Esempio n. 1
0
        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));
        }
Esempio n. 2
0
        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);
        }