public static void saveToFile(Mesh mesh, string _filename) { Stream stream = File.Open(_filename, FileMode.Create); BinaryFormatter bFormatter = new BinaryFormatter(); bFormatter.Serialize(stream, mesh); stream.Close(); }
public Model(Mesh _mesh, Material _material, bool _isTesselated) { mesh = _mesh; material = _material; isTesselated = _isTesselated; name = _mesh.name; }
public Model(Mesh _mesh) { mesh = _mesh; name = _mesh.name; }
public Model(Mesh _mesh, Material _material) { mesh = _mesh; material = _material; name = _mesh.name; }
public static void ComputeVertexData(IMesh _mMesh, IISkinContextData _skin, Semantic _semantic, string _filepath) { Dictionary<int, VertexUndivided> verticesFullData = new Dictionary<int, VertexUndivided>(); List<FaceData> facesFullData = new List<FaceData>(); List<List<VertexDivided>> verticesParsedData = new List<List<VertexDivided>>(); IList<IFace> faces = _mMesh.Faces; IList<ITVFace> Tfaces = _mMesh.TvFace; IList<IPoint3> vertices = _mMesh.Verts; IList<IPoint3> Tvertices = _mMesh.TVerts; /* foreach (IPoint3 _v in vertices) { float temp = _v.Y; _v.Y = -_v.Z; _v.Z = temp; } */ for (int _fID = 0; _fID < faces.Count; _fID++) { FaceData _face = new FaceData((int)faces[_fID].SmGroup); // vectors are inverted to make up for max being clockwise Vector3 A_B = vertices[(int)faces[_fID].GetVert(1)].convertToVector3() - vertices[(int)faces[_fID].GetVert(0)].convertToVector3(); Vector3 A_C = vertices[(int)faces[_fID].GetVert(2)].convertToVector3() - vertices[(int)faces[_fID].GetVert(0)].convertToVector3(); Vector3 U = Tvertices[(int)Tfaces[_fID].GetTVert(1)].convertToVector3() - Tvertices[(int)Tfaces[_fID].GetTVert(0)].convertToVector3(); Vector3 V = Tvertices[(int)Tfaces[_fID].GetTVert(2)].convertToVector3() - Tvertices[(int)Tfaces[_fID].GetTVert(0)].convertToVector3(); Vector3 normUnsure = Vector3.Cross(A_B, A_C); normUnsure.Normalize(); float area = U.X * V.Y - U.Y * V.X; int sign = area < 0 ? -1 : 1; Vector3 tangent = new Vector3(0, 0, 1); tangent.X = A_B.X * V.Y - U.Y * A_C.X; tangent.Y = A_B.Y * V.Y - U.Y * A_C.Y; tangent.Z = A_B.Z * V.Y - U.Y * A_C.Z; tangent.Normalize(); tangent *= sign; for (int i = 0; i < 3; i++) { _face.vertices.Add((int)faces[_fID].GetVert(i)); if (verticesFullData.ContainsKey((int)faces[_fID].GetVert(i))) { VertexUndivided _v = verticesFullData[(int)faces[_fID].GetVert(i)]; _v.faceInfo.Add(new PerFaceInfo(_fID, (int)faces[_fID].SmGroup, (Tvertices[(int)Tfaces[_fID].GetTVert(i)]).convertToVector2(), normUnsure, tangent)); } else { VertexUndivided _v = new VertexUndivided(); _v.ID = faces[_fID].GetVert(i); int nbBonesA=_skin.GetNumAssignedBones((int)_v.ID); List<int> bonesID = new List<int>(); List<float> bonesWeights = new List<float>(); for (int b = 0; b < 4; b++) { if(nbBonesA<b+1) { bonesID.Add(0); bonesWeights.Add(0); } else { bonesID.Add(_skin.GetAssignedBone((int)_v.ID, b)); bonesWeights.Add(_skin.GetBoneWeight((int)_v.ID, b)); } } _v.bonesID = new ROD_core.BoneIndices(bonesID[0], bonesID[1], bonesID[2], bonesID[3]); _v.bonesWeights = new Vector4(bonesWeights[0], bonesWeights[1], bonesWeights[2], bonesWeights[3]); _v.pos = (vertices[(int)_v.ID]).convertToVector3(); _v.faceInfo.Add(new PerFaceInfo(_fID, (int)faces[_fID].SmGroup, (Tvertices[(int)Tfaces[_fID].GetTVert(i)]).convertToVector2(), normUnsure, tangent)); verticesFullData.Add((int)faces[_fID].GetVert(i), _v); } } facesFullData.Add(_face); } List<int> IndexBuffer = new List<int>(); List<VertexDivided> VertexBuffer = new List<VertexDivided>(); // vertex index in vertexfullData "undivided" et sa valeur en fonction du SMG Dictionary<int, Dictionary<int, int>> VertexDictionary = new Dictionary<int, Dictionary<int, int>>(); Mesh mesh = new Mesh(); for (int _faceID = 0; _faceID < facesFullData.Count; _faceID++) { facesFullData[_faceID].vertices.Reverse(); foreach (int _vertex in facesFullData[_faceID].vertices) { Dictionary<int, int> vertexTranslation; int _vID = (int)verticesFullData[_vertex].ID; List<PerFaceInfo> unitedVertex = verticesFullData[_vertex].faceInfo.Where(x => x.SMG == facesFullData[_faceID].SMG).ToList(); if (!VertexDictionary.ContainsKey(_vID)) { VertexDictionary.Add(_vID, new Dictionary<int, int>()); } vertexTranslation = VertexDictionary[_vID]; VertexDivided _newVertex = new VertexDivided(); _newVertex.pos = verticesFullData[_vertex].pos; _newVertex.UV.X = verticesFullData[_vertex].faceInfo.Where(x => x.ID == _faceID).FirstOrDefault().UV.X; _newVertex.UV.Y = 1 - verticesFullData[_vertex].faceInfo.Where(x => x.ID == _faceID).FirstOrDefault().UV.Y; Vector3 _normal_aggreagate = new Vector3(0, 0, 0); Vector3 _tangent_aggreagate = new Vector3(0, 0, 0); foreach (PerFaceInfo _FI in unitedVertex) { _normal_aggreagate += _FI.normal; _tangent_aggreagate += _FI.tangent; } _normal_aggreagate.Normalize(); _tangent_aggreagate.Normalize(); _newVertex.normal = _normal_aggreagate; _newVertex.tangent = _tangent_aggreagate; _newVertex.binormal = Vector3.Cross(_normal_aggreagate, _tangent_aggreagate); _newVertex.bonesID = verticesFullData[_vertex].bonesID; _newVertex.bonesWeights = verticesFullData[_vertex].bonesWeights; IndexBuffer.Add(VertexBuffer.Count); VertexBuffer.Add(_newVertex); } } mesh._indexStream = new IndexStream(IndexBuffer.Count, typeof(UInt16), true, true); mesh._vertexStream = new VertexStream(VertexBuffer.Count, true, true, _semantic); foreach (int id in IndexBuffer) { UInt16 _id = Convert.ToUInt16(id); VertexDivided res = VertexBuffer[_id]; mesh._indexStream.WriteIndex(_id); } Type dv = DynamicVertex.CreateVertex(_semantic); FieldInfo[] PI = dv.GetFields(); foreach (VertexDivided vd in VertexBuffer) { if (mesh._boundingBox.Minimum == null) { mesh._boundingBox.Minimum = new Vector3(vd.pos.X, vd.pos.Y, vd.pos.Z); mesh._boundingBox.Maximum = new Vector3(vd.pos.X, vd.pos.Y, vd.pos.Z); } mesh._boundingBox.Minimum.X = Math.Min(mesh._boundingBox.Minimum.X, vd.pos.X); mesh._boundingBox.Minimum.Y = Math.Min(mesh._boundingBox.Minimum.Y, vd.pos.Y); mesh._boundingBox.Minimum.Z = Math.Min(mesh._boundingBox.Minimum.Z, vd.pos.Z); mesh._boundingBox.Maximum.X = Math.Max(mesh._boundingBox.Maximum.X, vd.pos.X); mesh._boundingBox.Maximum.Y = Math.Max(mesh._boundingBox.Maximum.Y, vd.pos.Y); mesh._boundingBox.Maximum.Z = Math.Max(mesh._boundingBox.Maximum.Z, vd.pos.Z); List<object> vertexData = new List<object>(); for (int i = 0; i < PI.Length; i++) { string fieldSemantic = ((InputElementAttribute)PI[i].GetCustomAttributes(true).First()).Semantic; vertexData.Add(vd.GetSemanticObject(fieldSemantic)); } object[] obj = vertexData.ToArray(); //object[] obj = new object[] { vd.pos, vd.normal, vd.UV, vd.binormal, vd.bonesID, vd.bonesWeights, vd.tangent }; //object[] obj = new object[] { vd.pos, vd.normal, vd.UV, vd.binormal, vd.tangent }; //object[] obj = new object[] { vd.pos, vd.normal, vd.UV}; mesh._vertexStream.WriteVertex(obj); } Mesh.saveToFile(mesh, _filepath); }