Esempio n. 1
0
        private void WriteMaterials(BinaryWriter bw, AMT_MODEL model)
        {
            List <AMT_MATERIAL> materials = model.Materials;

            for (int i = 0; i < materials.Count; i++)
            {
                char[] name = Tools.GetCharArray(materials[i].Name, 64);
                bw.Write(name);

                _import.ProgressText = "Exporting Materials " + materials[i].Name;

                WriteVector(bw, materials[i].Ambient);
                WriteVector(bw, materials[i].Diffuse);
                WriteVector(bw, materials[i].Specular);
                WriteVector(bw, materials[i].Emissive);
                bw.Write(materials[i].SpecularPower);
                bw.Write(materials[i].Transparency);

                char[] diffuseTexture = Tools.GetCharArray(materials[i].DiffuseTexture, 64);
                bw.Write(diffuseTexture);

                char[] specularTexture = Tools.GetCharArray(materials[i].SpecularTexture, 64);
                bw.Write(specularTexture);

                char[] normalTexture = Tools.GetCharArray(materials[i].NormalTexture, 64);
                bw.Write(normalTexture);

                char[] animatedTexture = Tools.GetCharArray(materials[i].AnimatedTexture, 64);
                bw.Write(animatedTexture);

                bw.Write(materials[i].Flag);
            }
        }
Esempio n. 2
0
        public static void CenterPivot(ref AMT_MODEL model)
        {
            List<Vector3> vertices = new List<Vector3>();
            for (int i = 0; i < model.Vertices.Count; i++)
                vertices.Add(model.Vertices[i].Position);

            BoundingBox bb = BoundingBox.CreateFromPoints(vertices);
            Vector3 positionAjust = -(bb.Max + bb.Min) / 2;

            Matrix translation = Matrix.CreateTranslation(positionAjust);

            //redimensiona os vertices
            for (int i = 0; i < model.Vertices.Count; i++)
                model.Vertices[i].Position = Vector3.Transform(model.Vertices[i].Position, translation);

            //reposiciona tb todos os bones e os keyframes
            if (model.Joints != null)
            {
                for (int i = 0; i < model.Joints.Count; i++)
                {
                    AMT_JOINT v = model.Joints[i];

                    //como ele mexeu na posicao entao mexe so no raiz
                    if (v.Name == "Root")
                        v.BindMatrix *= translation;

                    if (model.Joints[i].ParentID != -1)
                        v.MatrixAbsolute = model.Joints[i].BindMatrix *
                                           model.Joints[model.Joints[i].ParentID].MatrixAbsolute;
                    else
                        v.MatrixAbsolute = model.Joints[i].BindMatrix;

                    v.InverseBindMatrix = Matrix.Invert(translation) * v.InverseBindMatrix;

                    //mexe so no raiz
                    if (v.Name == "Root")
                    {
                        for (int j = 0; j < v.KFData.Count; j++)
                        {
                            AMT_KF p = v.KFData[j];
                            p.BindMatrix *= translation;
                            v.KFData[j] = p;
                        }
                    }

                    model.Joints[i] = v;
                }
            }
        }
Esempio n. 3
0
        private void WriteAnimations(BinaryWriter bw, AMT_MODEL model)
        {
            List <AMT_ANIMATION> animations = model.Animations;

            for (int i = 0; i < animations.Count; i++)
            {
                char[] name = Tools.GetCharArray(animations[i].Name, 64);
                bw.Write(name);

                _import.ProgressText = "Exporting Bones: animation: " + animations[i].Name;

                bw.Write(animations[i].StartFrame);
                bw.Write(animations[i].EndFrame);
                bw.Write(animations[i].Active);
            }
        }
Esempio n. 4
0
        private void WriteAnimations(BinaryWriter bw, AMT_MODEL model)
        {
            List<AMT_ANIMATION> animations = model.Animations;

            for (int i = 0; i < animations.Count; i++)
            {
                char[] name = Tools.GetCharArray(animations[i].Name, 64);
                bw.Write(name);

                _import.ProgressText = "Exporting Bones: animation: " + animations[i].Name;

                bw.Write(animations[i].StartFrame);
                bw.Write(animations[i].EndFrame);
                bw.Write(animations[i].Active);
            }
        }
Esempio n. 5
0
        private void WriteFaces(BinaryWriter bw, AMT_MODEL model)
        {
            List<AMT_FACE> faces = model.Faces;

            for (int i = 0; i < faces.Count; i++)
            {
                _import.ProgressText = "Exporting Faces " + i.ToString() + "/" + faces.Count.ToString();

                for (int j = 0; j < faces[i].Indices.Count; j++)
                    bw.Write(faces[i].Indices[j]);

                WriteVector(bw, faces[i].Normal);

                bw.Write(faces[i].MeshID);

                bw.Write(faces[i].Flag);
            }
        }
Esempio n. 6
0
        public bool Export(AMT_MODEL model, string filePath, Import import)
        {
            _import = import;

            using (BinaryWriter bw = new BinaryWriter(File.Open(filePath, FileMode.Create)))
            {
                WriteHead(bw, model);
                WriteVertices(bw, model);
                WriteFaces(bw, model);
                WriteMeshes(bw, model);
                WriteMaterials(bw, model);
                WriteJoints(bw, model);
                WriteAnimations(bw, model);

                bw.Close();
            }

            return(true);
        }
Esempio n. 7
0
        private void WriteHead(BinaryWriter bw, AMT_MODEL model)
        {
            _import.ProgressText = "Exporting Head";

            AMT_HEAD head = model.Head;

            bw.Write(head.Version);
            bw.Write(head.NumVertices);
            bw.Write(head.NumIndices);
            bw.Write(head.NumFaces);
            bw.Write(head.NumMeshes);
            bw.Write(head.NumMaterials);
            bw.Write(head.NumJoints);
            bw.Write(head.AnimationFPS);
            bw.Write(head.CurrentTime);
            bw.Write(head.NumFrames);
            bw.Write(head.NumAnimations);
            bw.Write(head.HasSkeleton);
        }
Esempio n. 8
0
        private void WriteHead(BinaryWriter bw, AMT_MODEL model)
        {
            _import.ProgressText = "Exporting Head";

            AMT_HEAD head = model.Head;

            bw.Write(head.Version);
            bw.Write(head.NumVertices);
            bw.Write(head.NumIndices);
            bw.Write(head.NumFaces);
            bw.Write(head.NumMeshes);
            bw.Write(head.NumMaterials);
            bw.Write(head.NumJoints);
            bw.Write(head.AnimationFPS);
            bw.Write(head.CurrentTime);
            bw.Write(head.NumFrames);
            bw.Write(head.NumAnimations);
            bw.Write(head.HasSkeleton);
        }
Esempio n. 9
0
        public bool Export(AMT_MODEL model, string filePath, Import import)
        {
            _import = import;

            using (BinaryWriter bw = new BinaryWriter(File.Open(filePath, FileMode.Create)))
            {
                WriteHead(bw, model);
                WriteVertices(bw, model);
                WriteFaces(bw, model);
                WriteMeshes(bw, model);
                WriteMaterials(bw, model);
                WriteJoints(bw, model);
                WriteAnimations(bw, model);

                bw.Close();
            }

            return true;
        }
Esempio n. 10
0
        void AddAnimations(ref AMT_MODEL? amtModel)
        {
            List<AMT_ANIMATION> animations = new List<AMT_ANIMATION>();
            for (int i = 0; i < animationsData.Rows.Count; i++)
            {
                var animation = new AMT_ANIMATION()
                {
                    StartFrame = (uint)animationsData.Rows[i]["Start"],
                    EndFrame = (uint)animationsData.Rows[i]["End"],
                    Name = animationsData.Rows[i]["Name"].ToString()
                };
                animations.Add(animation);
            }

            AMT_MODEL im = amtModel.Value;
            im.Animations = animations;
            im.Head.NumAnimations = (uint)animations.Count;
            amtModel = im;
        }
Esempio n. 11
0
        private void WriteFaces(BinaryWriter bw, AMT_MODEL model)
        {
            List <AMT_FACE> faces = model.Faces;

            for (int i = 0; i < faces.Count; i++)
            {
                _import.ProgressText = "Exporting Faces " + i.ToString() + "/" + faces.Count.ToString();

                for (int j = 0; j < faces[i].Indices.Count; j++)
                {
                    bw.Write(faces[i].Indices[j]);
                }

                WriteVector(bw, faces[i].Normal);

                bw.Write(faces[i].MeshID);

                bw.Write(faces[i].Flag);
            }
        }
Esempio n. 12
0
        private void WriteMeshes(BinaryWriter bw, AMT_MODEL model)
        {
            List <AMT_MESH> meshes = model.Meshes;

            for (int i = 0; i < meshes.Count; i++)
            {
                char[] name = Tools.GetCharArray(meshes[i].Name, 64);
                bw.Write(name);

                _import.ProgressText = "Exporting Mesh " + meshes[i].Name;

                bw.Write(meshes[i].NumFaces);
                for (int j = 0; j < meshes[i].FaceIndices.Count; j++)
                {
                    bw.Write(meshes[i].FaceIndices[j]);
                }

                bw.Write(meshes[i].MaterialID);
                bw.Write(meshes[i].Flag);
            }
        }
Esempio n. 13
0
        private void WriteJoints(BinaryWriter bw, AMT_MODEL model)
        {
            List <AMT_JOINT> joints = model.Joints;

            for (int i = 0; i < joints.Count; i++)
            {
                char[] name = Tools.GetCharArray(joints[i].Name, 64);
                bw.Write(name);

                _import.ProgressText = "Exporting Bones: name: " + joints[i].Name;

                bw.Write(joints[i].ID);
                bw.Write(joints[i].ParentID);

                //grava os ids dos filhos
                bw.Write(joints[i].NumChildren);
                if (joints[i].NumChildren > 0)
                {
                    foreach (var item in joints[i].JointChildren)
                    {
                        bw.Write(item);
                    }
                }

                //grava todos os keyframes desse joint
                bw.Write(joints[i].NumKF);
                if (joints[i].NumKF > 0)
                {
                    WriteKFData(bw, joints[i].KFData);
                }

                bw.Write(joints[i].IsAnimated);

                bw.Write(joints[i].Flag);

                WriteMatrix(bw, joints[i].BindMatrix);
                WriteMatrix(bw, joints[i].MatrixAbsolute);
                WriteMatrix(bw, joints[i].InverseBindMatrix);
            }
        }
Esempio n. 14
0
        private void WriteVertices(BinaryWriter bw, AMT_MODEL model)
        {
            List <AMT_VERTEX> vertices = model.Vertices;

            for (int i = 0; i < vertices.Count; i++)
            {
                _import.ProgressText = "Exporting Vertices " + i.ToString() + "/" + vertices.Count.ToString();

                WriteVector(bw, vertices[i].Position);
                WriteVector(bw, vertices[i].TexCoord1);
                WriteVector(bw, vertices[i].TexCoord2);
                WriteVector(bw, vertices[i].Normal);

                for (int j = 0; j < 4; j++)
                {
                    bw.Write(vertices[i].BoneIndices[j]);
                    bw.Write(vertices[i].BoneWeights[j]);
                }

                bw.Write(vertices[i].Flag);
            }
        }
Esempio n. 15
0
        public AMT_MODEL ConvertCollada(Stream stream)
        {
            var amtModel = new AMT_MODEL();

            var doc = XDocument.Load(stream);
            var colladaNode = doc.Root;

            Namespace = doc.Root.Name.Namespace.NamespaceName;
            //ReadGeometries(new XElement(XName.Get("library_geometries", Namespace)), ref amtModel);

            //_effects = ReadEffects(colladaNode.Element(XName.Get("library_effects", COLLADAConverter.Namespace)));
            //_materials = ReadMaterials(colladaNode.Element(XName.Get("library_materials", COLLADAConverter.Namespace)));

            ////Lê os layers
            //var geometryNodes = colladaNode.Element(XName.Get("library_geometries", COLLADAConverter.Namespace));
            //if (geometryNodes != null)
            //    pmobDoc.Layers = ReadLayers(geometryNodes.Elements());

            //ReadLibraryNodes(colladaNode.Element(XName.Get("library_nodes", COLLADAConverter.Namespace)));

            //var scenesElement = colladaNode.Element(XName.Get("library_visual_scenes", COLLADAConverter.Namespace));
            //if (scenesElement != null)
            //{
            //    var nodes = ReadNodes(scenesElement.Element(XName.Get("visual_scene", COLLADAConverter.Namespace)));

            //    var rootNode = new Node("root", "root", nodes);
            //    pmobDoc.Primitive = CreatePrimitive(rootNode);
            //}

            ////Gira o objeto dependendo do up
            //var assetNode = colladaNode.Element(XName.Get("asset", COLLADAConverter.Namespace));
            //if (assetNode != null)
            //{
            //    var upAxis = assetNode.Elements(XName.Get("up_axis", COLLADAConverter.Namespace));
            //}

            return amtModel;
        }
Esempio n. 16
0
        private void WriteVertices(BinaryWriter bw, AMT_MODEL model)
        {
            List<AMT_VERTEX> vertices = model.Vertices;

            for (int i = 0; i < vertices.Count; i++)
            {
                _import.ProgressText = "Exporting Vertices " + i.ToString() + "/" + vertices.Count.ToString();

                WriteVector(bw, vertices[i].Position);
                WriteVector(bw, vertices[i].TexCoord1);
                WriteVector(bw, vertices[i].TexCoord2);
                WriteVector(bw, vertices[i].Normal);

                for (int j = 0; j < 4; j++)
                {
                    bw.Write(vertices[i].BoneIndices[j]);
                    bw.Write(vertices[i].BoneWeights[j]);
                }

                bw.Write(vertices[i].Flag);
            }
        }
Esempio n. 17
0
        private void ConvertMesh(XElement meshElement, XElement triangles, ref AMT_MODEL amtModel)
        {
            //pega o mesh atual
            uint meshID = (uint)amtModel.Meshes.Count - 1;
            AMT_MESH mesh = amtModel.Meshes[amtModel.Meshes.Count - 1];

            //ja armazena o numero de faces do mesh
            mesh.NumFaces = int.Parse(triangles.Attribute("count").Value);

            //pega os inputs vertex, normal, texcoord etc
            List<XElement> inputs = triangles.Elements(XName.Get("input", Namespace)).ToList();
            XElement vertex = inputs.Find(item => { return item.Attribute("semantic").Value == "VERTEX"; });
            XElement normal = inputs.Find(item => { return item.Attribute("semantic").Value == "NORMAL"; });
            XElement texcoord = inputs.Find(item => { return item.Attribute("semantic").Value == "TEXCOORD"; });

            //elementos que tem na tag vertices, procurar o id = vertex.source
            List<XElement> verticesElements = meshElement.Elements(XName.Get("vertices", Namespace)).ToList();
            XElement verticeElement = verticesElements.Find(item => { return item.Attribute("id").Value == vertex.Attribute("source").Value.Substring(1); });
            //agora com o vertice certo pega o position
            List<XElement> inputsVerticesElement = verticeElement.Elements(XName.Get("input", Namespace)).ToList();
            XElement position = inputsVerticesElement.Find(item => { return item.Attribute("semantic").Value == "POSITION"; });

            //agora é so carregar os dados dos sources conforme os id dos inputs position, normal, texcoord
            List<XElement> sources = meshElement.Elements(XName.Get("source", Namespace)).ToList();
            XElement sourcePosition = sources.Find(item => { return item.Attribute("id").Value == position.Attribute("source").Value.Substring(1); });
            XElement sourceNormal = sources.Find(item => { return item.Attribute("id").Value == normal.Attribute("source").Value.Substring(1); });
            XElement sourceTexcoord = sources.Find(item => { return item.Attribute("id").Value == texcoord.Attribute("source").Value.Substring(1); });

            //pega os indices e junta tudo em um unico string
            List<XElement> ps = triangles.Elements(XName.Get("p", Namespace)).ToList();
            string indices = null;
            foreach (var item in ps)
                indices += ' ' + item.Value;
            //separa todos os indices usando os offsets
            string[] strIndices = indices.Replace('\n', ' ').Trim().Split(' ');
            List<int> positionIndices = new List<int>();
            int positionOffset = int.Parse(vertex.Attribute("offset").Value);
            List<int> normalIndices = new List<int>();
            int normalOffset = int.Parse(normal.Attribute("offset").Value);
            List<int> texcoordIndices = new List<int>();
            int texcoordOffset = int.Parse(texcoord.Attribute("offset").Value);

            for (int i = 0; i < strIndices.Length; i += sources.Count)
            {
                positionIndices.Add(int.Parse(strIndices[i + positionOffset]));
                normalIndices.Add(int.Parse(strIndices[i + normalOffset]));
                texcoordIndices.Add(int.Parse(strIndices[i + texcoordOffset]));
            }
            //vertices reais
            List<Vector3> positions = GetPositions(sourcePosition);
            List<Vector3> normals = GetNormals(sourceNormal);
            List<Vector2> texcoords = GetTexCoords(sourceTexcoord);

            //agora é so pegar os indices e vincular com os arrays pra criar os vertices q vao para o amt
            for (int i = 0; i < positionIndices.Count; i++)
            {
                AMT_VERTEX v = new AMT_VERTEX();
                v.SID = positionIndices[i]; //utilizado para encontrar esses vertices depois quando for atualizar o peso dos bones
                v.Position = positions[positionIndices[i]];
                v.Normal = normals[normalIndices[i]];
                v.TexCoord1 = texcoords[texcoordIndices[i]];
                v.TexCoord1.Y = -v.TexCoord1.Y; //Inverto o Y pq o exportador do max usa as coordenadas do opengl

                amtModel.Vertices.Add(v);
            }

            //carrega as faces
            for (int i = 0; i < amtModel.Vertices.Count; i += 3)
            {
                AMT_FACE f = new AMT_FACE();
                f.MeshID = meshID;
                f.Indices = new List<int>();
                f.Indices.Add(i);
                f.Indices.Add(i + 1);
                f.Indices.Add(i + 2);
                f.Normal = Tools.GetNormal(amtModel.Vertices[i].Position, amtModel.Vertices[i + 1].Position, amtModel.Vertices[i + 2].Position);

                amtModel.Faces.Add(f);

                mesh.FaceIndices.Add(amtModel.Faces.Count - 1);
            }

            //finalmente seta o mesh atual
            amtModel.Meshes[amtModel.Meshes.Count - 1] = mesh;
        }
Esempio n. 18
0
        private void ConvertBones(XElement rootElement, ref AMT_MODEL amtModel)
        {
            //primeiro eu encontro o library_visual_scenes
            XElement libraryVisualScenes = rootElement.Element(XName.Get("library_visual_scenes", Namespace));
            XElement visualScene = libraryVisualScenes.Element(XName.Get("visual_scene", Namespace));

            //se tem o nodo skeleton
            XElement rootNode = FindRootSkeletonNodeId(visualScene);

            amtModel.Joints = new List<AMT_JOINT>();

            //Começo a percorrer os nodes procurando pela hierarquia de bones
            if (rootNode != null)
            {
                //adiciona o bone raiz
                Matrix matrix = Matrix.Identity;

                string sid = rootNode.Attribute("sid").Value;
                string boneId = rootNode.Attribute("id").Value;

                XElement matrixElement = rootNode.Element(XName.Get("matrix", Namespace));
                string matrixSID = null;
                if (matrixElement.Attribute("sid") != null)
                    matrixSID = matrixElement.Attribute("sid").Value; //uso nas animacoes para achar o bone id/sid

                matrix = Tools.ConvertStringToMatrix(matrixElement.Value, 0);

                AMT_JOINT newBone = new AMT_JOINT();
                newBone.SID = sid;
                newBone.TARGET = boneId + "/" + matrixSID;
                newBone.ID = 0;
                newBone.ParentID = -1; //nao tem pai
                newBone.Name = "Root";

                newBone.NumChildren = 0;
                newBone.JointChildren = new List<uint>();

                newBone.NumKF = 0;
                newBone.KFData = new List<AMT_KF>();

                //se nao tem sid entao ele nao é animado
                newBone.IsAnimated = (uint)(string.IsNullOrEmpty(matrixSID)? 0 : 1);
                newBone.Flag = 0;

                newBone.BindMatrix = matrix;
                newBone.MatrixAbsolute = matrix;
                newBone.InverseBindMatrix = Matrix.Invert(matrix);

                amtModel.Joints.Add(newBone);

                FillBoneNodes(ref newBone, rootNode, ref amtModel);
            }
        }
Esempio n. 19
0
        private void WriteJoints(BinaryWriter bw, AMT_MODEL model)
        {
            List<AMT_JOINT> joints = model.Joints;

            for (int i = 0; i < joints.Count; i++)
            {
                char[] name = Tools.GetCharArray(joints[i].Name, 64);
                bw.Write(name);

                _import.ProgressText = "Exporting Bones: name: " + joints[i].Name;

                bw.Write(joints[i].ID);
                bw.Write(joints[i].ParentID);

                //grava os ids dos filhos
                bw.Write(joints[i].NumChildren);
                if (joints[i].NumChildren > 0)
                    foreach (var item in joints[i].JointChildren)
                        bw.Write(item);

                //grava todos os keyframes desse joint
                bw.Write(joints[i].NumKF);
                if (joints[i].NumKF > 0)
                    WriteKFData(bw, joints[i].KFData);

                bw.Write(joints[i].IsAnimated);

                bw.Write(joints[i].Flag);

                WriteMatrix(bw, joints[i].BindMatrix);
                WriteMatrix(bw, joints[i].MatrixAbsolute);
                WriteMatrix(bw, joints[i].InverseBindMatrix);
            }
        }
Esempio n. 20
0
        private AMT_MODEL ConvertDAEtoAMT(XElement rootElement)
        {
            AMT_MODEL amtModel = new AMT_MODEL();

            amtModel.Vertices = new List<AMT_VERTEX>();

            ConvertGeometries(rootElement, ref amtModel);

            ConvertBones(rootElement, ref amtModel);

            ConvertAnimations(rootElement, ref amtModel);

            ConvertController(rootElement, ref amtModel);

            ConvertHead(ref amtModel);

            Optimize(ref amtModel);

            return amtModel;
        }
Esempio n. 21
0
        private void ConvertController(XElement rootElement, ref AMT_MODEL amtModel)
        {
            XElement libraryController = rootElement.Element(XName.Get("library_controllers", Namespace));

            if (libraryController == null)
                return;

            List<XElement> controllers = libraryController.Elements(XName.Get("controller", Namespace)).ToList();

            foreach (XElement controller in controllers)
            {
                XElement skin = controller.Element(XName.Get("skin", Namespace));

                //joints elements
                XElement jointsElements = skin.Element(XName.Get("joints", Namespace));
                List<XElement> inputJointsElements = jointsElements.Elements(XName.Get("input", Namespace)).ToList();
                XElement inverseBindMatrixElement = inputJointsElements.Find(item => { return item.Attribute("semantic").Value == "INV_BIND_MATRIX"; });
                string inverseBindMatrixName = inverseBindMatrixElement.Attribute("source").Value.Substring(1);

                //pega o nome do source
                XElement vWeightsElement = skin.Element(XName.Get("vertex_weights", Namespace));
                int numberOfWeights = int.Parse(vWeightsElement.Attribute("count").Value);

                //pego o numero de bones q influenciam cada vertice
                string vCount = vWeightsElement.Element(XName.Get("vcount", Namespace)).Value;
                //par (indice do bone seguido do indice do peso)
                string v = vWeightsElement.Element(XName.Get("v", Namespace)).Value;

                List<XElement> inputElements = vWeightsElement.Elements(XName.Get("input", Namespace)).ToList();

                //procura o source joint
                XElement jointInputElement = inputElements.Find(item => { return item.Attribute("semantic").Value == "JOINT"; });
                string jointSourceName = jointInputElement.Attribute("source").Value.Substring(1);
                //procura o source weight
                XElement weightInputElement = inputElements.Find(item => { return item.Attribute("semantic").Value == "WEIGHT"; });
                string weightSourceName = weightInputElement.Attribute("source").Value.Substring(1);

                //pega o bindmatrix (utilizado para rotacionar o bone)
                string bindShapeMatrix = skin.Element(XName.Get("bind_shape_matrix", Namespace)).Value;
                Matrix bindMatrix = Tools.ConvertStringToMatrix(bindShapeMatrix, 0);
                foreach (var item in amtModel.Joints)
                {
                    if (item.Name == "Root")
                        item.BindMatrix *= bindMatrix;
                }

                //vai no source Joint descoberto e pega a lista de joints e weights
                List<XElement> sourceElements = skin.Elements(XName.Get("source", Namespace)).ToList();

                //pega todas as matrizes inversas
                XElement invBindMatSourceElement = sourceElements.Find(item => { return item.Attribute("id").Value == inverseBindMatrixName; });
                XElement floatArrayInvBind = invBindMatSourceElement.Element(XName.Get("float_array", Namespace));
                int numberOfFloats = int.Parse(floatArrayInvBind.Attribute("count").Value);
                string invBindMatFloats = floatArrayInvBind.Value;
                invBindMatFloats = invBindMatFloats.Replace('\n', ' ').Trim();
                Matrix[] invBindMat = new Matrix[numberOfFloats / 16];
                for (int i = 0, j = 0; i < numberOfFloats; i+=16, j++)
                    invBindMat[j] = Tools.ConvertStringToMatrix(invBindMatFloats, i);

                //pega a lista de nomes de bones na ordem
                XElement jointSourceElement = sourceElements.Find(item => { return item.Attribute("id").Value == jointSourceName; });
                string jointNames = jointSourceElement.Element(XName.Get("Name_array", Namespace)).Value;
                //pega a lista de weights
                XElement weightSourceElement = sourceElements.Find(item => { return item.Attribute("id").Value == weightSourceName; });
                string weightValues = weightSourceElement.Element(XName.Get("float_array", Namespace)).Value;

                //joga pra o array as influencias
                string[] jointsOnSkin = jointNames.Trim().Split(' ');
                string[] weights = weightValues.Replace('\n', ' ').Trim().Split(' ');
                string[] influenceNumber = vCount.Trim().Split(' ');
                string[] boneIndexWeight = v.Trim().Split(' ');

                //construo um de para, dos indices que estao na lista de joints do amtmodel
                List<uint> _from = new List<uint>();
                List<uint> _to = new List<uint>();

                //converto os indices dos bones q estao no <v> para os indices da lista que ja esta na lista
                for (uint i = 0; i < amtModel.Joints.Count; i++)
                {
                    for (uint j = 0; j < jointsOnSkin.Length; j++)
                    {
                        //procuro o joint na lista ja salva
                        if (amtModel.Joints[(int)i].SID == jointsOnSkin[j])
                        {
                            _from.Add(j);
                            _to.Add(i);

                            //seta a invesa da matrix
                            amtModel.Joints[(int)i].InverseBindMatrix = invBindMat[j];
                        }
                    }
                }

                //atribui para os vertices o id dos joints e tb os pesos
                int vIndex = 0;
                for (int i = 0; i < influenceNumber.Length; i++)
                {
                    //primeira coisa encontrar todos os vertices da lista q ja existe com o SID = i
                    List<int> finalVertexListIndices = new List<int>();
                    for (int vi = 0; vi < amtModel.Vertices.Count; vi++)
                    {
                        if (amtModel.Vertices[vi].SID == i)
                            finalVertexListIndices.Add(vi);
                    }

                    //pega o primeiro vertices na lista ai de cima e atualiza os pesos e os indices
                    AMT_VERTEX firstVertex = amtModel.Vertices[finalVertexListIndices[0]];

                    uint numInfluence = uint.Parse(influenceNumber[i]);
                    uint[] boneIndices = new uint[numInfluence];
                    float[] boneWeights = new float[numInfluence];

                    #region PROCURA OS PESOS E INDICES PRO PRIMEIRO VERTICES DA LISTA
                    for (int d = 0; d < numInfluence; d++)
                    {
                        //seleciona o indice do bone na lista <v> e procura do de-para para achar o indice no amtmodel
                        uint boneIndex = uint.Parse(boneIndexWeight[vIndex++]);
                        for (int j = 0; j < _from.Count; j++)
                        {
                            if (_from[j] == boneIndex)
                            {
                                boneIndex = _to[j];
                                break;
                            }
                        }

                        uint weightIndex = uint.Parse(boneIndexWeight[vIndex++]);

                        //seta o indice e o peso do bone no vertice atual
                        boneIndices[d] = boneIndex;
                        boneWeights[d] = System.Convert.ToSingle(weights[weightIndex], CultureInfo.InvariantCulture);
                    }

                    //ele carrega o numero de influencias q tem no arquivo, pode ser mais ou menos q 4 mas eu preciso gravar 4 no arquivo
                    //entao se for menos coloco zero se for mais somo tudo no ultimo ate completar 1 q se foda
                    firstVertex.BoneIndices = new uint[4];
                    firstVertex.BoneWeights = new float[4];

                    for (int d = 0; d < numInfluence; d++)
                    {
                        if (d > 3)
                            firstVertex.BoneWeights[3] += boneWeights[d];
                        else
                        {
                            firstVertex.BoneIndices[d] = boneIndices[d];
                            firstVertex.BoneWeights[d] = boneWeights[d];
                        }
                    }

                    #endregion

                    //depois de achar os pesos e indices do primeiro vertice da finalVertexListIndices entao ele so copia para os outros da lista
                    for (int vi = 1; vi < finalVertexListIndices.Count; vi++)
                    {
                        AMT_VERTEX vertex = amtModel.Vertices[finalVertexListIndices[vi]];
                        vertex.BoneIndices = new uint[4];
                        vertex.BoneWeights = new float[4];
                        for (int d = 0; d < 4; d++)
                        {
                            vertex.BoneIndices[d] = firstVertex.BoneIndices[d];
                            vertex.BoneWeights[d] = firstVertex.BoneWeights[d];
                        }
                    }
                }
            }
        }
Esempio n. 22
0
 private void ConvertHead(ref AMT_MODEL amtModel)
 {
     amtModel.Head.Version = 1;
     amtModel.Head.NumFaces = (uint)amtModel.Faces.Count;
     amtModel.Head.NumIndices = (uint)amtModel.Faces.Count * 3;
     amtModel.Head.NumMeshes = (uint)amtModel.Meshes.Count;
     amtModel.Head.NumVertices = (uint)amtModel.Vertices.Count;
     amtModel.Head.NumMaterials = (uint)amtModel.Materials.Count;
     amtModel.Head.NumJoints = (uint)amtModel.Joints.Count;
     //o numero de animacaoes nao esta aqui
 }
Esempio n. 23
0
        private void ConvertGeometries(XElement rootElement, ref AMT_MODEL amtModel)
        {
            //pega a tag principal das geometrias
            XElement libraryGeometries = rootElement.Element(XName.Get("library_geometries", Namespace));
            List<XElement> geometries = libraryGeometries.Elements(XName.Get("geometry", Namespace)).ToList();
            if (geometries.Count > 0)
            {
                amtModel.Meshes = new List<AMT_MESH>();
                amtModel.Faces = new List<AMT_FACE>();
                amtModel.Materials = new List<AMT_MATERIAL>();
                amtModel.Head = new AMT_HEAD();

                foreach (XElement geometry in geometries)
                {
                    XElement meshElement = geometry.Element(XName.Get("mesh", Namespace));

                    //resgata os triangulos, se for uma versao anterior a 1.4.1 o nome é polygons
                    XElement triangles = meshElement.Element(XName.Get("triangles", Namespace));
                    if (triangles == null)
                        triangles = meshElement.Element(XName.Get("polygons", Namespace));

                    //se existe uma tag triangles entao ele vai pra frente
                    if (triangles != null)
                    {
                        AMT_MESH mesh = new AMT_MESH();
                        mesh.Name = geometry.Attribute("name").Value;
                        mesh.FaceIndices = new List<int>();
                        amtModel.Meshes.Add(mesh);

                        //converte o mesh, pega todos os vertices, indices e faces e ja armazena no model amt
                        ConvertMesh(meshElement, triangles, ref amtModel);

                        //carrega o material
                        //pega no visual scene o nome do material
                        XElement libraryVisualScene = rootElement.Element(XName.Get("library_visual_scenes", Namespace));
                        XElement visualSceneElement = libraryVisualScene.Element(XName.Get("visual_scene", Namespace));
                        List<XElement> visualSceneNodes = visualSceneElement.Elements(XName.Get("node", Namespace)).ToList();
                        XElement geometryScene = visualSceneNodes.Find(item => { return item.Attribute("name").Value == mesh.Name; });
                        XElement instanceGeometry = geometryScene.Element(XName.Get("instance_geometry", Namespace));

                        //se existe a instancia geometry entao ele pega senao ele tem skin ai vai pelo controller
                        XElement materialScene;
                        if (instanceGeometry != null)
                        {
                            XElement bindMaterial = instanceGeometry.Element(XName.Get("bind_material", Namespace));
                            XElement techniqueCommon = bindMaterial.Element(XName.Get("technique_common", Namespace));
                            List<XElement> materialsScene = techniqueCommon.Elements(XName.Get("instance_material", Namespace)).ToList();
                            materialScene = materialsScene.Find(item => { return item.Attribute("symbol").Value == triangles.Attribute("material").Value; });
                        }
                        else
                        {
                            XElement controller = geometryScene.Element(XName.Get("instance_controller", Namespace));
                            string skeletonName = controller.Element(XName.Get("skeleton", Namespace)).Value.Substring(1);
                            if (skeletonName != null)
                                amtModel.Head.HasSkeleton = 1;
                            XElement bindMaterial = controller.Element(XName.Get("bind_material", Namespace));
                            XElement techniqueCommon = bindMaterial.Element(XName.Get("technique_common", Namespace));
                            List<XElement> materialsScene = techniqueCommon.Elements(XName.Get("instance_material", Namespace)).ToList();
                            materialScene = materialsScene.Find(item => { return item.Attribute("symbol").Value == triangles.Attribute("material").Value; });
                        }

                        string materialID = materialScene.Attribute("target").Value.Substring(1);
                        if (materialID != null)
                        {
                            //carrega a tag de materiais
                            XElement libraryMaterials = rootElement.Element(XName.Get("library_materials", Namespace));
                            List<XElement> materials = libraryMaterials.Elements(XName.Get("material", Namespace)).ToList();

                            //carrega a tag de imagens
                            XElement libraryImages = rootElement.Element(XName.Get("library_images", Namespace));
                            List<XElement> images = null;
                            if (libraryImages != null)
                                images = libraryImages.Elements(XName.Get("image", Namespace)).ToList();

                            //carrega os atributos do primeiro effect
                            XElement libraryEffect = rootElement.Element(XName.Get("library_effects", Namespace));
                            List<XElement> effectElements = libraryEffect.Elements(XName.Get("effect", Namespace)).ToList();

                            XElement materialElement = materials.Find(item => { return item.Attribute("id").Value == materialID; });

                            if (materialElement != null)
                            {
                                AMT_MATERIAL material = ConvertMaterial(materialElement, effectElements, images);
                                amtModel.Materials.Add(material);

                                //seta o id do material q ta na estrutura principal
                                mesh.MaterialID = (uint)amtModel.Materials.Count() - 1;
                            }
                        }
                    }
                }
            }
        }
Esempio n. 24
0
        //deixa todos os modelos com tamanho 1 para serem redimensionados no editor
        public static void UniformScale(ref AMT_MODEL model)
        {
            List<Vector3> vertices = new List<Vector3>();
            for (int i = 0; i < model.Vertices.Count; i++)
                vertices.Add(model.Vertices[i].Position);

            BoundingSphere sphere = BoundingSphere.CreateFromPoints(vertices);

            //redimensiona os vertices
            float scalefactor = 1.0f / sphere.Radius;

            //redimensiona tb todos os bones e os keyframes
            Matrix scale = Matrix.CreateScale(scalefactor);

            for (int i = 0; i < model.Vertices.Count; i++)
            {
                model.Vertices[i].Position = Vector3.Transform(model.Vertices[i].Position, scale);
                model.Vertices[i].Normal = Vector3.TransformNormal(model.Vertices[i].Normal, scale);
            }

            if (model.Joints != null)
            {
                for (int i = 0; i < model.Joints.Count; i++)
                {
                    AMT_JOINT v = model.Joints[i];

                    //como ele mexeu na posicao entao mexe so no raiz
                    if (v.Name == "Root")
                        v.BindMatrix *= scale;

                    if (model.Joints[i].ParentID != -1)
                        v.MatrixAbsolute = model.Joints[i].BindMatrix *
                                           model.Joints[model.Joints[i].ParentID].MatrixAbsolute;
                    else
                        v.MatrixAbsolute = model.Joints[i].BindMatrix;

                    v.InverseBindMatrix = Matrix.Invert(scale) * v.InverseBindMatrix;

                    if (v.Name == "Root")
                    {
                        for (int j = 0; j < v.KFData.Count; j++)
                        {
                            AMT_KF p = v.KFData[j];
                            p.BindMatrix *= scale;
                            v.KFData[j] = p;
                        }
                    }

                    model.Joints[i] = v;
                }
            }
        }
Esempio n. 25
0
        public static void SetYUp(ref AMT_MODEL model, Vector3 upVector)
        {
            if (upVector == Vector3.UnitY) return;

            //aplica a rotacao
            Matrix rotation;
            if (upVector == Vector3.UnitX)
                rotation = Matrix.CreateRotationZ(-MathHelper.PiOver2);
            else
                rotation = Matrix.CreateRotationX(-MathHelper.PiOver2);

            List<Vector3> vertices = new List<Vector3>();
            for (int i = 0; i < model.Vertices.Count; i++)
            {
                AMT_VERTEX v = model.Vertices[i];
                Vector3.Transform(ref v.Position, ref rotation, out v.Position);
                Vector3.TransformNormal(ref v.Normal, ref rotation, out v.Normal);
            }

            if (model.Joints != null)
            {
                for (int i = 0; i < model.Joints.Count; i++)
                {
                    AMT_JOINT v = model.Joints[i];

                    //como ele mexeu na posicao entao mexe so no raiz
                    if (v.Name == "Root")
                        v.BindMatrix *= rotation;

                    if (model.Joints[i].ParentID != -1)
                        v.MatrixAbsolute = model.Joints[i].BindMatrix *
                                           model.Joints[model.Joints[i].ParentID].MatrixAbsolute;
                    else
                        v.MatrixAbsolute = model.Joints[i].BindMatrix;

                    v.InverseBindMatrix = Matrix.Invert(rotation) * v.InverseBindMatrix;

                    //mexe so no raiz
                    if (v.Name == "Root")
                    {
                        for (int j = 0; j < v.KFData.Count; j++)
                        {
                            AMT_KF p = v.KFData[j];
                            p.BindMatrix *= rotation;
                            v.KFData[j] = p;
                        }
                    }

                    model.Joints[i] = v;
                }
            }
        }
Esempio n. 26
0
        private void ConvertAnimations(XElement rootElement, ref AMT_MODEL amtModel)
        {
            XElement libraryAnimations = rootElement.Element(XName.Get("library_animations", Namespace));

            if (libraryAnimations == null)
                return;

            List<XElement> animations = libraryAnimations.Elements(XName.Get("animation", Namespace)).ToList();

            foreach (XElement animation in animations)
            {
                //pego os channels primeiro e percoro
                List<XElement> channels = animation.Elements(XName.Get("channel", Namespace)).ToList();
                foreach (XElement channel in channels)
                {
                    //pego o source do channel para achar o sampler e o terget
                    string source = channel.Attribute("source").Value.Substring(1);
                    string target = channel.Attribute("target").Value;

                    List<XElement> samplers = animation.Elements(XName.Get("sampler", Namespace)).ToList();

                    XElement samplerElement = samplers.Find(item =>
                    {
                        return item.Attribute("id").Value == source;
                    });

                    //pego o nome do input source e tb do output source
                    string inputSourceName = samplerElement.Elements(XName.Get("input", Namespace))
                        .ToList()
                        .Find(item =>
                        {
                            return item.Attribute("semantic").Value == "INPUT";
                        }).Attribute("source").Value.Substring(1);

                    string outputSourceName = samplerElement.Elements(XName.Get("input", Namespace))
                        .ToList()
                        .Find(item =>
                        {
                            return item.Attribute("semantic").Value == "OUTPUT";
                        }).Attribute("source").Value.Substring(1);

                    //pego os elementos inputsource e outputsource
                    List<XElement> sourceElements = animation.Elements(XName.Get("source", Namespace)).ToList();

                    XElement inputSourceElement = sourceElements.Find(item =>
                    {
                        return item.Attribute("id").Value == inputSourceName;
                    });

                    XElement outputSourceElement = sourceElements.Find(item =>
                    {
                        return item.Attribute("id").Value == outputSourceName;
                    });

                    //agora vo atras do float_array do sourceinput e sourceoutput
                    XElement faInput = inputSourceElement.Element(XName.Get("float_array", Namespace));
                    amtModel.Head.NumFrames = System.Convert.ToUInt32(faInput.Attribute("count").Value);
                    string kfTimeValues = faInput.Value;
                    string[] kfTimes = kfTimeValues.Replace('\n', ' ').Trim().Split(' ');

                    uint numberOfMatrixFloats = amtModel.Head.NumFrames * 16;
                    string kfTransformValues = outputSourceElement.Element(XName.Get("float_array", Namespace)).Value.Replace('\n', ' ').Trim();
                    Matrix[] keyFramesMatrizes = new Matrix[amtModel.Head.NumFrames];
                    for (int i = 0, j = 0; i < numberOfMatrixFloats; i += 16, j++)
                        keyFramesMatrizes[j] = Tools.ConvertStringToMatrix(kfTransformValues, i);

                    //agora q tenho a lista de tempos e matrizes eu procuro qual o bone do momento e crio um kf
                    foreach (var joint in amtModel.Joints)
                    {
                        if (joint.TARGET == target)
                        {
                            joint.NumKF = (uint)kfTimes.Length;
                            for (int i = 0; i < joint.NumKF; i++)
                            {
                                joint.KFData.Add(new AMT_KF()
                                {
                                    Time = System.Convert.ToSingle(kfTimes[i], CultureInfo.InvariantCulture),
                                    BindMatrix = keyFramesMatrizes[i]
                                });
                            }
                        }
                    }
                }
            }
        }
Esempio n. 27
0
        private void Optimize(ref AMT_MODEL amtModel)
        {
            List<AMT_VERTEX> vertices = new List<AMT_VERTEX>();
            vertices.AddRange(amtModel.Vertices);

            amtModel.Vertices.Clear();

            //grava os vertices agora na ordem certa triangulados
            int currentVertices = (int)amtModel.Head.NumVertices;

            // optimazacao dor vertices
            for (int i = 0; i < amtModel.Head.NumVertices; i++)
            {
                _import.ProgressText = "Importing Faces, recompute vertices " + i.ToString() + "/" + amtModel.Head.NumVertices.ToString();

                // se o flag for 42 ele vai para o proximo
                if (vertices[i].Flag == 42) continue;

                for (int j = 0; j < amtModel.Head.NumVertices; j++)
                    if ((i != j) && vertices[i] == vertices[j])
                    {
                        //desliga o vertice pq esta duplicado
                        AMT_VERTEX v = vertices[j];
                        v.Flag = 42;
                        vertices[j] = v;

                        currentVertices--;
                    }
            }

            // Copia os vertices para o array da estrutura
            for (int i = 0; i < amtModel.Head.NumVertices; i++)
            {
                // todos q nao sao 42
                if (vertices[i].Flag != 42)
                    amtModel.Vertices.Add(vertices[i]);
            }

            //percorre o array de indices para procurar os vertices q estao na mesma posicao, se estiverem entao ele deixa os indices iguais
            for (ulong i = 0; i < amtModel.Head.NumFaces; i++)
            {
                _import.ProgressText = "Importing Faces, recompute indices " + i.ToString() + "/" + amtModel.Head.NumFaces.ToString();

                AMT_FACE f = amtModel.Faces[(int)i];

                for (int n = 0; n < 3; n++)
                {
                    for (int j = 0; j < (int)currentVertices; j++)
                    {
                        if (AMT_VERTEX.EqualsWithoutFlagTest(vertices[f.Indices[n]], amtModel.Vertices[j]))
                        {
                            f.Indices[n] = j;
                        }
                    }
                }

                amtModel.Faces[(int)i] = f;
            }

            //calcula as normais das faces
            for (ulong i = 0; i < amtModel.Head.NumFaces; i++)
            {
                _import.ProgressText = "Importing Faces, recompute normals " + i.ToString() + "/" + amtModel.Head.NumFaces.ToString();

                Vector3 v1 = amtModel.Vertices[amtModel.Faces[(int)i].Indices[0]].Position;
                Vector3 v2 = amtModel.Vertices[amtModel.Faces[(int)i].Indices[1]].Position;
                Vector3 v3 = amtModel.Vertices[amtModel.Faces[(int)i].Indices[2]].Position;

                AMT_FACE face = amtModel.Faces[(int)i];
                face.Normal = Tools.GetNormal(v1, v2, v3);
                amtModel.Faces[(int)i] = face;
            }

            amtModel.Head.NumVertices = (uint)currentVertices;
        }
Esempio n. 28
0
        private void WriteMeshes(BinaryWriter bw, AMT_MODEL model)
        {
            List<AMT_MESH> meshes = model.Meshes;

            for (int i = 0; i < meshes.Count; i++)
            {
                char[] name = Tools.GetCharArray(meshes[i].Name, 64);
                bw.Write(name);

                _import.ProgressText = "Exporting Mesh " + meshes[i].Name;

                bw.Write(meshes[i].NumFaces);
                for (int j = 0; j < meshes[i].FaceIndices.Count; j++)
                    bw.Write(meshes[i].FaceIndices[j]);

                bw.Write(meshes[i].MaterialID);
                bw.Write(meshes[i].Flag);
            }
        }
Esempio n. 29
0
        private void FillBoneNodes(ref AMT_JOINT parentBone, XElement boneNode, ref AMT_MODEL amtModel)
        {
            //pego todos os nodes
            List<XElement> nodes = boneNode.Elements(XName.Get("node", Namespace)).ToList();
            foreach (var node in nodes)
            {
                //se é um bone
                if (node.Attribute("type") != null &&
                    node.Attribute("type").Value.Contains("JOINT"))
                {
                    Matrix matrix = Matrix.Identity;

                    //pega o nome e a matrix do bone
                    string boneName = node.Attribute("name").Value;
                    string boneId = node.Attribute("id").Value;
                    string sid = node.Attribute("sid").Value;
                    XElement matrixElement = node.Element(XName.Get("matrix", Namespace));
                    string matrixSID = null;
                    if (matrixElement.Attribute("sid") != null)
                        matrixSID = matrixElement.Attribute("sid").Value; //uso nas animacoes para achar o bone id/sid

                    matrix = Tools.ConvertStringToMatrix(matrixElement.Value, 0);

                    // Create this node, use the current number of bones as number.
                    AMT_JOINT newBone = new AMT_JOINT();
                    newBone.SID = sid;
                    newBone.TARGET = boneId + "/" + matrixSID;
                    newBone.ID = (uint)amtModel.Joints.Count();
                    newBone.ParentID = (int)parentBone.ID;
                    newBone.Name = boneName;

                    newBone.NumChildren = 0;
                    newBone.JointChildren = new List<uint>();

                    newBone.NumKF = 0;
                    newBone.KFData = new List<AMT_KF>();

                    newBone.IsAnimated = (uint)(string.IsNullOrEmpty(matrixSID) ? 0 : 1);
                    newBone.Flag = 0;

                    //atualiza o bone pai
                    parentBone.NumChildren++;
                    parentBone.JointChildren.Add(newBone.ID);

                    //matrix relativa
                    newBone.BindMatrix = matrix;
                    //absoluta = relativa do atual * absoluta do pai
                    newBone.MatrixAbsolute = matrix * parentBone.MatrixAbsolute;
                    //inversa da matriz relativa
                    newBone.InverseBindMatrix = Matrix.Invert(newBone.MatrixAbsolute);

                    amtModel.Joints.Add(newBone);

                    // vai para os filhos
                    FillBoneNodes(ref newBone, node, ref amtModel);
                }
            }
        }
Esempio n. 30
0
        private void WriteMaterials(BinaryWriter bw, AMT_MODEL model)
        {
            List<AMT_MATERIAL> materials = model.Materials;

            for (int i = 0; i < materials.Count; i++)
            {
                char[] name = Tools.GetCharArray(materials[i].Name, 64);
                bw.Write(name);

                _import.ProgressText = "Exporting Materials " + materials[i].Name;

                WriteVector(bw, materials[i].Ambient);
                WriteVector(bw, materials[i].Diffuse);
                WriteVector(bw, materials[i].Specular);
                WriteVector(bw, materials[i].Emissive);
                bw.Write(materials[i].SpecularPower);
                bw.Write(materials[i].Transparency);

                char[] diffuseTexture = Tools.GetCharArray(materials[i].DiffuseTexture, 64);
                bw.Write(diffuseTexture);

                char[] specularTexture = Tools.GetCharArray(materials[i].SpecularTexture, 64);
                bw.Write(specularTexture);

                char[] normalTexture = Tools.GetCharArray(materials[i].NormalTexture, 64);
                bw.Write(normalTexture);

                char[] animatedTexture = Tools.GetCharArray(materials[i].AnimatedTexture, 64);
                bw.Write(animatedTexture);

                bw.Write(materials[i].Flag);
            }
        }