コード例 #1
0
ファイル: CGLControl.cs プロジェクト: LongJohnCoder/NMSMV
        private void exportToAssimp(object sender, EventArgs e)
        {
            Debug.WriteLine("Exporting to assimp");

            if (RenderState.rootObject != null)
            {
                Assimp.AssimpContext ctx = new Assimp.AssimpContext();

                Dictionary <int, int> meshImportStatus = new Dictionary <int, int>();
                Assimp.Scene          aScene           = new Assimp.Scene();
                Assimp.Node           rootNode         = RenderState.rootObject.assimpExport(ref aScene, ref meshImportStatus);
                aScene.RootNode = rootNode;

                //add a single material for now
                Assimp.Material aMat = new Assimp.Material();
                aMat.Name = "testMaterial";
                aScene.Materials.Add(aMat);

                Assimp.ExportFormatDescription[] supported_formats = ctx.GetSupportedExportFormats();
                //Assimp.Scene blenderScene = ctx.ImportFile("SimpleSkin.gltf");
                //ctx.ExportFile(blenderScene, "SimpleSkin.glb", "glb2");
                try
                {
                    ctx.ExportFile(aScene, "test.glb", "glb2");
                    //ctx.ExportFile(aScene, "test.fbx", "fbx");
                }
                catch (Exception ex)
                {
                    Console.WriteLine(ex.Message);
                }
            }
        }
コード例 #2
0
        public override ModelContent Process(Assimp.Scene scene, string filename, ContentProcessorContext context)
        {
            try
            {
                Assimp.AssimpContext c = new Assimp.AssimpContext();

                Assimp.ExportFormatDescription des = c.GetSupportedExportFormats()[0];
                //c.ExportFile(scene,Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Desktop),"test.dae"),des.FormatId);
                ModelContent content = new ModelContent();
                content.Meshes = new MeshContent[scene.MeshCount];
                for (int meshIndex = 0; meshIndex < scene.MeshCount; meshIndex++)
                {
                    var sceneMesh   = scene.Meshes[meshIndex];
                    var meshContent = new MeshContent();
                    meshContent.PrimitiveCount = sceneMesh.FaceCount;

                    meshContent.Vertices = new VertexPositionNormalTexture[meshContent.PrimitiveCount * 3];
                    int vertex = 0;
                    //TODO: indexing
                    foreach (var f in sceneMesh.Faces)
                    {
                        foreach (var i in f.Indices)
                        {
                            var             pos  = sceneMesh.Vertices[i];
                            var             norm = sceneMesh.Normals[i];
                            Assimp.Vector3D tex  = new Assimp.Vector3D();
                            if (sceneMesh.TextureCoordinateChannels.Length > 0 && sceneMesh.TextureCoordinateChannels[0].Count > i)
                            {
                                tex = sceneMesh.TextureCoordinateChannels[0][i];
                            }
                            var translated = new Vector3(pos.X, pos.Y, pos.Z) + settings.Translate;
                            meshContent.Vertices[vertex++] = new VertexPositionNormalTexture(
                                new Vector3(translated.X * settings.Scale.X, translated.Y * settings.Scale.Y, translated.Z * settings.Scale.Z),
                                new Vector3(norm.X, norm.Y, norm.Z),
                                new Vector2(tex.X, -tex.Y));
                        }
                    }

                    /*for (int i = 0; i < sceneMesh.VertexCount; i++)
                     * {
                     *
                     * }*/

                    content.Meshes[meshIndex] = meshContent;
                }
                content.Nodes    = new List <NodeContent>();
                content.RootNode = ParseNode(content, scene.RootNode);
                foreach (var animation in scene.Animations)
                {
                    var anim = new AnimationContent();
                    anim.Channels = new List <AnimationNodeContent>();
                    foreach (var channel in animation.NodeAnimationChannels)
                    {
                        AnimationNodeContent node = new AnimationNodeContent();
                        var curNode = content.Nodes.First(n => n.Name == channel.NodeName);
                        node.Node   = curNode;
                        node.Frames = new List <AnimationFrame>();
                        int   frameCount = Math.Max(Math.Max(channel.PositionKeyCount, channel.RotationKeyCount), channel.ScalingKeyCount);
                        float diff = 0.0f, maxTime = 0;;
                        for (int i = 0; i < frameCount; i++)
                        {
                            AnimationFrame frame = new AnimationFrame();

                            if (i < channel.PositionKeyCount)
                            {
                                frame.Frame = (float)channel.PositionKeys[i].Time;
                            }
                            else if (i < channel.RotationKeyCount)
                            {
                                frame.Frame = (float)channel.RotationKeys[i].Time;
                            }
                            else if (i < channel.ScalingKeyCount)
                            {
                                frame.Frame = (float)channel.ScalingKeys[i].Time;
                            }
                            if (i == 0)
                            {
                                diff = frame.Frame;
                            }
                            frame.Frame -= diff;
                            frame.Frame  = (float)(frame.Frame / animation.TicksPerSecond);
                            maxTime      = Math.Max(frame.Frame, maxTime);
                            //TODO: interpolation
                            var rot = channel.RotationKeyCount == 0 ? new Assimp.Quaternion(1, 0, 0, 0) : i >= channel.RotationKeyCount ? channel.RotationKeys.Last().Value : channel.RotationKeys[i].Value;
                            var loc = channel.PositionKeyCount == 0 ? new Assimp.Vector3D() : i >= channel.PositionKeyCount ? channel.PositionKeys.Last().Value : channel.PositionKeys[i].Value;
                            var sca = channel.ScalingKeyCount == 0 ? new Assimp.Vector3D(1, 1, 1) : i >= channel.ScalingKeyCount ? channel.ScalingKeys.Last().Value : channel.ScalingKeys[i].Value;
                            rot.Normalize();

                            frame.Transform = new AnimationTransform(node.Node.Name, new Vector3((loc.X + settings.Translate.X), (loc.Y + settings.Translate.Y), (loc.Z + settings.Translate.Z)),
                                                                     new Vector3(sca.X * settings.Scale.X, sca.Y * settings.Scale.Y, sca.Z * settings.Scale.Z), new Quaternion(rot.X, rot.Y, rot.Z, rot.W));
                            node.Frames.Add(frame);
                        }
                        anim.MaxTime = maxTime;
                        anim.Channels.Add(node);
                    }
                    content.Animations.Add(anim);
                }
                PostProcess(content, content.RootNode);



                return(content);
            }
            catch (Exception ex)
            {
                context.RaiseBuildMessage(filename, ex.Message, BuildMessageEventArgs.BuildMessageType.Error);
            }
            return(null);
        }
コード例 #3
0
        /// <summary>
        /// Converts a given .GR2 file to a .dae file for rendering and further conversion.
        /// </summary>
        /// <param name="filename">The file name.</param>
        /// <returns>The .dae converted model file.</returns>
        private static HelixToolkitScene LoadFile(string filename)
        {
            var dae = $"{filename}.dae";

            if (!File.Exists(dae))
            {
                GeneralHelper.WriteToConsole($"Converting model to .dae for rendering...\n");
                var divine    = $" -g \"bg3\" --action \"convert-model\" --output-format \"dae\" --source \"\\\\?\\{filename}.GR2\" --destination \"\\\\?\\{dae}\" -l \"all\"";
                var process   = new Process();
                var startInfo = new ProcessStartInfo
                {
                    FileName               = Properties.Settings.Default.divineExe,
                    Arguments              = divine,
                    WindowStyle            = ProcessWindowStyle.Hidden,
                    CreateNoWindow         = true,
                    UseShellExecute        = false,
                    RedirectStandardOutput = true,
                    RedirectStandardError  = true
                };
                process.StartInfo = startInfo;
                process.Start();
                process.WaitForExit();
                GeneralHelper.WriteToConsole(process.StandardOutput.ReadToEnd());
                GeneralHelper.WriteToConsole(process.StandardError.ReadToEnd());
            }
            try
            {
                var importer = new Importer();
                // Update material here?
                var file = importer.Load(dae);
                if (file == null && File.Exists(dae))
                {
                    GeneralHelper.WriteToConsole("Fixing vertices...\n");
                    try
                    {
                        var xml          = XDocument.Load(dae);
                        var geometryList = xml.Descendants().Where(x => x.Name.LocalName == "geometry").ToList();
                        foreach (var lod in geometryList)
                        {
                            var vertexId = lod.Descendants().Where(x => x.Name.LocalName == "vertices").Select(x => x.Attribute("id").Value).First();
                            var vertex   = lod.Descendants().Single(x => x.Name.LocalName == "input" && x.Attribute("semantic").Value == "VERTEX");
                            vertex.Attribute("source").Value = $"#{vertexId}";
                        }
                        xml.Save(dae);
                        GeneralHelper.WriteToConsole("Model conversion complete!\n");
                        file = importer.Load(dae);
                    }
                    catch (Exception ex)
                    {
                        // in use by another process
                        GeneralHelper.WriteToConsole($"Error : {ex.Message}\n");
                    }
                }

                if (!File.Exists($"{filename}.fbx"))
                {
                    var converter     = new Assimp.AssimpContext();
                    var exportFormats = converter.GetSupportedExportFormats().Select(e => e.FormatId);
                    var importFormats = converter.GetSupportedImportFormats();
                    var imported      = converter.ImportFile(dae);
                    converter.ExportFile(imported, $"{filename}.fbx", "fbx");
                }
                importer.Dispose();
                return(file);
            }
            catch (Exception ex)
            {
                GeneralHelper.WriteToConsole($"Error loading .dae: {ex.Message}. Inner exception: {ex.InnerException?.Message}\n");
            }
            return(null);
        }