コード例 #1
0
ファイル: Assimp.cs プロジェクト: cano159/Switch-Toolbox
        private Matrix4 FromAssimpMatrix(Matrix4x4 mat)
        {
            Vector3D scaling;
            Vector3D tranlation;

            Assimp.Quaternion rot;
            mat.Decompose(out scaling, out rot, out tranlation);

            Console.WriteLine($"rotQ " + rot);

            Matrix4 positionMat = Matrix4.CreateTranslation(AssimpHelper.FromVector(tranlation));
            Matrix4 rotQ        = Matrix4.CreateFromQuaternion(AssimpHelper.TKQuaternion(rot));
            Matrix4 scaleMat    = Matrix4.CreateScale(AssimpHelper.FromVector(scaling));
            Matrix4 matrixFinal = scaleMat * rotQ * positionMat;

            return(matrixFinal);
        }
コード例 #2
0
ファイル: Assimp.cs プロジェクト: cano159/Switch-Toolbox
        public List <Vertex> GetVertices(Mesh msh, Matrix4 transform, STGenericObject STobj)
        {
            List <Vertex> vertices = new List <Vertex>();

            for (int v = 0; v < msh.VertexCount; v++)
            {
                Vertex vert = new Vertex();

                if (msh.HasVertices)
                {
                    vert.pos = Vector3.TransformPosition(AssimpHelper.FromVector(msh.Vertices[v]), transform);
                }
                if (msh.HasNormals)
                {
                    vert.nrm = Vector3.TransformNormal(AssimpHelper.FromVector(msh.Normals[v]), transform);
                }
                if (msh.HasTextureCoords(0))
                {
                    vert.uv0 = new Vector2(msh.TextureCoordinateChannels[0][v].X, msh.TextureCoordinateChannels[0][v].Y);
                }
                if (msh.HasTextureCoords(1))
                {
                    vert.uv1 = new Vector2(msh.TextureCoordinateChannels[1][v].X, msh.TextureCoordinateChannels[1][v].Y);
                }
                if (msh.HasTextureCoords(2))
                {
                    vert.uv2 = new Vector2(msh.TextureCoordinateChannels[2][v].X, msh.TextureCoordinateChannels[2][v].Y);
                }
                if (msh.HasTangentBasis)
                {
                    vert.tan = new Vector4(msh.Tangents[v].X, msh.Tangents[v].Y, msh.Tangents[v].Z, 1);
                }
                if (msh.HasVertexColors(0))
                {
                    vert.col = new Vector4(msh.VertexColorChannels[0][v].R, msh.VertexColorChannels[0][v].G, msh.VertexColorChannels[0][v].B, msh.VertexColorChannels[0][v].A);
                }
                if (msh.HasTangentBasis)
                {
                    vert.bitan = new Vector4(msh.BiTangents[v].X, msh.BiTangents[v].Y, msh.BiTangents[v].Z, 1);
                }
                vertices.Add(vert);
            }
            if (msh.HasBones)
            {
                for (int i = 0; i < msh.BoneCount; i++)
                {
                    Bone bn = msh.Bones[i];
                    if (bn.HasVertexWeights)
                    {
                        foreach (VertexWeight w in bn.VertexWeights)
                        {
                            //  vertices[w.VertexID].pos = Vector3.TransformPosition(vertices[w.VertexID].pos, AssimpHelper.TKMatrix(bn.OffsetMatrix));
                            vertices[w.VertexID].boneWeights.Add(w.Weight);
                            vertices[w.VertexID].boneNames.Add(bn.Name);
                            BoneNames.Add(bn.Name);
                        }
                    }
                }
            }


            return(vertices);
        }
コード例 #3
0
        public List <Vertex> GetVertices(Mesh msh, Matrix4 transform, STGenericObject STobj)
        {
            Matrix4 NormalsTransform = Matrix4.CreateFromQuaternion(transform.ExtractRotation());

            List <Vertex> vertices = new List <Vertex>();

            for (int v = 0; v < msh.VertexCount; v++)
            {
                Vertex vert = new Vertex();

                if (msh.HasVertices)
                {
                    vert.pos = Vector3.TransformPosition(AssimpHelper.FromVector(msh.Vertices[v]), transform);
                }
                if (msh.HasNormals)
                {
                    vert.nrm = Vector3.TransformNormal(AssimpHelper.FromVector(msh.Normals[v]), NormalsTransform);
                }
                if (msh.HasTextureCoords(0))
                {
                    vert.uv0 = new Vector2(msh.TextureCoordinateChannels[0][v].X, msh.TextureCoordinateChannels[0][v].Y);
                }
                if (msh.HasTextureCoords(1))
                {
                    vert.uv1 = new Vector2(msh.TextureCoordinateChannels[1][v].X, msh.TextureCoordinateChannels[1][v].Y);
                }
                if (msh.HasTextureCoords(2))
                {
                    vert.uv2 = new Vector2(msh.TextureCoordinateChannels[2][v].X, msh.TextureCoordinateChannels[2][v].Y);
                }
                if (msh.HasTangentBasis)
                {
                    vert.tan = new Vector4(msh.Tangents[v].X, msh.Tangents[v].Y, msh.Tangents[v].Z, 1);
                }
                if (msh.HasVertexColors(0))
                {
                    vert.col = new Vector4(msh.VertexColorChannels[0][v].R, msh.VertexColorChannels[0][v].G, msh.VertexColorChannels[0][v].B, msh.VertexColorChannels[0][v].A);
                    Console.WriteLine("VTX Col " + vert.col);
                }
                if (msh.HasTangentBasis)
                {
                    vert.bitan = new Vector4(msh.BiTangents[v].X, msh.BiTangents[v].Y, msh.BiTangents[v].Z, 1);
                }
                vertices.Add(vert);
            }
            if (msh.HasBones)
            {
                STConsole.WriteLine(msh.Name + " HasBones " + msh.HasBones);
                STConsole.WriteLine(msh.Name + " BoneCount " + msh.BoneCount);

                for (int i = 0; i < msh.BoneCount; i++)
                {
                    Bone bn = msh.Bones[i];
                    if (bn.HasVertexWeights)
                    {
                        foreach (VertexWeight w in bn.VertexWeights)
                        {
                            vertices[w.VertexID].boneWeights.Add(w.Weight);
                            vertices[w.VertexID].boneNames.Add(bn.Name);
                            BoneNames.Add(bn.Name);
                        }
                    }
                }
            }


            return(vertices);
        }