public ExportMesh ( Axiom.Core.Mesh mesh, string fileName ) : void | ||
mesh | Axiom.Core.Mesh | Reference to the mesh to export. |
fileName | string | The destination filename. |
return | void |
private static void Test( string srcDir, string dstDir, string name ) { MeshSerializer meshReader = new MeshSerializer(); Stream data = new FileStream( srcDir + name, FileMode.Open ); // import the .mesh file Mesh mesh = new Mesh( "testmesh" ); meshReader.ImportMesh( data, mesh ); meshReader.ExportMesh( mesh, dstDir + name ); }
private static void SetupManualLodLevels( string srcDir, string dstDir, string name, List<LodEntry> lodEntries ) { string dir = string.Empty; string path = string.Empty; SplitPath( ref dir, ref path, name ); if( srcDir == string.Empty ) srcDir = dir; if( dstDir == string.Empty ) dstDir = dir; name = path; // get the resource data from MeshManager string extension = Path.GetExtension( name ).ToLower(); Mesh mesh = ReadMesh( srcDir, dstDir, name ); if( mesh.LodLevelCount > 1 ) { log.Warn( "Mesh already contains level of detail information" ); mesh.RemoveLodLevels(); } List<MeshLodUsage> manualLodList = new List<MeshLodUsage>(); foreach( LodEntry lodEntry in lodEntries ) { Mesh lodMesh = ReadMesh( dstDir, dstDir, lodEntry.meshFile ); MeshLodUsage lodUsage = new MeshLodUsage(); lodUsage.fromSquaredDepth = lodEntry.distance * lodEntry.distance; lodUsage.manualMesh = lodMesh; lodUsage.manualName = lodMesh.Name; manualLodList.Add( lodUsage ); } mesh.AddManualLodEntries( manualLodList ); MeshSerializer meshWriter = new MeshSerializer(); meshWriter.ExportMesh( mesh, dstDir + name ); }
private static void ConvertFile( string srcDir, string dstDir, string name, Matrix4 transform, bool build_tangents, bool extract_collision_volumes, bool optimize_mesh, string skeleton_file ) { if( String.IsNullOrEmpty( name ) ) { // TODO: It would be better to catch this while parsing command args, but // that's a bit too hairy for now. This will at least inform the user. throw new ArgumentException( "No file named for conversion" ); } string dir = string.Empty; string path = string.Empty; SplitPath( ref dir, ref path, name ); if( srcDir == string.Empty ) srcDir = dir; if( dstDir == string.Empty ) dstDir = dir; name = path; // get the resource data from MeshManager string extension = Path.GetExtension( name ).ToLower(); string baseFile = Path.GetFileNameWithoutExtension( name ); if( baseFile.EndsWith( ".mesh" ) ) baseFile = baseFile.Substring( 0, baseFile.Length - 5 ); string baseSkeletonName = null; if( skeleton_file != null ) baseSkeletonName = Path.GetFileName( skeleton_file ); // mesh loading stats int before, after; // get the tick count before loading the mesh before = Environment.TickCount; string materialScript = null; Mesh mesh = ReadMesh( ref materialScript, transform, srcDir, dstDir, name ); if( optimize_mesh ) mesh = MeshUtility.CopyMesh( mesh ); // get the tick count after loading the mesh after = Environment.TickCount; // record the time elapsed while loading the mesh log.InfoFormat( "Mesh: Loaded '{0}', took {1}ms", mesh.Name, (after - before) ); // Build tangent vectors if( build_tangents ) { log.Info( "Building tangent vectors from uv map" ); MeshHelper.BuildTangentVectors( mesh ); } if( extract_collision_volumes ) { log.InfoFormat( "Extracting collision volumes from '{0}'", mesh.Name ); CVExtractor.ExtractCollisionShapes( mesh, dstDir + baseFile ); } //// prepare the mesh for a shadow volume? //if (MeshManager.Instance.PrepareAllMeshesForShadowVolumes) { // if (edgeListsBuilt || autoBuildEdgeLists) { // PrepareForShadowVolume(); // } // if (!edgeListsBuilt && autoBuildEdgeLists) { // BuildEdgeList(); // } //} // Allow them to override the skeleton reference of the mesh if( baseSkeletonName != null ) mesh.SkeletonName = baseSkeletonName; string meshFile = baseFile + ".mesh"; MeshSerializer meshWriter = new MeshSerializer(); meshWriter.ExportMesh( mesh, dstDir + meshFile ); // If it was a .dae file, we will need to export the material and skeleton as well if( extension != ".dae" && extension != ".kmz" ) return; if( materialScript != null ) { string materialFile = baseFile + ".material"; Stream materialData = new FileStream( dstDir + materialFile, FileMode.Create ); StreamWriter materialWriter = new StreamWriter( materialData ); materialWriter.Write( materialScript ); materialWriter.Close(); } if( mesh.Skeleton == null ) return; #if USE_XML string skelFile = baseFile + ".skeleton.xml"; Stream skelData = new FileStream(dstDir + skelFile, FileMode.Create); OgreXmlSkeletonWriter skelWriter = new OgreXmlSkeletonWriter(skelData); skelWriter.Export(mesh.Skeleton); skelData.Close(); #else // DEBUG foreach( AttachmentPoint socket in mesh.Skeleton.AttachmentPoints ) { log.InfoFormat( "Created attachment point with parent {0}", socket.ParentBone ); log.InfoFormat( " Relative Position: {0}", socket.Position ); log.InfoFormat( " Relative Up: {0}", socket.Orientation * Vector3.UnitZ ); Bone bone = mesh.Skeleton.GetBone( socket.ParentBone ); Vector3 derivedPos = bone.DerivedPosition + socket.Position; Vector3 derivedUp = socket.Orientation * bone.DerivedOrientation * Vector3.UnitZ; log.InfoFormat( " Absolute Position: {0}", derivedPos ); log.InfoFormat( " Absolute Up: {0}", derivedUp ); } string skelFile = baseFile + ".skeleton"; OgreSkeletonSerializer skelWriter = new OgreSkeletonSerializer(); skelWriter.ExportSkeleton( mesh.Skeleton, dstDir + skelFile ); #endif }
private static void GenerateLodLevels( string srcDir, string dstDir, string name, int lodlevels, float loddist, float lodpercent ) { string dir = string.Empty; string path = string.Empty; SplitPath( ref dir, ref path, name ); if( srcDir == string.Empty ) srcDir = dir; if( dstDir == string.Empty ) dstDir = dir; name = path; // get the resource data from MeshManager string extension = Path.GetExtension( name ).ToLower(); string materialScript = null; Mesh mesh = ReadMesh( ref materialScript, Matrix4.Identity, srcDir, dstDir, name ); if( mesh.LodLevelCount > 1 ) { log.Warn( "Mesh already contains level of detail information" ); mesh.RemoveLodLevels(); } List<float> lodDistanceList = new List<float>(); for( int i = 0; i < lodlevels; ++i ) lodDistanceList.Add( loddist * (i + 1) ); mesh.GenerateLodLevels( lodDistanceList, ProgressiveMesh.VertexReductionQuota.Proportional, lodpercent ); MeshSerializer meshWriter = new MeshSerializer(); meshWriter.ExportMesh( mesh, dstDir + name ); }
/// <summary> /// Loads up a mesh and the associated skeleton, and uses the /// skeleton to create a joint mesh. /// </summary> /// <param name="dstDir"></param> /// <param name="name"></param> private static void BuildSkeletonMesh( string dstDir, string name ) { Mesh mesh = MeshManager.Instance.CreateBoneMesh( name ); string meshFile = name + ".mesh"; MeshSerializer meshWriter = new MeshSerializer(); meshWriter.ExportMesh( mesh, dstDir + meshFile ); }