static FoamBoneInfo FindWeightsFor(Bone[] Bones, FoamBone[] FoamBones, int VertexID) { List <float> WeightsList = new List <float>(); List <int> VertexBonesList = new List <int>(); for (int i = 0; i < Bones.Length; i++) { Bone B = Bones[i]; foreach (var W in B.VertexWeights) { if (W.VertexID == VertexID) { WeightsList.Add(W.Weight); VertexBonesList.Add(FindBoneIndex(FoamBones, B.Name)); } } } while (WeightsList.Count < 4) { WeightsList.Add(0); VertexBonesList.Add(0); } if (WeightsList.Count > 4) { throw new Exception("More than 4 vertex bone weights not supported"); } FoamBoneInfo BInfo = new FoamBoneInfo(); BInfo.Bone1 = VertexBonesList[0]; BInfo.Bone2 = VertexBonesList[1]; BInfo.Bone3 = VertexBonesList[2]; BInfo.Bone4 = VertexBonesList[3]; BInfo.Weight1 = WeightsList[0]; BInfo.Weight2 = WeightsList[1]; BInfo.Weight3 = WeightsList[2]; BInfo.Weight4 = WeightsList[3]; return(BInfo); }
FoamMesh LoadMesh(BinaryReader Reader, DPMMesh Msh) { FoamVertex3[] Verts = new FoamVertex3[Msh.num_verts]; FoamBoneInfo[] Info = new FoamBoneInfo[Verts.Length]; ushort[] Inds = new ushort[Msh.num_tris * 3]; Reader.Seek(Msh.ofs_verts); for (int i = 0; i < Verts.Length; i++) { DPMVertex V = Reader.ReadStructReverse <DPMVertex>(); for (int j = 0; j < V.numbones; j++) { DPMBoneVert BoneVert = Reader.ReadStructReverse <DPMBoneVert>(); } } return(new FoamMesh(Verts, Inds, Info, Msh.GetShaderName(), 0)); }
static void UpdateModel(FoamModel Model, int FrameIndex) { if (Model.Animations == null) { return; } //Matrix4x4 ParentRotMat = Matrix4x4.CreateFromYawPitchRoll(0, -Pi / 2, 0); foreach (var Msh in Model.Meshes) { List <Vertex3> Verts = new List <Vertex3>(); if (Msh.BoneInformation == null) { continue; } foreach (var Index in Msh.Indices) { FoamVertex3 Vert = Msh.Vertices[Index]; FoamBoneInfo Info = Msh.BoneInformation[Index]; FoamBone Bone1 = Model.Bones[Info.Bone1]; // TODO: Weights Matrix4x4 BindWorld = Bone1.BindMatrix; Matrix4x4 WorldTrans = Model.CalcWorldTransform(0, FrameIndex, Info.Bone1); Vector3 Pos = Vector3.Transform(Vert.Position, BindWorld * WorldTrans); // TODO: Flip? Verts.Add(new Vertex3(Pos, Vert.UV)); } Mesh *RayMesh = ((Model)Msh.Userdata).meshes; Raylib.UnloadMesh(*RayMesh); *RayMesh = Raylib.GenMeshRaw(Verts.ToArray()); } }
public FoamModel Load(Stream S, string IQMFile) { int NumFrames = 0; ushort[] FrameData = null; Vector3[] Position = null; Vector2[] Texcoord = null; Vector3[] Normal = null; Vector4[] Tangent = null; IQMBlendIndices[] BlendIndexes = null; IQMBlendWeights[] BlendWeights = null; FoamColor[] Color = null; byte[] Text = null; byte[] Comment = null; IQMTriangle[] Triangles = null; IQMMesh[] Meshes = null; IQMJoint[] Joints = null; IQMPose[] Poses = null; IQMAnim[] Anims = null; FoamVertex3[] FoamVertices = null; FoamBoneInfo[] FoamBoneInfo = null; using (BinaryReader Reader = new BinaryReader(S, Encoding.UTF8, true)) { IQMHeader Header = Reader.ReadStruct <IQMHeader>(); NumFrames = (int)Header.num_frames; if (Header.GetMagic() != "INTERQUAKEMODEL") { throw new Exception("Invalid magic in IQM file"); } if (Header.Version != 2) { throw new Exception("Only IQM version 2 supported"); } // Text if (Header.ofs_text != 0) { Reader.Seek(Header.ofs_text); //Text = Encoding.ASCII.GetString(Reader.ReadBytes((int)Header.num_text)).Split(new char[] { (char)0 }); Text = Reader.ReadBytes((int)Header.num_text); } // Comments if (Header.ofs_comment != 0) { Reader.Seek(Header.ofs_comment); Comment = Reader.ReadBytes((int)Header.num_comment); } // Vertex arrays Reader.Seek(Header.ofs_vertexarrays); IQMVertexArray[] VertArrays = new IQMVertexArray[Header.num_vertexarrays]; for (int i = 0; i < VertArrays.Length; i++) { VertArrays[i] = Reader.ReadStruct <IQMVertexArray>(); } for (int i = 0; i < VertArrays.Length; i++) { ref IQMVertexArray VA = ref VertArrays[i]; Reader.Seek(VA.offset); switch (VA.type) { case IQMVertexArrayType.IQM_POSITION: if (VA.format != IQMVertexArrayFormat.IQM_FLOAT && VA.size != 3) { throw new NotImplementedException(); } Position = Reader.ReadStructArray <Vector3>((uint)(Header.num_vertexes * Marshal.SizeOf <Vector3>())); break; case IQMVertexArrayType.IQM_TEXCOORD: if (VA.format != IQMVertexArrayFormat.IQM_FLOAT && VA.size != 2) { throw new NotImplementedException(); } Texcoord = Reader.ReadStructArray <Vector2>((uint)(Header.num_vertexes * Marshal.SizeOf <Vector2>())); break; case IQMVertexArrayType.IQM_NORMAL: if (VA.format != IQMVertexArrayFormat.IQM_FLOAT && VA.size != 3) { throw new NotImplementedException(); } Normal = Reader.ReadStructArray <Vector3>((uint)(Header.num_vertexes * Marshal.SizeOf <Vector3>())); break; case IQMVertexArrayType.IQM_TANGENT: if (VA.format != IQMVertexArrayFormat.IQM_FLOAT && VA.size != 4) { throw new NotImplementedException(); } Tangent = Reader.ReadStructArray <Vector4>((uint)(Header.num_vertexes * Marshal.SizeOf <Vector4>())); break; case IQMVertexArrayType.IQM_BLENDINDEXES: if (VA.format != IQMVertexArrayFormat.IQM_UBYTE && VA.size != 4) { throw new NotImplementedException(); } BlendIndexes = Reader.ReadStructArray <IQMBlendIndices>((uint)(Header.num_vertexes * Marshal.SizeOf <IQMBlendIndices>())); break; case IQMVertexArrayType.IQM_BLENDWEIGHTS: if (VA.format != IQMVertexArrayFormat.IQM_UBYTE && VA.size != 4) { throw new NotImplementedException(); } BlendWeights = Reader.ReadStructArray <IQMBlendWeights>((uint)(Header.num_vertexes * Marshal.SizeOf <IQMBlendWeights>())); break; case IQMVertexArrayType.IQM_COLOR: if (VA.format != IQMVertexArrayFormat.IQM_UBYTE && VA.size != 4) { throw new NotImplementedException(); } Color = Reader.ReadStructArray <FoamColor>((uint)(Header.num_vertexes * Marshal.SizeOf <FoamColor>())); break; case IQMVertexArrayType.IQM_CUSTOM: default: throw new NotImplementedException(); } } // Triangles Reader.Seek(Header.ofs_triangles); Triangles = Reader.ReadStructArray <IQMTriangle>((uint)(Header.num_triangles * sizeof(IQMTriangle))); // Meshes Reader.Seek(Header.ofs_meshes); Meshes = Reader.ReadStructArray <IQMMesh>((uint)(Header.num_meshes * sizeof(IQMMesh))); // Joints Reader.Seek(Header.ofs_joints); Joints = Reader.ReadStructArray <IQMJoint>((uint)(Header.num_joints * sizeof(IQMJoint))); // Poses Reader.Seek(Header.ofs_poses); Poses = Reader.ReadStructArray <IQMPose>((uint)(Header.num_poses * sizeof(IQMPose))); // Anims Reader.Seek(Header.ofs_anims); Anims = Reader.ReadStructArray <IQMAnim>((uint)(Header.num_anims * sizeof(IQMAnim))); // Frames Reader.Seek(Header.ofs_frames); FrameData = Reader.ReadStructArray <ushort>((uint)(CountFrameDataLength(NumFrames, Poses) * sizeof(ushort))); // Foam vertices FoamVertices = new FoamVertex3[Header.num_vertexes]; for (int i = 0; i < FoamVertices.Length; i++) { FoamVertices[i] = BuildVertex(i, Tangent, Normal, Position, Texcoord, Color); } // Foam bone info FoamBoneInfo = new FoamBoneInfo[FoamVertices.Length]; for (int i = 0; i < FoamBoneInfo.Length; i++) { FoamBoneInfo Info = new FoamBoneInfo(); if (BlendIndexes != null && BlendWeights != null) { IQMBlendIndices BInd = BlendIndexes[i]; IQMBlendWeights BWgt = BlendWeights[i]; Info.Bone1 = BInd.BlendIndex1; Info.Bone2 = BInd.BlendIndex2; Info.Bone3 = BInd.BlendIndex3; Info.Bone4 = BInd.BlendIndex4; const float WeightDividend = 255.0f; Info.Weight1 = BWgt.BlendWeight1 / WeightDividend; Info.Weight2 = BWgt.BlendWeight2 / WeightDividend; Info.Weight3 = BWgt.BlendWeight3 / WeightDividend; Info.Weight4 = BWgt.BlendWeight4 / WeightDividend; } FoamBoneInfo[i] = Info; } }
static FoamModel Load(string FileName, int MD3Frame = 0) { string Ext = Path.GetExtension(FileName).ToLower(); using (AssimpContext Importer = new AssimpContext()) { Importer.SetConfig(new MD3HandleMultiPartConfig(false)); //Importer.SetConfig(new MD5NoAnimationAutoLoadConfig(true)); Importer.SetConfig(new VertexBoneWeightLimitConfig(4)); Importer.SetConfig(new MD3KeyFrameImportConfig(MD3Frame)); PostProcessSteps ProcessSteps = PostProcessSteps.Triangulate; ProcessSteps |= PostProcessSteps.SplitLargeMeshes; ProcessSteps |= PostProcessSteps.OptimizeMeshes; ProcessSteps |= PostProcessSteps.LimitBoneWeights; ProcessSteps |= PostProcessSteps.JoinIdenticalVertices; ProcessSteps |= PostProcessSteps.ImproveCacheLocality; ProcessSteps |= PostProcessSteps.GenerateNormals; ProcessSteps |= PostProcessSteps.GenerateUVCoords; //if (Ext != ".md3") ProcessSteps |= PostProcessPreset.ConvertToLeftHanded; Scene Sc = Importer.ImportFile(FileName, ProcessSteps); List <FoamMaterial> MaterialList = new List <FoamMaterial>(); foreach (var Mat in Sc.Materials) { FoamMaterial FoamMat = new FoamMaterial(Mat.Name); AddTextureIfExists(Mat.HasTextureDiffuse, ref FoamMat, Mat.TextureDiffuse, FoamTextureType.Diffuse); AddTextureIfExists(Mat.HasTextureEmissive, ref FoamMat, Mat.TextureEmissive, FoamTextureType.Glow); AddTextureIfExists(Mat.HasTextureNormal, ref FoamMat, Mat.TextureNormal, FoamTextureType.Normal); AddTextureIfExists(Mat.HasTextureSpecular, ref FoamMat, Mat.TextureSpecular, FoamTextureType.Specular); AddTextureIfExists(Mat.HasTextureReflection, ref FoamMat, Mat.TextureReflection, FoamTextureType.Reflection); AddTextureIfExists(Mat.HasTextureHeight, ref FoamMat, Mat.TextureHeight, FoamTextureType.Height); AddTextureIfExists(Mat.HasTextureLightMap, ref FoamMat, Mat.TextureLightMap, FoamTextureType.LightMap); AddTextureIfExists(Mat.HasTextureDisplacement, ref FoamMat, Mat.TextureDisplacement, FoamTextureType.Displacement); AddTextureIfExists(Mat.HasTextureAmbient, ref FoamMat, Mat.TextureAmbient, FoamTextureType.Ambient); AddTextureIfExists(Mat.HasTextureOpacity, ref FoamMat, Mat.TextureOpacity, FoamTextureType.Opacity); MaterialList.Add(FoamMat); } FoamBone[] Bones = new FoamBone[0]; List <FoamMesh> MeshList = new List <FoamMesh>(); foreach (var Msh in Sc.Meshes) { Vector3D[] Verts = Msh.Vertices.ToArray(); Vector3D[] UVs1 = Msh.TextureCoordinateChannels[0].ToArray(); Vector3D[] UVs2 = Msh.TextureCoordinateChannels[1].ToArray(); Vector3D[] Normals = Msh.Normals.ToArray(); Vector3D[] Tangents = Msh.Tangents.ToArray(); Color4D[] Colors = Msh.VertexColorChannels[0].ToArray(); string MeshName = Msh.Name; int MaterialIndex = Msh.MaterialIndex; FoamVertex3[] FoamVertices = new FoamVertex3[Verts.Length]; for (int i = 0; i < FoamVertices.Length; i++) { Vector2 UV1 = UVs1.Length != 0 ? new Vector2(UVs1[i].X, UVs1[i].Y) : Vector2.Zero; Vector2 UV2 = UVs2.Length != 0 ? new Vector2(UVs2[i].X, UVs2[i].Y) : Vector2.Zero; Vector3 Normal = Normals.Length != 0 ? new Vector3(Normals[i].X, Normals[i].Y, Normals[i].Z) : Vector3.Zero; Vector3 Tangent = Tangents.Length != 0 ? new Vector3(Tangents[i].X, Tangents[i].Y, Tangents[i].Z) : Vector3.Zero; FoamColor Color = Colors.Length != 0 ? new FoamColor(Colors[i].R, Colors[i].G, Colors[i].B, Colors[i].A) : FoamColor.White; FoamVertex3 V = new FoamVertex3(new Vector3(Verts[i].X, Verts[i].Y, Verts[i].Z), UV1, UV2, Normal, Tangent, Color); FoamVertices[i] = V; } bool CalculateTangents = Tangents.Length == 0 && UVs1.Length != 0; //bool CalculateNormals = Normals.Length == 0; List <ushort> FoamIndices = new List <ushort>(); foreach (var F in Msh.Faces) { ushort IndexA = (ushort)F.Indices[0]; ushort IndexB = (ushort)F.Indices[1]; ushort IndexC = (ushort)F.Indices[2]; if (CalculateTangents) { FoamVertex3 V0 = FoamVertices[IndexA]; FoamVertex3 V1 = FoamVertices[IndexB]; FoamVertex3 V2 = FoamVertices[IndexC]; Vector3 DeltaPos1 = V1.Position - V0.Position; Vector3 DeltaPos2 = V2.Position - V0.Position; //if (CalculateTangents) { Vector2 DeltaUV1 = V1.UV - V0.UV; Vector2 DeltaUV2 = V2.UV - V0.UV; Vector3 Tangent = (DeltaPos1 * DeltaUV2.Y - DeltaPos2 * DeltaUV1.Y) * (1.0f / (DeltaUV1.X * DeltaUV2.Y - DeltaUV1.Y * DeltaUV2.X)); FoamVertices[IndexA].Tangent = FoamVertices[IndexB].Tangent = FoamVertices[IndexC].Tangent = Tangent; /*} * * if (CalculateNormals) * FoamVertices[IndexA].Normal = FoamVertices[IndexB].Normal = FoamVertices[IndexC].Normal = Vector3.Normalize(Vector3.Cross(DeltaPos1, DeltaPos2));*/ } FoamIndices.AddRange(F.Indices.Select(I => (ushort)I)); } FoamBoneInfo[] BoneInfo = null; if (Msh.BoneCount != 0) { BoneInfo = new FoamBoneInfo[FoamVertices.Length]; Bone[] OrigBones = Msh.Bones.ToArray(); // Convert bones for (int i = 0; i < OrigBones.Length; i++) { if (!ContainsBoneNamed(Bones, OrigBones[i].Name)) { Utils.Append(ref Bones, new FoamBone(OrigBones[i].Name, -1, ConvertMatrix(OrigBones[i].OffsetMatrix))); } } // Convert vertex bone information for (int i = 0; i < FoamVertices.Length; i++) { BoneInfo[i] = FindWeightsFor(OrigBones, Bones, i); } } MeshList.Add(new FoamMesh(FoamVertices, FoamIndices?.ToArray() ?? null, BoneInfo, MeshName, MaterialIndex)); } if (Bones.Length > 0) { Node[] NodeHierarchy = Flatten(Sc.RootNode); //Node SceneRootNode = Sc.RootNode; Node RootNode = FindRoot(FindNode(NodeHierarchy, Bones[0].Name), Bones); Utils.Prepend(ref Bones, new FoamBone(RootNode.Name, -1, ConvertMatrix(RootNode.Transform))); /*Node RootNodeTest = RootNode; * while (RootNodeTest.Parent != null) { * Bones[0].BindMatrix = Bones[0].BindMatrix * ConvertMatrix(RootNodeTest.Transform); * RootNodeTest = RootNodeTest.Parent; * }*/ /*while (RootNode.Parent != null) { * Utils.Prepend(ref Bones, new FoamBone(RootNode.Name, -1, NumMatrix4x4.Identity)); * RootNode = RootNode.Parent; * }*/ for (int i = 0; i < Bones.Length; i++) { Node BoneNode = FindNode(NodeHierarchy, Bones[i].Name); int BoneParentIndex = FindBoneIndex(Bones, BoneNode.Parent.Name); if (BoneNode != RootNode) { if (BoneParentIndex == -1) { throw new Exception("Could not find a bone"); } } Bones[i].ParentBoneIndex = BoneParentIndex; } } else { Bones = null; } // Animations FoamAnimation[] Animations = null; foreach (var Anim in Sc.Animations) { string[] BoneNames = Anim.NodeAnimationChannels.Select(C => C.NodeName).ToArray(); int FrameCount = Anim.NodeAnimationChannels[0].PositionKeyCount; FoamAnimationFrame[] Frames = new FoamAnimationFrame[FrameCount]; for (int i = 0; i < FrameCount; i++) { Frames[i] = ReadFrame(Anim.NodeAnimationChannels, BoneNames, i); } FoamAnimation Animation = new FoamAnimation(Anim.Name, Frames, BoneNames, (float)Anim.DurationInTicks, (float)Anim.TicksPerSecond); Utils.Append(ref Animations, Animation); } return(new FoamModel(Path.GetFileNameWithoutExtension(FileName), FoamFlags.Model, MeshList.ToArray(), Bones, Animations, MaterialList.ToArray())); } }
static FoamModel LoadMdl(string FilePath) { FilePath = FilePath.Substring(0, FilePath.Length - Path.GetExtension(FilePath).Length); StudioModelFile Mdl = StudioModelFile.FromProvider(FilePath + ".mdl", VFS); if (Mdl == null) { throw new FileNotFoundException("File not found", FilePath + ".mdl"); } ValveVertexFile Verts = ValveVertexFile.FromProvider(FilePath + ".vvd", VFS); ValveTriangleFile Tris = ValveTriangleFile.FromProvider(FilePath + ".dx90.vtx", Mdl, Verts, VFS); // Foam stuff List <FoamMaterial> FoamMaterials = new List <FoamMaterial>(); string[] TexNames = Mdl.TextureNames.ToArray(); for (int i = 0; i < Mdl.MaterialCount; i++) { string MatName = Mdl.GetMaterialName(i, VFS); string ShortMatName = Path.GetFileNameWithoutExtension(MatName); ValveMaterialFile VMF = ValveMaterialFile.FromProvider(MatName, VFS); FoamMaterials.Add(new FoamMaterial(ShortMatName, new FoamTexture[] { new FoamTexture(TexNames[i], FoamTextureType.Diffuse) })); } List <FoamMesh> FoamMeshes = new List <FoamMesh>(); List <FoamBone> FoamBones = new List <FoamBone>(); StudioModelFile.StudioBone[] Bones = Mdl.GetBones(); for (int i = 0; i < Bones.Length; i++) { string BoneName = Mdl.GetBoneName(i); FoamBones.Add(new FoamBone(BoneName, Bones[i].Parent, Matrix4x4.Identity)); } // BODIES for (int BodyPartIdx = 0; BodyPartIdx < Mdl.BodyPartCount; BodyPartIdx++) { StudioModelFile.StudioModel[] StudioModels = Mdl.GetModels(BodyPartIdx).ToArray(); // MODELS for (int ModelIdx = 0; ModelIdx < StudioModels.Length; ModelIdx++) { ref StudioModelFile.StudioModel StudioModel = ref StudioModels[ModelIdx]; StudioModelFile.StudioMesh[] StudioMeshes = Mdl.GetMeshes(ref StudioModel).ToArray(); // MESHES for (int MeshIdx = 0; MeshIdx < StudioMeshes.Length; MeshIdx++) { ref StudioModelFile.StudioMesh StudioMesh = ref StudioMeshes[MeshIdx]; StudioVertex[] StudioVerts = new StudioVertex[Tris.GetVertexCount(BodyPartIdx, ModelIdx, 0, MeshIdx)]; Tris.GetVertices(BodyPartIdx, ModelIdx, 0, MeshIdx, StudioVerts); int[] Indices = new int[Tris.GetIndexCount(BodyPartIdx, ModelIdx, 0, MeshIdx)]; Tris.GetIndices(BodyPartIdx, ModelIdx, 0, MeshIdx, Indices); // Foam converted List <FoamVertex3> FoamVerts = new List <FoamVertex3>(StudioVerts.Select(V => { // TODO: CCW nVector2 UV = new nVector2(V.TexCoordX, V.TexCoordY); return(new FoamVertex3(Conv(V.Position), UV, nVector2.Zero, Conv(V.Normal), nVector3.Zero, FoamColor.White)); })); List <FoamBoneInfo> FoamInfo = new List <FoamBoneInfo>(StudioVerts.Select(V => { FoamBoneInfo Info = new FoamBoneInfo(); Info.Bone1 = V.BoneWeights.Bone0; Info.Bone2 = V.BoneWeights.Bone1; Info.Bone3 = V.BoneWeights.Bone1; Info.Weight1 = V.BoneWeights.Weight0; Info.Weight2 = V.BoneWeights.Weight1; Info.Weight3 = V.BoneWeights.Weight2; return(Info); })); List <ushort> FoamInds = new List <ushort>(Indices.Select(I => (ushort)I)); if (ConvertToCCW) { FoamInds.Reverse(); } FoamMeshes.Add(new FoamMesh(FoamVerts.ToArray(), FoamInds.ToArray(), FoamInfo.ToArray(), StudioModel.Name + ";" + MeshIdx, StudioMesh.Material)); /*List<FoamVertex3> Vts = new List<FoamVertex3>(); * for (int i = 0; i < Indices.Length; i++) { * ref StudioVertex V = ref StudioVerts[Indices[i]]; * Vts.Add(new Vertex3(new Vector3(V.Position.X, V.Position.Y, V.Position.Z), new Vector2(V.TexCoordX, 1.0f - V.TexCoordY), Color.White)); * }*/ /*string MatName = MaterialNames[StudioMesh.Material]; * Material Mat = Engine.GetMaterial(MatName); * * if (Mat == Engine.GetMaterial("error")) { * Mat = ValveMaterial.CreateMaterial(MatName); * * if (Mat != Engine.GetMaterial("error")) * Engine.RegisterMaterial(Mat); * } * * libTechMesh Msh = new libTechMesh(Vts.ToArray(), Mat); * Msh.Name = StudioModel.Name; * Model.AddMesh(Msh);*/ } }