Spec);
                //for(int ic = 0; ic < sc; ic++)
                ///{
                if (sc > 0)
                {
                    TextureSlot tex2 = mat.GetMaterialTextures(TextureType.Unknown)[0];
                    // vm.SpecularMap = new Texture.Texture2D ( IPath + "/" + tex2.FilePath, Texture.LoadMethod.Single, false );
                }

                if (mat.GetMaterialTextureCount(TextureType.Normals) > 0)
                {
                    TextureSlot ntt = mat.GetMaterialTextures(TextureType.Normals)[0];
                    Console.WriteLine("Norm:" + ntt.FilePath);
                    vm.NormalMap = new Texture.Texture2D(IPath + "/" + ntt.FilePath, Vivid.Texture.LoadMethod.Single, false);
                }

                if (mat.GetMaterialTextureCount(TextureType.Diffuse) > 0)
                {
                    t1 = mat.GetMaterialTextures(TextureType.Diffuse)[0];
                    Console.WriteLine("DiffTex:" + t1.FilePath);

                    if (t1.FilePath != null)
                    {
                        //Console.WriteLine ( "Tex:" + t1.FilePath );
                        // Console.Write("t1:" + t1.FilePath);
                        vm.ColorMap = new Texture.Texture2D(IPath + "/" + t1.FilePath.Replace(".dds", ".png"), Texture.LoadMethod.Single, false);
                        if (File.Exists(IPath + "/" + "norm_" + t1.FilePath))
                        {
                            vm.NormalMap = new Texture.Texture2D(IPath + "/" + "norm_" + t1.FilePath, Texture.LoadMethod.Single, false);
                        }
                    }
                }

                for (int i = 0; i < m2.NumVertices; i++)
                {
                    Vector3D v = m.Vertices[i];// * new Vector3D(15, 15, 15);

                    Vector3D n = new Vector3D(0, 1, 0);

                    if (m.Normals != null && m.Normals.Count > i)
                    {
                        n = m.Normals[i];
                    }

                    List <Vector3D> t = m.TextureCoordinateChannels[0];
                    Vector3D        tan, bi;
                    if (m.Tangents != null && m.Tangents.Count > 0)
                    {
                        tan = m.Tangents[i];
                        bi  = m.BiTangents[i];
                    }
                    else
                    {
                        tan = new Vector3D(0, 0, 0);
                        bi  = new Vector3D(0, 0, 0);
                    }
                    if (t.Count() == 0)
                    {
                        m2.SetVertex(i, Cv(v), Cv(tan), Cv(bi), Cv(n), Cv2(new Vector3D(0, 0, 0)));
                    }
                    else
                    {
                        Vector3D tv = t[i];
                        tv.Y = 1.0f - tv.Y;
                        m2.SetVertex(i, Cv(v), Cv(tan), Cv(bi), Cv(n), Cv2(tv));
                    }

                    //var v = new PosNormalTexTanSkinned(pos, norm.ToVector3(), texC.ToVector2(), tan.ToVector3(), weights.First(), boneIndices);
                    //verts.Add(v);
                }
                int[]  id = m.GetIndices();
                uint[] nd = new uint[id.Length];
                for (int i = 0; i < id.Length; i += 3)
                {
                    //Tri t = new Tri();
                    //t.V0 = (int)nd[i];
                    // t.V1 = (int)nd[i + 1];
                    // t.v2 = (int)nd[i + 2];

                    // nd[i] = (uint)id[i];
                    if (i + 2 < id.Length)
                    {
                        m2.SetTri(i / 3, id[i], id[i + 1], id[i + 2]);
                    }
                }

                m2.Indices = nd;
                //m2.Scale(AssImpImport.ScaleX, AssImpImport.ScaleY, AssImpImport.ScaleZ);
                //m2.GenerateTangents ( );

                m2.Final();
            }

            ProcessNode(root, s.RootNode, ml2);

            /*
             * while (true)
             * {
             * }
             */
            return(root as Node3D);
        }
Exemple #5
0
        public Terrain3D(float w, float h, float y, int xsegs, int ysegs, Texture.Texture2D tex)
        {
            float xr = tex.W / w;
            float yr = tex.H / h;

            byte[] data = tex.RawData;

            tp    = new Vector3 [xsegs, ysegs];
            tuv   = new Vector3 [xsegs, ysegs];
            tnorm = new Vector3 [xsegs, ysegs];
            tbi   = new Vector3 [xsegs, ysegs];
            tan   = new Vector3 [xsegs, ysegs];

            List <int> indices = new List <int>();

            float vx = -w / 2.0f;
            float vz = -h / 2.0f;
            float vy = y;

            float xi = w / xsegs;
            float zi = h / ysegs;

            float ui, vi;

            ui = 0.1f;
            vi = 0.1f;

            float vu, vv;

            vu = 0.0f;
            vv = 0.0f;

            for (int sy = 0; sy < ysegs; sy++)
            {
                for (int sx = 0; sx < xsegs; sx++)
                {
                    float ny = 0.0f;

                    float ax = w / 2 + vx;
                    float ay = h / 2 + vz;

                    float tx = ax * xr;
                    float ty = ay * yr;

                    // int loc = (int)((float)ty * (float)tex.W * 3)+ (tx * 3);

                    int loc = (int)ty * (tex.W * 3);
                    loc += ( int )tx * 3;

                    ny = data [loc];

                    ny = ny * 3;

                    tp [sx, sy]    = new Vector3(vx, vy + ny, vz);
                    tuv [sx, sy]   = new Vector3(vu, vv, 0);
                    tnorm [sx, sy] = new Vector3(0, 1, 0);

                    vu += ui;
                    //vv += vi;

                    vx += xi;
                }
                vu  = 0;
                vv += vi;
                vx  = -w / 2.0f;
                vz += zi;
            }

            for (int sy = 0; sy < ysegs - 1; sy++)
            {
                for (int sx = 0; sx < xsegs - 1; sx++)
                {
                    indices.Add(GetI(sx, sy, xsegs, ysegs));
                    indices.Add(GetI(sx + 1, sy + 1, xsegs, ysegs));
                    indices.Add(GetI(sx + 1, sy, xsegs, ysegs));

                    indices.Add(GetI(sx + 1, sy + 1, xsegs, ysegs));
                    indices.Add(GetI(sx, sy, xsegs, ysegs));
                    indices.Add(GetI(sx, sy + 1, xsegs, ysegs));
                }
            }

            TMesh = new Mesh3D(indices.Count, xsegs * ysegs);

            int vid = 0;

            for (int sy = 0; sy < ysegs; sy++)
            {
                for (int sx = 0; sx < xsegs; sx++)
                {
                    TMesh.SetVertex(vid, tp [sx, sy], tan [sx, sy], tbi [sx, sy], tnorm [sx, sy], new Vector2(tuv [sx, sy].X, tuv [sx, sy].Y));
                    vid++;
                }
            }

            uint[] mi = new uint[indices.Count];

            for (int i = 0; i < indices.Count; i++)
            {
                mi [i] = ( uint )indices [i];
            }

            for (int i = 0; i < indices.Count / 3; i++)
            {
                TMesh.SetTri(i, indices [i * 3], indices [i * 3 + 1], indices [i * 3 + 2]);
            }

            TMesh.Indices = mi;

            TMesh.Mat = new Material.Material3D( );

            TMesh.GenerateTangents( );

            TMesh.Final( );

            Meshes.Add(TMesh);
            Renderer = new Visuals.VRTerrain( );
            Name     = "Terrain";
        }
Exemple #6
0
        private void GenFlat(float w, float h, float y, int xsegs, int ysegs)
        {
            tp    = new Vector3 [xsegs, ysegs];
            tuv   = new Vector3 [xsegs, ysegs];
            tnorm = new Vector3 [xsegs, ysegs];
            tbi   = new Vector3 [xsegs, ysegs];
            tan   = new Vector3 [xsegs, ysegs];

            List <int> indices = new List <int>();

            float vx = -w / 2.0f;
            float vz = -h / 2.0f;
            float vy = y;

            float xi = w / xsegs;
            float zi = h / ysegs;

            float ui, vi;

            ui = 0.1f;
            vi = 0.1f;

            float vu, vv;

            vu = 0.0f;
            vv = 0.0f;

            for (int sy = 0; sy < ysegs; sy++)
            {
                for (int sx = 0; sx < xsegs; sx++)
                {
                    tp [sx, sy]    = new Vector3(vx, vy, vz);
                    tuv [sx, sy]   = new Vector3(vu, vv, 0);
                    tnorm [sx, sy] = new Vector3(0, 1, 0);

                    vu += ui;
                    //vv += vi;

                    vx += xi;
                }
                vu  = 0;
                vv += vi;
                vx  = -w / 2.0f;
                vz += zi;
            }

            for (int sy = 0; sy < ysegs - 1; sy++)
            {
                for (int sx = 0; sx < xsegs - 1; sx++)
                {
                    indices.Add(GetI(sx, sy, xsegs, ysegs));
                    indices.Add(GetI(sx + 1, sy + 1, xsegs, ysegs));
                    indices.Add(GetI(sx + 1, sy, xsegs, ysegs));

                    indices.Add(GetI(sx + 1, sy + 1, xsegs, ysegs));
                    indices.Add(GetI(sx, sy, xsegs, ysegs));
                    indices.Add(GetI(sx, sy + 1, xsegs, ysegs));
                }
            }

            TMesh = new Mesh3D(indices.Count, xsegs * ysegs);

            int vid = 0;

            for (int sy = 0; sy < ysegs; sy++)
            {
                for (int sx = 0; sx < xsegs; sx++)
                {
                    TMesh.SetVertex(vid, tp [sx, sy], tan [sx, sy], tbi [sx, sy], tnorm [sx, sy], new Vector2(tuv [sx, sy].X, tuv [sx, sy].Y));
                    vid++;
                }
            }

            uint[] mi = new uint[indices.Count];

            for (int i = 0; i < indices.Count; i++)
            {
                mi [i] = ( uint )indices [i];
            }

            for (int i = 0; i < indices.Count / 3; i++)
            {
                TMesh.SetTri(i, indices [i * 3], indices [i * 3 + 1], indices [i * 3 + 2]);
            }

            TMesh.Indices = mi;

            TMesh.Mat = new Material.Material3D( );

            TMesh.GenerateTangents( );

            TMesh.Final( );

            Meshes.Add(TMesh);
            Renderer = new Visuals.VRTerrain( );
            Name     = "Terrain";
        }