コード例 #1
0
        private static void Main(string[] args)
        {
            Stopwatch.StartNew();

            Assembly        executingAssembly       = Assembly.GetExecutingAssembly();
            string          executingAssemblyFolder = Path.GetDirectoryName(executingAssembly.Location);
            var             pathSeparator           = Path.DirectorySeparatorChar;
            string          outputFolder            = Path.GetFullPath(Path.Combine(executingAssemblyFolder, string.Format(@"..{0}..{0}..{0}..{0}Output", pathSeparator)));
            List <Manifest> manifestMaster          = new List <Manifest>();
            var             jsonSerializer          = new Newtonsoft.Json.JsonSerializer
            {
                Formatting       = Newtonsoft.Json.Formatting.Indented,
                ContractResolver = new Newtonsoft.Json.Serialization.CamelCasePropertyNamesContractResolver()
            };

            // Make an inventory of what images there are
            var imageList = FileHelper.FindImageFiles(Path.Combine(executingAssemblyFolder, "Resources"));

            // Create a list containing each model group and their initial values
            List <ModelGroup> allModelGroups = new List <ModelGroup>()
            {
                new Animation_Node(imageList),
                new Animation_NodeMisc(imageList),
                new Animation_Skin(imageList),
                new Animation_SkinType(imageList),
                new Buffer_Interleaved(imageList),
                new Compatibility(imageList),
                new Material(imageList),
                new Material_AlphaBlend(imageList),
                new Material_AlphaMask(imageList),
                new Material_DoubleSided(imageList),
                new Material_MetallicRoughness(imageList),
                new Material_Mixed(imageList),
                new Material_SpecularGlossiness(imageList),
                new Mesh_PrimitiveAttribute(imageList),
                new Mesh_PrimitiveMode(imageList),
                new Mesh_PrimitiveVertexColor(imageList),
                new Mesh_Primitives(imageList),
                new Mesh_PrimitivesUV(imageList),
                new Node_Attribute(imageList),
                new Node_NegativeScale(imageList),
                new Texture_Sampler(imageList),
            };

            foreach (var modelGroup in allModelGroups)
            {
                ReadmeBuilder readme   = new ReadmeBuilder();
                Manifest      manifest = new Manifest(modelGroup.Id);

                string modelGroupFolder = Path.Combine(outputFolder, modelGroup.Id.ToString());

                Directory.CreateDirectory(modelGroupFolder);

                // Copy all of the images used by the model group into that model group's output directory
                FileHelper.CopyImageFiles(executingAssemblyFolder, modelGroupFolder, modelGroup.UsedFigures);
                FileHelper.CopyImageFiles(executingAssemblyFolder, modelGroupFolder, modelGroup.UsedTextures, useThumbnails: true);

                readme.SetupHeader(modelGroup);

                int numCombos = modelGroup.Models.Count;
                for (int comboIndex = 0; comboIndex < numCombos; comboIndex++)
                {
                    var model    = modelGroup.Models[comboIndex];
                    var filename = $"{modelGroup.Id}_{comboIndex:00}.gltf";

                    using (var data = new Data($"{modelGroup.Id}_{comboIndex:00}.bin"))
                    {
                        // Passes the desired properties to the runtime layer, which then coverts that data into
                        // a gltf loader object, ready to create the model
                        var converter = new Runtime.GLTFConverter {
                            CreateInstanceOverride = model.CreateSchemaInstance
                        };
                        var gltf = converter.ConvertRuntimeToSchema(model.GLTF, data);

                        // Makes last second changes to the model that bypass the runtime layer
                        // in order to add features that don't really exist otherwise
                        model.PostRuntimeChanges(gltf);

                        // Creates the .gltf file and writes the model's data to it
                        var assetFile = Path.Combine(modelGroupFolder, filename);
                        glTFLoader.Interface.SaveModel(gltf, assetFile);

                        // Creates the .bin file and writes the model's data to it
                        var dataFile = Path.Combine(modelGroupFolder, data.Name);
                        File.WriteAllBytes(dataFile, data.ToArray());
                    }

                    readme.SetupTable(modelGroup, comboIndex, model.Properties);
                    manifest.Models.Add(new Manifest.Model(filename, modelGroup.Id, modelGroup.NoSampleImages, model.Camera));
                }

                readme.WriteOut(executingAssembly, modelGroup, modelGroupFolder);
                manifestMaster.Add(manifest);

                // Write out the manifest JSON specific to this model group
                using (StreamWriter writeModelGroupManifest = new StreamWriter(Path.Combine(modelGroupFolder, "Manifest.json")))
                    jsonSerializer.Serialize(writeModelGroupManifest, manifest);
            }

            // Write out the master manifest JSON containing all of the model groups
            using (StreamWriter writeManifest = new StreamWriter(Path.Combine(outputFolder, "Manifest.json")))
                jsonSerializer.Serialize(writeManifest, manifestMaster.ToArray());

            // Update the main readme
            ReadmeBuilder.UpdateMainReadme(executingAssembly, outputFolder, manifestMaster);

            Console.WriteLine("Model Creation Complete!");
            Console.WriteLine("Completed in : " + TimeSpan.FromTicks(Stopwatch.GetTimestamp()).ToString());
        }
コード例 #2
0
        private static void Main(string[] args)
        {
            Stopwatch.StartNew();

            Assembly executingAssembly       = Assembly.GetExecutingAssembly();
            string   executingAssemblyFolder = Path.GetDirectoryName(executingAssembly.Location);
            char     pathSeparator           = Path.DirectorySeparatorChar;
            string   outputFolder            = Path.GetFullPath(Path.Combine(executingAssemblyFolder, string.Format(@"..{0}..{0}..{0}..{0}Output", pathSeparator)));
            string   positiveTestsFolder     = Path.Combine(outputFolder, "Positive");
            string   negativeTestsFolder     = Path.Combine(outputFolder, "Negative");
            var      jsonSerializer          = new JsonSerializer
            {
                Formatting       = Formatting.Indented,
                ContractResolver = new CamelCasePropertyNamesContractResolver()
            };

            // Make an inventory of what images there are.
            var imageList = FileHelper.FindImageFiles(Path.Combine(executingAssemblyFolder, "Resources"));

            // Create an ordered list initalizing each model group.
            var positiveTests = new List <ModelGroup>
            {
                new Animation_Node(imageList),
                new Animation_NodeMisc(imageList),
                new Animation_Skin(imageList),
                new Animation_SkinType(imageList),
                new Buffer_Interleaved(imageList),
                new Compatibility(imageList),
                new Material(imageList),
                new Material_AlphaBlend(imageList),
                new Material_AlphaMask(imageList),
                new Material_DoubleSided(imageList),
                new Material_MetallicRoughness(imageList),
                new Material_Mixed(imageList),
                new Material_SpecularGlossiness(imageList),
                new Mesh_PrimitiveAttribute(imageList),
                new Mesh_PrimitiveMode(imageList),
                new Mesh_PrimitiveVertexColor(imageList),
                new Mesh_Primitives(imageList),
                new Mesh_PrimitivesUV(imageList),
                new Node_Attribute(imageList),
                new Node_NegativeScale(imageList),
                new Texture_Sampler(imageList),
                new Animation_SamplerType(imageList),
                new Instancing(imageList),
            };
            var negativeTests = new List <ModelGroup>
            {
                new Mesh_PrimitiveRestart(imageList),
                new Mesh_NoPosition(imageList),
            };

            // Retains the manifest from each test type for use in updating the main readme table.
            var mainManifests = new List <List <Manifest> >
            {
                ProcessModelGroups(positiveTests, positiveTestsFolder),
                ProcessModelGroups(negativeTests, negativeTestsFolder),
            };

            ReadmeBuilder.UpdateMainReadme(executingAssembly, mainManifests, Directory.GetParent(outputFolder).ToString(), new string[] { "Positive", "Negative" });

            // Writes a readme explaining the different test types.
            using (var newReadme = new FileStream(Path.Combine(outputFolder, "README.md"), FileMode.Create))
            {
                executingAssembly.GetManifestResourceStream("AssetGenerator.ReadmeTemplates.Page_Output.md").CopyTo(newReadme);
            }

            Console.WriteLine("Model Creation Complete!");
            Console.WriteLine($"Completed in : {TimeSpan.FromTicks(Stopwatch.GetTimestamp()).ToString()}");

            /// <summary>
            /// Saves each model group to a master manifest as it is created, and writes that manifest to file.
            /// </summary>
            /// <returns>Manifest containing all of the model groups and created.</returns>
            List <Manifest> ProcessModelGroups(List <ModelGroup> modelGroupList, string savePath)
            {
                // Generates the models and saves the model group manifest in with the master manifest.
                var manifests = new List <Manifest>();

                foreach (var modelGroup in modelGroupList)
                {
                    manifests.Add(GenerateModels(modelGroup, savePath));
                }

                // Writes the master manifest to file.
                using (var writeManifest = new StreamWriter(Path.Combine(savePath, "Manifest.json")))
                {
                    jsonSerializer.Serialize(writeManifest, manifests.ToArray());
                }

                return(manifests);
            }

            /// <summary>
            /// Create and write all models contained in a model group. Writes a mini-manifest for just the model group to file.
            /// Generates a readme describing the models created. Also copies over required textures and figures.
            /// </summary>
            /// <returns>Manifest containing the model group's models.</returns>
            Manifest GenerateModels(ModelGroup modelGroup, string savePath)
            {
                var    readme           = new ReadmeBuilder();
                var    manifest         = new Manifest(modelGroup.Id);
                string modelGroupFolder = Path.Combine(savePath, modelGroup.Id.ToString());

                Directory.CreateDirectory(modelGroupFolder);

                // Copy all of the images used by the model group into that model group's output directory.
                FileHelper.CopyImageFiles(executingAssemblyFolder, modelGroupFolder, modelGroup.UsedFigures);
                FileHelper.CopyImageFiles(executingAssemblyFolder, modelGroupFolder, modelGroup.UsedTextures, useThumbnails: true);

                readme.SetupHeader(modelGroup);

                var numCombos = modelGroup.Models.Count;

                for (var comboIndex = 0; comboIndex < numCombos; comboIndex++)
                {
                    var model    = modelGroup.Models[comboIndex];
                    var filename = $"{modelGroup.Id}_{comboIndex:00}.gltf";

                    using (var data = new Data($"{modelGroup.Id}_{comboIndex:00}.bin"))
                    {
                        // Pass the desired properties to the runtime layer, which then coverts that data into
                        // a gltf loader object, ready to create the model.
                        var converter = new Runtime.GLTFConverter {
                            CreateInstanceOverride = model.CreateSchemaInstance
                        };
                        glTFLoader.Schema.Gltf gltf = converter.ConvertRuntimeToSchema(model.GLTF, data);

                        // Makes last second changes to the model that bypass the runtime layer.
                        model.PostRuntimeChanges?.Invoke(gltf);

                        // Create the .gltf file and writes the model's data to it.
                        string assetFile = Path.Combine(modelGroupFolder, filename);
                        glTFLoader.Interface.SaveModel(gltf, assetFile);

                        // Create the .bin file and writes the model's data to it.
                        string dataFile = Path.Combine(modelGroupFolder, data.Name);
                        File.WriteAllBytes(dataFile, data.ToArray());
                    }

                    readme.SetupTable(modelGroup, comboIndex, model, Path.GetFileName(savePath));
                    manifest.Models.Add(new Manifest.Model(filename, modelGroup.Id, modelGroup.NoSampleImages, model.Camera, model.Animated, model.Loadable));
                }

                // Write the readme and manifest specific to this model group.
                readme.WriteOut(executingAssembly, modelGroup, modelGroupFolder);
                using (var writeModelGroupManifest = new StreamWriter(Path.Combine(modelGroupFolder, "Manifest.json")))
                {
                    jsonSerializer.Serialize(writeModelGroupManifest, manifest);
                }

                return(manifest);
            }
        }