Exemple #1
0
        protected mesh CreatePalletMesh(PalletProperties palletProperties)
        {
            // build pallet object
            Pallet pallet = new Pallet(palletProperties);
            // build list of boxes
            List<Box> listBoxes = pallet.BuildListOfBoxes();
            // build list of vertices / normals / UVs
            ulong vertexCount = 0, normalCount = 0, uvCount = 0, triangleCount = 0, boxCount = 0;
            string triangle_string = string.Empty;

            List<double> doubleArrayPosition = new List<double>(), doubleArrayNormal = new List<double>(), doubleArrayUV = new List<double>();

            foreach (Box box in listBoxes)
            {
                foreach (Vector3D p in box.Points)
                {
                    doubleArrayPosition.Add(p.X); doubleArrayPosition.Add(p.Y); doubleArrayPosition.Add(p.Z);
                    ++vertexCount;
                }
                foreach (Vector3D n in box.Normals)
                {
                    doubleArrayNormal.Add(n.X); doubleArrayNormal.Add(n.Y); doubleArrayNormal.Add(n.Z);
                    ++normalCount;
                }
                foreach (Vector2D uv in box.UVs)
                {
                    doubleArrayUV.Add(uv.X); doubleArrayUV.Add(uv.Y);
                    ++uvCount;
                }
                foreach (TriangleIndices tr in box.Triangles)
                {
                    triangle_string += tr.ConvertToString(boxCount);
                    ++triangleCount;
                }
                ++boxCount;
            }
            mesh palletMesh = new mesh();

            // position source
            source palletPositionSource = new source() { id = "pallet_position", name = "pallet_position" };
            float_array farrayPosition = new float_array { id = "pallet_position_float_array", count = (ulong)doubleArrayPosition.Count, Values = doubleArrayPosition.ToArray() };
            palletPositionSource.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count = vertexCount,
                    source = "#pallet_position_float_array",
                    param = new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }
                }
            };
            palletPositionSource.Item = farrayPosition;

            // normal source
            source palletPositionNormal = new source() { id = "pallet_normal", name = "pallet_normal" };
            float_array farrayNormal = new float_array { id = "pallet_normal_float_array", count = (ulong)doubleArrayNormal.Count, Values = doubleArrayNormal.ToArray() };
            palletPositionNormal.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count = normalCount,
                    source = "#pallet_normal_float_array",
                    param = new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }
                }
            };
            palletPositionNormal.Item = farrayNormal;

            // uv source
            source palletPositionUV = new source() { id = "pallet_UV", name = "pallet_UV" };
            float_array farrayUV = new float_array { id = "pallet_UV_float_array", count = (ulong)doubleArrayUV.Count, Values = doubleArrayUV.ToArray() };
            palletPositionUV.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 2,
                    count = vertexCount,
                    source = "#pallet_UV_float_array",
                    param = new param[] { new param() { name = "S", type = "float" }, new param() { name = "T", type = "float" } }
                }
            };
            palletPositionUV.Item = farrayUV;
            // insert sources
            palletMesh.source = new source[] { palletPositionSource, palletPositionNormal, palletPositionUV };

            // vertices
            InputLocal verticesInput = new InputLocal() { semantic = "POSITION", source = "#pallet_position" };
            palletMesh.vertices = new vertices() { id = "pallet_vertex", input = new InputLocal[] { verticesInput } };

            triangles trianglesPallet = new triangles() { material = "materialPallet", count = triangleCount };
            trianglesPallet.input = new InputLocalOffset[]
                                    {
                                        new InputLocalOffset() { semantic="VERTEX", source="#pallet_vertex", offset=0}
                                        , new InputLocalOffset() { semantic="NORMAL", source="#pallet_normal", offset=1}
                                        , new InputLocalOffset() { semantic="TEXCOORD", source="#pallet_UV", offset=2, set=0, setSpecified=true }
                                    };

            trianglesPallet.p = triangle_string;
            palletMesh.Items = new object[] { trianglesPallet };

            return palletMesh;
        }
Exemple #2
0
        public List<animation> ExportTransform(IList<Keyframe> keyframes, string name, string target)
        {
            var anims = new List<animation>();
            var inputs = new List<InputLocal>();

            var outputs = new List<float>(keyframes.Count * 16);
            foreach (var keyframe in keyframes)
            {
                var transform = Matrix4.Identity;
                if (keyframe.hasRotation)
                    transform *= Matrix4.CreateFromQuaternion(keyframe.rotation.Inverted());

                if (keyframe.hasScaleShear)
                {
                    var scaleShear = Matrix4.Identity;
                    for (int i = 0; i < 3; i++)
                    {
                        for (int j = 0; j < 3; j++)
                            scaleShear[i, j] = keyframe.scaleShear[i, j];
                    }

                    transform *= scaleShear;
                }

                if (keyframe.hasTranslation)
                {
                    transform[0, 3] += keyframe.translation[0];
                    transform[1, 3] += keyframe.translation[1];
                    transform[2, 3] += keyframe.translation[2];
                }

                for (int i = 0; i < 4; i++)
                {
                    for (int j = 0; j < 4; j++)
                        outputs.Add(transform[i, j]);
                }
            }

            var interpolations = new List<string>(keyframes.Count);
            for (int i = 0; i < keyframes.Count; i++)
            {
                // TODO: Add control point estimation code and add in/out tangents for Bezier
                //interpolations.Add("BEZIER");
                interpolations.Add("LINEAR");
            }

            var knots = new List<float>(keyframes.Count);
            foreach (var keyframe in keyframes)
            {
                knots.Add(keyframe.time);
            }

            /*
             * Fix up animations that have only one keyframe by adding another keyframe at
             * the end of the animation.
             * (This mainly applies to DaIdentity and DnConstant32f)
             */
            if (keyframes.Count == 1)
            {
                knots.Add(ParentAnimation.Duration);
                for (int i = 0; i < 16; i++)
                    outputs.Add(outputs[i]);
                interpolations.Add(interpolations[0]);
            }

            var knotsSource = ColladaUtils.MakeFloatSource(name, "inputs", new string[] { "TIME" }, knots.ToArray());
            var knotsInput = new InputLocal();
            knotsInput.semantic = "INPUT";
            knotsInput.source = "#" + knotsSource.id;
            inputs.Add(knotsInput);

            var outSource = ColladaUtils.MakeFloatSource(name, "outputs", new string[] { "TRANSFORM" }, outputs.ToArray(), 16, "float4x4");
            var outInput = new InputLocal();
            outInput.semantic = "OUTPUT";
            outInput.source = "#" + outSource.id;
            inputs.Add(outInput);

            var interpSource = ColladaUtils.MakeNameSource(name, "interpolations", new string[] { "INTERPOLATION" }, interpolations.ToArray());

            var interpInput = new InputLocal();
            interpInput.semantic = "INTERPOLATION";
            interpInput.source = "#" + interpSource.id;
            inputs.Add(interpInput);

            var sampler = new sampler();
            sampler.id = name + "_sampler";
            sampler.input = inputs.ToArray();

            var channel = new channel();
            channel.source = "#" + sampler.id;
            channel.target = target;

            var animation = new animation();
            animation.id = name;
            animation.name = name;
            var animItems = new List<object>();
            animItems.Add(knotsSource);
            animItems.Add(outSource);
            animItems.Add(interpSource);
            animItems.Add(sampler);
            animItems.Add(channel);
            animation.Items = animItems.ToArray();
            anims.Add(animation);
            return anims;
        }
Exemple #3
0
        protected mesh CreateCaseMesh(BoxProperties caseProperties)
        {
            // build box
            Box box = new Box(0, caseProperties);
            // build list of vertices / normals / UVs
            ulong vertexCount = 0, normalCount = 0, uvCount = 0;
            List<double> doubleArrayPosition = new List<double>(), doubleArrayNormal = new List<double>(), doubleArrayUV = new List<double>();
            foreach (Vector3D p in box.PointsSmallOffset)
            {
                doubleArrayPosition.Add(p.X); doubleArrayPosition.Add(p.Y); doubleArrayPosition.Add(p.Z);
                ++vertexCount;
            }
            foreach (Vector3D n in box.Normals)
            {
                doubleArrayNormal.Add(n.X); doubleArrayNormal.Add(n.Y); doubleArrayNormal.Add(n.Z);
                ++normalCount;
            }
            foreach (Vector2D uv in box.UVs)
            {
                doubleArrayUV.Add(uv.X); doubleArrayUV.Add(uv.Y);
                ++uvCount;
            }

            mesh caseMesh = new mesh();

            // position source
            source casePositionSource = new source() { id = "case_position", name = "case_position" };
            float_array farrayPosition = new float_array { id = "case_position_float_array", count = (ulong)doubleArrayPosition.Count, Values = doubleArrayPosition.ToArray() };
            casePositionSource.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count = vertexCount,
                    source = "#case_position_float_array",
                    param = new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }
                }
            };
            casePositionSource.Item = farrayPosition;

            // normal source
            source casePositionNormal = new source() { id = "case_normal", name = "case_normal" };
            float_array farrayNormal = new float_array { id = "case_normal_float_array", count = (ulong)doubleArrayNormal.Count, Values = doubleArrayNormal.ToArray() };
            casePositionNormal.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count = normalCount,
                    source = "#case_normal_float_array",
                    param = new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }
                }
            };
            casePositionNormal.Item = farrayNormal;

            // uv source
            source casePositionUV = new source() { id = "case_UV", name = "pallet_UV" };
            float_array farrayUV = new float_array { id = "case_UV_float_array", count = (ulong)doubleArrayUV.Count, Values = doubleArrayUV.ToArray() };
            casePositionUV.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 2,
                    count = vertexCount,
                    source = "#case_UV_float_array",
                    param = new param[] { new param() { name = "S", type = "float" }, new param() { name = "T", type = "float" } }
                }
            };
            casePositionUV.Item = farrayUV;
            // insert sources
            caseMesh.source = new source[] { casePositionSource, casePositionNormal, casePositionUV };

            // vertices
            InputLocal verticesInput = new InputLocal() { semantic = "POSITION", source = "#case_position" };
            caseMesh.vertices = new vertices() { id = "case_vertex", input = new InputLocal[] { verticesInput } };

            List<object> trianglesList = new List<object>();

            // build list of triangles
            foreach (HalfAxis.HAxis axis in HalfAxis.All)
            {
                triangles trianglesCase = new triangles() { material = string.Format("materialCase{0}", (uint)axis), count = 2 };
                trianglesCase.input = new InputLocalOffset[]
                                    {
                                        new InputLocalOffset() { semantic="VERTEX", source="#case_vertex", offset=0}
                                        , new InputLocalOffset() { semantic="NORMAL", source="#case_normal", offset=1}
                                        , new InputLocalOffset() { semantic="TEXCOORD", source="#case_UV", offset=2, set=0, setSpecified=true }
                                    };
                string triangle_string = string.Empty;
                foreach (TriangleIndices tr in box.TrianglesByFace(axis))
                    triangle_string += tr.ConvertToString(0);
                trianglesCase.p = triangle_string;
                trianglesList.Add(trianglesCase);
            }
            // build list of lines
            lines linesCase = new lines()
            {
                material = "materialCaseLines",
                count = 12,
                input = new InputLocalOffset[]
                {
                    new InputLocalOffset() { semantic="VERTEX", source="#case_vertex", offset=0}
                },
                p = "0 1 1 2 2 3 3 0 4 5 5 6 6 7 7 4 0 4 1 5 2 6 3 7"
            };
            trianglesList.Add(linesCase);

            caseMesh.Items = trianglesList.ToArray();
            return caseMesh;
        }