Esempio n. 1
0
        public void CreateSharedNodeInstanceScene()
        {
            // SceneBuilder API supports reusing a NodeBuilder in multiple instances with different content.
            // but glTF nodes can only hold one mesh per node, so if we find this case we need to internally
            // add an additional child node to give room to the the extra mesh.

            TestContext.CurrentContext.AttachGltfValidatorLinks();

            var m = MaterialBuilder.CreateDefault();

            var cube   = new Cube <MaterialBuilder>(m, 1.7f, 1.7f, 1.7f).ToMesh(Matrix4x4.Identity);
            var sphere = new IcoSphere <MaterialBuilder>(m).ToMesh(Matrix4x4.Identity);

            var armature1 = new NodeBuilder("Skeleton1");
            var joint0    = armature1
                            .CreateNode("Joint 0")
                            .WithLocalTranslation(new Vector3(0, 1, 0));

            var scene = new SceneBuilder();

            scene.AddRigidMesh(cube, joint0);
            scene.AddRigidMesh(sphere, joint0);

            scene.AttachToCurrentTest("instanced.glb");
            scene.AttachToCurrentTest("instanced.gltf");
        }
Esempio n. 2
0
        public void CreateDoubleSkinnedScene()
        {
            TestContext.CurrentContext.AttachGltfValidatorLinks();

            // create two materials

            var pink = new MaterialBuilder("material1")
                       .WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, new Vector4(1, 0, 1, 1))
                       .WithDoubleSide(true);

            var yellow = new MaterialBuilder("material2")
                         .WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, new Vector4(1, 1, 0, 1))
                         .WithDoubleSide(true);

            // create the mesh

            const int jointIdx0 = 0; // index of joint node 0
            const int jointIdx1 = 1; // index of joint node 1
            const int jointIdx2 = 2; // index of joint node 2

            var v1 = new SKINNEDVERTEX4(new Vector3(-10, 0, +10), (jointIdx0, 1));
            var v2 = new SKINNEDVERTEX4(new Vector3(+10, 0, +10), (jointIdx0, 1));
            var v3 = new SKINNEDVERTEX4(new Vector3(+10, 0, -10), (jointIdx0, 1));
            var v4 = new SKINNEDVERTEX4(new Vector3(-10, 0, -10), (jointIdx0, 1));

            var v5 = new SKINNEDVERTEX4(new Vector3(-10, 40, +10), (jointIdx0, 0.5f), (jointIdx1, 0.5f));
            var v6 = new SKINNEDVERTEX4(new Vector3(+10, 40, +10), (jointIdx0, 0.5f), (jointIdx1, 0.5f));
            var v7 = new SKINNEDVERTEX4(new Vector3(+10, 40, -10), (jointIdx0, 0.5f), (jointIdx1, 0.5f));
            var v8 = new SKINNEDVERTEX4(new Vector3(-10, 40, -10), (jointIdx0, 0.5f), (jointIdx1, 0.5f));

            var v9  = new SKINNEDVERTEX4(new Vector3(-5, 80, +5), (jointIdx2, 1));
            var v10 = new SKINNEDVERTEX4(new Vector3(+5, 80, +5), (jointIdx2, 1));
            var v11 = new SKINNEDVERTEX4(new Vector3(+5, 80, -5), (jointIdx2, 1));
            var v12 = new SKINNEDVERTEX4(new Vector3(-5, 80, -5), (jointIdx2, 1));

            var mesh = SKINNEDVERTEX4.CreateCompatibleMesh("mesh1");

            #if DEBUG
            mesh.VertexPreprocessor.SetValidationPreprocessors();
            #else
            mesh.VertexPreprocessor.SetSanitizerPreprocessors();
            #endif

            mesh.UsePrimitive(pink).AddQuadrangle(v1, v2, v6, v5);
            mesh.UsePrimitive(pink).AddQuadrangle(v2, v3, v7, v6);
            mesh.UsePrimitive(pink).AddQuadrangle(v3, v4, v8, v7);
            mesh.UsePrimitive(pink).AddQuadrangle(v4, v1, v5, v8);

            mesh.UsePrimitive(yellow).AddQuadrangle(v5, v6, v10, v9);
            mesh.UsePrimitive(yellow).AddQuadrangle(v6, v7, v11, v10);
            mesh.UsePrimitive(yellow).AddQuadrangle(v7, v8, v12, v11);
            mesh.UsePrimitive(yellow).AddQuadrangle(v8, v5, v9, v12);

            mesh.Validate();

            // create the skeleton armature 1 for the skinned mesh.

            var armature1 = new NodeBuilder("Skeleton1");
            var joint0    = armature1.CreateNode("Joint 0").WithLocalTranslation(new Vector3(0, 0, 0)); // jointIdx0
            var joint1    = joint0.CreateNode("Joint 1").WithLocalTranslation(new Vector3(0, 40, 0));   // jointIdx1
            var joint2    = joint1.CreateNode("Joint 2").WithLocalTranslation(new Vector3(0, 40, 0));   // jointIdx2

            joint1.UseRotation("Base Track")
            .WithPoint(1, Quaternion.Identity)
            .WithPoint(2, Quaternion.CreateFromYawPitchRoll(0, 1, 0))
            .WithPoint(3, Quaternion.CreateFromYawPitchRoll(0, 0, 1))
            .WithPoint(4, Quaternion.Identity);

            // create the skeleton armature 2 for the skinned mesh.

            var armature2 = new NodeBuilder("Skeleton2").WithLocalTranslation(new Vector3(100, 0, 0));
            var joint3    = armature2.CreateNode("Joint 3").WithLocalTranslation(new Vector3(0, 0, 0)); // jointIdx0
            var joint4    = joint3.CreateNode("Joint 4").WithLocalTranslation(new Vector3(0, 40, 0));   // jointIdx1
            var joint5    = joint4.CreateNode("Joint 5").WithLocalTranslation(new Vector3(0, 40, 0));   // jointIdx2

            joint4.UseRotation("Base Track")
            .WithPoint(1, Quaternion.Identity)
            .WithPoint(2, Quaternion.CreateFromYawPitchRoll(0, 1, 0))
            .WithPoint(3, Quaternion.CreateFromYawPitchRoll(0, 0, 1))
            .WithPoint(4, Quaternion.Identity);

            // create scene

            var scene = new SceneBuilder();

            scene.AddSkinnedMesh
            (
                mesh,
                armature1.WorldMatrix,
                joint0, // joint used for skinning joint index 0
                joint1, // joint used for skinning joint index 1
                joint2  // joint used for skinning joint index 2
            );

            scene.AddSkinnedMesh
            (
                mesh,
                armature2.WorldMatrix,
                joint3, // joint used for skinning joint index 0
                joint4, // joint used for skinning joint index 1
                joint5  // joint used for skinning joint index 2
            );

            scene.AttachToCurrentTest("skinned.glb");
            scene.AttachToCurrentTest("skinned.gltf");
        }