public Vector3 GetVertexTangent(int vertexIndex) { if (m_tangents == null) { m_importer.ImportData(AssetName, new string[] { MyImporterConstants.TAG_TANGENTS }); Dictionary <string, object> tagData = m_importer.GetTagData(); if (tagData.ContainsKey(MyImporterConstants.TAG_TANGENTS)) { m_tangents = (Byte4[])tagData[MyImporterConstants.TAG_TANGENTS]; } } if (m_tangents != null) { return(VF_Packer.UnpackNormal(m_tangents[vertexIndex])); } return(Vector3.Zero); }
private static bool ExportDataPackedAsHV4(this BinaryWriter writer, string tagName, Vector3[] vectorArray) { WriteTag(writer, tagName); if (vectorArray == null) { writer.Write(0); return(true); } writer.Write(vectorArray.Length); foreach (var vectorVal in vectorArray) { var v = vectorVal; var vector = VF_Packer.PackPosition(ref v); WriteHalfVector4(writer, ref vector); } return(true); }
public bool ExportDataPackedAsB4(string tagName, Vector3[] vctArr) { WriteTag(tagName); if (vctArr == null) { _writer.Write(0); return(true); } _writer.Write(vctArr.Length); foreach (var vector in vctArr) { WriteByte4(new Byte4 { PackedValue = VF_Packer.PackNormal(vector) }); } return(true); }
private static bool ExportDataPackedAsB4(this BinaryWriter writer, string tagName, Vector3[] vectorArray) { WriteTag(writer, tagName); if (vectorArray == null) { writer.Write(0); return(true); } writer.Write(vectorArray.Length); foreach (var vectorVal in vectorArray) { var v = vectorVal; var vector = new Byte4(); vector.PackedValue = VF_Packer.PackNormal(ref v); WriteByte4(writer, ref vector); } return(true); }
public bool ExportDataPackedAsB4(string tagName, Vector3[] vctArr) { WriteTag(tagName); if (vctArr == null) { m_writer.Write(0); return(true); } m_writer.Write(vctArr.Length); foreach (Vector3 vctVal in vctArr) { Vector3 v = vctVal; Byte4 vct = new Byte4(); vct.PackedValue = VF_Packer.PackNormal(ref v); WriteByte4(vct); } return(true); }
public Vector3 GetVertexNormal(int vertexIndex) { return(VF_Packer.UnpackNormal(ref m_vertices[vertexIndex].Normal)); }
public Vector3 GetVertexInt(int vertexIndex) { return(VF_Packer.UnpackPosition(ref m_vertices[vertexIndex].Position)); }
MyRenderMeshInfo LoadMesh(string assetName, out MyLODDescriptor[] LodDescriptors) { //Debug.Assert(assetName.EndsWith(".mwm")); #region Temporary for mwm endings if (!assetName.EndsWith(".mwm")) { assetName += ".mwm"; } #endregion var meshVertexInput = MyVertexInputLayout.Empty; LodDescriptors = null; MyRenderMeshInfo result = new MyRenderMeshInfo(); var importer = new MyModelImporter(); var fsPath = Path.IsPathRooted(assetName) ? assetName : Path.Combine(MyFileSystem.ContentPath, assetName); if (!MyFileSystem.FileExists(fsPath)) { System.Diagnostics.Debug.Fail("Model " + assetName + " does not exists!"); return(MyAssetsLoader.GetDebugMesh().LODs[0].m_meshInfo); } string contentPath = null; if (Path.IsPathRooted(assetName) && assetName.ToLower().Contains("models")) { contentPath = assetName.Substring(0, assetName.ToLower().IndexOf("models")); } try { importer.ImportData(fsPath, new string[] { MyImporterConstants.TAG_VERTICES, MyImporterConstants.TAG_BLENDINDICES, MyImporterConstants.TAG_BLENDWEIGHTS, MyImporterConstants.TAG_NORMALS, MyImporterConstants.TAG_TEXCOORDS0, MyImporterConstants.TAG_TANGENTS, MyImporterConstants.TAG_BINORMALS, MyImporterConstants.TAG_BONES, MyImporterConstants.TAG_MESH_PARTS, MyImporterConstants.TAG_BOUNDING_BOX, MyImporterConstants.TAG_BOUNDING_SPHERE, MyImporterConstants.TAG_LODS, }); Dictionary <string, object> tagData = importer.GetTagData(); // extract data var positions = (HalfVector4[])tagData[MyImporterConstants.TAG_VERTICES]; System.Diagnostics.Debug.Assert(positions.Length > 0); var verticesNum = positions.Length; var boneIndices = (Vector4I[])tagData[MyImporterConstants.TAG_BLENDINDICES]; var boneWeights = (Vector4[])tagData[MyImporterConstants.TAG_BLENDWEIGHTS]; var normals = (Byte4[])tagData[MyImporterConstants.TAG_NORMALS]; var texcoords = (HalfVector2[])tagData[MyImporterConstants.TAG_TEXCOORDS0]; var tangents = (Byte4[])tagData[MyImporterConstants.TAG_TANGENTS]; var bintangents = (Byte4[])tagData[MyImporterConstants.TAG_BINORMALS]; var tangentBitanSgn = new Byte4[verticesNum]; for (int i = 0; i < verticesNum; i++) { var N = VF_Packer.UnpackNormal(normals[i].PackedValue); var T = VF_Packer.UnpackNormal(tangents[i].PackedValue); var B = VF_Packer.UnpackNormal(bintangents[i].PackedValue); var tanW = new Vector4(T.X, T.Y, T.Z, 0); tanW.W = T.Cross(N).Dot(B) < 0 ? -1 : 1; tangentBitanSgn[i] = VF_Packer.PackTangentSignB4(ref tanW); } bool hasBonesInfo = false; if (boneIndices.Length > 0 && boneWeights.Length > 0) { hasBonesInfo = true; } var bones = (MyModelBone[])tagData[MyImporterConstants.TAG_BONES]; // var vertexBuffers = new List <VertexBufferId>(); IndexBufferId indexBuffer = IndexBufferId.NULL; var submeshes = new Dictionary <string, List <MyDrawSubmesh> >(); var submeshes2 = new Dictionary <string, List <MySubmeshInfo> >(); var submeshesMeta = new List <MySubmeshInfo>(); int indicesNum = 0; bool missingMaterial = false; if (tagData.ContainsKey(MyImporterConstants.TAG_MESH_PARTS)) { var indices = new List <uint>(positions.Length); uint maxIndex = 0; var meshParts = tagData[MyImporterConstants.TAG_MESH_PARTS] as List <MyMeshPartInfo>; foreach (MyMeshPartInfo meshPart in meshParts) { # region Bones indirection int[] bonesRemapping = null; if (boneIndices.Length > 0 && bones.Length > MyRender11Constants.SHADER_MAX_BONES) { Dictionary <int, int> vertexChanged = new Dictionary <int, int>(); Dictionary <int, int> bonesUsed = new Dictionary <int, int>(); int trianglesNum = meshPart.m_indices.Count / 3; for (int i = 0; i < trianglesNum; i++) { for (int j = 0; j < 3; j++) { int index = meshPart.m_indices[i * 3 + j]; if (boneWeights[index].X > 0) { bonesUsed[boneIndices[index].X] = 1; } if (boneWeights[index].Y > 0) { bonesUsed[boneIndices[index].Y] = 1; } if (boneWeights[index].Z > 0) { bonesUsed[boneIndices[index].Z] = 1; } if (boneWeights[index].W > 0) { bonesUsed[boneIndices[index].W] = 1; } } } if (bonesUsed.Count > MyRender11Constants.SHADER_MAX_BONES) { Debug.Assert(bonesUsed.Count <= MyRender11Constants.SHADER_MAX_BONES, "Model \"" + assetName + "\"'s part uses more than 60 bones, please split model on more parts"); } var partBones = new List <int>(bonesUsed.Keys); partBones.Sort(); if (partBones.Count > 0 && partBones[partBones.Count - 1] >= MyRender11Constants.SHADER_MAX_BONES) { for (int i = 0; i < partBones.Count; i++) { bonesUsed[partBones[i]] = i; } Dictionary <int, int> vertexTouched = new Dictionary <int, int>(); for (int i = 0; i < trianglesNum; i++) { for (int j = 0; j < 3; j++) { int index = meshPart.m_indices[i * 3 + j]; if (!vertexTouched.ContainsKey(index)) { if (boneWeights[index].X > 0) { boneIndices[index].X = bonesUsed[boneIndices[index].X]; } if (boneWeights[index].Y > 0) { boneIndices[index].Y = bonesUsed[boneIndices[index].Y]; } if (boneWeights[index].Z > 0) { boneIndices[index].Z = bonesUsed[boneIndices[index].Z]; } if (boneWeights[index].W > 0) { boneIndices[index].W = bonesUsed[boneIndices[index].W]; } vertexTouched[index] = 1; int changes = 0; vertexChanged.TryGetValue(index, out changes); vertexChanged[index] = changes + 1; } } } bonesRemapping = partBones.ToArray(); } if (vertexChanged.Values.Count > 0) { Debug.Assert(vertexChanged.Values.Max() < 2, "Vertex shared between model parts, will likely result in wrong skinning"); } } #endregion int startIndex = indices.Count; int indexCount = meshPart.m_indices.Count; uint minIndex = (uint)meshPart.m_indices[0]; foreach (var i in meshPart.m_indices) { indices.Add((uint)i); minIndex = Math.Min(minIndex, (uint)i); } uint baseVertex = minIndex; for (int i = startIndex; i < startIndex + indexCount; i++) { indices[i] -= minIndex; maxIndex = Math.Max(maxIndex, indices[i]); } #region Material var materialDesc = meshPart.m_MaterialDesc; var matId = MyMeshMaterials1.GetMaterialId(materialDesc, contentPath); var partKey = MyMeshMaterials1.Table[matId.Index].Technique; var materialName = MyMeshMaterials1.Table[matId.Index].Name; var list = submeshes.SetDefault(partKey, new List <MyDrawSubmesh>()); list.Add(new MyDrawSubmesh(indexCount, startIndex, (int)baseVertex, MyMeshMaterials1.GetProxyId(matId), bonesRemapping)); submeshesMeta.Add(new MySubmeshInfo { IndexCount = indexCount, StartIndex = startIndex, BaseVertex = (int)baseVertex, BonesMapping = bonesRemapping, Material = materialName.ToString(), Technique = partKey }); var list2 = submeshes2.SetDefault(partKey, new List <MySubmeshInfo>()); list2.Add(submeshesMeta[submeshesMeta.Count - 1]); #endregion } indicesNum = indices.Count; #region Fill gpu buffes unsafe { if (maxIndex <= ushort.MaxValue) { // create 16 bit indices var indices16 = new ushort[indices.Count]; for (int i = 0; i < indices.Count; i++) { indices16[i] = (ushort)indices[i]; } result.Indices = indices16; fixed(ushort *I = indices16) { indexBuffer = MyHwBuffers.CreateIndexBuffer(indices16.Length, Format.R16_UInt, BindFlags.IndexBuffer, ResourceUsage.Immutable, new IntPtr(I), assetName + " index buffer"); } } else { var indicesArray = indices.ToArray(); fixed(uint *I = indicesArray) { indexBuffer = MyHwBuffers.CreateIndexBuffer(indices.Count, Format.R32_UInt, BindFlags.IndexBuffer, ResourceUsage.Immutable, new IntPtr(I), assetName + " index buffer"); } } } unsafe { if (!hasBonesInfo) { var vertices = new MyVertexFormatPositionH4[verticesNum]; for (int i = 0; i < verticesNum; i++) { vertices[i] = new MyVertexFormatPositionH4(positions[i]); } meshVertexInput = meshVertexInput.Append(MyVertexInputComponentType.POSITION_PACKED); result.VertexPositions = vertices; fixed(MyVertexFormatPositionH4 *V = vertices) { vertexBuffers.Add(MyHwBuffers.CreateVertexBuffer(verticesNum, sizeof(MyVertexFormatPositionH4), BindFlags.VertexBuffer, ResourceUsage.Immutable, new IntPtr(V), assetName + " vertex buffer " + vertexBuffers.Count)); } } else { var vertices = new MyVertexFormatPositionSkinning[verticesNum]; for (int i = 0; i < verticesNum; i++) { vertices[i] = new MyVertexFormatPositionSkinning( positions[i], new Byte4(boneIndices[i].X, boneIndices[i].Y, boneIndices[i].Z, boneIndices[i].W), boneWeights[i]); } meshVertexInput = meshVertexInput.Append(MyVertexInputComponentType.POSITION_PACKED) .Append(MyVertexInputComponentType.BLEND_WEIGHTS).Append(MyVertexInputComponentType.BLEND_INDICES); fixed(MyVertexFormatPositionSkinning *V = vertices) { vertexBuffers.Add(MyHwBuffers.CreateVertexBuffer(verticesNum, sizeof(MyVertexFormatPositionSkinning), BindFlags.VertexBuffer, ResourceUsage.Immutable, new IntPtr(V), assetName + " vertex buffer " + vertexBuffers.Count)); } } // add second stream { var vertices = new MyVertexFormatTexcoordNormalTangent[verticesNum]; for (int i = 0; i < verticesNum; i++) { vertices[i] = new MyVertexFormatTexcoordNormalTangent(texcoords[i], normals[i], tangentBitanSgn[i]); } fixed(MyVertexFormatTexcoordNormalTangent *V = vertices) { vertexBuffers.Add(MyHwBuffers.CreateVertexBuffer(verticesNum, sizeof(MyVertexFormatTexcoordNormalTangent), BindFlags.VertexBuffer, ResourceUsage.Immutable, new IntPtr(V), assetName + " vertex buffer " + vertexBuffers.Count)); } result.VertexExtendedData = vertices; meshVertexInput = meshVertexInput .Append(MyVertexInputComponentType.NORMAL, 1) .Append(MyVertexInputComponentType.TANGENT_SIGN_OF_BITANGENT, 1) .Append(MyVertexInputComponentType.TEXCOORD0_H, 1); } } #endregion } #region Extract lods if (tagData.ContainsKey(MyImporterConstants.TAG_LODS)) { var tagLODs = tagData[MyImporterConstants.TAG_LODS]; if (((MyLODDescriptor[])tagLODs).Length > 0) { } LodDescriptors = (MyLODDescriptor[])((MyLODDescriptor[])tagLODs).Clone(); } #endregion if (missingMaterial) { Debug.WriteLine(String.Format("Mesh {0} has missing material", assetName)); } //indexBuffer.SetDebugName(assetName + " index buffer"); int c = 0; //vertexBuffers.ForEach(x => x.SetDebugName(assetName + " vertex buffer " + c++)); // result.BoundingBox = (BoundingBox)tagData[MyImporterConstants.TAG_BOUNDING_BOX]; result.BoundingSphere = (BoundingSphere)tagData[MyImporterConstants.TAG_BOUNDING_SPHERE]; result.VerticesNum = verticesNum; result.IndicesNum = indicesNum; result.VertexLayout = meshVertexInput; result.IB = indexBuffer; result.VB = vertexBuffers.ToArray(); result.IsAnimated = hasBonesInfo; result.Parts = submeshes.ToDictionary(x => x.Key, x => x.Value.ToArray()); result.PartsMetadata = submeshes2.ToDictionary(x => x.Key, x => x.Value.ToArray()); result.m_submeshes = submeshesMeta; IsAnimated |= result.IsAnimated; importer.Clear(); return(result); }
internal MyVertexFormatPositionH4(Vector3 position) { Position = VF_Packer.PackPosition(ref position); }
internal MyVertexFormatTexcoordNormalTangent(HalfVector2 texcoord, Vector3 normal, Vector4 tangent) { Texcoord = texcoord; Normal = VF_Packer.PackNormalB4(ref normal); Tangent = VF_Packer.PackTangentSignB4(ref tangent); }
public static MaterialBvh Create(Dictionary <string, object> tags, int shapesPerNode = 8) { var verts = (Vector3[])tags.GetValueOrDefault(MyImporterConstants.TAG_VERTICES); var normals = (Byte4[])tags.GetValueOrDefault(MyImporterConstants.TAG_NORMALS); var box = (BoundingBox)tags.GetValueOrDefault(MyImporterConstants.TAG_BOUNDING_BOX); var parts = (List <MyMeshPartInfo>)tags.GetValueOrDefault(MyImporterConstants.TAG_MESH_PARTS); var sections = (List <MyMeshSectionInfo>)tags.GetValueOrDefault(MyImporterConstants.TAG_MESH_SECTIONS); var strings = new HashSet <string>(); var triangles = new List <TriangleData>(parts.Sum(x => x.m_indices.Count / 3)); void AddTriangle(string section, string material, int v0, int v1, int v2) { section = section ?? ""; material = material ?? ""; strings.Add(section); strings.Add(material); var normal = normals != null ? (VF_Packer.UnpackNormal(normals[v0]) + VF_Packer.UnpackNormal(normals[v1]) + VF_Packer.UnpackNormal(normals[v2])) : (Vector3?)null; triangles.Add(new TriangleData(new Triangle(in verts[v0], in verts[v1], in verts[v2], normal), section, material)); } foreach (var part in parts) { var materialName = part.m_MaterialDesc?.MaterialName ?? "<<no material>>"; using (PoolManager.Get(out List <KeyValuePair <string, MyMeshSectionMeshInfo> > mtlSections)) { foreach (var section in sections) { foreach (var mesh in section.Meshes) { if (mesh.MaterialName == materialName) { mtlSections.Add(new KeyValuePair <string, MyMeshSectionMeshInfo>(section.Name, mesh)); } } } mtlSections.Sort((a, b) => a.Value.StartIndex.CompareTo(b.Value.StartIndex)); var processed = 0; var idx = part.m_indices; foreach (var section in mtlSections) { for (var i = processed; i < section.Value.StartIndex - 2; i += 3) { AddTriangle(null, materialName, idx[i], idx[i + 1], idx[i + 2]); } var endOfSection = section.Value.StartIndex + section.Value.IndexCount; for (var i = section.Value.StartIndex; i < endOfSection - 2; i += 3) { AddTriangle(section.Key, materialName, idx[i], idx[i + 1], idx[i + 2]); } processed = endOfSection; } for (var i = processed; i < idx.Count - 2; i += 3) { AddTriangle(null, materialName, idx[i], idx[i + 1], idx[i + 2]); } } } PackedBvh bvh; using (ArrayPool <BoundingBox> .Get(triangles.Count, out var array)) { for (var i = 0; i < triangles.Count; i++) { var tri = triangles[i].Triangle; array[i].Min = Vector3.Min(Vector3.Min(tri.A, tri.B), tri.C); array[i].Max = Vector3.Max(Vector3.Max(tri.A, tri.B), tri.C); } using (var builder = new SahBvhBuilder(shapesPerNode, new EqReadOnlySpan <BoundingBox>(array, 0, triangles.Count))) bvh = builder.Build(); } return(new MaterialBvh(bvh, triangles.ToArray(), strings)); }
public void SetVertexPosition(int vertexIndex, ref Vector3 newPosition) { m_vertices[vertexIndex].Position = VF_Packer.PackPosition(newPosition); }