Esempio n. 1
0
        static string ExportModelData(Scene scene, Stream baseoutstream)
        {
            baseoutstream.WriteByte((byte)'V');
            baseoutstream.WriteByte((byte)'M');
            baseoutstream.WriteByte((byte)'D');
            baseoutstream.WriteByte((byte)'0');
            baseoutstream.WriteByte((byte)'0');
            baseoutstream.WriteByte((byte)'1');
            MemoryStream  ms        = new MemoryStream();
            StreamWrapper outstream = new StreamWrapper(ms);

            WriteMatrix4x4(scene.RootNode.Transform, outstream);
            outstream.WriteInt(scene.MeshCount);
            Console.WriteLine("Writing " + scene.MeshCount + " meshes...");
            StringBuilder sb = new StringBuilder();

            for (int m = 0; m < scene.MeshCount; m++)
            {
                Mesh mesh = scene.Meshes[m];
                Console.WriteLine("Writing mesh: " + mesh.Name);
                string nname = mesh.Name.ToLower().Replace('#', '_').Replace('.', '_');
                if (PT && GetNode(scene.RootNode, nname) == null)
                {
                    Console.WriteLine("NO NODE FOR: " + nname);
                    continue;
                }
                Matrix4x4 mat = PT ? GetNode(scene.RootNode, nname).Transform *scene.RootNode.Transform : Matrix4x4.Identity;
                if (TEXTURE)
                {
                    Material mater = scene.Materials[mesh.MaterialIndex];
                    if (mater.HasTextureDiffuse)
                    {
                        sb.Append(mesh.Name + "=" + mater.TextureDiffuse.FilePath + "\n");
                    }
                    if (mater.HasTextureSpecular)
                    {
                        sb.Append(mesh.Name + ":::specular=" + scene.Materials[mesh.MaterialIndex].TextureSpecular.FilePath + "\n");
                    }
                    if (mater.HasTextureReflection)
                    {
                        sb.Append(mesh.Name + ":::reflectivity=" + scene.Materials[mesh.MaterialIndex].TextureReflection.FilePath + "\n");
                    }
                    if (mater.HasTextureNormal)
                    {
                        sb.Append(mesh.Name + ":::normal=" + scene.Materials[mesh.MaterialIndex].TextureNormal.FilePath + "\n");
                    }
                }
                else
                {
                    sb.Append(mesh.Name + "=UNKNOWN\n");
                }
                byte[] dat = UTF8.GetBytes(mesh.Name);
                outstream.WriteInt(dat.Length);
                outstream.BaseStream.Write(dat, 0, dat.Length);
                outstream.WriteInt(mesh.VertexCount);
                for (int v = 0; v < mesh.VertexCount; v++)
                {
                    WriteVector3D(mat * mesh.Vertices[v], outstream);
                }
                outstream.WriteInt(mesh.FaceCount);
                for (int f = 0; f < mesh.FaceCount; f++)
                {
                    Face face = mesh.Faces[f];
                    outstream.WriteInt(face.Indices[0]);
                    outstream.WriteInt(face.Indices[face.IndexCount > 1 ? 1 : 0]);
                    outstream.WriteInt(face.Indices[face.IndexCount > 2 ? 2 : 0]);
                }
                outstream.WriteInt(mesh.TextureCoordinateChannels[0].Count);
                for (int t = 0; t < mesh.TextureCoordinateChannels[0].Count; t++)
                {
                    outstream.WriteFloat(mesh.TextureCoordinateChannels[0][t].X);
                    outstream.WriteFloat(mesh.TextureCoordinateChannels[0][t].Y);
                }
                outstream.WriteInt(mesh.Normals.Count);
                Matrix4x4 nmat = mat;
                nmat.Inverse();
                nmat.Transpose();
                Matrix3x3 nmat3 = new Matrix3x3(nmat);
                for (int n = 0; n < mesh.Normals.Count; n++)
                {
                    WriteVector3D(nmat3 * mesh.Normals[n], outstream);
                }
                outstream.WriteInt(mesh.BoneCount);
                for (int b = 0; b < mesh.BoneCount; b++)
                {
                    Bone   bone = mesh.Bones[b];
                    byte[] bdat = UTF8.GetBytes(bone.Name);
                    outstream.WriteInt(bdat.Length);
                    outstream.BaseStream.Write(bdat, 0, bdat.Length);
                    outstream.WriteInt(bone.VertexWeightCount);
                    for (int v = 0; v < bone.VertexWeightCount; v++)
                    {
                        outstream.WriteInt(bone.VertexWeights[v].VertexID);
                        outstream.WriteFloat(bone.VertexWeights[v].Weight);
                    }
                    WriteMatrix4x4(bone.OffsetMatrix, outstream);
                }
            }
            OutputNode(scene.RootNode, outstream);
            byte[] msd = ms.ToArray();
            msd = GZip(msd);
            baseoutstream.Write(msd, 0, msd.Length);
            return(sb.ToString());
        }
Esempio n. 2
0
 static void WriteVector3D(Vector3D vec, StreamWrapper outstream)
 {
     outstream.WriteFloat(vec.X);
     outstream.WriteFloat(vec.Y);
     outstream.WriteFloat(vec.Z);
 }