Esempio n. 1
0
        public void ExportIOModel(string FileName, IOModel model)
        {
            using (StudioSB.GUI.SBCustomDialog d = new GUI.SBCustomDialog(ExportSettings))
            {
                if (d.ShowDialog() != System.Windows.Forms.DialogResult.OK)
                {
                    return;
                }
            }

            using (DAEWriter writer = new DAEWriter(FileName, false))
            {
                writer.WriteAsset();

                // Material IO needs big rework
                if (model.HasMaterials && ExportSettings.ExportTextures)
                {
                    List <string> TextureNames = new List <string>();
                    var           png          = false;
                    foreach (var tex in model.Textures)
                    {
                        var filePath = System.IO.Path.GetDirectoryName(FileName) + "\\" + tex.Name;

                        TextureNames.Add(tex.Name);
                        if (tex.InternalFormat == OpenTK.Graphics.OpenGL.InternalFormat.Rgba)
                        {
                            png = true;

                            Tools.FileTools.WriteBitmapFile(filePath + ".png", tex.Width, tex.Height, tex.Arrays[0].Mipmaps[0]);
                        }
                        else
                        {
                            IO_DDS.Export(filePath + ".dds", tex);
                        }
                    }
                    writer.WriteLibraryImages(TextureNames.ToArray(), png ? ".png" : ".dds");

                    writer.StartMaterialSection();
                    foreach (var mat in model.Materials)
                    {
                        writer.WriteMaterial(mat.Name);
                    }
                    writer.EndMaterialSection();

                    writer.StartEffectSection();
                    foreach (var mat in model.Materials)
                    {
                        writer.WriteEffect(mat.Name, mat.DiffuseTexture);
                    }
                    writer.EndEffectSection();
                }
                else
                {
                    writer.WriteLibraryImages();
                }

                if (model.HasSkeleton)
                {
                    foreach (var bone in model.Skeleton.Bones)
                    {
                        float[] Transform = new float[] { bone.Transform.M11, bone.Transform.M21, bone.Transform.M31, bone.Transform.M41,
                                                          bone.Transform.M12, bone.Transform.M22, bone.Transform.M32, bone.Transform.M42,
                                                          bone.Transform.M13, bone.Transform.M23, bone.Transform.M33, bone.Transform.M43,
                                                          bone.Transform.M14, bone.Transform.M24, bone.Transform.M34, bone.Transform.M44 };
                        float[] InvTransform = new float[] { bone.InvWorldTransform.M11, bone.InvWorldTransform.M21, bone.InvWorldTransform.M31, bone.InvWorldTransform.M41,
                                                             bone.InvWorldTransform.M12, bone.InvWorldTransform.M22, bone.InvWorldTransform.M32, bone.InvWorldTransform.M42,
                                                             bone.InvWorldTransform.M13, bone.InvWorldTransform.M23, bone.InvWorldTransform.M33, bone.InvWorldTransform.M43,
                                                             bone.InvWorldTransform.M14, bone.InvWorldTransform.M24, bone.InvWorldTransform.M34, bone.InvWorldTransform.M44 };
                        writer.AddJoint(bone.Name, bone.Parent == null ? "" : bone.Parent.Name, Transform, InvTransform);
                    }
                }

                writer.StartGeometrySection();
                foreach (var mesh in model.Meshes)
                {
                    writer.StartGeometryMesh(mesh.Name);

                    if (mesh.MaterialIndex != -1)
                    {
                        writer.CurrentMaterial = model.Materials[mesh.MaterialIndex].Name;
                    }

                    // collect sources
                    List <float>   Position    = new List <float>();
                    List <float>   Normal      = new List <float>();
                    List <float>   UV0         = new List <float>();
                    List <float>   UV1         = new List <float>();
                    List <float>   UV2         = new List <float>();
                    List <float>   UV3         = new List <float>();
                    List <float>   Color       = new List <float>();
                    List <int[]>   BoneIndices = new List <int[]>();
                    List <float[]> BoneWeights = new List <float[]>();

                    foreach (var vertex in mesh.Vertices)
                    {
                        Position.Add(vertex.Position.X); Position.Add(vertex.Position.Y); Position.Add(vertex.Position.Z);
                        Normal.Add(vertex.Normal.X); Normal.Add(vertex.Normal.Y); Normal.Add(vertex.Normal.Z);
                        UV0.Add(vertex.UV0.X); UV0.Add(vertex.UV0.Y);
                        UV1.Add(vertex.UV1.X); UV1.Add(vertex.UV1.Y);
                        UV2.Add(vertex.UV2.X); UV2.Add(vertex.UV2.Y);
                        UV3.Add(vertex.UV3.X); UV3.Add(vertex.UV3.Y);
                        Color.AddRange(new float[] { vertex.Color.X, vertex.Color.Y, vertex.Color.Z, vertex.Color.W });

                        List <int>   bIndices = new List <int>();
                        List <float> bWeights = new List <float>();
                        if (vertex.BoneWeights.X > 0)
                        {
                            bIndices.Add((int)vertex.BoneIndices.X);
                            bWeights.Add(vertex.BoneWeights.X);
                        }
                        if (vertex.BoneWeights.Y > 0)
                        {
                            bIndices.Add((int)vertex.BoneIndices.Y);
                            bWeights.Add(vertex.BoneWeights.Y);
                        }
                        if (vertex.BoneWeights.Z > 0)
                        {
                            bIndices.Add((int)vertex.BoneIndices.Z);
                            bWeights.Add(vertex.BoneWeights.Z);
                        }
                        if (vertex.BoneWeights.W > 0)
                        {
                            bIndices.Add((int)vertex.BoneIndices.W);
                            bWeights.Add(vertex.BoneWeights.W);
                        }
                        BoneIndices.Add(bIndices.ToArray());
                        BoneWeights.Add(bWeights.ToArray());
                    }

                    // write sources
                    if (mesh.HasPositions)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.POSITION, Position.ToArray(), mesh.Indices.ToArray());
                    }

                    if (mesh.HasNormals)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.NORMAL, Normal.ToArray(), mesh.Indices.ToArray());
                    }

                    if (mesh.HasColor)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.COLOR, Color.ToArray(), mesh.Indices.ToArray());
                    }

                    if (mesh.HasUV0)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.TEXCOORD, UV0.ToArray(), mesh.Indices.ToArray(), 0);
                    }

                    if (mesh.HasUV1)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.TEXCOORD, UV1.ToArray(), mesh.Indices.ToArray(), 1);
                    }

                    if (mesh.HasUV2)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.TEXCOORD, UV2.ToArray(), mesh.Indices.ToArray(), 2);
                    }

                    if (mesh.HasUV3)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.TEXCOORD, UV3.ToArray(), mesh.Indices.ToArray(), 3);
                    }


                    if (mesh.HasBoneWeights)
                    {
                        writer.AttachGeometryController(BoneIndices, BoneWeights);
                    }

                    writer.EndGeometryMesh();
                }
                writer.EndGeometrySection();
            }
        }
Esempio n. 2
0
        public void ExportIOModel(string FileName, IOModel model)
        {
            using (DAEWriter writer = new DAEWriter(FileName, false))
            {
                writer.WriteAsset();

                // Material IO needs big rework

                /*if (m.HasMaterials && ExportMaterials)
                 * {
                 *  List<string> TextureNames = new List<string>();
                 *  foreach (var mat in m.Materials)
                 *  {
                 *      if (mat.DiffuseTexture != null && !TextureNames.Contains(mat.DiffuseTexture.Name))
                 *          TextureNames.Add(mat.DiffuseTexture.Name);
                 *  }
                 *  writer.WriteLibraryImages(TextureNames.ToArray());
                 *
                 *  writer.StartMaterialSection();
                 *  foreach (var mat in m.Materials)
                 *  {
                 *      writer.WriteMaterial(mat.Name);
                 *  }
                 *  writer.EndMaterialSection();
                 *
                 *  writer.StartEffectSection();
                 *  foreach (var mat in m.Materials)
                 *  {
                 *      writer.WriteEffect(mat.Name, mat.DiffuseTexture == null ? "" : mat.DiffuseTexture.Name);
                 *  }
                 *  writer.EndEffectSection();
                 * }
                 * else*/
                {
                    writer.WriteLibraryImages();
                }

                if (model.HasSkeleton)
                {
                    foreach (var bone in model.Skeleton.Bones)
                    {
                        float[] Transform = new float[] { bone.Transform.M11, bone.Transform.M21, bone.Transform.M31, bone.Transform.M41,
                                                          bone.Transform.M12, bone.Transform.M22, bone.Transform.M32, bone.Transform.M42,
                                                          bone.Transform.M13, bone.Transform.M23, bone.Transform.M33, bone.Transform.M43,
                                                          bone.Transform.M14, bone.Transform.M24, bone.Transform.M34, bone.Transform.M44 };
                        float[] InvTransform = new float[] { bone.InvWorldTransform.M11, bone.InvWorldTransform.M21, bone.InvWorldTransform.M31, bone.InvWorldTransform.M41,
                                                             bone.InvWorldTransform.M12, bone.InvWorldTransform.M22, bone.InvWorldTransform.M32, bone.InvWorldTransform.M42,
                                                             bone.InvWorldTransform.M13, bone.InvWorldTransform.M23, bone.InvWorldTransform.M33, bone.InvWorldTransform.M43,
                                                             bone.InvWorldTransform.M14, bone.InvWorldTransform.M24, bone.InvWorldTransform.M34, bone.InvWorldTransform.M44 };
                        writer.AddJoint(bone.Name, bone.Parent == null ? "" : bone.Parent.Name, Transform, InvTransform);
                    }
                }

                writer.StartGeometrySection();
                foreach (var mesh in model.Meshes)
                {
                    writer.StartGeometryMesh(mesh.Name);

                    if (mesh.MaterialIndex != -1)
                    {
                        //writer.CurrentMaterial = model.Materials[mesh.MaterialIndex].Name;
                    }

                    // collect sources
                    List <float>   Position    = new List <float>();
                    List <float>   Normal      = new List <float>();
                    List <float>   UV0         = new List <float>();
                    List <float>   UV1         = new List <float>();
                    List <float>   UV2         = new List <float>();
                    List <float>   UV3         = new List <float>();
                    List <float>   Color       = new List <float>();
                    List <int[]>   BoneIndices = new List <int[]>();
                    List <float[]> BoneWeights = new List <float[]>();

                    foreach (var vertex in mesh.Vertices)
                    {
                        Position.Add(vertex.Position.X); Position.Add(vertex.Position.Y); Position.Add(vertex.Position.Z);
                        Normal.Add(vertex.Normal.X); Normal.Add(vertex.Normal.Y); Normal.Add(vertex.Normal.Z);
                        UV0.Add(vertex.UV0.X); UV0.Add(vertex.UV0.Y);
                        UV1.Add(vertex.UV1.X); UV1.Add(vertex.UV1.Y);
                        UV2.Add(vertex.UV2.X); UV2.Add(vertex.UV2.Y);
                        UV3.Add(vertex.UV3.X); UV3.Add(vertex.UV3.Y);
                        Color.AddRange(new float[] { vertex.Color.X, vertex.Color.Y, vertex.Color.Z, vertex.Color.W });

                        List <int>   bIndices = new List <int>();
                        List <float> bWeights = new List <float>();
                        if (vertex.BoneWeights.X > 0)
                        {
                            bIndices.Add((int)vertex.BoneIndices.X);
                            bWeights.Add(vertex.BoneWeights.X);
                        }
                        if (vertex.BoneWeights.Y > 0)
                        {
                            bIndices.Add((int)vertex.BoneIndices.Y);
                            bWeights.Add(vertex.BoneWeights.Y);
                        }
                        if (vertex.BoneWeights.Z > 0)
                        {
                            bIndices.Add((int)vertex.BoneIndices.Z);
                            bWeights.Add(vertex.BoneWeights.Z);
                        }
                        if (vertex.BoneWeights.W > 0)
                        {
                            bIndices.Add((int)vertex.BoneIndices.W);
                            bWeights.Add(vertex.BoneWeights.W);
                        }
                        BoneIndices.Add(bIndices.ToArray());
                        BoneWeights.Add(bWeights.ToArray());
                    }

                    // write sources
                    if (mesh.HasPositions)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.POSITION, Position.ToArray(), mesh.Indices.ToArray());
                    }

                    if (mesh.HasNormals)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.NORMAL, Normal.ToArray(), mesh.Indices.ToArray());
                    }

                    if (mesh.HasColor)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.COLOR, Color.ToArray(), mesh.Indices.ToArray());
                    }

                    if (mesh.HasUV0)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.TEXCOORD, UV0.ToArray(), mesh.Indices.ToArray(), 0);
                    }

                    if (mesh.HasUV1)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.TEXCOORD, UV1.ToArray(), mesh.Indices.ToArray(), 1);
                    }

                    if (mesh.HasUV2)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.TEXCOORD, UV2.ToArray(), mesh.Indices.ToArray(), 2);
                    }

                    if (mesh.HasUV3)
                    {
                        writer.WriteGeometrySource(mesh.Name, DAEWriter.VERTEX_SEMANTIC.TEXCOORD, UV3.ToArray(), mesh.Indices.ToArray(), 3);
                    }


                    if (mesh.HasBoneWeights)
                    {
                        writer.AttachGeometryController(BoneIndices, BoneWeights);
                    }

                    writer.EndGeometryMesh();
                }
                writer.EndGeometrySection();
            }
        }