コード例 #1
0
ファイル: HSDScene.cs プロジェクト: youdontown/StudioSB
        public override IOModel GetIOModel()
        {
            var iomodel = new IOModel();

            iomodel.Skeleton = (SBSkeleton)Skeleton;

            List <SBHsdBone> bones = new List <SBHsdBone>();

            foreach (SBHsdBone bone in Skeleton.Bones)
            {
                bones.Add(bone);
            }

            Dictionary <HSDStruct, string> tobjToName = new Dictionary <HSDStruct, string>();

            foreach (var tex in tobjToSurface)
            {
                tex.Value.Name = $"TOBJ_{iomodel.Textures.Count}";
                tobjToName.Add(tex.Key, tex.Value.Name);
                iomodel.Textures.Add(tex.Value);
            }

            foreach (SBHsdMesh me in GetMeshObjects())
            {
                var dobj = me.DOBJ;

                var parent = Skeleton.Bones[0];
                foreach (var b in Skeleton.Bones)
                {
                    if (b is SBHsdBone bone)
                    {
                        if (bone.GetJOBJ().Dobj != null)
                        {
                            if (bone.GetJOBJ().Dobj.List.Contains(dobj))
                            {
                                parent = b;
                                break;
                            }
                        }
                    }
                }

                var iomesh = new IOMesh();
                iomesh.Name = me.Name;
                iomodel.Meshes.Add(iomesh);

                iomesh.HasPositions   = true;
                iomesh.HasColor       = true;
                iomesh.HasNormals     = true;
                iomesh.HasBoneWeights = true;
                iomesh.HasUV0         = true;

                if (dobj.Pobj != null)
                {
                    foreach (var pobj in dobj.Pobj.List)
                    {
                        var dl       = pobj.ToDisplayList();
                        var vertices = GX_VertexAccessor.GetDecodedVertices(dl, pobj);

                        HSD_Envelope[] bindGroups = null;;
                        if (pobj.EnvelopeWeights != null)
                        {
                            bindGroups = pobj.EnvelopeWeights;
                        }

                        var offset = 0;
                        foreach (var v in dl.Primitives)
                        {
                            List <GX_Vertex> strip = new List <GX_Vertex>();
                            for (int i = 0; i < v.Count; i++)
                            {
                                strip.Add(vertices[offset + i]);
                            }
                            offset += v.Count;
                            iomesh.Vertices.AddRange(ConvertGXDLtoTriangleList(v.PrimitiveType, SBHsdMesh.GXVertexToHsdVertex(strip, bones, bindGroups), (SBHsdBone)parent));
                        }
                    }
                }


                iomesh.Optimize();

                // flip faces
                var temp = iomesh.Indices.ToArray();
                iomesh.Indices.Clear();
                for (int i = 0; i < temp.Length; i += 3)
                {
                    if (i + 2 < temp.Length)
                    {
                        iomesh.Indices.Add(temp[i + 2]);
                        iomesh.Indices.Add(temp[i + 1]);
                        iomesh.Indices.Add(temp[i]);
                    }
                    else
                    {
                        break;
                    }
                }

                iomesh.MaterialIndex = iomodel.Materials.Count;

                IOMaterialPhong mat = new IOMaterialPhong();
                mat.Name = iomesh.Name + "_material";
                if (dobj.Mobj.Material != null)
                {
                    mat.DiffuseColor  = dobj.Mobj.Material.DiffuseColor;
                    mat.SpecularColor = dobj.Mobj.Material.SpecularColor;
                    mat.AmbientColor  = dobj.Mobj.Material.AmbientColor;
                }
                if (dobj.Mobj.Textures != null)
                {
                    mat.DiffuseTexture = tobjToName[dobj.Mobj.Textures._s];
                }
                iomodel.Materials.Add(mat);
            }

            return(iomodel);
        }
コード例 #2
0
ファイル: IO_FBX.cs プロジェクト: youdontown/StudioSB
        public IOModel ImportIOModel(string FileName)
        {
            IOModel    model    = new IOModel();
            SBSkeleton skeleton = new SBSkeleton();

            model.Skeleton = skeleton;

            var test = Fbx.FbxIO.ReadBinary(FileName);

            if (test.Version != Fbx.FbxVersion.v7_4)
            {
                throw new NotSupportedException($"Only FBX version 7.4 is currently supported: Imported version = {test.Version}");
            }

            // global settings
            float Scale = 1;

            // read global settings
            var settings = test.GetNodesByName("GlobalSettings");

            if (settings.Length != 0)
            {
                var prop70 = settings[0].GetNodesByName("Properties70");
                if (prop70.Length != 0)
                {
                    foreach (var property in prop70[0].Nodes)
                    {
                        if (property == null)
                        {
                            continue;
                        }
                        if (property.Properties.Count > 0 && property.Name == "P")
                        {
                            //TODO: this is inaccurate...
                            //if (property.Properties[0].Equals("UnitScaleFactor"))
                            //    Scale = (float)(double)property.Properties[4];
                        }
                    }
                }
            }

            FbxAccessor accessor = new FbxAccessor(FileName);

            //Bones
            var limbs = accessor.GetLimbNodes();

            SBConsole.WriteLine($"Limb Node Count: {limbs.Length}");

            foreach (var limb in limbs)
            {
                skeleton.AddRoot(ConvertLimbToSBBone(limb));
            }
            foreach (var root in skeleton.Roots)
            {
                root.Scale *= Scale;
            }

            // Fast access to bone indices
            Dictionary <string, int> BoneNameToIndex = new Dictionary <string, int>();

            foreach (var b in skeleton.Bones)
            {
                BoneNameToIndex.Add(b.Name, skeleton.IndexOfBone(b));
            }

            // Mesh

            var models = accessor.GetModels();

            SBConsole.WriteLine($"Model Node Count: {models.Count}");

            int YupAxis = accessor.GetOriginalXAxis();

            SBConsole.WriteLine("Yup: " + YupAxis);
            foreach (var mod in models)
            {
                // rotation 90
                Matrix4 transform = (ImportSettings.Rotate90 ? Matrix4.CreateRotationX(-90 * DegToRag) : Matrix4.Identity) * GetModelTransform(mod);

                foreach (var geom in mod.Geometries)
                {
                    IOMesh mesh = new IOMesh();
                    mesh.Name = mod.Name;
                    model.Meshes.Add(mesh);

                    // Create Rigging information
                    Vector4[] BoneIndices = new Vector4[geom.Vertices.Length];
                    Vector4[] BoneWeights = new Vector4[geom.Vertices.Length];
                    foreach (var deformer in geom.Deformers)
                    {
                        //TODO: this shouldn't happen...
                        if (!BoneNameToIndex.ContainsKey(deformer.Name))
                        {
                            continue;
                        }
                        int index = BoneNameToIndex[deformer.Name];

                        for (int i = 0; i < deformer.Indices.Length; i++)
                        {
                            int vertexIndex = deformer.Indices[i];
                            for (int j = 0; j < 4; j++)
                            {
                                if (BoneWeights[vertexIndex][j] == 0)
                                {
                                    BoneIndices[vertexIndex][j] = index;
                                    BoneWeights[vertexIndex][j] = (float)deformer.Weights[i];
                                    break;
                                }
                            }
                        }
                        //SBConsole.WriteLine(deformer.Name + " " + deformer.Weights.Length + " " + deformer.Indices.Length + " " + index);
                    }

                    // Explanation:
                    // negative values are used to indicate a stopping point for the face
                    // so every 3rd index needed to be adjusted
                    for (int i = 0; i < geom.Indices.Length; i += 3)
                    {
                        mesh.Indices.Add((uint)i);
                        mesh.Indices.Add((uint)i + 1);
                        mesh.Indices.Add((uint)i + 2);
                        mesh.Vertices.Add(CreateVertex(transform, geom, i, BoneIndices, BoneWeights, Scale));
                        mesh.Vertices.Add(CreateVertex(transform, geom, i + 1, BoneIndices, BoneWeights, Scale));
                        mesh.Vertices.Add(CreateVertex(transform, geom, i + 2, BoneIndices, BoneWeights, Scale));
                    }

                    mesh.HasPositions = true;

                    //SBConsole.WriteLine(geom.Vertices.Length);
                    foreach (var layer in geom.Layers)
                    {
                        switch (layer.Name)
                        {
                        case "LayerElementNormal":
                        case "LayerElementUV":
                        case "LayerElementColor":
                            break;

                        default:
                            SBConsole.WriteLine(layer.Name + " " + layer.ReferenceInformationType + " " + layer.Data.Length + " " + (layer.ReferenceInformationType.Equals("IndexToDirect") ? layer.Indices.Length.ToString() : ""));
                            break;
                        }
                    }
                    mesh.Optimize();
                }
            }

            return(model);
        }