예제 #1
0
파일: Mesh.cs 프로젝트: clarte53/armine
        public static void ToAssimp(Module.Export.Assimp.Context context, Scene scene)
        {
            if (context.meshes != null && context.meshes.Count > 0)
            {
                using (aiMeshArray meshes = context.scene.Meshes)
                {
                    uint count = (uint)context.meshes.Count;

                    meshes.Reserve(count, true);

                    foreach (KeyValuePair <Module.Export.Assimp.Mesh, uint> indexes in context.meshes)
                    {
                        if (indexes.Value >= 0 && indexes.Value < count)
                        {
                            // Save the values to local variables to avoid the problem of variables passed by reference to lambda functions.
                            Module.Export.Assimp.Mesh mesh_indexes = indexes.Key;

                            aiMesh assimp_mesh = new aiMesh();                             // Allocation in another thread fails so we must do it before starting the task

                            meshes.Set(indexes.Value, assimp_mesh.Unmanaged());

                            context.threads.AddTask(() => ToAssimp(context, scene, mesh_indexes, assimp_mesh));
                        }
                    }
                }
            }
        }
예제 #2
0
파일: Node.cs 프로젝트: clarte53/armine
        public aiNode ToAssimp(Module.Export.Assimp.Context context, Scene scene, aiNode parent)
        {
            uint index = 0;

            aiNode node_object = new aiNode(name);

            // Set parent
            node_object.mParent = parent;

            // Set transform
            using (aiVector3D assimp_scale = Assimp.Convert.UnityToAssimp.Vector3(scale))
            {
                using (aiQuaternion assimp_rotation = Assimp.Convert.UnityToAssimp.Quaternion(rotation))
                {
                    using (aiVector3D assimp_position = Assimp.Convert.UnityToAssimp.Vector3(position))
                    {
                        using (aiMatrix4x4 matrix = new aiMatrix4x4(assimp_scale, assimp_rotation, assimp_position))
                        {
                            node_object.mTransformation = matrix.Unmanaged();
                        }
                    }
                }
            }

            // Parse the children nodes
            if (children != null && children.Length > 0)
            {
                using (aiNodeArray assimp_children = node_object.Children)
                {
                    assimp_children.Reserve((uint)children.Length, true);

                    index = 0;

                    foreach (Node child in children)
                    {
                        using (aiNode assimp_child = child.ToAssimp(context, scene, node_object))
                        {
                            if (assimp_child != null)
                            {
                                assimp_children.Set(index++, assimp_child.Unmanaged());
                            }
                        }
                    }
                }
            }

            // Parse the mesh objects
            if (meshes != null && meshes.Length > 0)
            {
                using (aiUIntArray assimp_meshes = node_object.Meshes)
                {
                    assimp_meshes.Reserve((uint)meshes.Length, true);

                    index = 0;

                    foreach (GraphicMesh graphic_mesh in meshes)
                    {
                        Mesh mesh = scene.meshes[graphic_mesh.meshIndex];

                        int nb_materials = (graphic_mesh.materialsIndexes != null ? graphic_mesh.materialsIndexes.Length : 0);

                        // Handle unity submeshes by creating new meshes for each submesh
                        for (int i = 0; i < mesh.SubMeshesCount; i++)
                        {
                            // Assimp meshes can only have one material. Therefore, mutliple instances of one mesh
                            // using different materials must be detected and replaced by different output meshes.

                            uint assimp_mesh_index;

                            int mat_index = (i < nb_materials ? graphic_mesh.materialsIndexes[i] : 0 /*Assimp default*/);

                            Module.Export.Assimp.Mesh key = new Module.Export.Assimp.Mesh(graphic_mesh.meshIndex, i, mat_index);

                            if (!context.meshes.TryGetValue(key, out assimp_mesh_index))
                            {
                                assimp_mesh_index = (uint)context.meshes.Count;

                                context.meshes.Add(key, assimp_mesh_index);
                            }

                            assimp_meshes.Set(index++, assimp_mesh_index);
                        }
                    }
                }
            }

            // Parse the node metadata
            if (components != null)
            {
                foreach (UnityComponent component in components)
                {
                    aiMetadata assimp_meta = component.ToAssimpMetadata();

                    if (assimp_meta != null)
                    {
                        node_object.mMetaData = assimp_meta.Unmanaged();

                        break;
                    }
                }
            }

            context.progress.Update(ASSIMP_PROGRESS_FACTOR);

            return(node_object);
        }
예제 #3
0
파일: Mesh.cs 프로젝트: clarte53/armine
        private static void ToAssimp(Module.Export.Assimp.Context context, Scene scene, Module.Export.Assimp.Mesh mesh_indexes, aiMesh assimp_mesh)
        {
            Mesh mesh = scene.meshes[mesh_indexes.mesh];

            assimp_mesh.mMaterialIndex = (uint)mesh_indexes.material;

            using (aiString assimp_mesh_name = new aiString(mesh.name))
            {
                assimp_mesh.mName = assimp_mesh_name.Unmanaged();
            }

            if (mesh.vertices.Length > 0)
            {
                using (aiVector3DArray vertices = assimp_mesh.Vertices)
                {
                    Assimp.Convert.UnityToAssimp.Array(Assimp.Convert.UnityToAssimp.Vector3, mesh.vertices, vertices);
                }
            }
            if (mesh.normals.Length > 0)
            {
                using (aiVector3DArray normals = assimp_mesh.Normals)
                {
                    Assimp.Convert.UnityToAssimp.Array(Assimp.Convert.UnityToAssimp.Vector3, mesh.normals, normals);
                }
            }
            if (mesh.tangents.Length > 0)
            {
                using (aiVector3DArray tangents = assimp_mesh.Tangents)
                {
                    Assimp.Convert.UnityToAssimp.Array(Assimp.Convert.UnityToAssimp.Tangent, mesh.tangents, tangents);
                }
            }
            if (mesh_indexes.submesh < mesh.submeshes.Length)
            {
                // Support for submeshes: this mesh represent only one submesh of the original mesh
                SubMesh sub_mesh = mesh.submeshes[mesh_indexes.submesh];

                if (sub_mesh != null && sub_mesh.triangles != null && sub_mesh.triangles.Length > 0)
                {
                    using (aiFaceArray faces = assimp_mesh.Faces)
                    {
                        Assimp.Convert.UnityToAssimp.Face(sub_mesh.triangles, sub_mesh.topology, faces);
                    }
                }
            }
            if (mesh.uv1.Length > 0 || mesh.uv2.Length > 0)
            {
                using (aiVector3DMultiArray texture_coords = assimp_mesh.TextureCoords)
                {
                    if (mesh.uv1.Length > 0)
                    {
                        using (aiVector3DArray texture_coords0 = texture_coords.Get(0))
                        {
                            Assimp.Convert.UnityToAssimp.Array(Assimp.Convert.UnityToAssimp.UV, mesh.uv1, texture_coords0);
                        }
                    }

                    if (mesh.uv2.Length > 0)
                    {
                        using (aiVector3DArray texture_coords1 = texture_coords.Get(1))
                        {
                            Assimp.Convert.UnityToAssimp.Array(Assimp.Convert.UnityToAssimp.UV, mesh.uv2, texture_coords1);
                        }
                    }
                }
            }
            if (mesh.colors.Length > 0)
            {
                using (aiColor4DMultiArray colors = assimp_mesh.Colors)
                {
                    using (aiColor4DArray colors0 = colors.Get(0))
                    {
                        Assimp.Convert.UnityToAssimp.Array(Assimp.Convert.UnityToAssimp.Color, mesh.colors, colors0);
                    }
                }
            }

            context.progress.Update(ASSIMP_PROGRESS_FACTOR);
        }