polylist Triangles2Polylist(triangles triangles)
        {
            polylist poly = new polylist();

            poly.count    = triangles.count;
            poly.input    = triangles.input;
            poly.material = triangles.material;
            poly.name     = triangles.name;
            poly.p        = triangles.p;

            string str = "3 ";

            System.Text.StringBuilder builder = new System.Text.StringBuilder(str.Length * (int)poly.count);
            for (int i = 0; i < (int)poly.count; i++)
            {
                builder.Append(str);
            }
            poly.vcount = builder.ToString();

            return(poly);
        }
Esempio n. 2
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        public static polylist MakePolyList(ulong id_num, uint[] indices, ref uint largest_offset)
        {
            polylist plist = new polylist();

            plist.material = "MaterialInstance_" + id_num;
            plist.input    = new InputLocalOffset[] {
                makeInputOffset("vertices", "VERTEX", 0, false, 0),
                makeInputOffset("texCoord_source", "TEXCOORD", 1, true, 0),
                makeInputOffset("color_source", "COLOR", 2, true, 0)
            };
            string p = "", vcount = "";
            long   len     = indices.LongLength;
            uint   largest = largest_offset;

            for (long i = 0; i < len; i++)
            {
                if (i % 3 == 0)
                {
                    vcount += "3 ";
                }
                uint index = indices[i] + largest_offset;
                largest = Math.Max(largest, indices[i] + largest_offset);
                p      += index.ToString() + " " + index.ToString() + " " + index.ToString();
                if (i < len - 1)
                {
                    p += " ";
                }
            }
            largest_offset = largest + 1;

            plist.vcount = vcount;
            plist.count  = (ulong)(indices.LongLength / 3);
            plist.p      = p;

            return(plist);
        }
Esempio n. 3
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        public static void AddSkinnedModelWithAnimations(ref Skin SkinChunk, ref SkeletonCTTR SkeletonChunk, ref Shader[] ShaderChunks)//, ref Animation[] AnimChunks)
        {
            List <uint> IndexList = new List <uint>();

            cachedGeoms.geometry = new geometry[SkinChunk.NumPrimGroups];
            for (int primgroups = 0; primgroups < SkinChunk.NumPrimGroups; primgroups++)
            {
                cachedGeoms.geometry[primgroups]      = new geometry();
                cachedGeoms.geometry[primgroups].id   = "geometry" + primgroups;
                cachedGeoms.geometry[primgroups].name = "geometry" + primgroups;
                mesh newMesh = new Collada141.mesh();

                newMesh.vertices                   = new vertices();
                newMesh.vertices.id                = "geometry" + primgroups + "-vertices";
                newMesh.vertices.name              = "geometry" + primgroups + "-vertices";
                newMesh.vertices.input             = new InputLocal[1];
                newMesh.vertices.input[0]          = new InputLocal();
                newMesh.vertices.input[0].semantic = "POSITION";
                newMesh.vertices.input[0].source   = "#geometry" + primgroups + "-positions";
                //newMesh.vertices.input[1] = new InputLocal();
                //newMesh.vertices.input[1].semantic = "TEXCOORD";
                //newMesh.vertices.input[1].source = "#geometry" + primgroups + "-texcoords";
                //newMesh.vertices.input[2].semantic = "COLOR";
                //newMesh.vertices.input[2].source = "#geometry0-colors";

                newMesh.source = new source[3];

                newMesh.source[0]    = new source();
                newMesh.source[0].id = "geometry" + primgroups + "-positions";
                float_array geom_positions = new float_array();
                geom_positions.id = "geometry" + primgroups + "-positions-array";
                PositionList posList = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <PositionList>()[0];
                geom_positions.count  = (ulong)posList.Positions.Length * 3;
                geom_positions.Values = new double[geom_positions.count];
                for (ulong i = 0; i < geom_positions.count / 3; i++)
                {
                    if (i % 3 == 0)
                    {
                        geom_positions.Values[i] = posList.Positions[i / 3].X;
                    }
                    else if (i % 3 == 1)
                    {
                        geom_positions.Values[i] = posList.Positions[i / 3].Y;
                    }
                    else
                    {
                        geom_positions.Values[i] = posList.Positions[i / 3].Z;
                    }
                }

                newMesh.source[0].Item                             = geom_positions;
                newMesh.source[0].technique_common                 = new sourceTechnique_common();
                newMesh.source[0].technique_common.accessor        = new accessor();
                newMesh.source[0].technique_common.accessor.source = "#" + geom_positions.id;
                newMesh.source[0].technique_common.accessor.count  = geom_positions.count / 3;
                newMesh.source[0].technique_common.accessor.stride = 3;
                newMesh.source[0].technique_common.accessor.param  = new param[3] {
                    new param(), new param(), new param(),
                };
                newMesh.source[0].technique_common.accessor.param[0].name = "X";
                newMesh.source[0].technique_common.accessor.param[0].type = "float";
                newMesh.source[0].technique_common.accessor.param[1].name = "Y";
                newMesh.source[0].technique_common.accessor.param[1].type = "float";
                newMesh.source[0].technique_common.accessor.param[2].name = "Z";
                newMesh.source[0].technique_common.accessor.param[2].type = "float";

                newMesh.source[1]    = new source();
                newMesh.source[1].id = "geometry" + primgroups + "-mesh-normals";
                float_array geom_normals = new float_array();
                geom_normals.id = "geometry" + primgroups + "-mesh-map-array";
                NormalList normals = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <NormalList>()[0];
                geom_normals.count  = (ulong)normals.Normals.Length * 3;
                geom_normals.Values = new double[geom_normals.count];
                for (ulong i = 0; i < geom_normals.count; i++)
                {
                    if (i % 3 == 0)
                    {
                        geom_normals.Values[i] = normals.Normals[i / 3].X;
                    }
                    else if (i % 3 == 1)
                    {
                        geom_normals.Values[i] = normals.Normals[i / 3].Y;
                    }
                    else
                    {
                        geom_normals.Values[i] = normals.Normals[i / 3].Z;
                    }
                }

                newMesh.source[1].Item                             = geom_normals;
                newMesh.source[1].technique_common                 = new sourceTechnique_common();
                newMesh.source[1].technique_common.accessor        = new accessor();
                newMesh.source[1].technique_common.accessor.source = "#" + geom_normals.id;
                newMesh.source[1].technique_common.accessor.count  = geom_positions.count / 3;
                newMesh.source[1].technique_common.accessor.stride = 3;
                newMesh.source[1].technique_common.accessor.param  = new param[3] {
                    new param(), new param(), new param(),
                };
                newMesh.source[1].technique_common.accessor.param[0].name = "X";
                newMesh.source[1].technique_common.accessor.param[0].type = "float";
                newMesh.source[1].technique_common.accessor.param[1].name = "Y";
                newMesh.source[1].technique_common.accessor.param[1].type = "float";
                newMesh.source[1].technique_common.accessor.param[2].name = "Z";
                newMesh.source[1].technique_common.accessor.param[2].type = "float";

                newMesh.source[2]    = new source();
                newMesh.source[2].id = "geometry" + primgroups + "-mesh-map-0";
                float_array geom_texcoords = new float_array();
                geom_texcoords.id = "geometry" + primgroups + "-mesh-map-array";
                UVList UV = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <UVList>()[0];
                geom_texcoords.count  = (ulong)UV.UVs.Length * 2;
                geom_texcoords.Values = new double[geom_texcoords.count];
                for (ulong i = 0; i < geom_texcoords.count; i++)
                {
                    ulong pos = i / 2;
                    geom_texcoords.Values[i] = UV.UVs[pos].X;
                    i++;
                    geom_texcoords.Values[i] = UV.UVs[pos].Y;
                }

                newMesh.source[2].Item                             = geom_texcoords;
                newMesh.source[2].technique_common                 = new sourceTechnique_common();
                newMesh.source[2].technique_common.accessor        = new accessor();
                newMesh.source[2].technique_common.accessor.source = "#" + geom_texcoords.id;
                newMesh.source[2].technique_common.accessor.count  = geom_texcoords.count / 2;
                newMesh.source[2].technique_common.accessor.stride = 2;
                newMesh.source[2].technique_common.accessor.param  = new param[2] {
                    new param(), new param(),
                };
                newMesh.source[2].technique_common.accessor.param[0].name = "S";
                newMesh.source[2].technique_common.accessor.param[0].type = "float";
                newMesh.source[2].technique_common.accessor.param[1].name = "T";
                newMesh.source[2].technique_common.accessor.param[1].type = "float";

                /*
                 * newMesh.source[3].id = "geometry" + primgroups + "-colors-Col";
                 * float_array geom_colors = new float_array();
                 * geom_colors.id = "geometry" + primgroups + "-colors-Col-array";
                 * ColourList colors = SkinChunk.GetChildren<PrimitiveGroupCTTR>()[primgroups].GetChildren<ColourList>()[0];
                 * geom_colors.count = (ulong)colors.Colours.Length * 3;
                 * geom_colors.Values = new double[geom_colors.count];
                 * for (ulong i = 0; i < geom_colors.count / 3; i++)
                 * {
                 *  if (i % 3 == 0)
                 *  {
                 *      geom_colors.Values[i] = colors.Colours[i];
                 *  }
                 *  else if (i % 3 == 1)
                 *  {
                 *      geom_colors.Values[i] = colors.Colours[i / 3];
                 *  }
                 *  else
                 *  {
                 *      geom_colors.Values[i] = colors.Colours[i / 3];
                 *  }
                 * }
                 *
                 * newMesh.source[3].Item = geom_colors;
                 * newMesh.source[3].technique_common = new sourceTechnique_common();
                 * newMesh.source[3].technique_common.accessor = new accessor();
                 * newMesh.source[3].technique_common.accessor.source = geom_colors.id;
                 * newMesh.source[3].technique_common.accessor.count = geom_colors.count / 3;
                 * newMesh.source[3].technique_common.accessor.stride = 3;
                 * newMesh.source[3].technique_common.accessor.param = new param[3];
                 * newMesh.source[3].technique_common.accessor.param[0].name = "R";
                 * newMesh.source[3].technique_common.accessor.param[0].type = "float";
                 * newMesh.source[3].technique_common.accessor.param[1].name = "G";
                 * newMesh.source[3].technique_common.accessor.param[1].type = "float";
                 * newMesh.source[3].technique_common.accessor.param[2].name = "B";
                 * newMesh.source[3].technique_common.accessor.param[2].type = "float";
                 */

                polylist meshTriangles = new polylist();
                meshTriangles.material          = "";
                meshTriangles.count             = (ulong)SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length / 4;
                meshTriangles.input             = new InputLocalOffset[3];
                meshTriangles.input[0]          = new InputLocalOffset();
                meshTriangles.input[0].semantic = "VERTEX";
                meshTriangles.input[0].source   = "#" + newMesh.vertices.id;
                meshTriangles.input[0].offset   = 0;
                meshTriangles.input[1]          = new InputLocalOffset();
                meshTriangles.input[1].semantic = "NORMAL";
                meshTriangles.input[1].source   = "#" + "geometry" + primgroups + "-mesh-normals";
                meshTriangles.input[1].offset   = 1;
                meshTriangles.input[2]          = new InputLocalOffset();
                meshTriangles.input[2].semantic = "TEXCOORD";
                meshTriangles.input[2].source   = "#" + "geometry" + primgroups + "-mesh-map-0";
                meshTriangles.input[2].offset   = 2;
                meshTriangles.input[2].set      = 0;
                string packed_primitives = "";
                for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length; i++)
                {
                    packed_primitives += SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices[i];
                    packed_primitives += " ";
                }
                string packed_vcount = "";
                for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length / 3; i++)
                {
                    packed_vcount += "3 ";
                }
                meshTriangles.vcount = packed_vcount;

                meshTriangles.p = packed_primitives;

                newMesh.Items    = new object[1];
                newMesh.Items[0] = meshTriangles;

                cachedGeoms.geometry[primgroups].Item = newMesh;

                for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length; i++)
                {
                    IndexList.Add(SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices[i]);
                }
            }

            cachedMats.material = new material[ShaderChunks.Length];
            List <string> shader_tex = new List <string>();

            for (int mat = 0; mat < ShaderChunks.Length; mat++)
            {
                cachedMats.material[mat]                     = new material();
                cachedMats.material[mat].id                  = "mat" + ShaderChunks[mat].Name;
                cachedMats.material[mat].name                = ShaderChunks[mat].Name;
                cachedMats.material[mat].instance_effect     = new instance_effect();
                cachedMats.material[mat].instance_effect.url = "#" + ShaderChunks[mat].Name; //effect name
                if (ShaderChunks[mat].GetChildren <ShaderTextureParam>().Length > 0)
                {
                    if (!shader_tex.Contains(ShaderChunks[mat].GetChildren <ShaderTextureParam>()[0].Value))
                    {
                        shader_tex.Add(ShaderChunks[mat].GetChildren <ShaderTextureParam>()[0].Value);
                    }
                }
            }

            cachedImages.image = new image[shader_tex.Count];
            for (int i = 0; i < cachedImages.image.Length; i++)
            {
                cachedImages.image[i]    = new image();
                cachedImages.image[i].id = "image" + shader_tex[i];
                //fx_surface_init_from_common init_from = new fx_surface_init_from_common();
                //init_from.Value = shader_tex[i];
                //cachedImages.image[i].Item = init_from;
            }

            cachedEffects.effect = new effect[ShaderChunks.Length];
            for (int mat = 0; mat < ShaderChunks.Length; mat++)
            {
                cachedEffects.effect[mat]                                        = new effect();
                cachedEffects.effect[mat].id                                     = ShaderChunks[mat].Name;
                cachedEffects.effect[mat].name                                   = ShaderChunks[mat].Name;
                cachedEffects.effect[mat].newparam                               = new fx_newparam_common[2];
                cachedEffects.effect[mat].newparam[0]                            = new fx_newparam_common();
                cachedEffects.effect[mat].newparam[0].sid                        = "Image-surface";
                cachedEffects.effect[mat].newparam[0].surface                    = new fx_surface_common();
                cachedEffects.effect[mat].newparam[0].surface.type               = fx_surface_type_enum.Item2D;
                cachedEffects.effect[mat].newparam[0].surface.init_from          = new fx_surface_init_from_common[1];
                cachedEffects.effect[mat].newparam[0].surface.init_from[0]       = new fx_surface_init_from_common();
                cachedEffects.effect[mat].newparam[0].surface.init_from[0].Value = ShaderChunks[mat].Name;
                cachedEffects.effect[mat].newparam[0].surface.format             = "A8R8G8B8";

                cachedEffects.effect[mat].newparam[1]                     = new fx_newparam_common();
                cachedEffects.effect[mat].newparam[1].sid                 = "Image-sampler";
                cachedEffects.effect[mat].newparam[1].sampler2D           = new fx_sampler2D_common();
                cachedEffects.effect[mat].newparam[1].sampler2D.source    = "Image-surface";
                cachedEffects.effect[mat].newparam[1].sampler2D.wrap_s    = fx_sampler_wrap_common.CLAMP;
                cachedEffects.effect[mat].newparam[1].sampler2D.wrap_t    = fx_sampler_wrap_common.CLAMP;
                cachedEffects.effect[mat].newparam[1].sampler2D.minfilter = fx_sampler_filter_common.NEAREST;
                cachedEffects.effect[mat].newparam[1].sampler2D.magfilter = fx_sampler_filter_common.NEAREST;
                cachedEffects.effect[mat].newparam[1].sampler2D.mipfilter = fx_sampler_filter_common.NEAREST;

                cachedEffects.effect[mat].Items                  = new effectFx_profile_abstractProfile_COMMON[1];
                cachedEffects.effect[mat].Items[0]               = new effectFx_profile_abstractProfile_COMMON();
                cachedEffects.effect[mat].Items[0].technique     = new effectFx_profile_abstractProfile_COMMONTechnique();
                cachedEffects.effect[mat].Items[0].technique.sid = "common";
                effectFx_profile_abstractProfile_COMMONTechniquePhong common_phong = new effectFx_profile_abstractProfile_COMMONTechniquePhong();
                common_color_or_texture_typeTexture textureType = new common_color_or_texture_typeTexture();
                textureType.texture           = "Image-sampler";
                textureType.texcoord          = "tc";
                common_phong.diffuse          = new common_color_or_texture_type();
                common_phong.diffuse.Item     = textureType;
                common_phong.transparent      = new common_transparent_type();
                common_phong.transparent.Item = textureType;

                cachedEffects.effect[mat].Items[0].technique.Item = common_phong;
            }

            cachedControllers.controller = new controller[SkinChunk.NumPrimGroups];

            for (int a = 0; a < SkinChunk.NumPrimGroups; a++)
            {
                cachedControllers.controller[a]      = new controller();
                cachedControllers.controller[a].id   = SkinChunk.Name + a;
                cachedControllers.controller[a].name = SkinChunk.Name + a;

                skin ControllerSkin = new skin();

                ControllerSkin.source1 = "#geometry" + a;
                ControllerSkin.source  = new source[3];

                ControllerSkin.source[0]    = new source();
                ControllerSkin.source[0].id = "controller" + a + "-joints";
                Name_array Joints_Names = new Name_array();
                Joints_Names.id     = "controller" + a + "-joints-array";
                Joints_Names.count  = (ulong)SkeletonChunk.GetChildren <SkeletonJointCTTR>().Length;
                Joints_Names.Values = new string[Joints_Names.count];
                for (ulong i = 0; i < Joints_Names.count; i++)
                {
                    Joints_Names.Values[i] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].Name;
                }

                ControllerSkin.source[0].Item                             = Joints_Names;
                ControllerSkin.source[0].technique_common                 = new sourceTechnique_common();
                ControllerSkin.source[0].technique_common.accessor        = new accessor();
                ControllerSkin.source[0].technique_common.accessor.source = "#" + Joints_Names.id;
                ControllerSkin.source[0].technique_common.accessor.count  = Joints_Names.count;
                ControllerSkin.source[0].technique_common.accessor.param  = new param[1] {
                    new param()
                };
                ControllerSkin.source[0].technique_common.accessor.param[0].name = "JOINT";
                ControllerSkin.source[0].technique_common.accessor.param[0].type = "Name";

                ControllerSkin.source[1]    = new source();
                ControllerSkin.source[1].id = "controller" + a + "-bind_poses";
                float_array Bind_Poses = new float_array();
                Bind_Poses.id     = "controller" + a + "-bind_poses-array";
                Bind_Poses.count  = (ulong)SkeletonChunk.GetChildren <SkeletonJointCTTR>().Length * 16;
                Bind_Poses.Values = new double[Bind_Poses.count];
                int bind_pose_pos = 0;
                for (ulong i = 0; i < Joints_Names.count; i++)
                {
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M11;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M12;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M13;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M14;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M21;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M22;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M23;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M24;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M31;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M32;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M33;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M34;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M41;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M42;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M43;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M44;
                    bind_pose_pos++;
                }

                ControllerSkin.source[1].Item                             = Bind_Poses;
                ControllerSkin.source[1].technique_common                 = new sourceTechnique_common();
                ControllerSkin.source[1].technique_common.accessor        = new accessor();
                ControllerSkin.source[1].technique_common.accessor.source = "#" + Bind_Poses.id;
                ControllerSkin.source[1].technique_common.accessor.count  = Bind_Poses.count;
                ControllerSkin.source[1].technique_common.accessor.param  = new param[1] {
                    new param()
                };
                ControllerSkin.source[1].technique_common.accessor.param[0].name = "TRANSFORM";
                ControllerSkin.source[1].technique_common.accessor.param[0].type = "float4x4";

                ControllerSkin.source[2]    = new source();
                ControllerSkin.source[2].id = "controller" + a + "-weights";
                float_array Weights_Array = new float_array();
                Weights_Array.id     = "controller" + a + "-weights-array";
                Weights_Array.count  = Joints_Names.count;
                Weights_Array.Values = new double[Joints_Names.count];
                for (int i = 0; i < Weights_Array.Values.Length; i++)
                {
                    Weights_Array.Values[i] = 1;
                }

                ControllerSkin.source[2].Item                             = Weights_Array;
                ControllerSkin.source[2].technique_common                 = new sourceTechnique_common();
                ControllerSkin.source[2].technique_common.accessor        = new accessor();
                ControllerSkin.source[2].technique_common.accessor.source = "#" + Weights_Array.id;
                ControllerSkin.source[2].technique_common.accessor.count  = Weights_Array.count;
                ControllerSkin.source[2].technique_common.accessor.param  = new param[1] {
                    new param()
                };
                ControllerSkin.source[2].technique_common.accessor.param[0].name = "WEIGHT";
                ControllerSkin.source[2].technique_common.accessor.param[0].type = "float";

                ControllerSkin.joints       = new skinJoints();
                ControllerSkin.joints.input = new InputLocal[2] {
                    new InputLocal(), new InputLocal()
                };
                ControllerSkin.joints.input[0].semantic = "JOINT";
                ControllerSkin.joints.input[0].source   = "#" + ControllerSkin.source[0].id;
                ControllerSkin.joints.input[1].semantic = "INV_BIND_MATRIX";
                ControllerSkin.joints.input[1].source   = "#" + ControllerSkin.source[1].id;

                ControllerSkin.vertex_weights       = new skinVertex_weights();
                ControllerSkin.vertex_weights.count = (ulong)IndexList.Count;
                ControllerSkin.vertex_weights.input = new InputLocalOffset[2] {
                    new InputLocalOffset(), new InputLocalOffset()
                };
                ControllerSkin.vertex_weights.input[0].semantic = "JOINT";
                ControllerSkin.vertex_weights.input[0].source   = "#" + ControllerSkin.source[0].id;
                ControllerSkin.vertex_weights.input[0].offset   = 0;
                ControllerSkin.vertex_weights.input[1].semantic = "WEIGHT";
                ControllerSkin.vertex_weights.input[1].source   = "#" + ControllerSkin.source[2].id;
                ControllerSkin.vertex_weights.input[1].offset   = 1;
                string vertex_vcount = "";
                for (int i = 0; i < IndexList.Count; i++)
                {
                    vertex_vcount += "1 ";
                }
                ControllerSkin.vertex_weights.vcount = vertex_vcount;

                string index_list_str = "";
                for (int i = 0; i < IndexList.Count; i++)
                {
                    index_list_str += IndexList[i] + " ";
                }

                ControllerSkin.vertex_weights.v = index_list_str;

                cachedControllers.controller[a].Item = ControllerSkin;
            }

            cachedVscenes.visual_scene = new visual_scene[1] {
                new visual_scene()
            };
            cachedVscenes.visual_scene[0].id      = "Scene0";
            cachedVscenes.visual_scene[0].name    = "Scene0";
            cachedVscenes.visual_scene[0].node    = new node[SkinChunk.NumPrimGroups + 1];
            cachedVscenes.visual_scene[0].node[0] = new node();
            //cachedVscenes.visual_scene[0].node[0].Items = new object[1];
            //cachedVscenes.visual_scene[0].node[0].Items[0] = new matrix();

            for (int i = 0; i < SkeletonChunk.Children.Count; i++)
            {
                SkeletonJointCTTR joint = (SkeletonJointCTTR)SkeletonChunk.Children[i];
                if (joint.SkeletonParent == 0)
                {
                    //cachedVscenes.visual_scene[0].node[0].node1 = new node[10];
                }
            }

            cachedVscenes.visual_scene[0].node[0].id   = SkeletonChunk.Name;
            cachedVscenes.visual_scene[0].node[0].type = NodeType.JOINT;

            //todo: joints node tree
            // SkeletonParent - 0 means root, the rest is chunk child index
            // SkeletonJointCTTR.BindPose matrix as transform matrix?

            for (int i = 1; i < SkinChunk.NumPrimGroups + 1; i++)
            {
                cachedVscenes.visual_scene[0].node[i] = new node();

                cachedVscenes.visual_scene[0].node[i].id   = "node" + i;
                cachedVscenes.visual_scene[0].node[i].name = "polygon" + i;
                cachedVscenes.visual_scene[0].node[i].type = NodeType.NODE;
                cachedVscenes.visual_scene[0].node[i].instance_controller = new instance_controller[1] {
                    new instance_controller()
                };
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].url      = "#" + cachedControllers.controller[i - 1].id;
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].skeleton = new string[1] {
                    "#" + cachedVscenes.visual_scene[0].node[0].id
                };
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material = new bind_material();
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common = new instance_material[1] {
                    new instance_material()
                };
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].symbol            = "#" + cachedMats.material[0].id;
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].target            = "#" + cachedMats.material[0].id;
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input = new instance_materialBind_vertex_input[1] {
                    new instance_materialBind_vertex_input()
                };
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input[0].semantic       = "tc";
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input[0].input_semantic = "TEXCOORD";
            }



            //not working:
            // - vertex weights error out
            // - mesh comes out wrong

            //animclips
            //anims
        }
Esempio n. 4
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        void AddFacesFromPolyList(polylist list, mesh mesh, ModelPrim prim, Matrix4 transform)
        {
            string material  = list.material;
            source posSrc    = null;
            source normalSrc = null;
            source uvSrc     = null;

            ulong stride    = 0;
            int   posOffset = -1;
            int   norOffset = -1;
            int   uvOffset  = -1;

            foreach (var inp in list.input)
            {
                stride = Math.Max(stride, inp.offset);

                switch (inp.semantic)
                {
                case "VERTEX":
                    posSrc    = FindSource(mesh.source, mesh.vertices.input[0].source);
                    posOffset = (int)inp.offset;
                    break;

                case "NORMAL":
                    normalSrc = FindSource(mesh.source, inp.source);
                    norOffset = (int)inp.offset;
                    break;

                case "TEXCOORD":
                    uvSrc    = FindSource(mesh.source, inp.source);
                    uvOffset = (int)inp.offset;
                    break;
                }
            }

            stride += 1;

            if (posSrc == null)
            {
                return;
            }

            var vcount = StrToArray(list.vcount);
            var idx    = StrToArray(list.p);

            Vector3[] normals = null;
            if (normalSrc != null)
            {
                var norVal = ((float_array)normalSrc.Item).Values;
                normals = new Vector3[norVal.Length / 3];

                for (int i = 0; i < normals.Length; i++)
                {
                    normals[i] = new Vector3((float)norVal[i * 3 + 0], (float)norVal[i * 3 + 1], (float)norVal[i * 3 + 2]);
                    normals[i] = Vector3.TransformNormal(normals[i], transform);
                    normals[i].Normalize();
                }
            }

            Vector2[] uvs = null;
            if (uvSrc != null)
            {
                var uvVal = ((float_array)uvSrc.Item).Values;
                uvs = new Vector2[uvVal.Length / 2];

                for (int i = 0; i < uvs.Length; i++)
                {
                    uvs[i] = new Vector2((float)uvVal[i * 2 + 0], (float)uvVal[i * 2 + 1]);
                }
            }

            ModelFace face = new ModelFace {
                MaterialID = list.material
            };

            if (face.MaterialID != null)
            {
                if (MatSymTarget.ContainsKey(list.material))
                {
                    ModelMaterial mat = Materials.Find(m => m.ID == MatSymTarget[list.material]);
                    if (mat != null)
                    {
                        face.Material = mat;
                    }
                }
            }

            int curIdx = 0;

            foreach (var nvert in vcount)
            {
                if (nvert < 3 || nvert > 4)
                {
                    throw new InvalidDataException("Only triangles and quads supported");
                }

                Vertex[] verts = new Vertex[nvert];
                for (int j = 0; j < nvert; j++)
                {
                    verts[j].Position = prim.Positions[idx[curIdx + posOffset + (int)stride * j]];

                    if (normals != null)
                    {
                        verts[j].Normal = normals[idx[curIdx + norOffset + (int)stride * j]];
                    }

                    if (uvs != null)
                    {
                        verts[j].TexCoord = uvs[idx[curIdx + uvOffset + (int)stride * j]];
                    }
                }


                switch (nvert)
                {
                case 3:
                    face.AddVertex(verts[0]);
                    face.AddVertex(verts[1]);
                    face.AddVertex(verts[2]);
                    break;

                case 4:
                    face.AddVertex(verts[0]);
                    face.AddVertex(verts[1]);
                    face.AddVertex(verts[2]);

                    face.AddVertex(verts[0]);
                    face.AddVertex(verts[2]);
                    face.AddVertex(verts[3]);
                    break;
                }

                curIdx += (int)stride * nvert;
            }

            prim.Faces.Add(face);
        }
Esempio n. 5
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        internal DAEGeometry(DAELoaderNode loader, geometry geo)
        {
            if (geo.Item == null || !(geo.Item is mesh))
            {
                // empty or not supported geometry
                return;
            }

            mesh m = geo.Item as mesh;

            // load sources
            Dictionary <string, MeshSource> sources = new Dictionary <string, MeshSource>();

            foreach (source src in m.source)
            {
                if (src.Item is float_array)
                {
                    float_array values = src.Item as float_array;
                    int         stride = (int)src.technique_common.accessor.stride;
                    sources.Add(src.id, new MeshSource(values.Values, stride));
                }
            }

            // load positions
            foreach (InputLocal input in m.vertices.input)
            {
                if (input.semantic.Equals("POSITION"))
                {
                    sources.Add(m.vertices.id, sources[DAEUtils.GetUrl(input.source).Id]);
                    break;
                }
            }

            // load primitives
            foreach (var item in m.Items)
            {
                // load triangles
                if (item is triangles)
                {
                    triangles tris = item as triangles;

                    DAEVertexDescription[] vertices = new DAEVertexDescription[tris.count * 3];
                    int[] p        = DAEUtils.StringToIntArray(tris.p);
                    int   stepSize = p.Length / ((int)tris.count * 3);
                    foreach (InputLocalOffset input in tris.input)
                    {
                        SetVertices(input, p, stepSize, sources, vertices);
                    }

                    if (!ContainsTangents(tris.input))
                    {
                        GenerateMeshTangents(vertices);
                    }

                    _triangles.Add(new DAETriangles(loader, vertices, tris.material));
                }
                else if (item is polylist)
                {
                    polylist polys = item as polylist;

                    int[] polyVertexCounts = DAEUtils.StringToIntArray(polys.vcount);
                    int   vertexCount      = 0;
                    int   triCount         = 0;
                    for (int i = 0; i < polyVertexCounts.Length; i++)
                    {
                        vertexCount += polyVertexCounts[i];
                        triCount    += polyVertexCounts[i] - 2;
                    }

                    DAEVertexDescription[] polyVertices = new DAEVertexDescription[vertexCount];
                    int[] p        = DAEUtils.StringToIntArray(polys.p);
                    int   stepSize = p.Length / vertexCount;

                    foreach (InputLocalOffset input in polys.input)
                    {
                        SetVertices(input, p, stepSize, sources, polyVertices);
                    }

                    // triangulation
                    DAEVertexDescription[] triVertices = new DAEVertexDescription[triCount * 3];
                    int triVertexIdx  = 0;
                    int polyVertexIdx = 0;
                    for (int i = 0; i < polyVertexCounts.Length; i++)
                    {
                        int triVertex = 0;
                        for (int k = 0; k < polyVertexCounts[i]; k++)
                        {
                            if (triVertex == 3)
                            {
                                triVertex = 1;
                                k--;

                                // repeat first vertex
                                triVertices[triVertexIdx++] = polyVertices[polyVertexIdx];
                            }

                            triVertices[triVertexIdx++] = polyVertices[polyVertexIdx + k];
                            triVertex++;
                        }

                        // skip to next polygon
                        polyVertexIdx += polyVertexCounts[i];
                    }

                    if (!ContainsTangents(polys.input))
                    {
                        GenerateMeshTangents(triVertices);
                    }

                    _triangles.Add(new DAETriangles(loader, triVertices, polys.material));
                }
            }
        }
Esempio n. 6
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        private void LoadGeometryFromCollada(CollisionGroupNode parent, geometry geo)
        {
            mesh m = geo.Item as mesh;

            // For safety, read the model's definition of where the position data is
            // and grab it from there. We could just do a search for "position" in the
            // source list names, but this makes sure there are no errors.
            InputLocal  pos_input = Array.Find(m.vertices.input, x => x.semantic == "POSITION");
            source      pos_src   = Array.Find(m.source, x => x.id == pos_input.source.Trim('#'));
            float_array pos_arr   = pos_src.Item as float_array;

            // For some reason Maya puts a leading space in the face index data,
            // so we need to trim that out before trying to parse the index string.
            string[] indices;
            int      stride;

            if (m.Items[0].GetType() == typeof(triangles))
            {
                triangles tris = m.Items[0] as triangles;
                indices = tris.p.Trim(' ').Split(' ');
                stride  = tris.input.Length; // Make sure this tool can support meshes with multiple vertex attributes.
            }
            else if (m.Items[0].GetType() == typeof(polylist))
            {
                polylist polys = m.Items[0] as polylist;
                indices = polys.p.Trim(' ').Split(' ');
                stride  = polys.input.Length; // Make sure this tool can support meshes with multiple vertex attributes.
            }
            else
            {
                throw new Exception($"Unsupported polygon type for mesh {geo.name}: {m.Items[0].GetType()}");
            }

            for (int i = 0; i < indices.Length; i += stride * 3)
            {
                int vec1_index = Convert.ToInt32(indices[i]);
                int vec2_index = Convert.ToInt32(indices[i + stride]);
                int vec3_index = Convert.ToInt32(indices[i + (stride * 2)]);

                Vector3 vec1 = new Vector3((float)pos_arr.Values[vec1_index * 3],
                                           (float)pos_arr.Values[(vec1_index * 3) + 1],
                                           (float)pos_arr.Values[(vec1_index * 3) + 2]);

                Vector3 vec2 = new Vector3((float)pos_arr.Values[vec2_index * 3],
                                           (float)pos_arr.Values[(vec2_index * 3) + 1],
                                           (float)pos_arr.Values[(vec2_index * 3) + 2]);

                Vector3 vec3 = new Vector3((float)pos_arr.Values[vec3_index * 3],
                                           (float)pos_arr.Values[(vec3_index * 3) + 1],
                                           (float)pos_arr.Values[(vec3_index * 3) + 2]);

                // The benefit of using this library is that we easily got the up-axis
                // info from the file. If the up-axis was defined as Z-up, we need to
                // swap the Y and Z components of our vectors so the mesh isn't sideways.
                // (The Wind Waker is Y-up.)
                if (m_UpAxis == UpAxisType.Z_UP)
                {
                    vec1 = SwapYZ(vec1);
                    vec2 = SwapYZ(vec2);
                    vec3 = SwapYZ(vec3);
                }

                CollisionTriangle new_tri = new CollisionTriangle(vec1, vec2, vec3, parent);

                parent.Triangles.Add(new_tri);
                Triangles.Add(new_tri);
            }
        }