/// <summary> /// Compute weight normals /// </summary> void ComputeWeightNormals(MD5Mesh mesh) { Vector3[] bindposeVertex = new Vector3[Vertices.Length]; Vector3[] bindposeNorms = new Vector3[Vertices.Length]; for (int i = 0; i < Vertices.Length; i++) { for (int j = 0; j < Vertices[i].WeightCount; j++) { Weight weight = Weights[Vertices[i].StartWeight + j]; Joint joint = mesh.GetJoint(weight.Joint); // Calculate transformed vertex for this weight Vector3 wv = Quaternion.RotatePoint(ref joint.Orientation, ref weight.Position); bindposeVertex[i] += (joint.Position + wv) * weight.Bias; } } // Compute triangle normals for (int i = 0; i < Triangles.Length; i++) { Triangle triangle = Triangles[i]; Vector3 normal = new Vector3(-ComputeNormal( bindposeVertex[triangle.A], bindposeVertex[triangle.B], bindposeVertex[triangle.C])); bindposeNorms[triangle.A] += normal; bindposeNorms[triangle.B] += normal; bindposeNorms[triangle.C] += normal; } // Average the surface normals for (int i = 0; i < Vertices.Length; i++) { bindposeNorms[i].Normalize(); } // Compute weight normals by invert-transforming the normal by the bone-space matrix for (int i = 0; i < Vertices.Length; i++) { for (int j = 0; j < Vertices[i].WeightCount; j++) { Weight weight = Weights[Vertices[i].StartWeight + j]; Joint joint = mesh.GetJoint(weight.Joint); Quaternion invRot = Quaternion.Invert(joint.Orientation); Vector3 wn = Quaternion.RotatePoint(ref invRot, ref bindposeNorms[i]); weight.Normal += wn; } } // Average all weight normals for (int i = 0; i < Weights.Length; i++) { Weights[i].Normal.Normalize(); } }
/// <summary> /// Compute vertex tangent and weight tangent /// </summary> void ComputeWeightTangents(MD5Mesh mesh) { // Final vertex, normal and tangent Vector3[] bindposeVerts = new Vector3[Vertices.Length]; Vector3[] bindposeNorms = new Vector3[Vertices.Length]; Vector3[] bindposeTans = new Vector3[Vertices.Length]; // s-tangents and t-tangents Vector3[] sTan = new Vector3[Vertices.Length]; Vector3[] tTan = new Vector3[Vertices.Length]; // Compute bind-pose vertices and normals for (int i = 0; i < Vertices.Length; i++) { for (int j = 0; j < Vertices[i].WeightCount; j++) { Weight weight = Weights[Vertices[i].StartWeight + j]; Joint joint = mesh.GetJoint(weight.Joint); // Calculate transformed vertex for this weight Vector3 wv = Quaternion.RotatePoint(ref joint.Orientation, ref weight.Position); bindposeVerts[i] += (joint.Position + wv) * weight.Bias; // Calculate transformed normal for this weight Vector3 wn = Quaternion.RotatePoint(ref joint.Orientation, ref weight.Normal); bindposeNorms[i] += wn * weight.Bias; } } // Calculate s-tangent and t-tangent at triangle level for (int i = 0; i < Triangles.Length; i++) { Triangle triangle = Triangles[i]; Vector3 v0 = bindposeVerts[triangle.A]; Vector3 v1 = bindposeVerts[triangle.B]; Vector3 v2 = bindposeVerts[triangle.C]; Vector2 w0 = Vertices[triangle.A].Texture; Vector2 w1 = Vertices[triangle.B].Texture; Vector2 w2 = Vertices[triangle.C].Texture; float x1 = v1.X - v0.X; float x2 = v2.X - v0.X; float y1 = v1.Y - v0.Y; float y2 = v2.Y - v0.Y; float z1 = v1.Z - v0.Z; float z2 = v2.Z - v0.Z; float s1 = w1.X - w0.X; float s2 = w2.X - w0.X; float t1 = w1.Y - w0.Y; float t2 = w2.Y - w0.Y; float r = (s1 * t2) - (s2 * t1); if (r == 0.0f) { r = 1.0f; } float oneOverR = 1.0f / r; Vector3 sDir = new Vector3( (t2 * x1 - t1 * x2) * oneOverR, (t2 * y1 - t1 * y2) * oneOverR, (t2 * z1 - t1 * z2) * oneOverR); Vector3 tDir = new Vector3( (s1 * x2 - s2 * x1) * oneOverR, (s1 * y2 - s2 * y1) * oneOverR, (s1 * z2 - s2 * z1) * oneOverR); sTan[triangle.A] += sDir; sTan[triangle.A] += tDir; sTan[triangle.B] += sDir; sTan[triangle.B] += tDir; sTan[triangle.C] += sDir; sTan[triangle.C] += tDir; } // Calculate vertex tangent for (int i = 0; i < Vertices.Length; i++) { Vector3 n = bindposeNorms[i]; Vector3 t = sTan[i]; // Gram-Schmidt orthogonalize bindposeTans[i] = (t - n * Vector3.Dot(n, t)); bindposeTans[i].Normalize(); // Calculate handedness if (Vector3.Dot(Vector3.Cross(n, t), tTan[i]) < 0.0f) { bindposeTans[i] = -bindposeTans[i]; } // Compute weight tangent for (int j = 0; j < Vertices[i].WeightCount; j++) { Weight weight = Weights[Vertices[i].StartWeight + j]; Joint joint = mesh.GetJoint(weight.Joint); // Compute inverse quaternion rotation Quaternion invrot = Quaternion.Invert(joint.Orientation); Vector3 wt = Quaternion.RotatePoint(ref invrot, ref bindposeTans[i]); weight.Tangent += wt; } } for (int i = 0; i < Weights.Length; i++) { Weights[i].Tangent.Normalize(); } }
/// <summary> /// Prepare the mesh for drawing /// </summary> internal void Prepare(MD5Mesh mesh) { #region Vertices ComputeWeightNormals(mesh); ComputeWeightTangents(mesh); // Allocate buffers : // 3 vertices // 3 normals // 3 tangents // 2 texture coords float[] buffer = new float[Vertices.Length * 11]; // Process vertices for (int i = 0; i < Vertices.Length; i++) { Vector3 vertex = Vector3.Zero; Vector3 normal = Vector3.Zero; Vector3 tangent = Vector3.Zero; // Calculate final vertex to draw with weights for (int j = 0; j < Vertices[i].WeightCount; j++) { Weight weight = Weights[Vertices[i].StartWeight + j]; Joint joint = mesh.GetJoint(weight.Joint); // Calculate transformed vertex for this weight Vector3 wv = Quaternion.RotatePoint(ref joint.Orientation, ref weight.Position); vertex += (joint.Position + wv) * weight.Bias; // Calculate transformed normal for this weight Vector3 wn = Quaternion.RotatePoint(ref joint.Orientation, ref weight.Normal); normal += wn * weight.Bias; // Calculate transformed tangent for this weight Vector3 wt = Quaternion.RotatePoint(ref joint.Orientation, ref weight.Tangent); tangent += wt * weight.Bias; } buffer[i * 11 + 0] = vertex.X; buffer[i * 11 + 1] = vertex.Y; buffer[i * 11 + 2] = vertex.Z; buffer[i * 11 + 3] = normal.X; buffer[i * 11 + 4] = normal.Y; buffer[i * 11 + 5] = normal.Z; buffer[i * 11 + 6] = tangent.X; buffer[i * 11 + 7] = tangent.Y; buffer[i * 11 + 8] = tangent.Z; buffer[i * 11 + 9] = Vertices[i].Texture.X; buffer[i * 11 + 10] = Vertices[i].Texture.Y; // v=1.0-v } uint[] indices = new uint[Triangles.Length * 3]; for (int i = 0; i < Triangles.Length; i++) { indices[i * 3 + 0] = Triangles[i].A; indices[i * 3 + 1] = Triangles[i].B; indices[i * 3 + 2] = Triangles[i].C; } Mesh = new Graphic.Mesh(); Mesh.Buffer.AddDeclaration("in_position", 3); Mesh.Buffer.AddDeclaration("in_normal", 3); Mesh.Buffer.AddDeclaration("in_tangent", 3); Mesh.Buffer.AddDeclaration("in_texcoord", 2); Mesh.SetVertices(buffer); Mesh.SetIndices(indices); #endregion return; #region Textures if (!string.IsNullOrEmpty(Shader)) { // Diffuse map (color) if (File.Exists(Shader + "_d.tga")) { DiffuseMap = new Texture2D(Shader + "_d.tga"); } // Normal map if (File.Exists(Shader + "_bmp.tga")) { BumpMap = new Texture2D(Shader + "_bmp.tga"); } // Height map if (File.Exists(Shader + "_h.tga")) { HeightMap = new Texture2D(Shader + "_d.tga"); } // Specular map (gloss) if (File.Exists(Shader + "_s.tga")) { SpecularMap = new Texture2D(Shader + "_s.tga"); } } #endregion }