コード例 #1
0
ファイル: SliceController.cs プロジェクト: wiplug/HeadShop
        public void Slice(DynamicRenderMesh mesh, Camera camera)
        {
            slicePointsDictionary.Clear();
            verticesDictionary.Clear();
            slicePoints.Clear();
            vertices.Clear();
            texCoords.Clear();
            indices.Clear();
            triangles.Clear();
            ResultMeshes.Clear();

            FillVertices(mesh, camera);
            Vector2 A = new Vector2(99999.0f, 99999.0f), B = new Vector2(-99999.0f, -99999.0f);
            var     tempLine      = new Line2d();
            var     workedIndices = new List <int>();
            var     tempIndices   = new List <int>();

            foreach (var line in Lines)
            {
                for (var i = 0; i < 2; i++)
                {
                    if (line.A[i] < A[i])
                    {
                        A[i] = line.A[i];
                    }
                    if (line.B[i] > B[i])
                    {
                        B[i] = line.B[i];
                    }
                }
            }
            for (var i = 0; i < indices.Count / 3; i++)
            {
                var index  = i * 3;
                var point0 = vertices[indices[index]];
                var point1 = vertices[indices[index + 1]];
                var point2 = vertices[indices[index + 2]];



                if (!CheckAABB(ref point0, ref point1, ref point2, ref A, ref B))
                {
                    for (var j = 0; j < 3; j++)
                    {
                        tempIndices.Add(indices[index + j]);
                    }
                    continue;
                }

                for (var j = 0; j < 3; j++)
                {
                    workedIndices.Add(indices[index + j]);
                }
            }

            if (workedIndices.Count == 0)
            {
                return;
            }

            var triangle                  = new Vector3[3];
            var triangleT                 = new Vector2[3];
            var tempCollisions            = new List <Vector3>();
            var tempTexCoords             = new List <Vector2>();
            var tempCollisionsEdgeIndices = new List <int>();
            var newTriangles              = new List <int>();
            var info0 = CollisionInfo.Zero;
            var info1 = CollisionInfo.Zero;

            for (var i = 0; i < sliceLines.Count; i++)
            {
                var line           = Lines[i];
                var sliceLine      = sliceLines[i];
                var trianglesCount = workedIndices.Count / 3;
                for (var j = 0; j < trianglesCount; j++)
                {
                    var index = j * 3;
                    for (var l = 0; l < 3; l++)
                    {
                        triangle[l]  = vertices[workedIndices[index + l]];
                        triangleT[l] = texCoords[workedIndices[index + l]];
                    }

                    info0 = CollisionInfo.Zero;
                    info1 = CollisionInfo.Zero;
                    tempCollisions.Clear();
                    tempTexCoords.Clear();
                    tempCollisionsEdgeIndices.Clear();
                    newTriangles.Clear();
                    //looking for a point / intersection point of the triangle and line
                    for (int k = 0, l = 2; k < 3; l = k, k++)
                    {
                        if (info1.Type != CollisionType.CT_NONE)
                        {
                            break;
                        }
                        var tPoint0 = triangle[l];
                        var tPoint1 = triangle[k];

                        var tTexCoord0 = triangleT[l];
                        var tTexCoord1 = triangleT[k];

                        tempLine.Point0.X = tPoint0.X;
                        tempLine.Point0.Y = tPoint0.Y;
                        tempLine.Point1.X = tPoint1.X;
                        tempLine.Point1.Y = tPoint1.Y;

                        float ua, ub;
                        if (!GetUaUb(tempLine, line, out ua, out ub))
                        {
                            //lines coincide?
                            //Verify whether some point belongs line segment tempLine
                            //if find - get result and break.
                        }
                        else
                        {
                            if (ub < 0.0f || ub > 1.0f)
                            {
                                continue;
                            }
                            var collisionPoint    = tPoint0 + (tPoint1 - tPoint0) * ub;
                            var collisionTexCoord = tTexCoord0 + (tTexCoord1 - tTexCoord0) * ub;
                            if (tempCollisions.Count == 0 || !PointsCompare.Equals(tempCollisions[0], collisionPoint))
                            {
                                tempCollisions.Add(collisionPoint);
                                tempTexCoords.Add(collisionTexCoord);
                                tempCollisionsEdgeIndices.Add(l);
                            }
                            if (ua < 0.0f || ua > 1.0f)
                            {
                                continue;
                            }

                            var     pointType = CollisionType.CT_VERTEX;
                            Vector3 point;
                            Vector2 texCoord;
                            var     pointIndex = -1;
                            var     edgeIndex  = -1;

                            if (ub > 0.0f)
                            {
                                if (ub < 1.0f)
                                {
                                    pointType = CollisionType.CT_EDGE;
                                    point     = tempCollisions.Last();
                                    texCoord  = tempTexCoords.Last();
                                    edgeIndex = l;
                                }
                                else
                                {
                                    point      = tPoint1;
                                    texCoord   = tTexCoord1;
                                    pointIndex = workedIndices[index + k];
                                }
                            }
                            else
                            {
                                point      = tPoint0;
                                texCoord   = tTexCoord0;
                                pointIndex = workedIndices[index + l];
                            }
                            if (info0.Type == CollisionType.CT_NONE)
                            {
                                info0.PointIndex = pointIndex;
                                info0.Type       = pointType;
                                info0.Position   = point;
                                info0.TexCoord   = texCoord;
                                info0.EdgeIndex  = edgeIndex;
                            }
                            else
                            {
                                if (pointIndex == -1 || info0.PointIndex != pointIndex)
                                {
                                    info1.PointIndex = pointIndex;
                                    info1.Type       = pointType;
                                    info1.Position   = point;
                                    info1.TexCoord   = texCoord;
                                    info1.EdgeIndex  = edgeIndex;
                                }
                            }
                        }
                    }

                    if (info1.Type == CollisionType.CT_NONE)
                    {
                        if (tempCollisions.Count == 0)
                        {
                            if (info0.Type == CollisionType.CT_NONE)
                            {
                                continue;
                            }
                        }
                        else
                        {
                            if (tempCollisions.Count > 1)
                            {
                                //Perhaps the point inside the triangle
                                var dir = line.Direction;
                                for (var l = 0; l < 2; l++)
                                {
                                    var p = l == 0 ? line.Point0 : line.Point1;
                                    if (PointInTriangle(ref triangle[0], ref triangle[1], ref triangle[2], ref p))
                                    {
                                        var v0 = tempCollisions[1].Xy - tempCollisions[0].Xy;
                                        var v1 = p - tempCollisions[0].Xy;
                                        var k  = (v1.Length / v0.Length);
                                        var z  = tempCollisions[0].Z + (tempCollisions[1].Z - tempCollisions[0].Z) * k;
                                        var t  = tempTexCoords[0] + (tempTexCoords[1] - tempTexCoords[0]) * k;
                                        if (info0.Type == CollisionType.CT_NONE)
                                        {
                                            info0.Type     = CollisionType.CT_INSIDE;
                                            info0.Position = new Vector3(p.X, p.Y, z);
                                            info0.TexCoord = t;
                                            if (Vector2.Dot(dir, v0) > 0.0f)
                                            {
                                                info0.EdgeIndex = tempCollisionsEdgeIndices[0];
                                            }
                                            else
                                            {
                                                info0.EdgeIndex = tempCollisionsEdgeIndices[1];
                                            }
                                            tempCollisionsEdgeIndices.Remove(info0.EdgeIndex);
                                        }
                                        else
                                        {
                                            info1.Type      = CollisionType.CT_INSIDE;
                                            info1.Position  = new Vector3(p.X, p.Y, z);
                                            info1.TexCoord  = t;
                                            info1.EdgeIndex = tempCollisionsEdgeIndices[0];
                                        }
                                    }
                                }
                            }
                        }
                    }

                    if (info0.Type == CollisionType.CT_NONE)
                    {
                        continue;
                    }
                    //Create new triangles, if we have two points of intersection, and they are not vertices
                    int pi1 = 0, pi0 = 0;
                    if (info1.Type != CollisionType.CT_NONE && (info0.Type != CollisionType.CT_VERTEX || info1.Type != CollisionType.CT_VERTEX))
                    {
                        if (info1.Type == CollisionType.CT_VERTEX ||
                            (info1.Type == CollisionType.CT_EDGE && info0.Type == CollisionType.CT_INSIDE) ||
                            (info1.Type == CollisionType.CT_EDGE && info0.Type == CollisionType.CT_EDGE && (info0.EdgeIndex + 1) % 3 != info1.EdgeIndex) ||
                            (info0.Type == CollisionType.CT_INSIDE && info1.Type == CollisionType.CT_INSIDE && (info0.EdgeIndex + 1) % 3 != info1.EdgeIndex))
                        {
                            var temp = info1;
                            info1 = info0;
                            info0 = temp;
                        }

                        if (!verticesDictionary.TryGetValue(info1.Position, out pi1))
                        {
                            pi1 = vertices.Count;
                            vertices.Add(info1.Position);
                            texCoords.Add(info1.TexCoord);
                            verticesDictionary.Add(info1.Position, pi1);
                        }

                        if (info0.Type == CollisionType.CT_VERTEX) //One point of intersection coincides with the vertex
                        {
                            pi0 = info0.PointIndex;
                            int i0 = workedIndices[index], i1 = workedIndices[index + 1], i2 = workedIndices[index + 2];
                            if (i0 == info0.PointIndex)
                            {
                                i0 = i2;
                                i2 = i1;
                            }
                            else
                            {
                                if (i2 == info0.PointIndex)
                                {
                                    i2 = i0;
                                    i0 = i1;
                                }
                            }
                            i1 = info0.PointIndex;

                            newTriangles.AddRange(new[] { i0, i1, pi1,
                                                          i1, i2, pi1 });
                            if (info1.Type == CollisionType.CT_INSIDE) //The second point inside the triangle
                            {
                                newTriangles.AddRange(new[] { i2, i0, pi1 });
                            }
                        }
                        else
                        {
                            if (!verticesDictionary.TryGetValue(info0.Position, out pi0))
                            {
                                pi0 = vertices.Count;
                                vertices.Add(info0.Position);
                                texCoords.Add(info0.TexCoord);
                                verticesDictionary.Add(info0.Position, pi0);
                            }

                            if (info1.Type != info0.Type) //One point crosses the brink, the second inside the triangle
                            {
                                var prev = info0.EdgeIndex == 0 ? 2 : info0.EdgeIndex - 1;
                                prev = workedIndices[index + prev];
                                var next = info0.EdgeIndex == 2 ? 0 : info0.EdgeIndex + 1;
                                next = workedIndices[index + next];
                                var curr = workedIndices[index + info0.EdgeIndex];
                                newTriangles.AddRange(new[] { prev, curr, pi1,
                                                              curr, pi0, pi1,
                                                              pi0, next, pi1,
                                                              next, prev, pi1 });
                            }
                            else
                            {
                                var c0 = workedIndices[index + info0.EdgeIndex];
                                var c1 = workedIndices[index + info1.EdgeIndex];
                                var c2 = workedIndices[index + ((info1.EdgeIndex + 1) % 3)];

                                if (info0.Type == CollisionType.CT_EDGE)
                                {
                                    newTriangles.AddRange(new[] { c0, pi0, pi1,
                                                                  pi0, c1, pi1,
                                                                  pi1, c2, c0 });
                                }
                                else
                                {
                                    newTriangles.AddRange(new[] { c0, c1, pi0,
                                                                  c1, pi1, pi0,
                                                                  c1, c2, pi1,
                                                                  c2, c0, pi1,
                                                                  c0, pi0, pi1 });
                                }
                            }
                        }
                    }
                    int        slicePointIndex;
                    SlicePoint slicePoint;
                    for (var l = 0; l < 2; l++)
                    {
                        if (l == 1 && info1.Type == CollisionType.CT_NONE)
                        {
                            break;
                        }
                        var position   = l == 0 ? info0.Position.Xy : info1.Position.Xy;
                        var pointIndex = l == 0 ? pi0 : pi1;
                        if (!slicePointsDictionary.TryGetValue(position, out slicePointIndex))
                        {
                            slicePoint = new SlicePoint
                            {
                                Coordinate = position
                            };
                            slicePoint.Lines.Add(sliceLine);
                            slicePoint.PreparePoint();
                            slicePointIndex = slicePoints.Count;
                            slicePoints.Add(slicePoint);
                            slicePointsDictionary.Add(position, slicePointIndex);
                        }
                        else
                        {
                            slicePoint = slicePoints[slicePointIndex];
                        }
                        if (!slicePoint.Indices.Contains(pointIndex))
                        {
                            slicePoint.Indices.Add(pointIndex);
                        }
                    }

                    if (newTriangles.Count > 0)
                    {
                        for (var l = 0; l < 3; l++)
                        {
                            workedIndices[index + l] = newTriangles[l];
                        }
                        newTriangles.RemoveRange(0, 3);
                        workedIndices.InsertRange(index, newTriangles);
                        var count = (newTriangles.Count / 3);
                        j += count;
                        trianglesCount += count;
                    }
                }
            }

            for (var i = 0; i < workedIndices.Count / 3; i++)
            {
                var index = i * 3;
                var t     = new Triangle();
                for (var j = 0; j < 3; j++)
                {
                    t.Indices[j] = workedIndices[index + j];
                }
                triangles.Add(i, new TrianleConnections
                {
                    Triangle = t
                });
            }

            var ind          = new List <int>();
            var tempTriangle = new Triangle();

            tempTriangle.Indices[1] = -1;
            foreach (var point in slicePoints)
            {
                point.PreparePoint();
                foreach (var index in point.Indices)
                {
                    ind.Clear();
                    ind.Add(index);
                    tempTriangle.Indices[0] = index;
                    //Duplicate the verticle several times
                    for (var i = 1; i < point.Directions.Count; i++)
                    {
                        ind.Add(vertices.Count);
                        vertices.Add(vertices[index]);
                        texCoords.Add(texCoords[index]);
                    }
                    foreach (var t in triangles)
                    {
                        var tr = t.Value.Triangle;
                        var id = Triangle.TriangleEquals(ref tempTriangle, ref tr);
                        if (id > -1)
                        {
                            var center = (vertices[tr.Indices[0]].Xy + vertices[tr.Indices[1]].Xy + vertices[tr.Indices[2]].Xy) / 3.0f;
                            var dir    = (center - point.Coordinate).Normalized();
                            var angle  = SlicePoint.GetAngle(ref dir);
                            var ii     = point.Directions.Count - 1;
                            for (var j = 0; j < point.Directions.Count; j++)
                            {
                                if (angle < point.Directions[j])
                                {
                                    break;
                                }
                                ii = j;
                            }
                            tr.Indices[id] = ind[ii];
                        }
                    }
                }
            }

            var invTransform = mesh.Transform * camera.ViewMatrix;

            invTransform.Invert();
            for (var i = 0; i < vertices.Count; i++)
            {
                vertices[i] = Vector3.Transform(vertices[i], invTransform);
            }

            workedIndices.Clear();

            foreach (var t in triangles)
            {
                foreach (var i in t.Value.Triangle.Indices)
                {
                    workedIndices.Add(i);
                }
            }
            workedIndices.AddRange(tempIndices);
            triangleConnections.Clear();
            triangles.Clear();

            for (var i = 0; i < workedIndices.Count / 3; i++)
            {
                var index = i * 3;
                var t     = new Triangle();
                for (var j = 0; j < 3; j++)
                {
                    t.Indices[j] = workedIndices[index + j];
                    List <int> l;
                    if (!triangleConnections.TryGetValue(t.Indices[j], out l))
                    {
                        l = new List <int>();
                        triangleConnections.Add(t.Indices[j], l);
                    }
                    l.Add(i);
                }
                triangles.Add(i, new TrianleConnections
                {
                    Triangle = t
                });
            }

            var mainMesh = true;

            while (triangles.Count > 0)
            {
                foundedTriangles.Clear();
                FillTriangles(triangles.First().Key);

                if (mainMesh)
                {
                    mesh.Create(vertices, texCoords, foundedTriangles, mesh.Material.DiffuseTextureMap, mesh.Material.TransparentTextureMap, mesh.TextureAngle, mesh.TextureSize);
                    mainMesh = false;
                }
                else
                {
                    var tmpMesh = new DynamicRenderMesh(MeshType.Hair);
                    tmpMesh.Create(vertices, texCoords, foundedTriangles, mesh.Material.DiffuseTextureMap, mesh.Material.TransparentTextureMap, mesh.TextureAngle, mesh.TextureSize);
                    tmpMesh.Transform             = mesh.Transform;
                    tmpMesh.Material.DiffuseColor = mesh.Material.DiffuseColor;
                    tmpMesh.MeshAngle             = mesh.MeshAngle;
                    tmpMesh.MeshSize = mesh.MeshSize;

                    var info   = tmpMesh.GetMeshInfo();
                    var center = Vector3.Zero;
                    var scale  = PickingController.GetHairScale(ProgramCore.Project.ManType);
                    foreach (var vert in info.Positions)
                    {
                        center.X += vert.X * scale;
                        center.Y += vert.Y * scale;
                        center.Z += vert.Z * scale;
                    }
                    center          /= info.Positions.Count;
                    tmpMesh.Position = center;

                    ResultMeshes.Add(tmpMesh);
                }
            }
        }
コード例 #2
0
ファイル: PickingController.cs プロジェクト: wiplug/HeadShop
        /// <summary> Accessory file by default. Usually here is one accessory devided for differen groups. But it's not correct, so we combine it to one mesh</summary>
        private DynamicRenderMesh LoadAccessoryMesh(ObjItem objModel)
        {
            var vertexPositions          = new List <float>();
            var vertexNormals            = new List <float>();
            var vertexTextureCoordinates = new List <float>();
            var vertexBoneIndices        = new List <float>();
            var vertexBoneWeights        = new List <float>();
            var indeces         = new List <uint>();
            var defaultMaterial = default(ObjMaterial);

            foreach (var modelGroup in objModel.Groups)
            {
                defaultMaterial = modelGroup.Key;
                foreach (var face in modelGroup.Value.Faces)
                {
                    if (face.Count == 3)
                    {
                        for (var i = 0; i < face.Count; i++)
                        {
                            var faceVertex = face[i];
                            ObjLoader.AppendObjTriangle(objModel, faceVertex, ref vertexPositions, ref vertexNormals, ref vertexTextureCoordinates, ref vertexBoneWeights, ref vertexBoneIndices, ref indeces);
                        }
                    }
                    else if (face.Count == 4)
                    {
                        var faceVertex0 = face[0];
                        var faceVertex1 = face[1];
                        var faceVertex2 = face[2];
                        var faceVertex3 = face[3];

                        ObjLoader.AppendObjTriangle(objModel, faceVertex0, ref vertexPositions, ref vertexNormals, ref vertexTextureCoordinates, ref vertexBoneWeights, ref vertexBoneIndices, ref indeces);
                        ObjLoader.AppendObjTriangle(objModel, faceVertex1, ref vertexPositions, ref vertexNormals, ref vertexTextureCoordinates, ref vertexBoneWeights, ref vertexBoneIndices, ref indeces);
                        ObjLoader.AppendObjTriangle(objModel, faceVertex2, ref vertexPositions, ref vertexNormals, ref vertexTextureCoordinates, ref vertexBoneWeights, ref vertexBoneIndices, ref indeces);

                        ObjLoader.AppendObjTriangle(objModel, faceVertex2, ref vertexPositions, ref vertexNormals, ref vertexTextureCoordinates, ref vertexBoneWeights, ref vertexBoneIndices, ref indeces);
                        ObjLoader.AppendObjTriangle(objModel, faceVertex3, ref vertexPositions, ref vertexNormals, ref vertexTextureCoordinates, ref vertexBoneWeights, ref vertexBoneIndices, ref indeces);
                        ObjLoader.AppendObjTriangle(objModel, faceVertex0, ref vertexPositions, ref vertexNormals, ref vertexTextureCoordinates, ref vertexBoneWeights, ref vertexBoneIndices, ref indeces);
                    }
                }
            }

            var renderMesh = new DynamicRenderMesh(MeshType.Accessory);

            if (renderMesh.Create(vertexPositions, vertexTextureCoordinates, vertexBoneIndices, vertexBoneWeights, indeces, string.Empty, string.Empty))
            {
                renderMesh.Material.DiffuseColor = new Vector4(defaultMaterial.DiffuseColor.X, defaultMaterial.DiffuseColor.Y, defaultMaterial.DiffuseColor.Z, defaultMaterial.Transparency);

                if (!string.IsNullOrEmpty(defaultMaterial.DiffuseTextureMap))
                {
                    renderMesh.Material.DiffuseTextureMap = defaultMaterial.DiffuseTextureMap;
                }
                if (!string.IsNullOrEmpty(defaultMaterial.TransparentTextureMap))
                {
                    renderMesh.Material.TransparentTextureMap = defaultMaterial.TransparentTextureMap;
                }

                var         center = Vector3.Zero;
                var         count  = vertexPositions.Count / 3;
                const float scale  = 246f;
                for (var i = 0; i < count; i++)
                {
                    center.X += vertexPositions[i * 3] * scale;
                    center.Y += vertexPositions[i * 3 + 1] * scale;
                    center.Z += vertexPositions[i * 3 + 2] * scale;
                }
                center /= count;
                renderMesh.Transform       = Matrix4.CreateScale(scale);
                renderMesh.Transform[3, 0] = -center.X;
                renderMesh.Transform[3, 1] = -center.Y;
                renderMesh.Transform[3, 2] = -center.Z;
                renderMesh.Position        = center;
                AccesoryMeshes.Add(renderMesh);
            }
            return(renderMesh);
        }
コード例 #3
0
ファイル: PickingController.cs プロジェクト: wiplug/HeadShop
        public List <DynamicRenderMesh> AddMehes(string path, MeshType type, bool fromDragAndDrop, ManType manType, string animationPath, bool needExporter)
        {
            var result = new List <DynamicRenderMesh>();

            var objModel = ObjLoader.LoadObjFile(path, needExporter);

            if (objModel == null)
            {
                ProgramCore.EchoToLog(string.Format("Can't load obj model '{0}'", path), EchoMessageType.Error);
                return(result);
            }

            switch (type)
            {
            case MeshType.Hair:
            {
                var fi           = new FileInfo(path);
                var objModelNull = ObjLoader.LoadObjFile(Path.Combine(fi.DirectoryName, fi.Name.Replace(fi.Extension, string.Format("_null{0}", fi.Extension))));
                if (objModelNull != null &&
                    (objModelNull.Groups.Count != objModel.Groups.Count ||
                     objModel.Vertices.Count != objModelNull.Vertices.Count))
                {
                    //  objModel.TextureCoords.Count != objModelNull.TextureCoords.Count))
                    objModelNull = null;
                }

                result = LoadHairMeshes(objModel, objModelNull, fromDragAndDrop, manType, MeshType.Hair);
                foreach (var renderMesh in result)
                {
                    HairMeshes.Add(renderMesh);
                }
                break;
            }

            case MeshType.Accessory:
                return(objModel.accessoryByHeadShop ? LoadSpecialAccessoryMesh(objModel) : new List <DynamicRenderMesh> {
                    LoadAccessoryMesh(objModel)
                });

            case MeshType.Head:
            {
                var tempPluginTexture = string.Empty;
                if (ProgramCore.PluginMode)
                {
                    var folderPath = Path.Combine(Application.StartupPath, "Models\\Model", manType.GetObjDirPath());
                    switch (ProgramCore.Project.ManType)
                    {
                    case ManType.Male:
                        tempPluginTexture = Path.Combine(folderPath, "Maps", "RyNevio_faceB.jpg");
                        break;

                    case ManType.Female:
                        tempPluginTexture = Path.Combine(folderPath, "Maps", "RyBelle_face.jpg");
                        break;

                    case ManType.Child:
                        tempPluginTexture = Path.Combine(folderPath, "Maps", "AC_KidsRRHBy.jpg");
                        break;

                    default:
                        tempPluginTexture = Path.Combine(Application.StartupPath, "Plugin", "fsRndColor.png");
                        break;
                    }
                }

                foreach (var mesh in HeadMeshes)
                {
                    mesh.Destroy();
                }
                HeadMeshes.Clear();

                var objModelFull = animationPath == string.Empty ? null : ObjLoader.LoadObjFile(animationPath);
                if (objModelFull != null &&
                    (objModelFull.Groups.Count != objModel.Groups.Count ||
                     objModel.Vertices.Count != objModelFull.Vertices.Count ||
                     objModel.TextureCoords.Count != objModelFull.TextureCoords.Count))
                {
                    objModelFull = null;
                }
                LastTriangleIndex = 0;
                result            = LoadHairMeshes(objModel, objModelFull, fromDragAndDrop, manType, MeshType.Head);
                var meshPartInfos = new List <MeshPartInfo>();
                var a             = new Vector3(99999.0f, 99999.0f, 99999.0f);
                var b             = new Vector3(-99999.0f, -99999.0f, -99999.0f);
                foreach (var renderMesh in result)
                {
                    HeadMeshes.Add(renderMesh);

                    if (ProgramCore.PluginMode && ProgramCore.MainForm.PluginUvGroups.Contains(renderMesh.Material.Name))
                    {
                        if (string.IsNullOrEmpty(renderMesh.Material.DiffuseTextureMap))
                        {
                            renderMesh.Material.DiffuseTextureMap = tempPluginTexture;
                        }
                        else if (!File.Exists(renderMesh.Material.DiffuseTextureMap))
                        {
                            renderMesh.Material.DiffuseTextureMap = tempPluginTexture;
                        }
                    }

                    var meshPartInfo = new MeshPartInfo
                    {
                        VertexPositions        = renderMesh.GetVertices(),
                        TextureCoords          = renderMesh.GetTexCoords(),
                        PartName               = renderMesh.Title,
                        Color                  = renderMesh.Material.DiffuseColor,
                        Texture                = renderMesh.Material.Texture,
                        TransparentTexture     = renderMesh.Material.TransparentTexture,
                        TextureName            = renderMesh.Material.DiffuseTextureMap,
                        TransparentTextureName = renderMesh.Material.TransparentTextureMap
                    };                          // создаем инфу о голове. для работы с headshop
                    GetAABB(ref a, ref b, meshPartInfo.VertexPositions);
                    meshPartInfos.Add(meshPartInfo);
                }
                Vector3 dv = Vector3.Zero;
                foreach (var meshPartInfo in meshPartInfos)
                {
                    dv = MoveToPosition(ref meshPartInfo.VertexPositions, a, b, Vector3.Zero);
                    ProgramCore.MainForm.ctrlRenderControl.headMeshesController.CreateMeshPart(meshPartInfo);
                }

                ObjExport = objModel.ObjExport;
                if (ObjExport != null)
                {
                    ObjExport.Delta = -dv;
                }
                ProgramCore.MainForm.ctrlRenderControl.headMeshesController.FinishCreating();

                // ProgramCore.MainForm.ctrlRenderControl.headMeshesController.InitializeTexturing(HeadController.GetDots(ProgramCore.Project.ManType), HeadController.GetIndices(ProgramCore.Project.ManType));
                break;
            }

            default:
                return(result);
            }
            return(result);
        }
コード例 #4
0
ファイル: PickingController.cs プロジェクト: wiplug/HeadShop
        public void UpdateSelectedFace(int x, int y)
        {
            var selectedId   = -1;
            var viewport     = new int[4];
            var selectBuffer = new uint[BufferSize * 4];

            GL.SelectBuffer(BufferSize * 4, selectBuffer);
            GL.RenderMode(RenderingMode.Select);
            GL.InitNames();
            GL.PushName(-0x01);

            GL.MatrixMode(MatrixMode.Projection);
            GL.PushMatrix();

            GL.GetInteger(GetPName.Viewport, viewport);

            var doubleArray = new double[16];

            GL.GetDouble(GetPName.ProjectionMatrix, doubleArray);

            GL.LoadIdentity();
            PickMatrix(x, viewport[3] - y, 0.001f, 0.001f, viewport);
            GL.MultMatrix(doubleArray);

            camera.PutCamera();

            GL.PushMatrix();
            GL.Enable(EnableCap.DepthTest);
            var name = 0;

            foreach (var mesh in HairMeshes)
            {
                if (!mesh.IsVisible)
                {
                    ++name;
                    continue;
                }

                GL.LoadName(++name);
                GL.PushMatrix();
                GL.MultMatrix(ref mesh.Transform);
                mesh.SimpleDraw();
                GL.PopMatrix();
            }

            name = 99999;
            foreach (var mesh in AccesoryMeshes)
            {
                if (!mesh.IsVisible)
                {
                    ++name;
                    continue;
                }

                GL.LoadName(++name);
                GL.PushMatrix();
                GL.MultMatrix(ref mesh.Transform);
                mesh.SimpleDraw();
                GL.PopMatrix();
            }

            GL.PopMatrix();

            GL.Flush();

            GL.MatrixMode(MatrixMode.Projection);
            GL.PopMatrix();
            GL.MatrixMode(MatrixMode.Modelview);
            GL.Flush();

            var hits    = GL.RenderMode(RenderingMode.Render);
            var closest = uint.MaxValue;

            for (var i = 0; i < hits; i++)
            {
                var distance = selectBuffer[i * 4 + 1];

                if (closest >= distance)
                {
                    closest    = distance;
                    selectedId = (int)selectBuffer[i * 4 + 3];
                }
            }
            if (selectedId > 0)
            {
                if (selectedId >= 100000)
                {
                    SelectedMeshes.Clear();
                    var mesh = AccesoryMeshes[selectedId - 100000];
                    SelectedMeshes.Add(mesh);
                }
                else
                {
                    if (SelectedMeshes.Any(z => z.meshType == MeshType.Accessory))
                    {
                        SelectedMeshes.Clear();
                    }

                    var mesh = HairMeshes[selectedId - 1];
                    if (!SelectedMeshes.Contains(mesh))
                    {
                        SelectedMeshes.Add(mesh);
                    }
                    else
                    {
                        SetPointColor(mesh);
                        SelectedMeshes.Remove(mesh);
                    }
                }
            }
            else
            {
                SelectedMeshes.Clear();
            }
        }
コード例 #5
0
        internal void SaveSelectedHairToPartsLibrary()
        {
            if (pickingController.SelectedMeshes.Count == 0)
                return;
            if (pickingController.SelectedMeshes.All(x => x.meshType != MeshType.Hair))
                return;

            pickingController.SelectedMeshes[0].AttachMeshes(pickingController.SelectedMeshes);
            var firstMesh = pickingController.SelectedMeshes.First();
            pickingController.SelectedMeshes.RemoveAt(0);
            DeleteSelectedHair();
            pickingController.SelectedMeshes.Add(firstMesh);

            using (var sfd = new SaveFileDialogEx("Save part", "OBJ files|*.obj"))
            {
                if (sfd.ShowDialog() != DialogResult.OK)
                    return;

                var meshes = new DynamicRenderMeshes();
                foreach (var mesh in pickingController.SelectedMeshes)
                    meshes.Add(mesh);

                pickingController.SelectedMeshes.Clear();
                ObjSaver.SaveObjFile(sfd.FileName, meshes, MeshType.Hair, headMeshesController.RenderMesh.RealScale);

                var fileName = Path.GetFileNameWithoutExtension(sfd.FileName);
                var title = fileName;
                var index = 0;
                while (PartsLibraryMeshes.ContainsKey(title))      // prevent duplicated names, because it's not occure save correct to obj
                {
                    title = fileName + "_" + index;
                    ++index;
                }

                if (!PartsLibraryMeshes.ContainsKey(title))
                    PartsLibraryMeshes.Add(title, new DynamicRenderMeshes());

                for (var i = 0; i < meshes.Count; i++)
                {
                    var mesh = meshes[i];
                    mesh.Title = title + "_" + i;
                    if (!PartsLibraryMeshes[title].Contains(mesh))
                        PartsLibraryMeshes[title].Add(mesh);
                }

                ProgramCore.MainForm.frmParts.UpdateList();
            }
        }
コード例 #6
0
        public List <DynamicRenderMesh> AddMehes(string path, MeshType type, bool fromDragAndDrop, GenesisType genesisType, ManType manType, string animationPath, bool needExporter, bool isOpenSmile)
        {
            var result = new List <DynamicRenderMesh>();

            var objModel = ObjLoader.LoadObjFile(path, needExporter, isOpenSmile);

            if (objModel == null)
            {
                ProgramCore.EchoToLog($"Can't load obj model '{path}'", EchoMessageType.Error);
                return(result);
            }

            var lastTriangle = 0;

            switch (type)
            {
            case MeshType.Hair:
            {
                var fi           = new FileInfo(path);
                var objModelNull = ObjLoader.LoadObjFile(Path.Combine(fi.DirectoryName, fi.Name.Replace(fi.Extension, string.Format("_null{0}", fi.Extension))), isOpenSmile);
                if (objModelNull != null &&
                    (objModelNull.Groups.Count != objModel.Groups.Count ||
                     objModel.Vertices.Count != objModelNull.Vertices.Count))
                {
                    //  objModel.TextureCoords.Count != objModelNull.TextureCoords.Count))
                    objModelNull = null;
                }

                result = LoadHairMeshes(objModel, objModelNull, fromDragAndDrop, manType, MeshType.Hair, ref lastTriangle);
                foreach (var renderMesh in result)
                {
                    HairMeshes.Add(renderMesh);
                }
                break;
            }

            case MeshType.Accessory:

                if (objModel.accessoryByHeadShop)
                {
                    result.AddRange(LoadSpecialAccessoryMesh(objModel));
                }
                else
                {
                    var accessories = new List <DynamicRenderMesh> {
                        LoadAccessoryMesh(objModel)
                    };
                    foreach (var accessory in accessories)
                    {
                        AccesoryMeshes.Add(accessory);
                    }

                    result.AddRange(accessories);
                }
                break;

            case MeshType.Head:
            {
                var tempPluginTexture      = string.Empty;
                var topPoint               = 11.98351f;
                int tempPluginTextureIndex = 0;
                if (ProgramCore.PluginMode)
                {
                    var folderPath = Path.Combine(Application.StartupPath, "Models", "Model", genesisType.GetGenesisPath(), manType.GetObjDirPath(isOpenSmile));
                    switch (ProgramCore.Project.ManType)
                    {
                    case ManType.Male:
                        switch (ProgramCore.Project.GenesisType)
                        {
                        case GenesisType.Genesis2:
                            tempPluginTexture = Path.Combine(folderPath, "Maps", "RyNevio_faceB.jpg");
                            break;

                        case GenesisType.Genesis3:
                            tempPluginTexture = Path.Combine(folderPath, "Maps", "RyEddie_face_1001.jpg");
                            break;

                        case GenesisType.Genesis8:
                            tempPluginTexture = Path.Combine(folderPath, "Maps", "G8MBaseFaceMapD01_1001.jpg");
                            break;
                        }
                        break;

                    case ManType.Female:
                        switch (ProgramCore.Project.GenesisType)
                        {
                        case GenesisType.Genesis2:
                            tempPluginTexture = Path.Combine(folderPath, "Maps", "V5BreeHeadM.jpg");
                            break;

                        case GenesisType.Genesis3:
                            tempPluginTexture = Path.Combine(folderPath, "Maps", "RyJeane_face_1001.jpg");
                            break;

                        case GenesisType.Genesis8:
                            tempPluginTexture = Path.Combine(folderPath, "Maps", "G8FBaseFaceMapD_1001.jpg");
                            break;
                        }
                        break;

                    case ManType.Child:
                        tempPluginTexture = Path.Combine(folderPath, "Maps", "AC_KidsRRHBy.jpg");
                        break;

                    default:
                        tempPluginTexture = Path.Combine(Application.StartupPath, "Plugin", "fsRndColor.png");
                        break;
                    }
                    tempPluginTextureIndex = ProgramCore.MainForm.ctrlRenderControl.GetTexture(tempPluginTexture);
                }


                float scale = 1.0f;
                switch (ProgramCore.Project.ManType)
                {
                case ManType.Male:
                    topPoint = 11.98351f;
                    break;

                case ManType.Female:
                    topPoint = 11.61f;
                    break;

                case ManType.Child:
                    //scale = 0.85f;
                    topPoint = 9.759598f;
                    break;
                }

                var objModelFull = animationPath == string.Empty ? null : ObjLoader.LoadObjFile(animationPath, isOpenSmile);
                if (objModelFull != null &&
                    (objModelFull.Groups.Count != objModel.Groups.Count ||
                     objModel.Vertices.Count != objModelFull.Vertices.Count ||
                     objModel.TextureCoords.Count != objModelFull.TextureCoords.Count))
                {
                    objModelFull = null;
                }

                var meshPartInfos = LoadHeadMeshes(objModel, fromDragAndDrop, manType, scale, ref lastTriangle);
                ObjExport = objModel.ObjExport;

                //if (ProgramCore.PluginMode)
                {
                    ObjExport.DefaultA = new Vector3(99999.0f, 99999.0f, 99999.0f);
                    ObjExport.DefaultB = new Vector3(-99999.0f, -99999.0f, -99999.0f);

                    foreach (var meshPartInfo in meshPartInfos)
                    {
                        GetAABB(ref ObjExport.DefaultA, ref ObjExport.DefaultB, meshPartInfo.VertexPositions);
                    }
                }

                if (ProgramCore.PluginMode && isOpenSmile)
                {
                    PluginMorphToSmile(meshPartInfos, genesisType, manType, scale);
                }

                //result = LoadHairMeshes(objModel, objModelFull, fromDragAndDrop, manType, MeshType.Head);
                //var meshPartInfos = new List<MeshPartInfo>();
                var a = new Vector3(99999.0f, 99999.0f, 99999.0f);
                var b = new Vector3(-99999.0f, -99999.0f, -99999.0f);
                foreach (var meshPartInfo in meshPartInfos)
                {
                    if (ProgramCore.PluginMode && ProgramCore.MainForm.PluginUvGroups.Contains(meshPartInfo.MaterialName))
                    {
                        if (string.IsNullOrEmpty(meshPartInfo.TextureName) || !File.Exists(meshPartInfo.TextureName))
                        {
                            meshPartInfo.TextureName = tempPluginTexture;
                            meshPartInfo.Texture     = tempPluginTextureIndex;
                        }
                    }
                    GetAABB(ref a, ref b, meshPartInfo.VertexPositions);
                }
                var dv = Vector3.Zero;
                foreach (var meshPartInfo in meshPartInfos)
                {                   // ПОТЕНЦИАЛЬНО ОПАСНОЕ МЕСТО! В случае улетания башки - AlignByTOp сделать для всех, кроме плагина. Для него оставить MoveToPosition
#if (WEB_APP)
                    dv = AlignByTop(ref meshPartInfo.VertexPositions, a, b, topPoint);
#else
                    dv = MoveToPosition(ref meshPartInfo.VertexPositions, a, b, Vector3.Zero);
#endif
                    ProgramCore.Project.RenderMainHelper.headMeshesController.CreateMeshPart(ProgramCore.Project.GenesisType, meshPartInfo);
                }

                if (ObjExport != null)
                {
                    ObjExport.Delta = -dv;
                }
                ProgramCore.Project.RenderMainHelper.headMeshesController.FinishCreating();

                return(null);
                // ProgramCore.Project.RenderMainHelper.headMeshesController.InitializeTexturing(HeadController.GetDots(ProgramCore.Project.ManType), HeadController.GetIndices(ProgramCore.Project.ManType));
            }

            default:
                return(result);
            }

            foreach (var item in result)
            {
                item.Path = path;
            }

            return(result);
        }