private DeferredMaterial createMaterial(MeshCoreData.Part part) { var diffuse = part.MeshMaterial.DiffuseMap; var normal = part.MeshMaterial.NormalMap; var specular = part.MeshMaterial.SpecularMap; var txDiffuse = diffuse == null ? null : pool.LoadTexture(diffuse); var txNormal = normal == null ? null : pool.LoadTexture(normal); var txSpecular = specular == null ? null : pool.LoadTexture(specular); return(new DeferredMaterial(game, txDiffuse, txNormal, txSpecular)); }
public VoxelGrid Voxelize(IMesh mesh, float resolution) { var positions = new List <Vector3>(); foreach (var part in mesh.GetCoreData().Parts) { MeshCoreData.Part part1 = part; positions.AddRange( part.MeshPart.GetGeometryData().GetSourceVector3(MeshPartGeometryData.Semantic.Position).Select(o => Vector3.TransformCoordinate(o.dx(), part1.ObjectMatrix.dx()))); } var indices = positions.Select((pos, i) => i).ToArray(); return(Voxelize(positions.ToArray(), indices, resolution)); }
public static IMesh CreateSimpleTestMesh() { IMesh mesh; mesh = new RAMMesh(); var part = new MeshCoreData.Part(); part.ObjectMatrix = Matrix.Identity; part.MeshPart = new RAMMeshPart(); ((RAMMeshPart)part.MeshPart).SetGeometryData(MeshPartGeometryData.CreateTestSquare()); var mat = new MeshCoreData.Material(); mat.DiffuseMap = GetTestTexture(); part.MeshMaterial = mat; mesh.GetCoreData().Parts.Add(part); return(mesh); }
public MeshCoreData.Part CreateMeshPart(OBJGroup.SubObject sub) { if (sub.Faces.Count == 0) { return(null); } Vector3[] positions = new Vector3[sub.Faces.Count * 3]; Vector3[] normals = new Vector3[sub.Faces.Count * 3]; Vector2[] texcoords = new Vector2[sub.Faces.Count * 3]; // Note that faces are flipped in this piece of code!!! for (int k = 0; k < sub.Faces.Count; k++) { var face = sub.Faces[k]; positions[k * 3 + 0] = importer.Vertices[face.V1.Position]; positions[k * 3 + 1] = importer.Vertices[face.V3.Position]; positions[k * 3 + 2] = importer.Vertices[face.V2.Position]; normals[k * 3 + 0] = importer.Normals[face.V1.Normal]; normals[k * 3 + 1] = importer.Normals[face.V3.Normal]; normals[k * 3 + 2] = importer.Normals[face.V2.Normal]; texcoords[k * 3 + 0] = new Vector2(importer.TexCoords[face.V1.TextureCoordinate].X, 1 - importer.TexCoords[face.V1.TextureCoordinate].Y); texcoords[k * 3 + 1] = new Vector2(importer.TexCoords[face.V3.TextureCoordinate].X, 1 - importer.TexCoords[face.V3.TextureCoordinate].Y); texcoords[k * 3 + 2] = new Vector2(importer.TexCoords[face.V2.TextureCoordinate].X, 1 - importer.TexCoords[face.V2.TextureCoordinate].Y); } TangentSolver solver = new TangentSolver(); var tangents = solver.GenerateTangents(positions, normals, texcoords).Select(f => new Vector3(f.X, f.Y, f.Z)).ToArray(); var positionsSource = new MeshPartGeometryData.Source(); positionsSource.DataVector3 = positions; positionsSource.Semantic = MeshPartGeometryData.Semantic.Position; var normalsSource = new MeshPartGeometryData.Source(); normalsSource.DataVector3 = normals; normalsSource.Semantic = MeshPartGeometryData.Semantic.Normal; var texcoordsSource = new MeshPartGeometryData.Source(); texcoordsSource.DataVector2 = texcoords; texcoordsSource.Semantic = MeshPartGeometryData.Semantic.Texcoord; var tangentsSource = new MeshPartGeometryData.Source(); tangentsSource.DataVector3 = tangents; tangentsSource.Semantic = MeshPartGeometryData.Semantic.Tangent; var part = new MeshCoreData.Part(); part.MeshMaterial = materials[sub.Material]; var meshPart = new RAMMeshPart(); meshPart.GetGeometryData().Sources.Add(positionsSource); meshPart.GetGeometryData().Sources.Add(normalsSource); meshPart.GetGeometryData().Sources.Add(texcoordsSource); meshPart.GetGeometryData().Sources.Add(tangentsSource); part.MeshPart = meshPart; part.ObjectMatrix = Matrix.Identity; return(part); }
private void convertSubObjectRenderPart(RAMMesh mesh, OBJGroup.SubObject sub, ObjImporter importer, Dictionary <OBJMaterial, MeshCoreData.Material> materials) { if (sub.Faces.Count == 0) { return; } var meshCoreData = mesh.GetCoreData(); Vector3[] positions = new Vector3[sub.Faces.Count * 3]; Vector3[] normals = new Vector3[sub.Faces.Count * 3]; Vector2[] texcoords = new Vector2[sub.Faces.Count * 3]; for (int k = 0; k < sub.Faces.Count; k++) { var face = sub.Faces[k]; positions[k * 3 + 0] = importer.Vertices[face.V1.Position]; positions[k * 3 + 1] = importer.Vertices[face.V2.Position]; positions[k * 3 + 2] = importer.Vertices[face.V3.Position]; normals[k * 3 + 0] = importer.Normals[face.V1.Normal]; normals[k * 3 + 1] = importer.Normals[face.V2.Normal]; normals[k * 3 + 2] = importer.Normals[face.V3.Normal]; texcoords[k * 3 + 0] = new Vector2(importer.TexCoords[face.V1.TextureCoordinate].X, 1 - importer.TexCoords[face.V1.TextureCoordinate].Y); texcoords[k * 3 + 1] = new Vector2(importer.TexCoords[face.V2.TextureCoordinate].X, 1 - importer.TexCoords[face.V2.TextureCoordinate].Y); texcoords[k * 3 + 2] = new Vector2(importer.TexCoords[face.V3.TextureCoordinate].X, 1 - importer.TexCoords[face.V3.TextureCoordinate].Y); } TangentSolver solver = new TangentSolver(); var tangents = solver.GenerateTangents(positions, normals, texcoords).Select(f => new Vector3(f.X, f.Y, f.Z)).ToArray(); var positionsSource = new MeshPartGeometryData.Source(); positionsSource.DataVector3 = positions; positionsSource.Semantic = MeshPartGeometryData.Semantic.Position; var normalsSource = new MeshPartGeometryData.Source(); normalsSource.DataVector3 = normals; normalsSource.Semantic = MeshPartGeometryData.Semantic.Normal; var texcoordsSource = new MeshPartGeometryData.Source(); texcoordsSource.DataVector2 = texcoords; texcoordsSource.Semantic = MeshPartGeometryData.Semantic.Texcoord; var tangentsSource = new MeshPartGeometryData.Source(); tangentsSource.DataVector3 = tangents; tangentsSource.Semantic = MeshPartGeometryData.Semantic.Tangent; var part = new MeshCoreData.Part(); part.MeshMaterial = materials[sub.Material]; var meshPart = new RAMMeshPart(); meshPart.GetGeometryData().Sources.Add(positionsSource); meshPart.GetGeometryData().Sources.Add(normalsSource); meshPart.GetGeometryData().Sources.Add(texcoordsSource); meshPart.GetGeometryData().Sources.Add(tangentsSource); part.MeshPart = meshPart; part.ObjectMatrix = Matrix.Identity; meshCoreData.Parts.Add(part); }