コード例 #1
0
ファイル: ModelLoader.cs プロジェクト: modulexcite/rasterizr
 public ModelLoader(Device device, TextureLoadHandler textureLoadHandler)
 {
     _device = device;
     _textureLoadHandler = textureLoadHandler;
     _importer = new AssimpImporter();
     _importer.SetConfig(new NormalSmoothingAngleConfig(66.0f));
 }
コード例 #2
0
ファイル: Import.cs プロジェクト: jameszhao00/mersion
        public static AssetMesh[] LoadAsset(string path, string assetRoot)
        {
            var importer = new AssimpImporter();

            var scene = importer.ImportFile(path,
                PostProcessSteps.PreTransformVertices
                | PostProcessSteps.Triangulate
                | PostProcessSteps.GenerateSmoothNormals
                | PostProcessSteps.FlipUVs);
            var textures =
                scene.Meshes.Select(mesh => scene.Materials[mesh.MaterialIndex].GetTexture(TextureType.Diffuse, 0));
            var vertices = scene.Meshes.Select(mesh => mesh.Vertices
                .Zip(mesh.Normals.Zip(mesh.GetTextureCoords(0), (normal, uv) => new
                {
                    normal,
                    uv
                }), (pos, normalUv) =>
                    new VertexPositionNormalTexture(VectorUtils.Convert(pos), VectorUtils.Convert(normalUv.normal),
                        VectorUtils.ToVec2(VectorUtils.Convert(normalUv.uv)))));
            var indices = scene.Meshes.Select(mesh => mesh.GetIndices());
            //Debug.Assert(vertices.All(x => x.All(y => y.TextureCoordinate.X < 1 && y.TextureCoordinate.Y < 1)));
            return vertices.Zip(indices.Zip(textures, (i, t) => new {i, t}), (v, it) => new AssetMesh
            {
                Vertices = v.ToArray(),
                Indices = it.i.ToArray(),
                Texture = !string.IsNullOrWhiteSpace(it.t.FilePath)
                    ? new AssetTexture
                    {
                        Path = it.t.FilePath
                    }
                    : Option<AssetTexture>.None
            }).ToArray();
        }
コード例 #3
0
ファイル: MeshResource.cs プロジェクト: mtbii/BGEngineSharp
        public static MeshResource Load(string filePath)
        {
            AssimpImporter importer = new AssimpImporter();
            importer.SetConfig(new NormalizeVertexComponentsConfig(true));
            importer.SetConfig(new MultithreadingConfig(-1));

            LogStream logStream = new LogStream(delegate(String msg, String userdata)
            {
                Log.Message(msg);
                Log.Message(userdata);
            });
            importer.AttachLogStream(logStream);

            Assimp.Scene model = importer.ImportFile(filePath, PostProcessPreset.TargetRealTimeMaximumQuality | PostProcessSteps.FlipUVs);
            MeshResource meshResource = new MeshResource();
            meshResource.Materials = model.Materials.Select(m => (BaseMaterial)new TexturedMaterial(m, Directory.GetParent(filePath).FullName)).ToList();

            foreach (var modelMesh in model.Meshes)
            {
                EntityBuffer buffer = new EntityBuffer();
                List<ushort> indices = new List<ushort>();
                List<Vertex> vertices = new List<Vertex>();
                Vector3D[] texCoords = modelMesh.HasTextureCoords(0) ? modelMesh.GetTextureCoords(0) : null;

                foreach (var face in modelMesh.Faces)
                {
                    for (int i = 0; i < face.IndexCount; i++)
                    {
                        indices.Add((ushort)face.Indices[i]);
                    }
                }

                var material = model.Materials[modelMesh.MaterialIndex];
                TexturedMaterial texMat = new TexturedMaterial(material, Directory.GetParent(filePath).FullName);

                for (int i = 0; i < modelMesh.VertexCount; i++)
                {
                    var vertex = modelMesh.Vertices[i];
                    var texCoord = texCoords[i];
                    var normal = modelMesh.Normals[i];

                    vertices.Add(new Vertex(new Position3(vertex.X, vertex.Y, vertex.Z), new Position2(texCoord.X, texCoord.Y), new Position3(normal.X, normal.Y, normal.Z)));
                }

                buffer.SetVertices(vertices, indices);

                Mesh mesh = new Mesh(buffer);
                meshResource.Meshes.Add(modelMesh.MaterialIndex, mesh);
            }

            importer.Dispose();

            return meshResource;
        }
コード例 #4
0
ファイル: ModelLoader.cs プロジェクト: aerosolswe/WaterWorld
        public static Mesh LoadModel(string filename)
        {
            Mesh mesh = new Mesh();

            AssimpImporter importer = new AssimpImporter();

            if(!importer.IsImportFormatSupported(Path.GetExtension(filename))) {
                throw new ArgumentException("Model format " + Path.GetExtension(filename) + " is not supported!  Cannot load {1}", "filename");
            }

            var min = new Vector3(float.MaxValue);
            var max = new Vector3(float.MinValue);

            Scene model = importer.ImportFile(filename, PostProcessPreset.TargetRealTimeFast);

            for(int j = 0; j < model.MeshCount; j++) {
                Assimp.Mesh m = model.Meshes[j];

                Vector3[] positions = new Vector3[m.VertexCount];
                Vector2[] textureCoords = new Vector2[m.VertexCount];
                Vector3[] normals = new Vector3[m.VertexCount];
                Vector3[] tangents = new Vector3[m.VertexCount];

                for(var i = 0; i < m.VertexCount; i++) {
                    Vector3 pos = m.HasVertices ? Util.ToVector3(m.Vertices[i]) : new Vector3();
                    Vector3 t = m.HasTextureCoords(0) ? Util.ToVector3(m.GetTextureCoords(0)[i]) : new Vector3();
                    Vector3 normal = m.HasNormals ? Util.ToVector3(m.Normals[i]) : new Vector3();
                    Vector3 tangent = m.HasTangentBasis ? Util.ToVector3(m.Tangents[i]) : new Vector3();

                    min = Vector3.Min(min, pos);
                    max = Vector3.Max(max, pos);

                    positions[i] = pos;
                    textureCoords[i] = new Vector2(t.X, -t.Y);
                    normals[i] = normal;
                    tangents[i] = tangent;
                }

                int[] indices = m.GetIntIndices();

                mesh.AddVertices(positions, textureCoords, normals, indices);
            }

            mesh.Complete();

            return mesh;
        }
コード例 #5
0
        static List<Model> ConvertBIN(string filenameIN, string filenameOUT)
        {
            AssimpImporter importer = new AssimpImporter (); //Initialize Assimp.NET

            List<Model> models = SceneToCustom (importer.ImportFile (filenameIN)); //Import file and set it up for a serializeable struct

            BinaryFormatter serializer = new BinaryFormatter (); //Initialize the serializer

            int index = 0;

            foreach (Model model in models) {
                Stream outwrite = File.OpenWrite (Path.Combine (Path.GetDirectoryName (filenameOUT), index.ToString () + Path.GetFileName (filenameOUT)));     //Create output file

                serializer.Serialize (outwrite, model);      //Do the magic, data serialized to xml file

                outwrite.Close ();     //Close and dispose stream
                outwrite.Dispose ();
                index++;
            }
            return models;
        }
コード例 #6
0
        /// <summary>
        ///  Ucitavanje podataka o sceni iz odgovarajuceg fajla.
        /// </summary>
        private void LoadScene()
        {
            // Instanciranje klase za ucitavanje podataka o sceni.
            AssimpImporter importer = new AssimpImporter();

            // Definisanje callback delegata za belezenje poruka u toku ucitavanja podataka o sceni.
            LogStream logstream = new LogStream(delegate(String msg, String userData)
            {
                Console.WriteLine(msg);
            });
            importer.AttachLogStream(logstream);

            // Ucitavanje podataka o sceni iz odgovarajuceg fajla.
            m_scene = importer.ImportFile(Path.Combine(m_scenePath, m_sceneFileName), PostProcessPreset.TargetRealTimeMaximumQuality);

            // Oslobadjanje resursa koriscenih za ucitavanje podataka o sceni.
            importer.Dispose();
        }
コード例 #7
0
        public override VSceneNode LoadNode(string path)
        {
            VSceneEntity root = new VSceneEntity();
            string       file = path;
            var          e    = new Assimp.AssimpImporter();
            var          c1   = new Assimp.Configs.NormalSmoothingAngleConfig(45);

            e.SetConfig(c1);
            var s = e.ImportFile(file, PostProcessSteps.CalculateTangentSpace | PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.Triangulate | PostProcessSteps.GenerateNormals);
            Dictionary <string, VMesh> ml = new Dictionary <string, VMesh>();
            List <VMesh> ml2 = new List <VMesh>();

            foreach (var m in s.Meshes)
            {
                var vm = new Material.VMaterial();

                var m2 = new VMesh(m.VertexCount, m.GetIntIndices().Length);
                ml2.Add(m2);
                // ml.Add(m.Name, m2);

                m2.Mat = vm;
                // root.AddMesh(m2);
                m2.Name = m.Name;
                var         mat = s.Materials[m.MaterialIndex];
                TextureSlot t1;
                if (mat.GetTextureCount(TextureType.Diffuse) > 0)
                {
                    t1 = mat.GetTextures(TextureType.Diffuse)[0];


                    if (t1.FilePath != null)
                    {
                        vm.TCol = new Texture.VTex2D(IPath + t1.FilePath, Texture.LoadMethod.Single);
                        Console.WriteLine("TexLoaded");
                    }
                    if (true)
                    {
                        if (new FileInfo(t1.FilePath).Exists == true)
                        {
                            //  var tex = App.AppSal.CreateTex2D();
                            //  tex.Path = t1.FilePath;
                            // tex.Load();
                            //m2.DiffuseMap = tex;
                        }
                    }
                }
                for (int i = 0; i < m2.NumVertices; i++)
                {
                    var      v = m.Vertices[i];
                    var      n = m.Normals[i];
                    var      t = m.GetTextureCoords(0);
                    Vector3D tan, bi;
                    if (m.Tangents != null)
                    {
                        tan = m.Tangents[i];
                        bi  = m.BiTangents[i];
                    }
                    else
                    {
                        tan = new Vector3D(0, 0, 0);
                        bi  = new Vector3D(0, 0, 0);
                    }
                    if (t != null)
                    {
                        m2.SetVertex(i, Cv(v), Cv(tan), Cv(bi), Cv(n), Cv2(t[i]));
                    }
                    else
                    {
                        m2.SetVertex(i, Cv(v), Cv(tan), Cv(bi), Cv(n), Cv2(new Vector3D(0, 0, 0)));
                    }
                }
                int[]  id = m.GetIntIndices();
                int    fi = 0;
                uint[] nd = new uint[id.Length];
                for (int i = 0; i < id.Length; i++)
                {
                    nd[i] = (uint)id[i];
                }

                m2.Indices = nd;

                m2.Final();
            }

            ProcessNode(root, s.RootNode, ml2);


            return(root as VSceneNode);
        }
コード例 #8
0
ファイル: ModelCompiler.cs プロジェクト: GrafSeismo/SharpDX
        private ContentCompilerResult CompileFromFileInternal(string fileName, ModelCompilerOptions compilerOptions)
        {
            logger = new Logger();
            var result = new ContentCompilerResult() { Logger = logger };
            modelFilePath = fileName;
            modelDirectory = Path.GetDirectoryName(modelFilePath);

            // Preload AssimpLibrary if not already loaded
            if (!AssimpLibrary.Instance.LibraryLoaded)
            {
                var rootPath = Path.GetDirectoryName(typeof(AssimpLibrary).Assembly.Location);
                AssimpLibrary.Instance.LoadLibrary(Path.Combine(rootPath, AssimpLibrary.Instance.DefaultLibraryPath32Bit), Path.Combine(rootPath, AssimpLibrary.Instance.DefaultLibraryPath64Bit));
            }

            var importer = new AssimpImporter();
            //importer.SetConfig(new NormalSmoothingAngleConfig(66.0f));

            // Steps for Direct3D, should we make this configurable?
            var steps = PostProcessSteps.FlipUVs | PostProcessSteps.FlipWindingOrder | PostProcessSteps.MakeLeftHanded;

            // Setup quality
            switch (compilerOptions.Quality)
            {
                case ModelRealTimeQuality.Low:
                    steps |= PostProcessPreset.TargetRealTimeFast;
                    break;
                case ModelRealTimeQuality.Maximum:
                    steps |= PostProcessPreset.TargetRealTimeMaximumQuality;
                    break;
                default:
                    steps |= PostProcessPreset.TargetRealTimeQuality;
                    break;
            }

            scene = importer.ImportFile(fileName, steps);
            model = new ModelData();
            ProcessScene();

            result.IsContentGenerated = true;
            result.ModelData = model;

            return result;
        }
コード例 #9
0
ファイル: SkinnedModel.cs プロジェクト: jackinf/dx11
        public SkinnedModel(Device device, TextureManager texMgr, string filename, string texturePath, bool flipTexY = false)
        {
            // initialize collections
            _subsets = new List<MeshGeometry.Subset>();
            _vertices = new List<PosNormalTexTanSkinned>();
            _indices = new List<short>();
            DiffuseMapSRV = new List<ShaderResourceView>();
            NormalMapSRV = new List<ShaderResourceView>();
            Materials = new List<Material>();

            var importer = new AssimpImporter();
            #if DEBUG
            importer.AttachLogStream(new ConsoleLogStream());
            importer.VerboseLoggingEnabled = true;
            #endif
            var model = importer.ImportFile(filename, PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.CalculateTangentSpace );

            // Load animation data
            Animator = new SceneAnimator();
            Animator.Init(model);

            // create our vertex-to-boneweights lookup
            var vertToBoneWeight = new Dictionary<uint, List<VertexWeight>>();
            // create bounding box extents
            _min = new Vector3(float.MaxValue);
            _max = new Vector3(float.MinValue);

            foreach (var mesh in model.Meshes) {
                ExtractBoneWeightsFromMesh(mesh, vertToBoneWeight);
                var subset = new MeshGeometry.Subset {
                    VertexCount = mesh.VertexCount,
                    VertexStart = _vertices.Count,
                    FaceStart = _indices.Count / 3,
                    FaceCount = mesh.FaceCount
                };
                _subsets.Add(subset);

                var verts = ExtractVertices(mesh, vertToBoneWeight, flipTexY);
                _vertices.AddRange(verts);
                // extract indices and shift them to the proper offset into the combined vertex buffer
                var indices = mesh.GetIndices().Select(i => (short)(i + (uint)subset.VertexStart)).ToList();
                _indices.AddRange(indices);

                // extract materials
                var mat = model.Materials[mesh.MaterialIndex];
                var material = mat.ToMaterial();
                Materials.Add(material);

                // extract material textures
                var diffusePath = mat.GetTexture(TextureType.Diffuse, 0).FilePath;
                if (!string.IsNullOrEmpty(diffusePath)) {
                    DiffuseMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, diffusePath)));
                }
                var normalPath = mat.GetTexture(TextureType.Normals, 0).FilePath;
                if (!string.IsNullOrEmpty(normalPath)) {
                    NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, normalPath)));
                } else {
                    // for models created without a normal map baked, we'll check for a texture with the same
                    // filename as the diffure texture, and _nmap suffixed
                    // this lets us add our own normal maps easily
                    var normalExt = Path.GetExtension(diffusePath);
                    normalPath = Path.GetFileNameWithoutExtension(diffusePath) + "_nmap" + normalExt;
                    if (File.Exists(Path.Combine(texturePath, normalPath))) {
                        NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, normalPath)));
                    }
                }
            }
            BoundingBox = new BoundingBox(_min, _max);
            _modelMesh = new MeshGeometry();
            _modelMesh.SetSubsetTable(_subsets);
            _modelMesh.SetVertices(device, _vertices);
            _modelMesh.SetIndices(device, _indices);
        }
コード例 #10
0
ファイル: frmMain.cs プロジェクト: reward-hunters/PrintAhead
        /// <summary> Формат dae. (collada) </summary>
        public void ExportCollada()
        {
            if (!MakePayment("8", "Payment for PrintAhead collada print"))
            {
                MessageBox.Show("Payment was failed!");
                return;
            }

            var fiName = string.Empty;
            var daeName = string.Empty;
            string newDirectory = string.Empty;
            using (var ofd = new FolderDialogEx())
            {
                if (ofd.ShowDialog(Handle) != DialogResult.OK)
                    return;

                if (ofd.SelectedFolder[0] == ProgramCore.Project.ProjectPath)
                {
                    MessageBox.Show("Can't export file to project directory.", "Warning");
                    return;
                }

                newDirectory = Path.Combine(ofd.SelectedFolder[0], "SmoothedModelTextures");
                FolderEx.CreateDirectory(newDirectory);

                daeName = Path.Combine(newDirectory, ProgramCore.Project.ProjectName + ".dae");
                fiName = Path.Combine(newDirectory, ProgramCore.Project.ProjectName + ".obj");
            }

            //var tempScale = 5f;
            var realScale = ctrlRenderControl.headMeshesController.RenderMesh.RealScale;
            if (ProgramCore.PluginMode)
            {
                var scale = 1f;
                switch (ProgramCore.Project.ManType)
                {
                    case ManType.Male:
                        scale = ctrlRenderControl.headMeshesController.SetSize(29.9421043f); // подгонка размера
                        break;
                    case ManType.Female:
                        scale = ctrlRenderControl.headMeshesController.SetSize(29.3064537f); // подгонка размера
                        break;
                    case ManType.Child:
                        scale = ctrlRenderControl.headMeshesController.SetSize(25.6209984f); // подгонка размера
                        break;
                }

                //tempScale = ProgramCore.MainForm.ctrlRenderControl.headMeshesController.RenderMesh.MorphScale;
                //ProgramCore.MainForm.ctrlRenderControl.headMeshesController.RenderMesh.MorphScale /= scale;
                realScale /= scale;
            }

            if (ProgramCore.Project != null)
            {
                ctrlRenderControl.pickingController.SelectedMeshes.Clear();
                ProgramCore.Project.ToStream();
            }
            var morphK = float.IsNaN(ProgramCore.Project.MorphingScale) ? 0.9f : ProgramCore.Project.MorphingScale;
            ProgramCore.MainForm.ctrlRenderControl.DoMorth(morphK);      // чтобы не потерять Smoothing

            Process.Start("http://www.shapeways.com/");

            var meshInfos = new List<MeshInfo>();
            foreach (var part in ctrlRenderControl.headMeshesController.RenderMesh.Parts)
                meshInfos.Add(new MeshInfo(part));
            MeshInfo.FindCenter(meshInfos, "Меши бошки до экспорта frmMain::ExportCollada()");
            ProgramCore.EchoToLog(String.Format("realScale frmMain::ExportCollada(): {0}", realScale), EchoMessageType.Information);
            ObjSaver.ExportMergedModel(fiName, ProgramCore.MainForm.ctrlRenderControl.pickingController.HairMeshes,
                ProgramCore.MainForm.ctrlRenderControl.pickingController.AccesoryMeshes, meshInfos, realScale, true, true);

            var importer = new AssimpImporter();
            importer.ConvertFromFileToFile(fiName, daeName, "collada");

            if (ProgramCore.Project.FrontImage != null)
                ProgramCore.Project.FrontImage.Save(Path.Combine(newDirectory, "tempHaarImage.jpg"));
            if (ProgramCore.Project.ProfileImage != null)
                ProgramCore.Project.ProfileImage.Save(Path.Combine(newDirectory, "ProfileImage.jpg"));

            File.Delete(fiName);
            var mtlName = Path.Combine(newDirectory, ProgramCore.Project.ProjectName + ".mtl");
            if (File.Exists(mtlName))
                File.Delete(mtlName);

            using (var zip = new ZipFile())
            {
                zip.AddFiles(Directory.GetFiles(newDirectory), false, "");

                foreach (var dir in Directory.GetDirectories(newDirectory))
                {
                    var files = Directory.GetFiles(dir, "*.*", SearchOption.AllDirectories);
                    foreach (var file in files)
                    {
                        if (!zip.ContainsEntry((new FileInfo(file)).Name))
                            zip.AddFile(file, "");
                    }
                }

                zip.Save(Path.Combine(newDirectory, ProgramCore.Project.ProjectName + ".zip"));
            }

            //if (ProgramCore.PluginMode)
            //    ProgramCore.MainForm.ctrlRenderControl.headMeshesController.RenderMesh.MorphScale = tempScale;

            MessageBox.Show("Color 3D export finished!", "Done");
        }
コード例 #11
0
ファイル: frmMain.cs プロジェクト: reward-hunters/PrintAhead
        /// <summary> Формат stl 5$</summary>
        public void Export3DPrint()
        {
            if (!MakePayment("5", "Payment for PrintAhead stl print"))
            {
                MessageBox.Show("Payment was failed!");
                return;
            }

            var fiName = string.Empty;
            var stlName = string.Empty;
            using (var ofd = new FolderDialogEx())
            {
                if (ofd.ShowDialog(Handle) != DialogResult.OK)
                    return;
                stlName = Path.Combine(ofd.SelectedFolder[0], ProgramCore.Project.ProjectName + ".stl");
                fiName = Path.Combine(ofd.SelectedFolder[0], ProgramCore.Project.ProjectName + ".obj");
            }

            if (ProgramCore.Project != null)
            {
                ctrlRenderControl.pickingController.SelectedMeshes.Clear();
                ProgramCore.Project.ToStream();
            }

            var meshInfos = new List<MeshInfo>();
            foreach (var part in ctrlRenderControl.headMeshesController.RenderMesh.Parts)
                meshInfos.Add(new MeshInfo(part));

            ObjSaver.ExportMergedModel(fiName, ProgramCore.MainForm.ctrlRenderControl.pickingController.HairMeshes,
                ProgramCore.MainForm.ctrlRenderControl.pickingController.AccesoryMeshes, meshInfos,
               ctrlRenderControl.headMeshesController.RenderMesh.RealScale);

            var importer = new AssimpImporter();
            importer.ConvertFromFileToFile(fiName, stlName, "stl");
        }
コード例 #12
0
        private Scene LoadDaeScene(String path)
        {
            Scene scene;
            using (var importer = new AssimpImporter())
            {
                importer.SetConfig(new NormalSmoothingAngleConfig(66.0f));
                scene = importer.ImportFile(path, PostProcessPreset.TargetRealTimeMaximumQuality);
            }

            return scene;
        }
コード例 #13
0
        static List<Model> ConvertProtoBUF(string filenameIN, string filenameOUT)
        {
            AssimpImporter importer = new AssimpImporter (); //Initialize Assimp.NET

            List<Model> models = SceneToCustom (importer.ImportFile (filenameIN)); //Import file and set it up for a serializeable struct

            int index = 0;

            foreach (Model model in models) {
                using (Stream outwrite = File.Create(Path.Combine (Path.GetDirectoryName (filenameOUT), index.ToString () + Path.GetFileName (filenameOUT)))) {     //Create output file

                    Serializer.Serialize (outwrite, model);     //Do the magic, data serialized to xml file

                }
                index++;
            }

            return models;
        }
コード例 #14
0
ファイル: Mesh.cs プロジェクト: woncomp/LiliumLab
        public static Mesh CreateFromFile(string filePath, bool rotateYZ = false, bool convertToLeftHanded = false, float scale = 1)
        {
            Func<Assimp.Vector3D, Vector3> _MakeVector3 = v => new Vector3(v.X, v.Y, v.Z);
            Func<Assimp.Vector3D, Vector2> _MakeTexCoord = v =>
                {
                    var x = v.X; while (x > 1) x -= 1; while (x < 0) x += 1;
                    var y = v.Y; while (y > 1) y -= 1; while (y < 0) y += 1;
                    return new Vector2(x, y);
                };

            using (var importer = new AssimpImporter())
            {
                if (Config.LoadMeshPrintLog)
                {
                    LogStream logStream = new LogStream((msg, data) =>
                    {
                        Console.WriteLine(string.Format("Assimp: {0}", msg));
                    });
                    importer.AttachLogStream(logStream);
                }

                PostProcessSteps options = PostProcessSteps.None;
                if(Config.LoadMeshComputeTangent)
                    options |= PostProcessSteps.CalculateTangentSpace;
                if(convertToLeftHanded)
                    options |= PostProcessSteps.MakeLeftHanded;

                var scene = importer.ImportFile(filePath, options);

                if (!scene.HasMeshes) return null;

                var builder = new MeshBuilder();

                Matrix mat = Matrix.Identity;
                if(rotateYZ)
                    mat = Matrix.RotationX(-MathUtil.PiOverTwo);

                foreach (var aiMesh in scene.Meshes)
                {
                    builder.BeginSubmesh();

                    for (int i = 0; i < aiMesh.VertexCount; ++i)
                    {
                        var v = new MeshVertex();
                        v.Position = _MakeVector3(aiMesh.Vertices[i]) * scale;
                        v.Position = Vector3.TransformCoordinate(v.Position, mat);
                        if (aiMesh.HasNormals)
                        {
                            v.Normal = _MakeVector3(aiMesh.Normals[i]);
                            v.Normal = Vector3.TransformNormal(v.Normal, mat);
                        }
                        if (aiMesh.HasTangentBasis)
                        {
                            v.Tangent = _MakeVector3(aiMesh.Tangents[i]);
                            v.Tangent = Vector3.TransformNormal(v.Tangent, mat);
                        }

                        if (aiMesh.HasTextureCoords(0))
                        {
                            var texCoords = aiMesh.GetTextureCoords(0);
                            v.TexCoord = _MakeTexCoord(texCoords[i]);
                        }

                        builder.Vertex(v);
                    }

                    //aiMesh.GetIntIndices().ToList().ForEach(builder.Index);

                    for (int i = 0; i < aiMesh.FaceCount; ++i)
                    {
                        var face = aiMesh.Faces[i];
                        for (int j = 1; j < face.IndexCount - 1;++j )
                        {
                            builder.Index((uint) face.Indices[0]);
                            builder.Index((uint) face.Indices[j]);
                            builder.Index((uint) face.Indices[j+1]);
                        }
                    }

                    //if (scene.HasMaterials)
                    //{
                    //    var folder = System.IO.Path.GetDirectoryName(filePath);
                    //    var materialIndex = aiMesh.MaterialIndex;
                    //    if (materialIndex >= 0 && materialIndex < scene.Materials.Length)
                    //    {
                    //        var material = scene.Materials[materialIndex];
                    //        var textures = material.GetTextures(TextureType.Diffuse);
                    //        if (textures != null)
                    //        {
                    //            builder.Texture(0, System.IO.Path.Combine(folder, textures[0].FilePath));
                    //        }
                    //        textures = material.GetTextures(TextureType.Ambient);
                    //        if (textures != null)
                    //            builder.Texture(1, System.IO.Path.Combine(folder, textures[0].FilePath));
                    //        textures = material.GetTextures(TextureType.Specular);
                    //        if (textures != null)
                    //            builder.Texture(2, System.IO.Path.Combine(folder, textures[0].FilePath));
                    //    }
                    //}

                    builder.EndSubmesh();
                }

                return builder.Complete();
            }
        }
コード例 #15
0
ファイル: Model.cs プロジェクト: TomCrypto/Insight
        private void LoadModel(Device device, String fileName)
        {
            PostProcessSteps flags = PostProcessSteps.Triangulate
                                   | PostProcessSteps.OptimizeMeshes
                                   | PostProcessSteps.GenerateUVCoords
                                   | PostProcessSteps.FixInFacingNormals
                                   | PostProcessSteps.CalculateTangentSpace
                                   | PostProcessSteps.GenerateSmoothNormals;

            using (AssimpImporter importer = new AssimpImporter())
            {
                Console.WriteLine("Loading model " + fileName);

                var data = importer.ImportFile(fileName, flags);

                foreach (var mesh in data.Meshes)
                {
                    List<Vertex> geometry = new List<Vertex>(mesh.FaceCount * 3);
                    String meshName = data.Materials[mesh.MaterialIndex].Name;

                    //Console.WriteLine("Loading mesh " + meshName);

                    if (!mesh.HasTextureCoords(0))
                    {
                        Console.WriteLine("INFO: Mesh has no UV's. This is perfectly fine if the material does not use textures.");
                    }

                    foreach (var face in mesh.Faces)
                    {
                        for (int t = 0; t < face.IndexCount; ++t)
                        {
                            if (!mesh.HasTextureCoords(0))
                            {
                                geometry.Add(new Vertex(mesh.Vertices[face.Indices[t]],
                                                        mesh.Normals[face.Indices[t]],
                                                        new Vector3D(0, 0, 0),
                                                        new Vector3D(0, 0, 0),
                                                        new Vector3D(0, 0, 0)));
                            }
                            else
                            {
                                geometry.Add(new Vertex(mesh.Vertices[face.Indices[t]],
                                                        mesh.Normals[face.Indices[t]],
                                                        mesh.Tangents[face.Indices[t]],
                                                        mesh.BiTangents[face.Indices[t]],
                                                        mesh.GetTextureCoords(0)[face.Indices[t]]));
                            }
                        }
                    }

                    meshes.Add(new Mesh(device, meshName, geometry));
                }
            }
        }
コード例 #16
0
ファイル: BasicModel.cs プロジェクト: jackinf/dx11
        public BasicModel(Device device, TextureManager texMgr, string filename, string texturePath)
        {
            _subsets = new List<MeshGeometry.Subset>();
            _vertices = new List<PosNormalTexTan>();
            _indices = new List<short>();
            DiffuseMapSRV = new List<ShaderResourceView>();
            NormalMapSRV = new List<ShaderResourceView>();
            Materials = new List<Material>();
            _modelMesh = new MeshGeometry();

            var importer = new AssimpImporter();
            if (!importer.IsImportFormatSupported(Path.GetExtension(filename))) {
                throw new ArgumentException("Model format " + Path.GetExtension(filename) + " is not supported!  Cannot load {1}", "filename");
            }
            #if DEBUG

            importer.AttachLogStream(new ConsoleLogStream());
            importer.VerboseLoggingEnabled = true;
            #endif
            var model = importer.ImportFile(filename, PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.CalculateTangentSpace);

            var min = new Vector3(float.MaxValue);
            var max = new Vector3(float.MinValue);
            var verts = new List<PosNormalTexTan>();
            foreach (var mesh in model.Meshes) {
                var subset = new MeshGeometry.Subset {

                    VertexCount = mesh.VertexCount,
                    VertexStart = _vertices.Count,
                    FaceStart = _indices.Count / 3,
                    FaceCount = mesh.FaceCount
                };
                _subsets.Add(subset);
                // bounding box corners

                for (var i = 0; i < mesh.VertexCount; i++) {
                    var pos = mesh.HasVertices ? mesh.Vertices[i].ToVector3() : new Vector3();
                    min = Vector3.Minimize(min, pos);
                    max = Vector3.Maximize(max, pos);

                    var norm = mesh.HasNormals ? mesh.Normals[i] : new Vector3D();
                    var texC = mesh.HasTextureCoords(0) ? mesh.GetTextureCoords(0)[i] : new Vector3D();
                    var tan = mesh.HasTangentBasis ? mesh.Tangents[i] : new Vector3D();
                    var v = new PosNormalTexTan(pos, norm.ToVector3(), texC.ToVector2(), tan.ToVector3());
                    verts.Add(v);
                }

                _vertices.AddRange(verts);

                var indices = mesh.GetIndices().Select(i => (short)(i + (uint)subset.VertexStart)).ToList();
                _indices.AddRange(indices);

                var mat = model.Materials[mesh.MaterialIndex];
                var material = mat.ToMaterial();

                Materials.Add(material);

                var diffusePath = mat.GetTexture(TextureType.Diffuse, 0).FilePath;
                if (Path.GetExtension(diffusePath) == ".tga") {
                    // DirectX doesn't like to load tgas, so you will need to convert them to pngs yourself with an image editor
                    diffusePath = diffusePath.Replace(".tga", ".png");
                }
                if (!string.IsNullOrEmpty(diffusePath)) {
                    DiffuseMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, diffusePath)));
                }
                var normalPath = mat.GetTexture(TextureType.Normals, 0).FilePath;
                if (!string.IsNullOrEmpty(normalPath)) {
                    NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, normalPath)));
                } else {
                    var normalExt = Path.GetExtension(diffusePath);
                    normalPath = Path.GetFileNameWithoutExtension(diffusePath) + "_nmap" + normalExt;

                    NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, normalPath)));

                }
            }
            BoundingBox = new BoundingBox(min, max);
            _modelMesh.SetSubsetTable(_subsets);
            _modelMesh.SetVertices(device, _vertices);
            _modelMesh.SetIndices(device, _indices);
        }