public MaterialDescription Run(MaterialDescription material, UDirectory materialPath, PixelFormat outputFormat = PixelFormat.ETC1)
        {
            if (material == null) throw new ArgumentNullException("material");

            var assetManager = new AssetManager();
            var modifiedMaterial = material.Clone();
            var textureVisitor = new MaterialTextureVisitor(modifiedMaterial);
            var nodeReplacer = new MaterialNodeReplacer(modifiedMaterial);
            var textureNodes = textureVisitor.GetAllModelTextureValues();

            foreach (var textureNode in textureNodes)
            {
                var itemAsset = assetSession.FindAsset(textureNode.TextureReference.Id);
                if(itemAsset == null)
                    throw new InvalidOperationException("The referenced texture is not included in the project session.");

                var textureAsset = (TextureAsset)itemAsset.Asset;
                if (textureAsset.Format != TextureFormat.Compressed || textureAsset.Alpha == AlphaFormat.None)
                    continue; // the texture has no alpha so there is no need to divide the texture into two sub-textures

                var originalLocation = textureNode.TextureReference.Location;

                throw new NotImplementedException("TODO: Need to reimplement this with removed data layer.");
                using (var image = assetManager.Load<Image>(originalLocation))
                {
                    CreateAndSaveSeparateTextures(image, originalLocation, textureAsset.GenerateMipmaps, outputFormat);
                    assetManager.Unload(image); // matching unload to the previous asset manager load call
                }

                // make new tree
                var colorNode = new MaterialTextureNode(GenerateColorTextureURL(originalLocation), textureNode.TexcoordIndex, Vector2.One, Vector2.Zero);
                var alphaNode = new MaterialTextureNode(GenerateAlphaTextureURL(originalLocation), textureNode.TexcoordIndex, Vector2.One, Vector2.Zero);
                var substituteAlphaNode = new MaterialShaderClassNode { MixinReference = new AssetReference<EffectShaderAsset>(Guid.Empty, "ComputeColorSubstituteAlphaWithColor") };
                substituteAlphaNode.CompositionNodes.Add("color1", colorNode);
                substituteAlphaNode.CompositionNodes.Add("color2", alphaNode);

                // set the parameters of the children so that they match the original texture
                var children = new[] { colorNode, alphaNode };
                foreach (var childTexture in children)
                {
                    childTexture.Sampler.AddressModeU = textureNode.Sampler.AddressModeU;
                    childTexture.Sampler.AddressModeV = textureNode.Sampler.AddressModeV;
                    childTexture.Sampler.Filtering = textureNode.Sampler.Filtering;
                    childTexture.Offset = textureNode.Offset;
                    childTexture.Sampler.SamplerParameterKey = textureNode.Sampler.SamplerParameterKey;
                    childTexture.Scale = textureNode.Scale;
                    childTexture.TexcoordIndex = textureNode.TexcoordIndex;
                }

                // copy the parameter key on the color and let the one of the alpha null so that it is set automatically to available value later
                colorNode.Key = textureNode.Key;
                alphaNode.Key = null;

                // update all the material references to the new node
                nodeReplacer.Replace(textureNode, substituteAlphaNode);
            }
            
            return modifiedMaterial;
        }
Esempio n. 2
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        public void TestSaveAndLoadEntities()
        {
            InitializeAssetDatabase();
            var assetManager = new AssetManager();

            var entity = new Entity();
            entity.Transform.Position = new Vector3(100.0f, 0.0f, 0.0f);
            assetManager.Save("EntityAssets/Entity", entity);

            GC.Collect();

            var entity2 = assetManager.Load<Entity>("EntityAssets/Entity");
            Assert.AreEqual(entity.Transform.Position, entity2.Transform.Position);
        }
Esempio n. 3
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        protected override Task<ResultStatus> DoCommandOverride(ICommandContext commandContext)
        {
            var assetManager = new AssetManager();

            // Load image
            var image = assetManager.Load<Image>(InputUrl);

            // Initialize TextureTool library
            using (var texTool = new TextureTool())
            using (var texImage = texTool.Load(image))
            {
                var outputFormat = Format.HasValue ? Format.Value : image.Description.Format;

                // Apply transformations
                texTool.Decompress(texImage);
                if (IsAbsolute)
                {
                    texTool.Resize(texImage, (int)Width, (int)Height, Filter.Rescaling.Lanczos3);
                }
                else
                {
                    texTool.Rescale(texImage, Width / 100.0f, Height / 100.0f, Filter.Rescaling.Lanczos3);
                }

                // Generate mipmaps
                if (GenerateMipmaps)
                {
                    texTool.GenerateMipMaps(texImage, Filter.MipMapGeneration.Box);
                }

                // Convert/Compress to output format
                texTool.Compress(texImage, outputFormat);

                // Save
                using (var outputImage = texTool.ConvertToParadoxImage(texImage))
                {
                    assetManager.Save(OutputUrl, outputImage);

                    commandContext.Logger.Verbose("Compression successful [{3}] to ({0}x{1},{2})",
                                                  outputImage.Description.Width,
                                                  outputImage.Description.Height, outputImage.Description.Format, OutputUrl);
                }
            }

            return Task.FromResult(ResultStatus.Successful);
        }
Esempio n. 4
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        public unsafe void TestSaveAndLoadCyclicallyReferencedAssets()
        {
            var assetManager = new AssetManager();
            SaveCyclicallyReferencedAssets(assetManager);

            GC.Collect();

            var simpleAsset = assetManager.Load<SimpleAsset>("SimpleAssets/First");
            Assert.That(simpleAsset.Url, Is.EqualTo("SimpleAssets/First"));
            Assert.That(simpleAsset.Str, Is.EqualTo("First"));
            Assert.That(simpleAsset.Dble, Is.EqualTo(5.0));
            Assert.That(simpleAsset.Child, !Is.Null);

            Assert.That(simpleAsset.Child.Url, Is.EqualTo("SimpleAssets/Second"));
            Assert.That(simpleAsset.Child.Str, Is.EqualTo("Second"));
            Assert.That(simpleAsset.Child.Dble, Is.EqualTo(5.0));
            Assert.That(simpleAsset.Child.Child, !Is.Null);

            Assert.That(simpleAsset.Child.Child.Url, Is.EqualTo("SimpleAssets/Third"));
            Assert.That(simpleAsset.Child.Child.Str, Is.EqualTo("Third"));
            Assert.That(simpleAsset.Child.Child.Dble, Is.EqualTo(5.0));
            Assert.That(simpleAsset.Child.Child.Child, Is.SameAs(simpleAsset));
        }
Esempio n. 5
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        public unsafe void TestSaveAndLoadSimpleAssets()
        {
            var assetManager = new AssetManager();
            SaveSimpleAssets(assetManager);

            GC.Collect();

            var simpleAsset = assetManager.Load<SimpleAsset>("SimpleAssets/Grandpa");
            Assert.That(simpleAsset.Url, Is.EqualTo("SimpleAssets/Grandpa"));
            Assert.That(simpleAsset.Str, Is.EqualTo("Grandpa"));
            Assert.That(simpleAsset.Dble, Is.EqualTo(5.0));
            Assert.That(simpleAsset.Child, !Is.Null);

            Assert.That(simpleAsset.Child.Url, Is.EqualTo("SimpleAssets/Pa"));
            Assert.That(simpleAsset.Child.Str, Is.EqualTo("Pa"));
            Assert.That(simpleAsset.Child.Dble, Is.EqualTo(5.0));
            Assert.That(simpleAsset.Child.Child, !Is.Null);

            Assert.That(simpleAsset.Child.Child.Url, Is.EqualTo("SimpleAssets/Son"));
            Assert.That(simpleAsset.Child.Child.Str, Is.EqualTo("Son"));
            Assert.That(simpleAsset.Child.Child.Dble, Is.EqualTo(5.0));
            Assert.That(simpleAsset.Child.Child.Child, Is.Null);
        }
Esempio n. 6
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        protected override async Task<ResultStatus> DoCommandOverride(ICommandContext commandContext)
        {
            var assetManager = new AssetManager();
            DataContainer result = null;

            switch (Source.Type)
            {
                case UrlType.File:
                    using (var fileStream = new FileStream(Source.Path, FileMode.Open, FileAccess.Read))
                    {
                        if (!WaitDelay())
                            return ResultStatus.Cancelled;

                        result = DataContainer.Load(fileStream);
                    }
                    break;
                case UrlType.Internal:
                     var container = assetManager.Load<DataContainer>(Source.Path);

                        if (!WaitDelay())
                            return ResultStatus.Cancelled;

                     result = container.Alterate();
                  break;
            }

            assetManager.Save(OutputUrl, result);

            var tasksToWait = CommandsToSpawn.Select(commandContext.ScheduleAndExecuteCommand);
            await Task.WhenAll(tasksToWait);

            foreach (ObjectUrl inputDep in InputDependencies)
            {
                commandContext.RegisterInputDependency(inputDep);
            }
            return ResultStatus.Successful;
        }
Esempio n. 7
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        public void TestImportModelSimple()
        {
            var file = Path.Combine(Environment.CurrentDirectory, @"scenes\goblin.fbx");

            // Create a project with an asset reference a raw file
            var project = new Package { FullPath = Path.Combine(Environment.CurrentDirectory, "ModelAssets", "ModelAssets" + Package.PackageFileExtension) };
            using (var session = new PackageSession(project))
            {
                var importSession = new AssetImportSession(session);

                // ------------------------------------------------------------------
                // Step 1: Add files to session
                // ------------------------------------------------------------------
                importSession.AddFile(file, project, UDirectory.Empty);

                // ------------------------------------------------------------------
                // Step 2: Stage assets
                // ------------------------------------------------------------------
                var stageResult = importSession.Stage();
                Assert.IsTrue(stageResult);
                Assert.AreEqual(0, project.Assets.Count);

                // ------------------------------------------------------------------
                // Step 3: Import asset directly
                // ------------------------------------------------------------------
                importSession.Import();
                Assert.AreEqual(4, project.Assets.Count);
                var assetItem = project.Assets.FirstOrDefault(item => item.Asset is EntityAsset);
                Assert.NotNull(assetItem);

                EntityAnalysis.UpdateEntityReferences(((EntityAsset)assetItem.Asset).Hierarchy);

                var assetCollection = new AssetItemCollection();
                // Remove directory from the location
                assetCollection.Add(assetItem);

                Console.WriteLine(assetCollection.ToText());

                //session.Save();

                // Create and mount database file system
                var objDatabase = new ObjectDatabase("/data/db", "index", "/local/db");
                var databaseFileProvider = new DatabaseFileProvider(objDatabase);
                AssetManager.GetFileProvider = () => databaseFileProvider;

                ((EntityAsset)assetItem.Asset).Hierarchy.Entities[0].Components.RemoveWhere(x => x.Key != TransformComponent.Key);
                //((EntityAsset)assetItem.Asset).Data.Entities[1].Components.RemoveWhere(x => x.Key != SiliconStudio.Paradox.Engine.TransformComponent.Key);

                var assetManager = new AssetManager();
                assetManager.Save("Entity1", ((EntityAsset)assetItem.Asset).Hierarchy);

                assetManager = new AssetManager();
                var entity = assetManager.Load<Entity>("Entity1");

                var entity2 = entity.Clone();

                var entityAsset = (EntityAsset)assetItem.Asset;
                entityAsset.Hierarchy.Entities[0].Components.Add(TransformComponent.Key, new TransformComponent());

                var entityAsset2 = (EntityAsset)AssetCloner.Clone(entityAsset);
                entityAsset2.Hierarchy.Entities[0].Components.Get(TransformComponent.Key).Position = new Vector3(10.0f, 0.0f, 0.0f);

                AssetMerge.Merge(entityAsset, entityAsset2, null, AssetMergePolicies.MergePolicyAsset2AsNewBaseOfAsset1);
            }
        }
        private unsafe object ExportAnimation(ICommandContext commandContext, AssetManager assetManager)
        {
            // Read from model file
            var modelSkeleton = LoadSkeleton(commandContext, assetManager); // we get model skeleton to compare it to real skeleton we need to map to
            var animationClips = LoadAnimation(commandContext, assetManager);
            AnimationClip animationClip = null;

            if (animationClips.Count > 0)
            {
                animationClip = new AnimationClip();

                AnimationClip rootMotionAnimationClip = null;

                // If root motion is explicitely enabled, or if there is no skeleton, try to find root node and apply animation directly on TransformComponent
                if ((AnimationRootMotion || SkeletonUrl == null) && modelSkeleton.Nodes.Length >= 1)
                {
                    // No skeleton, map root node only
                    // TODO: For now, it seems to be located on node 1 in FBX files. Need to check if always the case, and what happens with Assimp
                    var rootNode0 = modelSkeleton.Nodes.Length >= 1 ? modelSkeleton.Nodes[0].Name : null;
                    var rootNode1 = modelSkeleton.Nodes.Length >= 2 ? modelSkeleton.Nodes[1].Name : null;
                    if ((rootNode0 != null && animationClips.TryGetValue(rootNode0, out rootMotionAnimationClip))
                        || (rootNode1 != null && animationClips.TryGetValue(rootNode1, out rootMotionAnimationClip)))
                    {
                        foreach (var channel in rootMotionAnimationClip.Channels)
                        {
                            var curve = rootMotionAnimationClip.Curves[channel.Value.CurveIndex];

                            // Root motion
                            var channelName = channel.Key;
                            if (channelName.StartsWith("Transform."))
                            {
                                animationClip.AddCurve($"[TransformComponent.Key]." + channelName.Replace("Transform.", string.Empty), curve);
                            }

                            // Also apply Camera curves
                            // TODO: Add some other curves?
                            if (channelName.StartsWith("Camera."))
                            {
                                animationClip.AddCurve($"[CameraComponent.Key]." + channelName.Replace("Camera.", string.Empty), curve);
                            }
                        }

                        // Take max of durations
                        if (animationClip.Duration < rootMotionAnimationClip.Duration)
                            animationClip.Duration = rootMotionAnimationClip.Duration;
                    }
                }

                // Load asset reference skeleton
                if (SkeletonUrl != null)
                {
                    var skeleton = assetManager.Load<Skeleton>(SkeletonUrl);
                    var skeletonMapping = new SkeletonMapping(skeleton, modelSkeleton);

                    // Process missing nodes
                    foreach (var nodeAnimationClipEntry in animationClips)
                    {
                        var nodeName = nodeAnimationClipEntry.Key;
                        var nodeAnimationClip = nodeAnimationClipEntry.Value;
                        var nodeIndex = modelSkeleton.Nodes.IndexOf(x => x.Name == nodeName);

                        // Node doesn't exist in skeleton? skip it
                        if (nodeIndex == -1 || skeletonMapping.SourceToSource[nodeIndex] != nodeIndex)
                            continue;

                        // Skip root motion node (if any)
                        if (nodeAnimationClip == rootMotionAnimationClip)
                            continue;

                        // Find parent node
                        var parentNodeIndex = modelSkeleton.Nodes[nodeIndex].ParentIndex;

                        if (parentNodeIndex != -1 && skeletonMapping.SourceToSource[parentNodeIndex] != parentNodeIndex)
                        {
                            // Some nodes were removed, we need to concat the anim curves
                            var currentNodeIndex = nodeIndex;
                            var nodesToMerge = new List<Tuple<ModelNodeDefinition, AnimationBlender, AnimationClipEvaluator>>();
                            while (currentNodeIndex != -1 && currentNodeIndex != skeletonMapping.SourceToSource[parentNodeIndex])
                            {
                                AnimationClip animationClipToMerge;
                                AnimationClipEvaluator animationClipEvaluator = null;
                                AnimationBlender animationBlender = null;
                                if (animationClips.TryGetValue(modelSkeleton.Nodes[currentNodeIndex].Name, out animationClipToMerge))
                                {
                                    animationBlender = new AnimationBlender();
                                    animationClipEvaluator = animationBlender.CreateEvaluator(animationClipToMerge);
                                }
                                nodesToMerge.Add(Tuple.Create(modelSkeleton.Nodes[currentNodeIndex], animationBlender, animationClipEvaluator));
                                currentNodeIndex = modelSkeleton.Nodes[currentNodeIndex].ParentIndex;
                            }

                            // Put them in proper parent to children order
                            nodesToMerge.Reverse();

                            // Find all key times
                            // TODO: We should detect discontinuities and keep them
                            var animationKeysSet = new HashSet<CompressedTimeSpan>();

                            foreach (var node in nodesToMerge)
                            {
                                foreach (var curve in node.Item3.Clip.Curves)
                                {
                                    foreach (CompressedTimeSpan time in curve.Keys)
                                    {
                                        animationKeysSet.Add(time);
                                    }
                                }
                            }

                            // Sort key times
                            var animationKeys = animationKeysSet.ToList();
                            animationKeys.Sort();

                            var animationOperations = new FastList<AnimationOperation>();

                            var combinedAnimationClip = new AnimationClip();

                            var translationCurve = new AnimationCurve<Vector3>();
                            var rotationCurve = new AnimationCurve<Quaternion>();
                            var scaleCurve = new AnimationCurve<Vector3>();

                            // Evaluate at every key frame
                            foreach (var animationKey in animationKeys)
                            {
                                var matrix = Matrix.Identity;

                                // Evaluate node
                                foreach (var node in nodesToMerge)
                                {
                                    // Get default position
                                    var modelNodeDefinition = node.Item1;

                                    // Compute
                                    AnimationClipResult animationClipResult = null;
                                    animationOperations.Clear();
                                    animationOperations.Add(AnimationOperation.NewPush(node.Item3, animationKey));
                                    node.Item2.Compute(animationOperations, ref animationClipResult);

                                    var updateMemberInfos = new List<UpdateMemberInfo>();
                                    foreach (var channel in animationClipResult.Channels)
                                        updateMemberInfos.Add(new UpdateMemberInfo { Name = channel.PropertyName, DataOffset = channel.Offset });

                                    // TODO: Cache this
                                    var compiledUpdate = UpdateEngine.Compile(typeof(ModelNodeDefinition), updateMemberInfos);

                                    unsafe
                                    {
                                        fixed (byte* data = animationClipResult.Data)
                                            UpdateEngine.Run(modelNodeDefinition, compiledUpdate, (IntPtr)data, null);
                                    }

                                    Matrix localMatrix;
                                    TransformComponent.CreateMatrixTRS(ref modelNodeDefinition.Transform.Position, ref modelNodeDefinition.Transform.Rotation, ref modelNodeDefinition.Transform.Scale,
                                        out localMatrix);
                                    matrix = Matrix.Multiply(localMatrix, matrix);
                                }

                                // Done evaluating, let's decompose matrix
                                TransformTRS transform;
                                matrix.Decompose(out transform.Scale, out transform.Rotation, out transform.Position);

                                // Create a key
                                translationCurve.KeyFrames.Add(new KeyFrameData<Vector3>(animationKey, transform.Position));
                                rotationCurve.KeyFrames.Add(new KeyFrameData<Quaternion>(animationKey, transform.Rotation));
                                scaleCurve.KeyFrames.Add(new KeyFrameData<Vector3>(animationKey, transform.Scale));
                            }

                            combinedAnimationClip.AddCurve($"{nameof(ModelNodeTransformation.Transform)}.{nameof(TransformTRS.Position)}", translationCurve);
                            combinedAnimationClip.AddCurve($"{nameof(ModelNodeTransformation.Transform)}.{nameof(TransformTRS.Rotation)}", rotationCurve);
                            combinedAnimationClip.AddCurve($"{nameof(ModelNodeTransformation.Transform)}.{nameof(TransformTRS.Scale)}", scaleCurve);
                            nodeAnimationClip = combinedAnimationClip;
                        }

                        foreach (var channel in nodeAnimationClip.Channels)
                        {
                            var curve = nodeAnimationClip.Curves[channel.Value.CurveIndex];

                            // TODO: Root motion
                            var channelName = channel.Key;
                            if (channelName.StartsWith("Transform."))
                            {
                                animationClip.AddCurve($"[ModelComponent.Key].Skeleton.NodeTransformations[{skeletonMapping.SourceToTarget[nodeIndex]}]." + channelName, curve);
                            }
                        }

                        // Take max of durations
                        if (animationClip.Duration < nodeAnimationClip.Duration)
                            animationClip.Duration = nodeAnimationClip.Duration;
                    }
                }
            }

            if (animationClip == null)
            {
                commandContext.Logger.Info("File {0} has an empty animation.", SourcePath);
            }
            else
            {
                if (animationClip.Duration.Ticks == 0)
                {
                    commandContext.Logger.Warning("File {0} has a 0 tick long animation.", SourcePath);
                }

                // Optimize and set common parameters
                animationClip.RepeatMode = AnimationRepeatMode;
                animationClip.Optimize();
            }
            return animationClip;
        }
Esempio n. 9
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        public unsafe void TestLoadMissingAsset()
        {
            var assetManager = new AssetManager();
            var asset = assetManager.Load<SimpleAsset>("inexisting/asset");
            Assert.That(asset, Is.Null);
            Assert.That(assetManager.HasAssetWithUrl("inexisting/asset"), Is.False);

            SaveAssetsAndDeleteAChild(assetManager);
            GC.Collect();

            asset = assetManager.Load<SimpleAsset>("SimpleAssets/Pa");
            Assert.That(asset, !Is.Null);
            Assert.That(asset.Url, Is.EqualTo("SimpleAssets/Pa"));
            Assert.That(asset.Child, Is.Null);

            asset = assetManager.Load<SimpleAsset>("SimpleAssets/Son");
            Assert.That(asset, Is.Null);
        }
Esempio n. 10
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        public unsafe void TestSaveAndLoadAssetAndIndexFileManyTimes()
        {
            var assetManager = new AssetManager();
            var simpleAsset = new SimpleAsset("Grandpa", null) { Dble = 0.0 };
            assetManager.SaveSingle(simpleAsset);
            assetManager.Unload(simpleAsset);
            var databaseFileProvider = (DatabaseFileProvider)VirtualFileSystem.ResolveProvider("/db", true).Provider;
            databaseFileProvider.AssetIndexMap.WaitPendingOperations();
            simpleAsset = null;

            GC.Collect();

            for (double d = 0; d < 10.0; ++d)
            {
                var anotherAssetManager = new AssetManager();
                simpleAsset = anotherAssetManager.Load<SimpleAsset>("SimpleAssets/Grandpa");
                Assert.That(simpleAsset.Dble, Is.EqualTo(d));
                simpleAsset.Dble += 1.0;
                anotherAssetManager.SaveSingle(simpleAsset);
                anotherAssetManager.Unload(simpleAsset);
                databaseFileProvider.AssetIndexMap.WaitPendingOperations();
                simpleAsset = null;
                GC.Collect();
            }
        }
Esempio n. 11
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        public unsafe void TestSaveAndLoadAssetManyTimes()
        {
            var assetManager = new AssetManager();
            var simpleAsset = new SimpleAsset("Grandpa", null) { Dble = 0.0 };
            assetManager.SaveSingle(simpleAsset);
            assetManager.Unload(simpleAsset);
            simpleAsset = null;

            GC.Collect();

            for (double d = 0; d < 10.0; ++d)
            {
                simpleAsset = assetManager.Load<SimpleAsset>("SimpleAssets/Grandpa");
                Assert.That(simpleAsset.Dble, Is.EqualTo(d));
                simpleAsset.Dble += 1.0;
                assetManager.SaveSingle(simpleAsset);
                assetManager.Unload(simpleAsset);
                simpleAsset = null;
                GC.Collect();
            }
        }
Esempio n. 12
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        public unsafe void TestComplexAssets()
        {
            var assetManager = new AssetManager();
            SaveComplexAssets(assetManager);

            GC.Collect();

            var ass1 = assetManager.Load<ComplexAsset>("ComplexAssets/First");
            var ass2FromAss1 = ass1.FirstChild;
            var ass2 = assetManager.Load<ComplexAsset>("ComplexAssets/Second");
            var ass3FromAss2 = ass2.FirstChild;
            var ass3 = assetManager.Load<ComplexAsset>("ComplexAssets/Third");
            var ass2FromAss3 = ass3.FirstChild;

            Assert.That(ass1.Url, Is.EqualTo("ComplexAssets/First"));
            Assert.That(ass2FromAss1, Is.SameAs(ass1.FirstChild));
            Assert.That(ass2FromAss1, Is.SameAs(ass2));
            Assert.That(ass1.Data, !Is.Null);
            Assert.That(ass1.Data.Asset, Is.SameAs(ass2));
            Assert.That(ass1.Data.Num, Is.EqualTo(1));
            Assert.That(ass1.Children.Count, Is.EqualTo(1));
            Assert.That(ass1.Children[0], Is.SameAs(ass2));

            Assert.That(ass2.Url, Is.EqualTo("ComplexAssets/Second"));
            Assert.That(ass3FromAss2, Is.SameAs(ass2.FirstChild));
            Assert.That(ass3FromAss2, Is.SameAs(ass3));
            Assert.That(ass2.Data, Is.Null);
            Assert.That(ass2.Children.Count, Is.EqualTo(1));
            Assert.That(ass2.Children[0], Is.SameAs(ass3));

            Assert.That(ass3.Url, Is.EqualTo("ComplexAssets/Third"));
            Assert.That(ass2FromAss3, Is.SameAs(ass3.FirstChild));
            Assert.That(ass2FromAss3, Is.SameAs(ass2));
            Assert.That(ass3.Data, !Is.Null);
            Assert.That(ass3.Data.Asset, Is.SameAs(ass1));
            Assert.That(ass3.Data.Num, Is.EqualTo(2));
            Assert.That(ass3.Children.Count, Is.EqualTo(2));
            Assert.That(ass3.Children[0], Is.SameAs(ass1));
            Assert.That(ass3.Children[1], Is.SameAs(ass2));
        }
Esempio n. 13
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        private object ExportModel(ICommandContext commandContext, AssetManager assetManager)
        {
            // Read from model file
            var modelSkeleton = LoadSkeleton(commandContext, assetManager); // we get model skeleton to compare it to real skeleton we need to map to
            var model = LoadModel(commandContext, assetManager);

            // Apply materials
            foreach (var modelMaterial in Materials)
            {
                if (modelMaterial.MaterialInstance?.Material == null)
                {
                    commandContext.Logger.Warning($"The material [{modelMaterial.Name}] is null in the list of materials.");
                    continue;
                }
                model.Materials.Add(modelMaterial.MaterialInstance);
            }

            model.BoundingBox = BoundingBox.Empty;

            foreach (var mesh in model.Meshes)
            {
                if (TessellationAEN)
                {
                    // TODO: Generate AEN model view
                    commandContext.Logger.Error("TessellationAEN is not supported in {0}", ContextAsString);
                }
            }

            SkeletonMapping skeletonMapping;

            Skeleton skeleton;
            if (SkeletonUrl != null)
            {
                // Load skeleton and process it
                skeleton = assetManager.Load<Skeleton>(SkeletonUrl);

                // Assign skeleton to model
                model.Skeleton = AttachedReferenceManager.CreateSerializableVersion<Skeleton>(Guid.Empty, SkeletonUrl);
            }
            else
            {
                skeleton = null;

            }

            skeletonMapping = new SkeletonMapping(skeleton, modelSkeleton);

            // Refresh skeleton updater with model skeleton
            var hierarchyUpdater = new SkeletonUpdater(modelSkeleton);
            hierarchyUpdater.UpdateMatrices();

            // Move meshes in the new nodes
            foreach (var mesh in model.Meshes)
            {
                // Check if there was a remap using model skeleton
                if (skeletonMapping.SourceToSource[mesh.NodeIndex] != mesh.NodeIndex)
                {
                    // Transform vertices
                    var transformationMatrix = CombineMatricesFromNodeIndices(hierarchyUpdater.NodeTransformations, skeletonMapping.SourceToSource[mesh.NodeIndex], mesh.NodeIndex);
                    mesh.Draw.VertexBuffers[0].TransformBuffer(ref transformationMatrix);

                    // Check if geometry is inverted, to know if we need to reverse winding order
                    // TODO: What to do if there is no index buffer? We should create one... (not happening yet)
                    if (mesh.Draw.IndexBuffer == null)
                        throw new InvalidOperationException();

                    Matrix rotation;
                    Vector3 scale, translation;
                    if (transformationMatrix.Decompose(out scale, out rotation, out translation)
                        && scale.X * scale.Y * scale.Z < 0)
                    {
                        mesh.Draw.ReverseWindingOrder();
                    }
                }

                // Update new node index using real asset skeleton
                mesh.NodeIndex = skeletonMapping.SourceToTarget[mesh.NodeIndex];
            }

            // Merge meshes with same parent nodes, material and skinning
            var meshesByNodes = model.Meshes.GroupBy(x => x.NodeIndex).ToList();

            foreach (var meshesByNode in meshesByNodes)
            {
                // This logic to detect similar material is kept from old code; this should be reviewed/improved at some point
                foreach (var meshesPerDrawCall in meshesByNode.GroupBy(x => x,
                    new AnonymousEqualityComparer<Mesh>((x, y) =>
                    x.MaterialIndex == y.MaterialIndex // Same material
                    && ArrayExtensions.ArraysEqual(x.Skinning?.Bones, y.Skinning?.Bones) // Same bones
                    && CompareParameters(model, x, y) // Same parameters
                    && CompareShadowOptions(model, x, y), // Same shadow parameters
                    x => 0)).ToList())
                {
                    if (meshesPerDrawCall.Count() == 1)
                    {
                        // Nothing to group, skip to next entry
                        continue;
                    }

                    // Remove old meshes
                    foreach (var mesh in meshesPerDrawCall)
                    {
                        model.Meshes.Remove(mesh);
                    }

                    // Add new combined mesh(es)
                    var baseMesh = meshesPerDrawCall.First();
                    var newMeshList = meshesPerDrawCall.Select(x => x.Draw).ToList().GroupDrawData(Allow32BitIndex);

                    foreach (var generatedMesh in newMeshList)
                    {
                        model.Meshes.Add(new Mesh(generatedMesh, baseMesh.Parameters)
                        {
                            MaterialIndex = baseMesh.MaterialIndex,
                            Name = baseMesh.Name,
                            Draw = generatedMesh,
                            NodeIndex = baseMesh.NodeIndex,
                            Skinning = baseMesh.Skinning,
                        });
                    }
                }
            }

            // Remap skinning
            foreach (var skinning in model.Meshes.Select(x => x.Skinning).Where(x => x != null).Distinct())
            {
                // Update node mapping
                // Note: we only remap skinning matrices, but we could directly remap skinning bones instead
                for (int i = 0; i < skinning.Bones.Length; ++i)
                {
                    var nodeIndex = skinning.Bones[i].NodeIndex;
                    var newNodeIndex = skeletonMapping.SourceToSource[nodeIndex];

                    skinning.Bones[i].NodeIndex = skeletonMapping.SourceToTarget[nodeIndex];

                    // If it was remapped, we also need to update matrix
                    if (newNodeIndex != nodeIndex)
                    {
                        var transformationMatrix = CombineMatricesFromNodeIndices(hierarchyUpdater.NodeTransformations, newNodeIndex, nodeIndex);
                        skinning.Bones[i].LinkToMeshMatrix = Matrix.Multiply(skinning.Bones[i].LinkToMeshMatrix, transformationMatrix);
                    }
                }
            }

            // split the meshes if necessary
            model.Meshes = SplitExtensions.SplitMeshes(model.Meshes, Allow32BitIndex);

            // Refresh skeleton updater with asset skeleton
            hierarchyUpdater = new SkeletonUpdater(skeleton);
            hierarchyUpdater.UpdateMatrices();

            // bounding boxes
            var modelBoundingBox = model.BoundingBox;
            var modelBoundingSphere = model.BoundingSphere;
            foreach (var mesh in model.Meshes)
            {
                var vertexBuffers = mesh.Draw.VertexBuffers;
                if (vertexBuffers.Length > 0)
                {
                    // Compute local mesh bounding box (no node transformation)
                    Matrix matrix = Matrix.Identity;
                    mesh.BoundingBox = vertexBuffers[0].ComputeBounds(ref matrix, out mesh.BoundingSphere);

                    // Compute model bounding box (includes node transformation)
                    hierarchyUpdater.GetWorldMatrix(mesh.NodeIndex, out matrix);
                    BoundingSphere meshBoundingSphere;
                    var meshBoundingBox = vertexBuffers[0].ComputeBounds(ref matrix, out meshBoundingSphere);
                    BoundingBox.Merge(ref modelBoundingBox, ref meshBoundingBox, out modelBoundingBox);
                    BoundingSphere.Merge(ref modelBoundingSphere, ref meshBoundingSphere, out modelBoundingSphere);
                }

                // TODO: temporary Always try to compact
                mesh.Draw.CompactIndexBuffer();
            }
            model.BoundingBox = modelBoundingBox;
            model.BoundingSphere = modelBoundingSphere;

            // merges all the Draw VB and IB together to produce one final VB and IB by entity.
            var sizeVertexBuffer = model.Meshes.SelectMany(x => x.Draw.VertexBuffers).Select(x => x.Buffer.GetSerializationData().Content.Length).Sum();
            var sizeIndexBuffer = 0;
            foreach (var x in model.Meshes)
            {
                // Let's be aligned (if there was 16bit indices before, we might be off)
                if (x.Draw.IndexBuffer.Is32Bit && sizeIndexBuffer % 4 != 0)
                    sizeIndexBuffer += 2;

                sizeIndexBuffer += x.Draw.IndexBuffer.Buffer.GetSerializationData().Content.Length;
            }
            var vertexBuffer = new BufferData(BufferFlags.VertexBuffer, new byte[sizeVertexBuffer]);
            var indexBuffer = new BufferData(BufferFlags.IndexBuffer, new byte[sizeIndexBuffer]);

            // Note: reusing same instance, to avoid having many VB with same hash but different URL
            var vertexBufferSerializable = vertexBuffer.ToSerializableVersion();
            var indexBufferSerializable = indexBuffer.ToSerializableVersion();

            var vertexBufferNextIndex = 0;
            var indexBufferNextIndex = 0;
            foreach (var drawMesh in model.Meshes.Select(x => x.Draw))
            {
                // the index buffer
                var oldIndexBuffer = drawMesh.IndexBuffer.Buffer.GetSerializationData().Content;

                // Let's be aligned (if there was 16bit indices before, we might be off)
                if (drawMesh.IndexBuffer.Is32Bit && indexBufferNextIndex % 4 != 0)
                    indexBufferNextIndex += 2;

                Array.Copy(oldIndexBuffer, 0, indexBuffer.Content, indexBufferNextIndex, oldIndexBuffer.Length);

                drawMesh.IndexBuffer = new IndexBufferBinding(indexBufferSerializable, drawMesh.IndexBuffer.Is32Bit, drawMesh.IndexBuffer.Count, indexBufferNextIndex);

                indexBufferNextIndex += oldIndexBuffer.Length;

                // the vertex buffers
                for (int index = 0; index < drawMesh.VertexBuffers.Length; index++)
                {
                    var vertexBufferBinding = drawMesh.VertexBuffers[index];
                    var oldVertexBuffer = vertexBufferBinding.Buffer.GetSerializationData().Content;

                    Array.Copy(oldVertexBuffer, 0, vertexBuffer.Content, vertexBufferNextIndex, oldVertexBuffer.Length);

                    drawMesh.VertexBuffers[index] = new VertexBufferBinding(vertexBufferSerializable, vertexBufferBinding.Declaration, vertexBufferBinding.Count, vertexBufferBinding.Stride,
                        vertexBufferNextIndex);

                    vertexBufferNextIndex += oldVertexBuffer.Length;
                }
            }

            // Convert to Entity
            return model;
        }
Esempio n. 14
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 private void CreateObstacleEntities(AssetManager assetManager)
 {
     foreach (var obstacle in obstacles)
     {
         var entity = new Entity();
         var model = assetManager.Load<Model>(obstacle.Model);
         entity.Add(new ModelComponent(model));
         if (!string.IsNullOrEmpty(obstacle.Animation))
         {
             var anim = assetManager.Load<AnimationClip>(obstacle.Animation);
             entity.Add(new AnimationComponent { Animations = { { PlayIdleAnimationScript.AnimationName, anim } } });
             entity.Add(new ScriptComponent { Scripts = { new PlayIdleAnimationScript() } });
         }
         obstacle.Entity = entity;
     }
 }
Esempio n. 15
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 /// <summary>
 /// Load Background entities from predefined keys,
 /// and also get defined holes for that bg.
 /// </summary>
 /// <param name="assetManager"></param>
 /// <returns></returns>
 private static void LoadBgEntities(AssetManager assetManager)
 {
     var bgKeys = Enum.GetValues(typeof(BgKeys));
     foreach (var bgKeyObj in bgKeys)
     {
         var bgKey = (BgKeys)bgKeyObj;
         BgEntityDict[bgKey].Entity = new Entity { new ModelComponent(assetManager.Load<Model>(bgKey.ToString())) };
     }
 }