public MeshCollisionData.Convex CreateCollisionConvex(OBJGroup.SubObject sub) { var positions = sub.GetPositions(importer); var convex = new MeshCollisionData.Convex(); convex.Positions = positions; return(convex); }
private void updateActiveSubObject() { if (activeGroup == null) { activeSubObject = null; return; } activeSubObject = activeGroup.GetOrCreateSubObject(activeMaterial); }
private void addPositionsFromSubObject(ObjImporter importer, OBJGroup.SubObject subObj, List <Vector3> positions) { for (int k = 0; k < subObj.Faces.Count; k++) { var f = subObj.Faces[k]; positions.Add(importer.Vertices[f.V1.Position]); positions.Add(importer.Vertices[f.V2.Position]); positions.Add(importer.Vertices[f.V3.Position]); } }
private void convertSubObjectPhysicsConvexMesh(ObjImporter importer, OBJGroup.SubObject sub, RAMMesh mesh) { var positions = new List <Vector3>(); addPositionsFromSubObject(importer, sub, positions); var convex = new MeshCollisionData.Convex(); convex.Positions = positions; mesh.GetCollisionData().ConvexMeshes.Add(convex); }
private void convertSubObjectPhysicsTriangleMesh(ObjImporter importer, OBJGroup.SubObject sub, RAMMesh mesh) { if (mesh.GetCollisionData().TriangleMesh != null) { throw new InvalidOperationException("Multiple Physics triangle meshes found in an object!"); } var positions = new List <Vector3>(); addPositionsFromSubObject(importer, sub, positions); var indices = createIndices(positions.Count * 3); var tm = new MeshCollisionData.TriangleMeshData(); tm.Positions = positions.ToArray(); tm.Indices = indices; mesh.GetCollisionData().TriangleMesh = tm; }
private void convertSubObject(ObjImporter importer, OBJGroup.SubObject sub, Dictionary <OBJMaterial, MeshCoreData.Material> materials, RAMMesh mesh) { if (sub.Material.Name == materialNamePhysicsBox) { convertSubObjectPhysicsBox(importer, sub, mesh); } else if (sub.Material.Name == materialNameTriangleMesh) { convertSubObjectPhysicsTriangleMesh(importer, sub, mesh); } else if (sub.Material.Name == materialNameConvex) { convertSubObjectPhysicsConvexMesh(importer, sub, mesh); } else { convertSubObjectRenderPart(mesh, sub, importer, materials); } }
public MeshCollisionData.Box CreateCollisionBox(OBJGroup.SubObject subObj, RAMMesh mesh) { var data = mesh.GetCollisionData(); var positions = new List <Vector3>(); for (int i = 0; i < subObj.Faces.Count; i++) { var face = subObj.Faces[i]; positions.Add(importer.Vertices[face.V1.Position]); positions.Add(importer.Vertices[face.V2.Position]); positions.Add(importer.Vertices[face.V3.Position]); } var bb = BoundingBox.CreateFromPoints(positions); var box = new MeshCollisionData.Box(); box.Dimensions = bb.Max - bb.Min; box.Orientation = Matrix.CreateTranslation((bb.Max + bb.Min) * 0.5f); return(box); }
public MeshCoreData.Part CreateMeshPart(OBJGroup.SubObject sub) { if (sub.Faces.Count == 0) { return(null); } Vector3[] positions = new Vector3[sub.Faces.Count * 3]; Vector3[] normals = new Vector3[sub.Faces.Count * 3]; Vector2[] texcoords = new Vector2[sub.Faces.Count * 3]; // Note that faces are flipped in this piece of code!!! for (int k = 0; k < sub.Faces.Count; k++) { var face = sub.Faces[k]; positions[k * 3 + 0] = importer.Vertices[face.V1.Position]; positions[k * 3 + 1] = importer.Vertices[face.V3.Position]; positions[k * 3 + 2] = importer.Vertices[face.V2.Position]; normals[k * 3 + 0] = importer.Normals[face.V1.Normal]; normals[k * 3 + 1] = importer.Normals[face.V3.Normal]; normals[k * 3 + 2] = importer.Normals[face.V2.Normal]; texcoords[k * 3 + 0] = new Vector2(importer.TexCoords[face.V1.TextureCoordinate].X, 1 - importer.TexCoords[face.V1.TextureCoordinate].Y); texcoords[k * 3 + 1] = new Vector2(importer.TexCoords[face.V3.TextureCoordinate].X, 1 - importer.TexCoords[face.V3.TextureCoordinate].Y); texcoords[k * 3 + 2] = new Vector2(importer.TexCoords[face.V2.TextureCoordinate].X, 1 - importer.TexCoords[face.V2.TextureCoordinate].Y); } TangentSolver solver = new TangentSolver(); var tangents = solver.GenerateTangents(positions, normals, texcoords).Select(f => new Vector3(f.X, f.Y, f.Z)).ToArray(); var positionsSource = new MeshPartGeometryData.Source(); positionsSource.DataVector3 = positions; positionsSource.Semantic = MeshPartGeometryData.Semantic.Position; var normalsSource = new MeshPartGeometryData.Source(); normalsSource.DataVector3 = normals; normalsSource.Semantic = MeshPartGeometryData.Semantic.Normal; var texcoordsSource = new MeshPartGeometryData.Source(); texcoordsSource.DataVector2 = texcoords; texcoordsSource.Semantic = MeshPartGeometryData.Semantic.Texcoord; var tangentsSource = new MeshPartGeometryData.Source(); tangentsSource.DataVector3 = tangents; tangentsSource.Semantic = MeshPartGeometryData.Semantic.Tangent; var part = new MeshCoreData.Part(); part.MeshMaterial = materials[sub.Material]; var meshPart = new RAMMeshPart(); meshPart.GetGeometryData().Sources.Add(positionsSource); meshPart.GetGeometryData().Sources.Add(normalsSource); meshPart.GetGeometryData().Sources.Add(texcoordsSource); meshPart.GetGeometryData().Sources.Add(tangentsSource); part.MeshPart = meshPart; part.ObjectMatrix = Matrix.Identity; return(part); }
private void convertSubObjectRenderPart(RAMMesh mesh, OBJGroup.SubObject sub, ObjImporter importer, Dictionary <OBJMaterial, MeshCoreData.Material> materials) { if (sub.Faces.Count == 0) { return; } var meshCoreData = mesh.GetCoreData(); Vector3[] positions = new Vector3[sub.Faces.Count * 3]; Vector3[] normals = new Vector3[sub.Faces.Count * 3]; Vector2[] texcoords = new Vector2[sub.Faces.Count * 3]; for (int k = 0; k < sub.Faces.Count; k++) { var face = sub.Faces[k]; positions[k * 3 + 0] = importer.Vertices[face.V1.Position]; positions[k * 3 + 1] = importer.Vertices[face.V2.Position]; positions[k * 3 + 2] = importer.Vertices[face.V3.Position]; normals[k * 3 + 0] = importer.Normals[face.V1.Normal]; normals[k * 3 + 1] = importer.Normals[face.V2.Normal]; normals[k * 3 + 2] = importer.Normals[face.V3.Normal]; texcoords[k * 3 + 0] = new Vector2(importer.TexCoords[face.V1.TextureCoordinate].X, 1 - importer.TexCoords[face.V1.TextureCoordinate].Y); texcoords[k * 3 + 1] = new Vector2(importer.TexCoords[face.V2.TextureCoordinate].X, 1 - importer.TexCoords[face.V2.TextureCoordinate].Y); texcoords[k * 3 + 2] = new Vector2(importer.TexCoords[face.V3.TextureCoordinate].X, 1 - importer.TexCoords[face.V3.TextureCoordinate].Y); } TangentSolver solver = new TangentSolver(); var tangents = solver.GenerateTangents(positions, normals, texcoords).Select(f => new Vector3(f.X, f.Y, f.Z)).ToArray(); var positionsSource = new MeshPartGeometryData.Source(); positionsSource.DataVector3 = positions; positionsSource.Semantic = MeshPartGeometryData.Semantic.Position; var normalsSource = new MeshPartGeometryData.Source(); normalsSource.DataVector3 = normals; normalsSource.Semantic = MeshPartGeometryData.Semantic.Normal; var texcoordsSource = new MeshPartGeometryData.Source(); texcoordsSource.DataVector2 = texcoords; texcoordsSource.Semantic = MeshPartGeometryData.Semantic.Texcoord; var tangentsSource = new MeshPartGeometryData.Source(); tangentsSource.DataVector3 = tangents; tangentsSource.Semantic = MeshPartGeometryData.Semantic.Tangent; var part = new MeshCoreData.Part(); part.MeshMaterial = materials[sub.Material]; var meshPart = new RAMMeshPart(); meshPart.GetGeometryData().Sources.Add(positionsSource); meshPart.GetGeometryData().Sources.Add(normalsSource); meshPart.GetGeometryData().Sources.Add(texcoordsSource); meshPart.GetGeometryData().Sources.Add(tangentsSource); part.MeshPart = meshPart; part.ObjectMatrix = Matrix.Identity; meshCoreData.Parts.Add(part); }