Esempio n. 1
0
        public List <Vertex> GetVertices(Mesh msh, Matrix4 transform, STGenericObject STobj)
        {
            Matrix4 NormalsTransform = Matrix4.CreateFromQuaternion(transform.ExtractRotation());

            List <Vertex> vertices = new List <Vertex>();

            for (int v = 0; v < msh.VertexCount; v++)
            {
                Vertex vert = new Vertex();

                if (msh.HasVertices)
                {
                    vert.pos = Vector3.TransformPosition(AssimpHelper.FromVector(msh.Vertices[v]), transform);
                }
                if (msh.HasNormals)
                {
                    vert.nrm = Vector3.TransformNormal(AssimpHelper.FromVector(msh.Normals[v]), NormalsTransform);
                }
                if (msh.HasTextureCoords(0))
                {
                    vert.uv0 = new Vector2(msh.TextureCoordinateChannels[0][v].X, msh.TextureCoordinateChannels[0][v].Y);
                }
                if (msh.HasTextureCoords(1))
                {
                    vert.uv1 = new Vector2(msh.TextureCoordinateChannels[1][v].X, msh.TextureCoordinateChannels[1][v].Y);
                }
                if (msh.HasTextureCoords(2))
                {
                    vert.uv2 = new Vector2(msh.TextureCoordinateChannels[2][v].X, msh.TextureCoordinateChannels[2][v].Y);
                }
                if (msh.HasTangentBasis)
                {
                    vert.tan = new Vector4(msh.Tangents[v].X, msh.Tangents[v].Y, msh.Tangents[v].Z, 1);
                }
                if (msh.HasVertexColors(0))
                {
                    vert.col = new Vector4(msh.VertexColorChannels[0][v].R, msh.VertexColorChannels[0][v].G, msh.VertexColorChannels[0][v].B, msh.VertexColorChannels[0][v].A);
                    Console.WriteLine("VTX Col " + vert.col);
                }
                if (msh.HasTangentBasis)
                {
                    vert.bitan = new Vector4(msh.BiTangents[v].X, msh.BiTangents[v].Y, msh.BiTangents[v].Z, 1);
                }
                vertices.Add(vert);
            }
            if (msh.HasBones)
            {
                STConsole.WriteLine(msh.Name + " HasBones " + msh.HasBones);
                STConsole.WriteLine(msh.Name + " BoneCount " + msh.BoneCount);

                for (int i = 0; i < msh.BoneCount; i++)
                {
                    Bone bn = msh.Bones[i];
                    if (bn.HasVertexWeights)
                    {
                        foreach (VertexWeight w in bn.VertexWeights)
                        {
                            vertices[w.VertexID].boneWeights.Add(w.Weight);
                            vertices[w.VertexID].boneNames.Add(bn.Name);
                            BoneNames.Add(bn.Name);
                        }
                    }
                }
            }


            return(vertices);
        }
Esempio n. 2
0
        private void CreateByNode(Node node, STSkeleton skeleton, short SmoothIndex, short RigidIndex, bool IsRoot, ref Assimp.Matrix4x4 rootTransform)
        {
            Matrix4x4 trafo        = node.Transform;
            Matrix4x4 world        = trafo * rootTransform;
            var       transformMat = AssimpHelper.TKMatrix(world);

            int matchedBoneIndex = skeleton.bones.FindIndex(item => item.Name == node.Name);

            if (matchedBoneIndex < 0)
            {
                tempBoneNodes.Add(node);

                STBone bone = new STBone();
                bone.skeletonParent = skeleton;
                skeleton.bones.Add(bone);

                bone.Text = node.Name;
                bone.SmoothMatrixIndex = (short)skeleton.bones.IndexOf(bone);
                bone.RigidMatrixIndex  = -1; //Todo calculate these

                STConsole.WriteLine($"-".Repeat(30));
                STConsole.WriteLine($"Processing Bone {bone.Text}");
                STConsole.WriteLine($"SmoothMatrixIndex {bone.SmoothMatrixIndex}");
                STConsole.WriteLine($"RigidMatrixIndex {bone.RigidMatrixIndex}");
                STConsole.WriteLine($"Transform Matrix {transformMat}");
                STConsole.WriteLine($"-".Repeat(30));

                if (IsRoot)
                {
                    bone.parentIndex = -1;
                    transformMat     = AssimpHelper.TKMatrix(world * Matrix4x4.FromRotationX(MathHelper.DegreesToRadians(BoneRotation)));
                }
                else
                {
                    if (tempBoneNodes.Contains(node.Parent))
                    {
                        bone.parentIndex = tempBoneNodes.IndexOf(node.Parent);
                    }
                }


                var scale    = transformMat.ExtractScale();
                var rotation = transformMat.ExtractRotation();
                var position = transformMat.ExtractTranslation();

                var rotEular = AssimpHelper.ToEular(rotation);

                bone.position = new float[] { position.X, position.Y, position.Z };
                bone.scale    = new float[] { scale.X, scale.Y, scale.Z };
                bone.rotation = new float[] { rotEular.X, rotEular.Y, rotEular.Z, 0 };
            }
            else
            {
                STConsole.WriteLine($"Duplicate node name found for bone {node.Name}!", Color.Red);
            }

            foreach (Node child in node.Children)
            {
                CreateByNode(child, skeleton, SmoothIndex, RigidIndex, false, ref rootTransform);
            }
        }
Esempio n. 3
0
        public static Animations.Animation CreateGenericAnimation(Assimp.Animation animation)
        {
            Animations.Animation STanim = new Animations.Animation();
            STanim.Text = animation.Name;
            float TicksPerSecond = animation.TicksPerSecond != 0 ? (float)animation.TicksPerSecond : 25.0f;
            float Duriation      = (float)animation.DurationInTicks;

            STanim.FrameCount = (int)(Duriation * 30);


            //Load node animations
            if (animation.HasNodeAnimations)
            {
                var _channels = new NodeAnimationChannel[animation.NodeAnimationChannelCount];
                for (int i = 0; i < _channels.Length; i++)
                {
                    _channels[i] = new NodeAnimationChannel();
                    var boneAnim = new Animations.Animation.KeyNode(_channels[i].NodeName);
                    boneAnim.RotType = Animations.Animation.RotationType.EULER;
                    STanim.Bones.Add(boneAnim);

                    STConsole.WriteLine($"Creating Bone Anims {boneAnim.Text} ");

                    for (int frame = 0; frame < STanim.FrameCount; i++)
                    {
                        if (_channels[i].HasPositionKeys)
                        {
                            for (int key = 0; key < _channels[i].PositionKeyCount; key++)
                            {
                                if (frame == _channels[i].PositionKeys[key].Time)
                                {
                                    boneAnim.XPOS.Keys.Add(new Animations.Animation.KeyFrame()
                                    {
                                        Value = _channels[i].PositionKeys[key].Value.X,
                                        Frame = frame,
                                    });
                                    boneAnim.YPOS.Keys.Add(new Animations.Animation.KeyFrame()
                                    {
                                        Value = _channels[i].PositionKeys[key].Value.Y,
                                        Frame = frame,
                                    });
                                    boneAnim.ZPOS.Keys.Add(new Animations.Animation.KeyFrame()
                                    {
                                        Value = _channels[i].PositionKeys[key].Value.Z,
                                        Frame = frame,
                                    });
                                }
                            }
                        }
                        if (_channels[i].HasRotationKeys)
                        {
                            for (int key = 0; key < _channels[i].RotationKeyCount; key++)
                            {
                                if (frame == _channels[i].RotationKeys[key].Time)
                                {
                                    var quat  = _channels[i].RotationKeys[key].Value;
                                    var euler = STMath.ToEulerAngles(quat.X, quat.Y, quat.Z, quat.W);

                                    boneAnim.XROT.Keys.Add(new Animations.Animation.KeyFrame()
                                    {
                                        Value = euler.X,
                                        Frame = frame,
                                    });
                                    boneAnim.YROT.Keys.Add(new Animations.Animation.KeyFrame()
                                    {
                                        Value = euler.Y,
                                        Frame = frame,
                                    });
                                    boneAnim.ZROT.Keys.Add(new Animations.Animation.KeyFrame()
                                    {
                                        Value = euler.Z,
                                        Frame = frame,
                                    });
                                    boneAnim.WROT.Keys.Add(new Animations.Animation.KeyFrame()
                                    {
                                        Value = 1,
                                        Frame = frame,
                                    });
                                }
                            }
                        }
                        if (_channels[i].HasScalingKeys)
                        {
                            for (int key = 0; key < _channels[i].ScalingKeyCount; key++)
                            {
                                if (frame == _channels[i].ScalingKeys[key].Time)
                                {
                                    boneAnim.XSCA.Keys.Add(new Animations.Animation.KeyFrame()
                                    {
                                        Value = _channels[i].ScalingKeys[key].Value.X,
                                        Frame = frame,
                                    });
                                    boneAnim.YSCA.Keys.Add(new Animations.Animation.KeyFrame()
                                    {
                                        Value = _channels[i].ScalingKeys[key].Value.Y,
                                        Frame = frame,
                                    });
                                    boneAnim.ZSCA.Keys.Add(new Animations.Animation.KeyFrame()
                                    {
                                        Value = _channels[i].ScalingKeys[key].Value.Z,
                                        Frame = frame,
                                    });
                                }
                            }
                        }
                    }
                }
            }

            //Load mesh animations
            if (animation.HasMeshAnimations)
            {
                var _meshChannels = new MeshAnimationChannel[animation.MeshAnimationChannelCount];
                for (int i = 0; i < _meshChannels.Length; i++)
                {
                    _meshChannels[i] = new MeshAnimationChannel();
                }
            }

            return(STanim);
        }