public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
            material.MetallicRoughnessMaterial.BaseColorTexture         = new Runtime.Texture();
            material.MetallicRoughnessMaterial.BaseColorTexture.Sampler = new Runtime.Sampler();

            foreach (Property req in requiredProperty)
            {
                if (req.name == Propertyname.BaseColorTexture)
                {
                    material.MetallicRoughnessMaterial.BaseColorTexture.Source = req.value;
                }
            }

            foreach (Property req in specialProperties)
            {
                if (req.name == Propertyname.TexCoord)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets[0] = req.value;
                }
            }

            foreach (Property property in combo)
            {
                if (property.name == Propertyname.MagFilter_Nearest ||
                    property.name == Propertyname.MagFilter_Linear)
                {
                    material.MetallicRoughnessMaterial.BaseColorTexture.Sampler.MagFilter = property.value;
                }
                else if (property.name == Propertyname.MinFilter_Nearest ||
                         property.name == Propertyname.MinFilter_Linear ||
                         property.name == Propertyname.MinFilter_NearestMipmapNearest ||
                         property.name == Propertyname.MinFilter_LinearMipmapNearest ||
                         property.name == Propertyname.MinFilter_NearestMipmapLinear ||
                         property.name == Propertyname.MinFilter_LinearMipmapLinear)
                {
                    material.MetallicRoughnessMaterial.BaseColorTexture.Sampler.MinFilter = property.value;
                }
                else if (property.name == Propertyname.WrapS_ClampToEdge ||
                         property.name == Propertyname.WrapS_MirroredRepeat ||
                         property.name == Propertyname.WrapS_Repeat)
                {
                    material.MetallicRoughnessMaterial.BaseColorTexture.Sampler.WrapS = property.value;
                }
                else if (property.name == Propertyname.WrapT_ClampToEdge ||
                         property.name == Propertyname.WrapT_MirroredRepeat ||
                         property.name == Propertyname.WrapT_Repeat)
                {
                    material.MetallicRoughnessMaterial.BaseColorTexture.Sampler.WrapT = property.value;
                }
            }
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material;

            return(wrapper);
        }
예제 #2
0
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            // Switch from the flat plane to a model with multiple nodes
            wrapper = Common.MultiNode();
            var nodeList = new List <Runtime.Node>();

            nodeList.Add(wrapper.Scenes[0].Nodes[0]);
            nodeList.Add(wrapper.Scenes[0].Nodes[0].Children[0]);

            // Add a new child node that will inherit the transformations
            nodeList.Add((DeepCopy.CloneObject(wrapper.Scenes[0].Nodes[0])));
            nodeList[2].Name     = "Node1";
            nodeList[2].Children = null;
            nodeList[1].Children = new List <Runtime.Node>();
            nodeList[1].Children.Add(nodeList[2]);

            // Clear the vertex normal and tangent values already in the model
            foreach (var node in nodeList)
            {
                node.Mesh.MeshPrimitives[0].Normals  = null;
                node.Mesh.MeshPrimitives[0].Tangents = null;
            }

            foreach (Property property in combo)
            {
                if (property.name == Propertyname.Matrix)
                {
                    nodeList[1].Matrix = specialProperties[0].value;
                }
                else if (property.name == Propertyname.Translation ||
                         property.name == Propertyname.Translation_X ||
                         property.name == Propertyname.Translation_Y ||
                         property.name == Propertyname.Translation_Z)
                {
                    nodeList[1].Translation = property.value;
                }
                else if (property.name == Propertyname.Rotation)
                {
                    nodeList[1].Rotation = specialProperties[1].value;
                }
                else if (property.name == Propertyname.Scale)
                {
                    nodeList[1].Scale = property.value;
                }
            }

            // Apply the material to each node
            foreach (var node in nodeList)
            {
                node.Mesh.MeshPrimitives[0].Material = material;
            }

            return(wrapper);
        }
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            // Remove the base model's UV0 on the empty set
            if (combo.Count < 0)
            {
                wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets.RemoveAt(0);
                material.MetallicRoughnessMaterial = null;
            }

            foreach (Property property in combo)
            {
                if (property.name == Propertyname.BaseColorTexture)
                {
                    if (material.MetallicRoughnessMaterial == null)
                    {
                        material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
                        material.MetallicRoughnessMaterial.BaseColorTexture = new Runtime.Texture();
                    }
                    material.MetallicRoughnessMaterial.BaseColorTexture.Source        = property.value;
                    material.MetallicRoughnessMaterial.BaseColorTexture.TexCoordIndex = 0;
                }
                else if (property.name == Propertyname.VertexNormal)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Normals = property.value;
                }
                else if (property.name == Propertyname.NormalTexture)
                {
                    material.NormalTexture               = new Runtime.Texture();
                    material.NormalTexture.Source        = property.value;
                    material.NormalTexture.TexCoordIndex = 0;
                }
                else if (property.name == Propertyname.VertexTangent)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Tangents = property.value;
                }
                else if (property.name == Propertyname.VertexUV0_Float ||
                         property.name == Propertyname.VertexUV0_Byte ||
                         property.name == Propertyname.VertexUV0_Short)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordsComponentType = property.value;
                }
            }
            if (combo.Count > 0) // Don't set the material on the empty set
            {
                wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material;
            }

            return(wrapper);
        }
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            // Remove the base model's UV0
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets.RemoveAt(0);
            material.MetallicRoughnessMaterial = null;

            foreach (Property property in combo)
            {
                wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].ColorComponentType = property.value.componentType;
                wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].ColorType          = property.value.type;
                wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Colors             = property.value.colors;
            }

            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material;

            return(wrapper);
        }
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            foreach (Property req in requiredProperty)
            {
                if (req.name == Propertyname.AlphaMode_Mask)
                {
                    material.AlphaMode = req.value;
                }
            }

            foreach (Property property in combo)
            {
                if (property.propertyGroup == 3) // Alpha Cutoff
                {
                    material.AlphaCutoff = property.value;
                }
                else if (property.name == Propertyname.BaseColorFactor)
                {
                    if (material.MetallicRoughnessMaterial == null)
                    {
                        material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
                    }
                    material.MetallicRoughnessMaterial.BaseColorFactor = property.value;
                }
                else if (property.name == Propertyname.BaseColorTexture)
                {
                    if (material.MetallicRoughnessMaterial == null)
                    {
                        material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
                    }
                    material.MetallicRoughnessMaterial.BaseColorTexture        = new Runtime.Texture();
                    material.MetallicRoughnessMaterial.BaseColorTexture.Source = property.value;
                }
                else if (property.name == Propertyname.VertexColor_Vector4_Float)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].ColorComponentType = Runtime.MeshPrimitive.ColorComponentTypeEnum.FLOAT;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].ColorType          = Runtime.MeshPrimitive.ColorTypeEnum.VEC4;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Colors             = property.value;
                }
            }
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material;

            return(wrapper);
        }
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            foreach (Property req in requiredProperty)
            {
                if (req.name == Propertyname.DoubleSided)
                {
                    material.DoubleSided = req.value;
                }
            }

            foreach (Property property in combo)
            {
                if (property.name == Propertyname.DoubleSided)
                {
                    material.DoubleSided = property.value;
                }
                else if (property.name == Propertyname.VertexNormal)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Normals = property.value;
                }
                else if (property.name == Propertyname.VertexTangent)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Tangents = property.value;
                }
                else if (property.name == Propertyname.NormalTexture)
                {
                    material.NormalTexture               = new Runtime.Texture();
                    material.NormalTexture.Source        = property.value;
                    material.NormalTexture.TexCoordIndex = 0;
                }
                else if (property.name == Propertyname.BaseColorTexture)
                {
                    if (material.MetallicRoughnessMaterial == null)
                    {
                        material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
                    }
                    material.MetallicRoughnessMaterial.BaseColorTexture        = new Runtime.Texture();
                    material.MetallicRoughnessMaterial.BaseColorTexture.Source = property.value;
                }
            }
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material;

            return(wrapper);
        }
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            // Remove the UVs
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = null;

            foreach (Property property in combo)
            {
                if (property.name == Propertyname.MinVersion)
                {
                    wrapper.Asset.MinVersion = property.value;
                }
                else if (property.name == Propertyname.Version ||
                         property.name == Propertyname.Version_Current)
                {
                    wrapper.Asset.Version = property.value;
                }
                else if (property.name == Propertyname.Description_ExtensionRequired)
                {
                    wrapper.ExtensionsRequired = new List <string>();
                    wrapper.ExtensionsRequired.Add("EXT_QuantumRendering");
                    material.MetallicRoughnessMaterial = null;
                    material.Extensions = new List <Runtime.Extensions.Extension>();
                    material.Extensions.Add(new Runtime.Extensions.EXT_QuantumRendering());
                    var extension = material.Extensions[0] as Runtime.Extensions.EXT_QuantumRendering;
                    extension.PlanckFactor                 = new Vector4(0.2f, 0.2f, 0.2f, 0.8f);
                    extension.CopenhagenTexture            = new Runtime.Texture();
                    extension.EntanglementFactor           = new Vector3(0.4f, 0.4f, 0.4f);
                    extension.ProbabilisticFactor          = 0.3f;
                    extension.SuperpositionCollapseTexture = new Runtime.Texture();

                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material;
                }
                else if (property.name == Propertyname.Description_WithFallback)
                {
                    // Fallback alpha mode will be set in the PostRuntimeChanges function
                }
            }

            return(wrapper);
        }
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            // Enabled interleaved buffers
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Interleave = true;

            foreach (Property req in requiredProperty)
            {
                if (req.name == Propertyname.BaseColorTexture)
                {
                    material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
                    material.MetallicRoughnessMaterial.BaseColorTexture         = new Runtime.Texture();
                    material.MetallicRoughnessMaterial.BaseColorTexture.Sampler = new Runtime.Sampler();
                    material.MetallicRoughnessMaterial.BaseColorTexture.Source  = req.value;
                }
            }

            foreach (Property property in combo)
            {
                if (property.name == Propertyname.VertexColor_Vector3_Float |
                    property.name == Propertyname.VertexColor_Vector3_Byte |
                    property.name == Propertyname.VertexColor_Vector3_Short)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].ColorComponentType = property.value.componentType;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].ColorType          = property.value.type;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Colors             = property.value.colors;
                }
                else if (property.name == Propertyname.VertexUV0_Float ||
                         property.name == Propertyname.VertexUV0_Byte ||
                         property.name == Propertyname.VertexUV0_Short)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordsComponentType = property.value;
                }
            }
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material;

            return(wrapper);
        }
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            foreach (var req in requiredProperty)
            {
                if (req.name == Propertyname.ExtensionUsed_SpecularGlossiness)
                {
                    // Initialize SpecGloss for every set
                    material.Extensions = new List <Runtime.Extensions.Extension>();
                    material.Extensions.Add(new Runtime.Extensions.PbrSpecularGlossiness());
                    if (wrapper.ExtensionsUsed == null)
                    {
                        wrapper.ExtensionsUsed = new List <string>();
                    }
                    wrapper.ExtensionsUsed = wrapper.ExtensionsUsed.Union(
                        new string[] { "KHR_materials_pbrSpecularGlossiness" }).ToList();
                }
                else if (req.name == Propertyname.BaseColorTexture)
                {
                    // Apply the fallback MetallicRoughness for every set
                    material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness
                    {
                        BaseColorTexture = new Runtime.Texture
                        {
                            Source = req.value
                        }
                    };
                }
            }

            var extension = material.Extensions[0] as Runtime.Extensions.PbrSpecularGlossiness;

            foreach (Property property in combo)
            {
                switch (property.name)
                {
                case Propertyname.DiffuseFactor:
                    extension.DiffuseFactor = property.value;
                    break;

                case Propertyname.SpecularFactor:
                    extension.SpecularFactor = property.value;
                    break;

                case Propertyname.SpecularFactor_Override:
                    extension.SpecularFactor = property.value;
                    break;

                case Propertyname.GlossinessFactor:
                    extension.GlossinessFactor = property.value;
                    break;

                case Propertyname.DiffuseTexture:
                    extension.DiffuseTexture        = new Runtime.Texture();
                    extension.DiffuseTexture.Source = property.value;
                    break;

                case Propertyname.SpecularGlossinessTexture:
                    extension.SpecularGlossinessTexture        = new Runtime.Texture();
                    extension.SpecularGlossinessTexture.Source = property.value;
                    break;

                case Propertyname.OcclusionTexture:
                    material.OcclusionTexture        = new Runtime.Texture();
                    material.OcclusionTexture.Source = property.value;
                    break;

                case Propertyname.VertexColor_Vector3_Float:
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].ColorComponentType = Runtime.MeshPrimitive.ColorComponentTypeEnum.FLOAT;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].ColorType          = Runtime.MeshPrimitive.ColorTypeEnum.VEC3;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Colors             = property.value;
                    break;

                case Propertyname.ExtensionUsed_SpecularGlossiness:
                    if (wrapper.ExtensionsUsed == null)
                    {
                        wrapper.ExtensionsUsed = new List <string>();
                    }
                    wrapper.ExtensionsUsed = wrapper.ExtensionsUsed.Union(
                        new string[] { "KHR_materials_pbrSpecularGlossiness" }).ToList();
                    break;
                }
            }
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material;
            return(wrapper);
        }
예제 #10
0
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            // Determines which of the primitives will have the material and attributes applied to it
            var splitType = combo.Find(e => e.propertyGroup == 1);

            foreach (Property property in combo)
            {
                if (property.name == Propertyname.Primitives_Split1 ||
                    property.name == Propertyname.Primitives_Split2 ||
                    property.name == Propertyname.Primitives_Split3 ||
                    property.name == Propertyname.Primitives_Split4)
                {
                    // Same plane, but split into two triangle primitives
                    var primitive0 = specialProperties.Find(e => e.name == Propertyname.Primitive_0);
                    var primitive1 = specialProperties.Find(e => e.name == Propertyname.Primitive_1);
                    Runtime.MeshPrimitive prim0 = new Runtime.MeshPrimitive
                    {
                        Positions = primitive0.value.Positions,
                        Indices   = primitive0.value.Indices,
                    };
                    Runtime.MeshPrimitive prim1 = new Runtime.MeshPrimitive
                    {
                        Positions = primitive1.value.Positions,
                        Indices   = primitive1.value.Indices,
                    };
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives = new List <Runtime.MeshPrimitive>
                    {
                        prim0,
                        prim1
                    };
                }

                if (property.name == Propertyname.BaseColorTexture)
                {
                    if (material.MetallicRoughnessMaterial == null)
                    {
                        material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
                        material.MetallicRoughnessMaterial.BaseColorTexture = new Runtime.Texture();
                    }
                    material.MetallicRoughnessMaterial.BaseColorTexture.Source        = property.value;
                    material.MetallicRoughnessMaterial.BaseColorTexture.TexCoordIndex = 0;
                }

                if (property.name == Propertyname.NormalTexture)
                {
                    if (material.NormalTexture == null)
                    {
                        material.NormalTexture = new Runtime.Texture();
                    }
                    material.NormalTexture.Source        = property.value;
                    material.NormalTexture.TexCoordIndex = 0;
                }

                // Attributes set for only the first primitive
                if (splitType.name == Propertyname.Primitives_Split1)
                {
                    if (property.name == Propertyname.VertexNormal)
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Normals = property.value;
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Normals = null;
                    }
                    else if (property.name == Propertyname.VertexTangent)
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Tangents = property.value;
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Tangents = null;
                    }
                    else if (property.name == Propertyname.VertexColor_Vector4_Float)
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Colors = property.value;
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Colors = null;
                    }
                    else if (ReadmeStringHelper.GenerateNameWithSpaces(property.name.ToString()) ==
                             ReadmeStringHelper.GenerateNameWithSpaces(Propertyname.Primitive0VertexUV0.ToString())) // All UV0
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = new List <List <Vector2> >();
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets = null;
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets.Add(
                            specialProperties.Find(e => e.name == Propertyname.Primitive0VertexUV0).value);
                    }
                    else if (ReadmeStringHelper.GenerateNameWithSpaces(property.name.ToString()) ==
                             ReadmeStringHelper.GenerateNameWithSpaces(Propertyname.Primitive0VertexUV1.ToString())) // All UV1
                    {
                        if (wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets == null)
                        {
                            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = new List <List <Vector2> >();
                        }
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets.Add(
                            specialProperties.Find(e => e.name == Propertyname.Primitive0VertexUV1).value);
                    }
                }
                // Attributes set for only the second primitive
                else if (splitType.name == Propertyname.Primitives_Split2)
                {
                    if (property.name == Propertyname.VertexNormal)
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Normals = null;
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Normals = property.value;
                    }
                    else if (property.name == Propertyname.VertexTangent)
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Tangents = null;
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Tangents = property.value;
                    }
                    else if (property.name == Propertyname.VertexColor_Vector4_Float)
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Colors = null;
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Colors = property.value;
                    }
                    else if (ReadmeStringHelper.GenerateNameWithSpaces(property.name.ToString()) ==
                             ReadmeStringHelper.GenerateNameWithSpaces(Propertyname.Primitive1VertexUV0.ToString())) // All UV0
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = null;
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets = new List <List <Vector2> >();
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets.Add(
                            specialProperties.Find(e => e.name == Propertyname.Primitive1VertexUV0).value);
                    }
                    else if (ReadmeStringHelper.GenerateNameWithSpaces(property.name.ToString()) ==
                             ReadmeStringHelper.GenerateNameWithSpaces(Propertyname.Primitive1VertexUV1.ToString())) // All UV1
                    {
                        if (wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets == null)
                        {
                            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets = new List <List <Vector2> >();
                        }
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets.Add(
                            specialProperties.Find(e => e.name == Propertyname.Primitive1VertexUV1).value);
                    }
                }
                // Attributes set for both of the primitives
                else if (splitType.name == Propertyname.Primitives_Split3)
                {
                    if (property.name == Propertyname.VertexNormal)
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Normals = property.value;
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Normals = property.value;
                    }
                    else if (property.name == Propertyname.VertexTangent)
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Tangents = property.value;
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Tangents = property.value;
                    }
                    else if (property.name == Propertyname.VertexColor_Vector4_Float)
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Colors = property.value;
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Colors = property.value;
                    }
                    else if (property.name == Propertyname.Primitive0VertexUV0)
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = new List <List <Vector2> >();
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets.Add(
                            specialProperties.Find(e => e.name == Propertyname.Primitive0VertexUV0).value);
                    }
                    else if (property.name == Propertyname.Primitive1VertexUV0)
                    {
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets = new List <List <Vector2> >();
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets.Add(
                            specialProperties.Find(e => e.name == Propertyname.Primitive1VertexUV0).value);
                    }
                    else if (property.name == Propertyname.Primitive0VertexUV1)
                    {
                        if (wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets == null)
                        {
                            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = new List <List <Vector2> >();
                        }
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets.Add(
                            specialProperties.Find(e => e.name == Propertyname.Primitive0VertexUV1).value);
                    }
                    else if (property.name == Propertyname.Primitive1VertexUV1)
                    {
                        if (wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets == null)
                        {
                            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets = new List <List <Vector2> >();
                        }
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets.Add(
                            specialProperties.Find(e => e.name == Propertyname.Primitive1VertexUV1).value);
                    }
                }
                // Attributes set for neither of the primitives
                else if (splitType.name == Propertyname.Primitives_Split4)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Normals = null;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Normals = null;

                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Tangents = null;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Tangents = null;

                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Colors = null;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Colors = null;

                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = null;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets = null;

                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = null;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets = null;
                }
            }

            // Material needs to be a deep copy here, or both primitives will get the same Mat.
            if (material.MetallicRoughnessMaterial != null)
            {
                if (splitType.name == Propertyname.Primitives_Split1 ||
                    splitType.name == Propertyname.Primitives_Split3)
                {
                    var mat = DeepCopy.CloneObject(material);
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = mat;
                }
                if (splitType.name == Propertyname.Primitives_Split2 ||
                    splitType.name == Propertyname.Primitives_Split3)
                {
                    var mat = DeepCopy.CloneObject(material);
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Material = mat;
                }
            }

            // Use the second UV if it has been set
            if (splitType.name != Propertyname.Primitives_Split4)
            {
                var prim0UV1 = combo.Find(e => e.name == Propertyname.Primitive0VertexUV1);
                var prim1UV1 = combo.Find(e => e.name == Propertyname.Primitive1VertexUV1);
                if (prim0UV1 != null)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].
                    Material.MetallicRoughnessMaterial.BaseColorTexture.TexCoordIndex = 1;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].
                    Material.NormalTexture.TexCoordIndex = 1;
                }
                if (prim1UV1 != null)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].
                    Material.MetallicRoughnessMaterial.BaseColorTexture.TexCoordIndex = 1;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].
                    Material.NormalTexture.TexCoordIndex = 1;
                }
            }

            return(wrapper);
        }
예제 #11
0
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            foreach (Property property in combo)
            {
                if (property.name == Propertyname.Mode_Points ||
                    property.name == Propertyname.Mode_Lines ||
                    property.name == Propertyname.Mode_Line_Loop ||
                    property.name == Propertyname.Mode_Line_Strip ||
                    property.name == Propertyname.Mode_Triangles ||
                    property.name == Propertyname.Mode_Triangle_Strip ||
                    property.name == Propertyname.Mode_Triangle_Fan ||
                    property.name == Propertyname.Mode_Triangles)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Mode = property.value;

                    // These modes need a different set of indices than provided by the default model
                    Property indices = null;
                    switch (property.name)
                    {
                    case Propertyname.Mode_Points:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_Points);
                        break;
                    }

                    case Propertyname.Mode_Lines:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_Lines);
                        break;
                    }

                    case Propertyname.Mode_Line_Loop:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_LineLoop);
                        break;
                    }

                    case Propertyname.Mode_Line_Strip:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_LineStrip);
                        break;
                    }

                    case Propertyname.Mode_Triangle_Strip:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_TriangleStrip);
                        break;
                    }

                    case Propertyname.Mode_Triangle_Fan:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_TriangleFan);
                        break;
                    }

                    case Propertyname.Mode_Triangles:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_Triangles);
                        break;
                    }
                    }
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Mode    = property.value;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Indices = indices.value;
                }
                else if (property.name == Propertyname.IndicesComponentType_Byte ||
                         property.name == Propertyname.IndicesComponentType_Short ||
                         property.name == Propertyname.IndicesComponentType_Int)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].IndexComponentType = property.value;
                }
                else if (property.name == Propertyname.IndicesComponentType_None)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Indices = null;
                    var mode         = combo.Find(e => e.propertyGroup == 1);
                    var modeVertexes = specialProperties.Find(e => e.name == mode.name);
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Positions = modeVertexes.value;
                }
            }

            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = null;

            return(wrapper);
        }
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            foreach (Property property in combo)
            {
                if (property.name == Propertyname.Mode_Points ||
                    property.name == Propertyname.Mode_Lines ||
                    property.name == Propertyname.Mode_Line_Loop ||
                    property.name == Propertyname.Mode_Line_Strip ||
                    property.name == Propertyname.Mode_Triangles ||
                    property.name == Propertyname.Mode_Triangle_Strip ||
                    property.name == Propertyname.Mode_Triangle_Fan ||
                    property.name == Propertyname.Mode_Triangles)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Mode = property.value;

                    // Points uses a different set of vertexes for their base model
                    if (property.name == Propertyname.Mode_Points)
                    {
                        var modeVertexes = specialProperties.Find(e => e.name == property.name);
                        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Positions = modeVertexes.value;
                    }
                }
                else if (property.name.ToString().Contains("IndicesValues_") &&
                         property.name != Propertyname.IndicesValues_None)
                {
                    // These modes need a different set of indices than provided by the default model
                    Property indices = null;
                    var      mode    = combo.Find(e => e.name.ToString().Contains("Mode_"));
                    switch (mode.name)
                    {
                    case Propertyname.Mode_Points:
                    {
                        indices = specialProperties.Find(e => e.name == Propertyname.IndicesValues_Points);
                        break;
                    }

                    case Propertyname.Mode_Lines:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_Lines);
                        break;
                    }

                    case Propertyname.Mode_Line_Loop:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_LineLoop);
                        break;
                    }

                    case Propertyname.Mode_Line_Strip:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_LineStrip);
                        break;
                    }

                    case Propertyname.Mode_Triangle_Strip:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_TriangleStrip);
                        break;
                    }

                    case Propertyname.Mode_Triangle_Fan:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_TriangleFan);
                        break;
                    }

                    case Propertyname.Mode_Triangles:
                    {
                        indices = properties.Find(e => e.name == Propertyname.IndicesValues_Triangles);
                        break;
                    }

                    case Propertyname.IndicesComponentType_None:
                    {
                        indices = null;
                        break;
                    }
                    }
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Indices = indices.value;
                }
                else if (property.name == Propertyname.IndicesComponentType_Byte ||
                         property.name == Propertyname.IndicesComponentType_Short ||
                         property.name == Propertyname.IndicesComponentType_Int)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].IndexComponentType = property.value;
                }
                else if (property.name == Propertyname.IndicesComponentType_None)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Indices = null;

                    // If there are no indicies, some modes need custom vertexes
                    var mode         = combo.Find(e => e.name.ToString().Contains("Mode_"));
                    var modeVertexes = specialProperties.Find(e => e.name == mode.name);
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Positions = modeVertexes.value;
                }
                //else
                //{
                //    int index = -1;
                //    if (combo.Find(e => e.name == Propertyname.Mode_Points) != null)
                //    {
                //        index = 0;
                //    }
                //    else if (combo.Find(e => e.name == Propertyname.Mode_Lines) != null)
                //    {
                //        index = 1;
                //    }

                //    if (property.name == Propertyname.VertexUV0_Float)
                //    {
                //        List<List<Vector2>> texCoords = new List<List<Vector2>>();
                //        if (combo.Find(e => e.name == Propertyname.Mode_Points) != null)
                //        {
                //            texCoords.Add(specialProperties.Find(e => e.name == Propertyname.VertexUV0_Float).value[index]);
                //        }
                //        else if (combo.Find(e => e.name == Propertyname.Mode_Lines) != null)
                //        {
                //            texCoords.Add(specialProperties.Find(e => e.name == Propertyname.VertexUV0_Float).value[index]);
                //        }
                //        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = texCoords;
                //    }
                //    else if (property.name == Propertyname.VertexNormal)
                //    {
                //        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Normals = specialProperties.Find(e => e.name == Propertyname.VertexNormal).value[index];
                //    }
                //    else if (property.name == Propertyname.VertexTangent)
                //    {
                //        wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Tangents = specialProperties.Find(e => e.name == Propertyname.VertexTangent).value[index];
                //    }
                //    else if (property.name == Propertyname.NormalTexture)
                //    {
                //        material.NormalTexture = new Runtime.Texture();
                //        material.NormalTexture.Source = property.value;
                //        material.NormalTexture.TexCoordIndex = 0;
                //    }
                //}
            }

            if (material.NormalTexture == null)
            {
                wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = null;
            }

            return(wrapper);
        }
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            // Switch from the flat plane to a model with multiple nodes
            wrapper = Common.MultiNode();
            var nodeList = new List <Runtime.Node>();

            nodeList.Add(wrapper.Scenes[0].Nodes[0]);
            nodeList.Add(wrapper.Scenes[0].Nodes[0].Children[0]);

            // Clear the vertex normal and tangent values already in the model
            foreach (var node in nodeList)
            {
                node.Mesh.MeshPrimitives[0].Normals  = null;
                node.Mesh.MeshPrimitives[0].Tangents = null;
            }

            // Apply non-transforming attributes first, so they're copied to the control nodes
            foreach (Property property in combo)
            {
                if (property.name == Propertyname.NormalTexture)
                {
                    material.NormalTexture        = new Runtime.Texture();
                    material.NormalTexture.Source = property.value;
                }
                else if (property.name == Propertyname.BaseColorTexture)
                {
                    material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
                    material.MetallicRoughnessMaterial.BaseColorTexture        = new Runtime.Texture();
                    material.MetallicRoughnessMaterial.BaseColorTexture.Source = property.value;
                }
                else if (property.name == Propertyname.MetallicRoughnessTexture)
                {
                    material.MetallicRoughnessMaterial.MetallicRoughnessTexture        = new Runtime.Texture();
                    material.MetallicRoughnessMaterial.MetallicRoughnessTexture.Source = property.value;
                }
                else
                {
                    foreach (var node in nodeList)
                    {
                        if (property.name == Propertyname.VertexNormal)
                        {
                            node.Mesh.MeshPrimitives[0].Normals = property.value;
                        }
                        else if (property.name == Propertyname.VertexTangent)
                        {
                            node.Mesh.MeshPrimitives[0].Tangents = property.value;
                        }
                    }
                }
            }

            foreach (Property property in combo)
            {
                if (property.name == Propertyname.Matrix)
                {
                    nodeList[1].Matrix = specialProperties[0].value;
                }
                else if (property.name == Propertyname.Scale)
                {
                    nodeList[1].Scale = property.value;
                }
            }

            // Apply the material to each node
            foreach (var node in nodeList)
            {
                node.Mesh.MeshPrimitives[0].Material = material;
            }

            return(wrapper);
        }
예제 #14
0
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            // Same plane, but split into two triangle primitives
            var primitive1 = specialProperties.Find(e => e.name == Propertyname.Primitives_Split1);
            var primitive2 = specialProperties.Find(e => e.name == Propertyname.Primitives_Split2);

            Runtime.MeshPrimitive prim0 = new Runtime.MeshPrimitive
            {
                Positions = primitive1.value.Positions,
                Indices   = primitive1.value.Indices,
            };
            Runtime.MeshPrimitive prim2 = new Runtime.MeshPrimitive
            {
                Positions = primitive2.value.Positions,
                Indices   = primitive2.value.Indices,
            };
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives = new List <Runtime.MeshPrimitive>
            {
                prim0,
                prim2
            };

            foreach (Property property in combo)
            {
                if (property.name == Propertyname.BaseColorTexture)
                {
                    if (material.MetallicRoughnessMaterial == null)
                    {
                        material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
                        material.MetallicRoughnessMaterial.BaseColorTexture = new Runtime.Texture();
                    }
                    material.MetallicRoughnessMaterial.BaseColorTexture.Source        = property.value;
                    material.MetallicRoughnessMaterial.BaseColorTexture.TexCoordIndex = 0;
                }

                if (property.name == Propertyname.NormalTexture)
                {
                    if (material.NormalTexture == null)
                    {
                        material.NormalTexture = new Runtime.Texture();
                    }
                    material.NormalTexture.Source        = property.value;
                    material.NormalTexture.TexCoordIndex = 0;
                }

                if (property.name == Propertyname.VertexNormal)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Normals = property.value;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Normals = property.value;
                }
                else if (property.name == Propertyname.VertexTangent)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Tangents = property.value;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Tangents = property.value;
                }
                else if (property.name == Propertyname.VertexColor_Vector4_Float)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Colors = property.value;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Colors = property.value;
                }
                else if (property.name == Propertyname.Primitive0VertexUV0)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = new List <List <Vector2> >();
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets.Add(
                        specialProperties.Find(e => e.name == Propertyname.Primitive0VertexUV0).value);
                }
                else if (property.name == Propertyname.Primitive1VertexUV0)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets = new List <List <Vector2> >();
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets.Add(
                        specialProperties.Find(e => e.name == Propertyname.Primitive1VertexUV0).value);
                }
            }

            if (material.MetallicRoughnessMaterial != null)
            {
                wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material;
                wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Material = material;
            }

            return(wrapper);
        }
예제 #15
0
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            foreach (var req in requiredProperty)
            {
                if (req.name == Propertyname.ExtensionUsed_SpecularGlossiness)
                {
                    // Initialize SpecGloss for every set
                    material.Extensions = new List <Runtime.Extensions.Extension>();
                    material.Extensions.Add(new Runtime.Extensions.PbrSpecularGlossiness());
                    if (wrapper.ExtensionsUsed == null)
                    {
                        wrapper.ExtensionsUsed = new List <string>();
                    }
                    wrapper.ExtensionsUsed = wrapper.ExtensionsUsed.Union(
                        new string[] { "KHR_materials_pbrSpecularGlossiness" }).ToList();
                }
                else if (req.name == Propertyname.BaseColorTexture)
                {
                    // Apply the fallback MetallicRoughness for every set
                    material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness
                    {
                        BaseColorTexture = new Runtime.Texture
                        {
                            Source = req.value
                        }
                    };
                }
            }
            var material2 = DeepCopy.CloneObject(material);

            Runtime.MeshPrimitive prim0 = null;
            Runtime.MeshPrimitive prim1 = null;
            foreach (var property in specialProperties)
            {
                if (property.name == Propertyname.Primitives_Split1)
                {
                    prim0 = new Runtime.MeshPrimitive
                    {
                        Positions = property.value.Positions,
                        Indices   = property.value.Indices,
                    };
                }
                else if (property.name == Propertyname.Primitives_Split2)
                {
                    prim1 = new Runtime.MeshPrimitive
                    {
                        Positions = property.value.Positions,
                        Indices   = property.value.Indices,
                    };
                }
                else if (property.propertyGroup == 0
                         )
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives = new List <Runtime.MeshPrimitive>
                    {
                        prim0,
                        prim1
                    };
                }

                if (property.name == Propertyname.Primitive0VertexUV0)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets = new List <List <Vector2> >();
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].TextureCoordSets.Add(
                        specialProperties.Find(e => e.name == Propertyname.Primitive0VertexUV0).value);
                }
                else if (property.name == Propertyname.Primitive1VertexUV0)
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets = new List <List <Vector2> >();
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].TextureCoordSets.Add(
                        specialProperties.Find(e => e.name == Propertyname.Primitive1VertexUV0).value);
                }
            }


            foreach (Property property in combo)
            {
                switch (property.name)
                {
                case Propertyname.SpecularGlossinessOnMaterial0_Yes:
                    // Default. No changes needed
                    break;

                case Propertyname.SpecularGlossinessOnMaterial0_No:
                    material.Extensions = null;
                    break;

                case Propertyname.SpecularGlossinessOnMaterial1_Yes:
                    // Default. No changes needed
                    break;

                case Propertyname.SpecularGlossinessOnMaterial1_No:
                    material2.Extensions = null;
                    break;
                }
            }
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material;
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Material = material2;

            return(wrapper);
        }
예제 #16
0
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();

            foreach (Property req in requiredProperty)
            {
                if (req.name == Propertyname.MetallicFactor)
                {
                    material.MetallicRoughnessMaterial.MetallicFactor = req.value;
                }
                else if (req.name == Propertyname.BaseColorFactor)
                {
                    material.MetallicRoughnessMaterial.BaseColorFactor = req.value;
                }
            }

            foreach (Property property in combo)
            {
                switch (property.name)
                {
                case Propertyname.EmissiveFactor:
                {
                    material.EmissiveFactor = property.value;
                    break;
                }

                case Propertyname.NormalTexture:
                {
                    material.NormalTexture        = new Runtime.Texture();
                    material.NormalTexture.Source = property.value;

                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Normals =
                        specialProperties.Find(e => e.name == Propertyname.VertexNormal).value;
                    break;
                }

                case Propertyname.Scale:
                {
                    material.NormalScale = property.value;
                    break;
                }

                case Propertyname.OcclusionTexture:
                {
                    material.OcclusionTexture        = new Runtime.Texture();
                    material.OcclusionTexture.Source = property.value;
                    break;
                }

                case Propertyname.Strength:
                {
                    material.OcclusionStrength = property.value;
                    break;
                }

                case Propertyname.EmissiveTexture:
                {
                    material.EmissiveTexture        = new Runtime.Texture();
                    material.EmissiveTexture.Source = property.value;
                    break;
                }
                }
            }
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material;

            return(wrapper);
        }
예제 #17
0
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            // Initialize MetallicRoughness for the empty set
            if (combo.Count == 0)
            {
                material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
            }

            foreach (Property property in combo)
            {
                if (material.MetallicRoughnessMaterial == null)
                {
                    material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
                }

                switch (property.name)
                {
                case Propertyname.BaseColorFactor:
                {
                    material.MetallicRoughnessMaterial.BaseColorFactor = property.value;
                    break;
                }

                case Propertyname.MetallicFactor:
                {
                    material.MetallicRoughnessMaterial.MetallicFactor = property.value;
                    break;
                }

                case Propertyname.RoughnessFactor:
                {
                    material.MetallicRoughnessMaterial.RoughnessFactor = property.value;
                    break;
                }

                case Propertyname.BaseColorTexture:
                {
                    material.MetallicRoughnessMaterial.BaseColorTexture        = new Runtime.Texture();
                    material.MetallicRoughnessMaterial.BaseColorTexture.Source = property.value;
                    break;
                }

                case Propertyname.MetallicRoughnessTexture:
                {
                    material.MetallicRoughnessMaterial.MetallicRoughnessTexture        = new Runtime.Texture();
                    material.MetallicRoughnessMaterial.MetallicRoughnessTexture.Source = property.value;
                    break;
                }

                case Propertyname.VertexColor_Vector3_Float:
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].ColorComponentType = Runtime.MeshPrimitive.ColorComponentTypeEnum.FLOAT;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].ColorType          = Runtime.MeshPrimitive.ColorTypeEnum.VEC3;
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Colors             = property.value;
                    break;
                }
                }
            }
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material;

            return(wrapper);
        }
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            // Switch from the flat plane to a model with multiple nodes
            wrapper = Common.MultiNode();
            var nodeList = new List <Runtime.Node>();

            nodeList.Add(wrapper.Scenes[0].Nodes[0]);
            nodeList.Add(wrapper.Scenes[0].Nodes[0].Children[0]);

            // Clear the vertex normal and tangent values already in the model
            foreach (var node in nodeList)
            {
                node.Mesh.MeshPrimitives[0].Normals  = null;
                node.Mesh.MeshPrimitives[0].Tangents = null;
            }

            foreach (Property req in requiredProperty)
            {
                if (req.name == Propertyname.NormalTexture)
                {
                    material.NormalTexture        = new Runtime.Texture();
                    material.NormalTexture.Source = req.value;
                }
                else if (req.name == Propertyname.BaseColorTexture)
                {
                    material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
                    material.MetallicRoughnessMaterial.BaseColorTexture        = new Runtime.Texture();
                    material.MetallicRoughnessMaterial.BaseColorTexture.Source = req.value;
                }
                else if (req.name == Propertyname.MetallicRoughnessTexture)
                {
                    material.MetallicRoughnessMaterial.MetallicRoughnessTexture        = new Runtime.Texture();
                    material.MetallicRoughnessMaterial.MetallicRoughnessTexture.Source = req.value;
                }
                else if (req.name == Propertyname.Translation_Y)
                {
                    if (combo.Find(e => e.name == Propertyname.Matrix_X) == null &&
                        combo.Find(e => e.name == Propertyname.Matrix_XY) == null &&
                        combo.Find(e => e.name == Propertyname.Matrix_XYZ) == null) // The matrixs have their own translation
                    {
                        nodeList[1].Translation = req.value;
                    }
                }
            }

            foreach (Property property in combo)
            {
                foreach (var node in nodeList)
                {
                    if (property.name == Propertyname.VertexNormal)
                    {
                        node.Mesh.MeshPrimitives[0].Normals = property.value;
                    }
                    else if (property.name == Propertyname.VertexTangent)
                    {
                        node.Mesh.MeshPrimitives[0].Tangents = property.value;
                    }
                }

                if (property.name == Propertyname.Matrix_X ||
                    property.name == Propertyname.Matrix_XY ||
                    property.name == Propertyname.Matrix_XYZ)
                {
                    nodeList[1].Matrix = property.value;
                }
                else if (property.name == Propertyname.Scale_X ||
                         property.name == Propertyname.Scale_XY ||
                         property.name == Propertyname.Scale_XYZ)
                {
                    nodeList[1].Scale = property.value;
                }
            }

            // Apply the material to each node
            foreach (var node in nodeList)
            {
                node.Mesh.MeshPrimitives[0].Material = material;
            }

            return(wrapper);
        }
        public Runtime.GLTF SetModelAttributes(Runtime.GLTF wrapper, Runtime.Material material0, List <Property> combo, ref glTFLoader.Schema.Gltf gltf)
        {
            // Same plane, but split into two triangle primitives
            var primitive1 = specialProperties.Find(e => e.name == Propertyname.Primitives_Split1);
            var primitive2 = specialProperties.Find(e => e.name == Propertyname.Primitives_Split2);

            Runtime.MeshPrimitive prim0 = new Runtime.MeshPrimitive
            {
                Positions = primitive1.value.Positions,
                Indices   = primitive1.value.Indices,
            };
            Runtime.MeshPrimitive prim2 = new Runtime.MeshPrimitive
            {
                Positions = primitive2.value.Positions,
                Indices   = primitive2.value.Indices,
            };
            wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives = new List <Runtime.MeshPrimitive>
            {
                prim0,
                prim2
            };

            // Make a second material
            var material1 = DeepCopy.CloneObject(material0);

            // Set the base color factor on both materials
            material0.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
            material1.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness();
            material0.MetallicRoughnessMaterial.BaseColorFactor = requiredProperty.Find(e => e.name == Propertyname.Material0WithBaseColorFactor).value;
            material1.MetallicRoughnessMaterial.BaseColorFactor = requiredProperty.Find(e => e.name == Propertyname.Material1WithBaseColorFactor).value;

            foreach (Property property in combo)
            {
                switch (property.name)
                {
                case Propertyname.Primitive0_Material0BaseColorFactor:
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material0;
                    break;
                }

                case Propertyname.Primitive0_Material1BaseColorFactor:
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Material = material1;
                    break;
                }

                case Propertyname.Primitive1_Material0BaseColorFactor:
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Material = material0;
                    break;
                }

                case Propertyname.Primitive1_Material1BaseColorFactor:
                {
                    wrapper.Scenes[0].Nodes[0].Mesh.MeshPrimitives[1].Material = material1;
                    break;
                }
                }
            }

            return(wrapper);
        }