public GFSubMesh(H3DSubMesh SubMesh, H3DMesh Parent, List <PICAVertex> Vertices, string Name) : this() { this.Name = Name; BoneIndicesCount = (byte)SubMesh.BoneIndicesCount; BoneIndices = new byte[SubMesh.BoneIndicesCount]; for (int i = 0; i < SubMesh.BoneIndicesCount; i++) { BoneIndices[i] = (byte)SubMesh.BoneIndices[i]; } Indices = SubMesh.Indices; PrimitiveMode = SubMesh.PrimitiveMode; VertexStride = Parent.VertexStride; Attributes = Parent.Attributes; foreach (PICAFixedAttribute Old in Parent.FixedAttributes) { PICAFixedAttribute New = new PICAFixedAttribute() { Name = Old.Name, Value = Old.Value }; FixedAttributes.Add(New); } List <PICAVertex> NewVertices = new List <PICAVertex>(); Dictionary <ushort, ushort> OldNewIndexMap = new Dictionary <ushort, ushort>(); ushort[] NewIndices = new ushort[Indices.Length]; for (int i = 0; i < NewIndices.Length; i++) { if (OldNewIndexMap.ContainsKey(Indices[i])) { NewIndices[i] = OldNewIndexMap[Indices[i]]; } else { PICAVertex Vertex = Vertices[Indices[i]]; ushort NewIndex = (ushort)NewVertices.Count; NewVertices.Add(Vertex); NewIndices[i] = NewIndex; OldNewIndexMap.Add(Indices[i], NewIndex); } } Indices = NewIndices; IsIdx8Bits = /*NewIndices.Length <= 0x100*/ false; RawBuffer = VerticesConverter.GetBuffer(NewVertices, Attributes); }
public GFSubMesh(H3DSubMesh SubMesh, H3DMesh Parent, List <PICAVertex> Vertices, string Name) { this.Name = Name; BoneIndicesCount = (byte)SubMesh.BoneIndicesCount; BoneIndices = new byte[SubMesh.BoneIndicesCount]; for (int i = 0; i < SubMesh.BoneIndicesCount; i++) { BoneIndices[i] = (byte)SubMesh.BoneIndices[i]; } Indices = SubMesh.Indices; IsIdx8Bits = true; foreach (ushort Index in Indices) { if (Index > 0xFF) { IsIdx8Bits = false; break; } } PrimitiveMode = SubMesh.PrimitiveMode; VertexStride = Parent.VertexStride; Attributes = Parent.Attributes; FixedAttributes = Parent.FixedAttributes; List <PICAVertex> NewVertices = new List <PICAVertex>(); ushort[] NewIndices = new ushort[Indices.Length]; for (int i = 0; i < NewIndices.Length; i++) { PICAVertex Vertex = Vertices[Indices[i]]; int NewIndex = NewVertices.IndexOf(Vertex); if (NewIndex == -1) { NewIndex = NewVertices.Count; NewVertices.Add(Vertex); } NewIndices[i] = (ushort)NewIndex; } Indices = NewIndices; RawBuffer = VerticesConverter.GetBuffer(NewVertices, Attributes); }
public H3D ToH3D() { H3D Output = new H3D(); H3DModel Model = new H3DModel(); Model.MeshNodesTree = new H3DPatriciaTree(); Model.Flags = BoneIndicesGroups.Length > 0 ? H3DModelFlags.HasSkeleton : 0; Model.Name = "Model"; foreach (MTMaterial Mat in Materials) { H3DMaterial Mtl = H3DMaterial.GetSimpleMaterial( Model.Name, Mat.Name, Path.GetFileNameWithoutExtension(Mat.Texture0Name)); Mtl.MaterialParams.ColorOperation.BlendMode = Mat.AlphaBlend.BlendMode; Mtl.MaterialParams.BlendFunction = Mat.AlphaBlend.BlendFunction; Mtl.MaterialParams.DepthColorMask.RedWrite = Mat.AlphaBlend.RedWrite; Mtl.MaterialParams.DepthColorMask.GreenWrite = Mat.AlphaBlend.GreenWrite; Mtl.MaterialParams.DepthColorMask.BlueWrite = Mat.AlphaBlend.BlueWrite; Mtl.MaterialParams.DepthColorMask.AlphaWrite = Mat.AlphaBlend.AlphaWrite; Mtl.MaterialParams.DepthColorMask.Enabled = Mat.DepthStencil.DepthTest; Mtl.MaterialParams.DepthColorMask.DepthWrite = Mat.DepthStencil.DepthWrite; Mtl.MaterialParams.DepthColorMask.DepthFunc = Mat.DepthStencil.DepthFunc; Model.Materials.Add(Mtl); } ushort Index = 0; foreach (MTMesh Mesh in Meshes) { if (Mesh.RenderType != -1) { continue; } H3DMesh M = new H3DMesh( Mesh.RawBuffer, Mesh.VertexStride, Mesh.Attributes, null, null) { MaterialIndex = (ushort)Mesh.MaterialIndex, NodeIndex = Index, Priority = Mesh.RenderPriority }; byte[] BoneIndices = BoneIndicesGroups[Mesh.BoneIndicesIndex]; if ((Model.Flags & H3DModelFlags.HasSkeleton) != 0 && BoneIndices.Length > 0) { M.Skinning = H3DMeshSkinning.Smooth; PICAVertex[] Vertices = M.GetVertices(); for (int v = 0; v < Vertices.Length; v++) { Vector4 Position = Vector4.Zero; float WeightSum = 0; for (int i = 0; i < 4; i++) { if (Vertices[v].Weights[i] == 0) { break; } WeightSum += Vertices[v].Weights[i]; int bi = BoneIndicesGroups[Mesh.BoneIndicesIndex][Vertices[v].Indices[i]]; Vector4 Trans = Vector4.Zero; for (int b = bi; b != -1; b = Skeleton[b].ParentIndex) { Trans += new Vector4( Skeleton[b].LocalTransform.M41, Skeleton[b].LocalTransform.M42, Skeleton[b].LocalTransform.M43, 0); } Matrix4x4 WT = Skeleton[bi].WorldTransform; Vector3 P = new Vector3( Vertices[v].Position.X, Vertices[v].Position.Y, Vertices[v].Position.Z); Vector4 TP = Vector4.Transform(P, WT); Position += (TP + Trans) * Vertices[v].Weights[i]; } if (WeightSum < 1) { Position += Vertices[v].Position * (1 - WeightSum); } Vertices[v].Position = Position; } /* * Removes unused bone from bone indices list, also splits sub meshes on exceeding bones if * current Mesh uses more than 20 (BCH only supports up to 20). */ Queue <ushort> IndicesQueue = new Queue <ushort>(Mesh.Indices); while (IndicesQueue.Count > 0) { int Count = IndicesQueue.Count / 3; List <ushort> Indices = new List <ushort>(); List <int> Bones = new List <int>(); while (Count-- > 0) { ushort i0 = IndicesQueue.Dequeue(); ushort i1 = IndicesQueue.Dequeue(); ushort i2 = IndicesQueue.Dequeue(); List <int> TempBones = new List <int>(12); for (int j = 0; j < 4; j++) { int b0 = Vertices[i0].Indices[j]; int b1 = Vertices[i1].Indices[j]; int b2 = Vertices[i2].Indices[j]; if (!(Bones.Contains(b0) || TempBones.Contains(b0))) { TempBones.Add(b0); } if (!(Bones.Contains(b1) || TempBones.Contains(b1))) { TempBones.Add(b1); } if (!(Bones.Contains(b2) || TempBones.Contains(b2))) { TempBones.Add(b2); } } if (Bones.Count + TempBones.Count > 20) { IndicesQueue.Enqueue(i0); IndicesQueue.Enqueue(i1); IndicesQueue.Enqueue(i2); } else { Indices.Add(i0); Indices.Add(i1); Indices.Add(i2); Bones.AddRange(TempBones); } } H3DSubMesh SM = new H3DSubMesh(); SM.Skinning = H3DSubMeshSkinning.Smooth; SM.Indices = Indices.ToArray(); SM.BoneIndicesCount = (ushort)Bones.Count; for (int i = 0; i < Bones.Count; i++) { SM.BoneIndices[i] = BoneIndices[Bones[i]]; } bool[] Visited = new bool[Vertices.Length]; foreach (ushort i in Indices) { if (!Visited[i]) { Visited[i] = true; Vertices[i].Indices[0] = Bones.IndexOf(Vertices[i].Indices[0]); Vertices[i].Indices[1] = Bones.IndexOf(Vertices[i].Indices[1]); Vertices[i].Indices[2] = Bones.IndexOf(Vertices[i].Indices[2]); Vertices[i].Indices[3] = Bones.IndexOf(Vertices[i].Indices[3]); } } M.SubMeshes.Add(SM); } M.RawBuffer = VerticesConverter.GetBuffer(Vertices, M.Attributes); } else { M.SubMeshes.Add(new H3DSubMesh() { Indices = Mesh.Indices }); } Model.AddMesh(M); Model.MeshNodesTree.Add($"Mesh_{Index++}"); Model.MeshNodesVisibility.Add(true); } int BoneIndex = 0; foreach (MTBone Bone in Skeleton) { Model.Skeleton.Add(new H3DBone() { Name = $"Bone_{BoneIndex++}", ParentIndex = Bone.ParentIndex, Translation = Bone.Position, Scale = Vector3.One }); } foreach (H3DBone Bone in Model.Skeleton) { Bone.CalculateTransform(Model.Skeleton); } if (Model.Materials.Count == 0) { Model.Materials.Add(H3DMaterial.GetSimpleMaterial(Model.Name, "DummyMaterial", null)); } Output.Models.Add(Model); Output.CopyMaterials(); return(Output); }
public H3D ToH3D() { H3D Output = new H3D(); foreach (GfxModel Model in Models) { H3DModel Mdl = new H3DModel(); Mdl.Name = Model.Name; Mdl.WorldTransform = Model.WorldTransform; foreach (GfxMaterial Material in Model.Materials) { H3DMaterial Mat = new H3DMaterial() { Name = Material.Name }; Mat.MaterialParams.ModelReference = $"{Mat.Name}@{Model.Name}"; Mat.MaterialParams.ShaderReference = "0@DefaultShader"; Mat.MaterialParams.Flags = (H3DMaterialFlags)Material.Flags; Mat.MaterialParams.TranslucencyKind = (H3DTranslucencyKind)Material.TranslucencyKind; Mat.MaterialParams.TexCoordConfig = (H3DTexCoordConfig)Material.TexCoordConfig; Mat.MaterialParams.EmissionColor = Material.Colors.Emission; Mat.MaterialParams.AmbientColor = Material.Colors.Ambient; Mat.MaterialParams.DiffuseColor = Material.Colors.Diffuse; Mat.MaterialParams.Specular0Color = Material.Colors.Specular0; Mat.MaterialParams.Specular1Color = Material.Colors.Specular1; Mat.MaterialParams.Constant0Color = Material.Colors.Constant0; Mat.MaterialParams.Constant1Color = Material.Colors.Constant1; Mat.MaterialParams.Constant2Color = Material.Colors.Constant2; Mat.MaterialParams.Constant3Color = Material.Colors.Constant3; Mat.MaterialParams.Constant4Color = Material.Colors.Constant4; Mat.MaterialParams.Constant5Color = Material.Colors.Constant5; Mat.MaterialParams.ColorScale = Material.Colors.Scale; if (Material.Rasterization.IsPolygonOffsetEnabled) { Mat.MaterialParams.Flags |= H3DMaterialFlags.IsPolygonOffsetEnabled; } Mat.MaterialParams.FaceCulling = Material.Rasterization.FaceCulling.ToPICAFaceCulling(); Mat.MaterialParams.PolygonOffsetUnit = Material.Rasterization.PolygonOffsetUnit; Mat.MaterialParams.DepthColorMask = Material.FragmentOperation.Depth.ColorMask; Mat.MaterialParams.DepthColorMask.RedWrite = true; Mat.MaterialParams.DepthColorMask.GreenWrite = true; Mat.MaterialParams.DepthColorMask.BlueWrite = true; Mat.MaterialParams.DepthColorMask.AlphaWrite = true; Mat.MaterialParams.DepthColorMask.DepthWrite = true; Mat.MaterialParams.ColorBufferRead = false; Mat.MaterialParams.ColorBufferWrite = true; Mat.MaterialParams.StencilBufferRead = false; Mat.MaterialParams.StencilBufferWrite = false; Mat.MaterialParams.DepthBufferRead = true; Mat.MaterialParams.DepthBufferWrite = true; Mat.MaterialParams.ColorOperation = Material.FragmentOperation.Blend.ColorOperation; Mat.MaterialParams.LogicalOperation = Material.FragmentOperation.Blend.LogicalOperation; Mat.MaterialParams.BlendFunction = Material.FragmentOperation.Blend.Function; Mat.MaterialParams.BlendColor = Material.FragmentOperation.Blend.Color; Mat.MaterialParams.StencilOperation = Material.FragmentOperation.Stencil.Operation; Mat.MaterialParams.StencilTest = Material.FragmentOperation.Stencil.Test; int TCIndex = 0; foreach (GfxTextureCoord TexCoord in Material.TextureCoords) { H3DTextureCoord TC = new H3DTextureCoord(); TC.MappingType = (H3DTextureMappingType)TexCoord.MappingType; TC.ReferenceCameraIndex = (sbyte)TexCoord.ReferenceCameraIndex; TC.TransformType = (H3DTextureTransformType)TexCoord.TransformType; TC.Scale = TexCoord.Scale; TC.Rotation = TexCoord.Rotation; TC.Translation = TexCoord.Translation; switch (TexCoord.MappingType) { case GfxTextureMappingType.UvCoordinateMap: Mat.MaterialParams.TextureSources[TCIndex] = TexCoord.SourceCoordIndex; break; case GfxTextureMappingType.CameraCubeEnvMap: Mat.MaterialParams.TextureSources[TCIndex] = 3; break; case GfxTextureMappingType.CameraSphereEnvMap: Mat.MaterialParams.TextureSources[TCIndex] = 4; break; } Mat.MaterialParams.TextureCoords[TCIndex++] = TC; if (TCIndex == Material.UsedTextureCoordsCount) { break; } } int TMIndex = 0; foreach (GfxTextureMapper TexMapper in Material.TextureMappers) { if (TexMapper == null) { break; } H3DTextureMapper TM = new H3DTextureMapper(); TM.WrapU = TexMapper.WrapU; TM.WrapV = TexMapper.WrapV; TM.MagFilter = (H3DTextureMagFilter)TexMapper.MinFilter; switch ((uint)TexMapper.MagFilter | ((uint)TexMapper.MipFilter << 1)) { case 0: TM.MinFilter = H3DTextureMinFilter.NearestMipmapNearest; break; case 1: TM.MinFilter = H3DTextureMinFilter.LinearMipmapNearest; break; case 2: TM.MinFilter = H3DTextureMinFilter.NearestMipmapLinear; break; case 3: TM.MinFilter = H3DTextureMinFilter.LinearMipmapLinear; break; } TM.LODBias = TexMapper.LODBias; TM.MinLOD = TexMapper.MinLOD; TM.BorderColor = TexMapper.BorderColor; Mat.TextureMappers[TMIndex++] = TM; } Mat.EnabledTextures[0] = Material.TextureMappers[0] != null; Mat.EnabledTextures[1] = Material.TextureMappers[1] != null; Mat.EnabledTextures[2] = Material.TextureMappers[2] != null; Mat.Texture0Name = Material.TextureMappers[0]?.Texture.Path; Mat.Texture1Name = Material.TextureMappers[1]?.Texture.Path; Mat.Texture2Name = Material.TextureMappers[2]?.Texture.Path; GfxFragmentFlags SrcFlags = Material.FragmentShader.Lighting.Flags; H3DFragmentFlags DstFlags = 0; if ((SrcFlags & GfxFragmentFlags.IsClampHighLightEnabled) != 0) { DstFlags |= H3DFragmentFlags.IsClampHighLightEnabled; } if ((SrcFlags & GfxFragmentFlags.IsLUTDist0Enabled) != 0) { DstFlags |= H3DFragmentFlags.IsLUTDist0Enabled; } if ((SrcFlags & GfxFragmentFlags.IsLUTDist1Enabled) != 0) { DstFlags |= H3DFragmentFlags.IsLUTDist1Enabled; } if ((SrcFlags & GfxFragmentFlags.IsLUTGeoFactor0Enabled) != 0) { DstFlags |= H3DFragmentFlags.IsLUTGeoFactor0Enabled; } if ((SrcFlags & GfxFragmentFlags.IsLUTGeoFactor1Enabled) != 0) { DstFlags |= H3DFragmentFlags.IsLUTGeoFactor1Enabled; } if ((SrcFlags & GfxFragmentFlags.IsLUTReflectionEnabled) != 0) { DstFlags |= H3DFragmentFlags.IsLUTReflectionEnabled; } if (Material.FragmentShader.Lighting.IsBumpRenormalize) { DstFlags |= H3DFragmentFlags.IsBumpRenormalizeEnabled; } Mat.MaterialParams.FragmentFlags = DstFlags; Mat.MaterialParams.FresnelSelector = (H3DFresnelSelector)Material.FragmentShader.Lighting.FresnelSelector; Mat.MaterialParams.BumpTexture = (byte)Material.FragmentShader.Lighting.BumpTexture; Mat.MaterialParams.BumpMode = (H3DBumpMode)Material.FragmentShader.Lighting.BumpMode; Mat.MaterialParams.LUTInputSelection.ReflecR = Material.FragmentShader.LUTs.ReflecR?.Input ?? 0; Mat.MaterialParams.LUTInputSelection.ReflecG = Material.FragmentShader.LUTs.ReflecG?.Input ?? 0; Mat.MaterialParams.LUTInputSelection.ReflecB = Material.FragmentShader.LUTs.ReflecB?.Input ?? 0; Mat.MaterialParams.LUTInputSelection.Dist0 = Material.FragmentShader.LUTs.Dist0?.Input ?? 0; Mat.MaterialParams.LUTInputSelection.Dist1 = Material.FragmentShader.LUTs.Dist1?.Input ?? 0; Mat.MaterialParams.LUTInputSelection.Fresnel = Material.FragmentShader.LUTs.Fresnel?.Input ?? 0; Mat.MaterialParams.LUTInputScale.ReflecR = Material.FragmentShader.LUTs.ReflecR?.Scale ?? 0; Mat.MaterialParams.LUTInputScale.ReflecG = Material.FragmentShader.LUTs.ReflecG?.Scale ?? 0; Mat.MaterialParams.LUTInputScale.ReflecB = Material.FragmentShader.LUTs.ReflecB?.Scale ?? 0; Mat.MaterialParams.LUTInputScale.Dist0 = Material.FragmentShader.LUTs.Dist0?.Scale ?? 0; Mat.MaterialParams.LUTInputScale.Dist1 = Material.FragmentShader.LUTs.Dist1?.Scale ?? 0; Mat.MaterialParams.LUTInputScale.Fresnel = Material.FragmentShader.LUTs.Fresnel?.Scale ?? 0; Mat.MaterialParams.LUTReflecRTableName = Material.FragmentShader.LUTs.ReflecR?.Sampler.TableName; Mat.MaterialParams.LUTReflecGTableName = Material.FragmentShader.LUTs.ReflecG?.Sampler.TableName; Mat.MaterialParams.LUTReflecBTableName = Material.FragmentShader.LUTs.ReflecB?.Sampler.TableName; Mat.MaterialParams.LUTDist0TableName = Material.FragmentShader.LUTs.Dist0?.Sampler.TableName; Mat.MaterialParams.LUTDist1TableName = Material.FragmentShader.LUTs.Dist1?.Sampler.TableName; Mat.MaterialParams.LUTFresnelTableName = Material.FragmentShader.LUTs.Fresnel?.Sampler.TableName; Mat.MaterialParams.LUTReflecRSamplerName = Material.FragmentShader.LUTs.ReflecR?.Sampler.SamplerName; Mat.MaterialParams.LUTReflecGSamplerName = Material.FragmentShader.LUTs.ReflecG?.Sampler.SamplerName; Mat.MaterialParams.LUTReflecBSamplerName = Material.FragmentShader.LUTs.ReflecB?.Sampler.SamplerName; Mat.MaterialParams.LUTDist0SamplerName = Material.FragmentShader.LUTs.Dist0?.Sampler.SamplerName; Mat.MaterialParams.LUTDist1SamplerName = Material.FragmentShader.LUTs.Dist1?.Sampler.SamplerName; Mat.MaterialParams.LUTFresnelSamplerName = Material.FragmentShader.LUTs.Fresnel?.Sampler.SamplerName; Mat.MaterialParams.TexEnvStages[0] = Material.FragmentShader.TextureEnvironments[0].Stage; Mat.MaterialParams.TexEnvStages[1] = Material.FragmentShader.TextureEnvironments[1].Stage; Mat.MaterialParams.TexEnvStages[2] = Material.FragmentShader.TextureEnvironments[2].Stage; Mat.MaterialParams.TexEnvStages[3] = Material.FragmentShader.TextureEnvironments[3].Stage; Mat.MaterialParams.TexEnvStages[4] = Material.FragmentShader.TextureEnvironments[4].Stage; Mat.MaterialParams.TexEnvStages[5] = Material.FragmentShader.TextureEnvironments[5].Stage; Mat.MaterialParams.AlphaTest = Material.FragmentShader.AlphaTest.Test; Mat.MaterialParams.TexEnvBufferColor = Material.FragmentShader.TexEnvBufferColor; Mdl.Materials.Add(Mat); } foreach (GfxMesh Mesh in Model.Meshes) { GfxShape Shape = Model.Shapes[Mesh.ShapeIndex]; H3DMesh M = new H3DMesh(); PICAVertex[] Vertices = null; foreach (GfxVertexBuffer VertexBuffer in Shape.VertexBuffers) { /* * CGfx supports 3 types of vertex buffer: * - Non-Interleaved: Each attribute is stored on it's on stream, like this: * P0 P1 P2 P3 P4 P5 ... N0 N1 N2 N3 N4 N5 * - Interleaved: All attributes are stored on the same stream, like this: * P0 N0 P1 N1 P2 N2 P3 N3 P4 N4 P5 N5 ... * - Fixed: The attribute have only a single fixed value, so instead of a stream, * it have a single vector. */ if (VertexBuffer is GfxAttribute) { //Non-Interleaved buffer GfxAttribute Attr = (GfxAttribute)VertexBuffer; M.Attributes.Add(Attr.ToPICAAttribute()); int Length = Attr.Elements; switch (Attr.Format) { case GfxGLDataType.GL_SHORT: Length <<= 1; break; case GfxGLDataType.GL_FLOAT: Length <<= 2; break; } M.VertexStride += Length; Vector4[] Vectors = Attr.GetVectors(); if (Vertices == null) { Vertices = new PICAVertex[Vectors.Length]; } for (int i = 0; i < Vectors.Length; i++) { switch (Attr.AttrName) { case PICAAttributeName.Position: Vertices[i].Position = Vectors[i]; break; case PICAAttributeName.Normal: Vertices[i].Normal = Vectors[i]; break; case PICAAttributeName.Tangent: Vertices[i].Tangent = Vectors[i]; break; case PICAAttributeName.TexCoord0: Vertices[i].TexCoord0 = Vectors[i]; break; case PICAAttributeName.TexCoord1: Vertices[i].TexCoord1 = Vectors[i]; break; case PICAAttributeName.TexCoord2: Vertices[i].TexCoord2 = Vectors[i]; break; case PICAAttributeName.Color: Vertices[i].Color = Vectors[i]; break; case PICAAttributeName.BoneIndex: Vertices[i].Indices[0] = (int)Vectors[i].X; Vertices[i].Indices[1] = (int)Vectors[i].Y; Vertices[i].Indices[2] = (int)Vectors[i].Z; Vertices[i].Indices[3] = (int)Vectors[i].W; break; case PICAAttributeName.BoneWeight: Vertices[i].Weights[0] = Vectors[i].X; Vertices[i].Weights[1] = Vectors[i].Y; Vertices[i].Weights[2] = Vectors[i].Z; Vertices[i].Weights[3] = Vectors[i].W; break; } } } else if (VertexBuffer is GfxVertexBufferFixed) { //Fixed vector float[] Vector = ((GfxVertexBufferFixed)VertexBuffer).Vector; M.FixedAttributes.Add(new PICAFixedAttribute() { Name = VertexBuffer.AttrName, Value = new PICAVectorFloat24( Vector.Length > 0 ? Vector[0] : 0, Vector.Length > 1 ? Vector[1] : 0, Vector.Length > 2 ? Vector[2] : 0, Vector.Length > 3 ? Vector[3] : 0) }); } else { //Interleaved buffer GfxVertexBufferInterleaved VtxBuff = (GfxVertexBufferInterleaved)VertexBuffer; foreach (GfxAttribute Attr in ((GfxVertexBufferInterleaved)VertexBuffer).Attributes) { M.Attributes.Add(Attr.ToPICAAttribute()); } M.RawBuffer = VtxBuff.RawBuffer; M.VertexStride = VtxBuff.VertexStride; } } if (Vertices != null) { M.RawBuffer = VerticesConverter.GetBuffer(Vertices, M.Attributes); } Vector4 PositionOffset = new Vector4(Shape.PositionOffset, 0); int Layer = (int)Model.Materials[Mesh.MaterialIndex].TranslucencyKind; M.MaterialIndex = (ushort)Mesh.MaterialIndex; M.NodeIndex = (ushort)Mesh.MeshNodeIndex; M.PositionOffset = PositionOffset; M.MeshCenter = Shape.BoundingBox.Center; M.Layer = Layer; M.Priority = Mesh.RenderPriority; H3DBoundingBox OBB = new H3DBoundingBox() { Center = Shape.BoundingBox.Center, Orientation = Shape.BoundingBox.Orientation, Size = Shape.BoundingBox.Size }; M.MetaData = new H3DMetaData(); M.MetaData.Add(new H3DMetaDataValue(OBB)); int SmoothCount = 0; foreach (GfxSubMesh SubMesh in Shape.SubMeshes) { foreach (GfxFace Face in SubMesh.Faces) { foreach (GfxFaceDescriptor Desc in Face.FaceDescriptors) { H3DSubMesh SM = new H3DSubMesh(); SM.BoneIndicesCount = (ushort)SubMesh.BoneIndices.Count; for (int i = 0; i < SubMesh.BoneIndices.Count; i++) { SM.BoneIndices[i] = (ushort)SubMesh.BoneIndices[i]; } switch (SubMesh.Skinning) { case GfxSubMeshSkinning.None: SM.Skinning = H3DSubMeshSkinning.None; break; case GfxSubMeshSkinning.Rigid: SM.Skinning = H3DSubMeshSkinning.Rigid; break; case GfxSubMeshSkinning.Smooth: SM.Skinning = H3DSubMeshSkinning.Smooth; break; } SM.Indices = Desc.Indices; SM.Indices = new ushort[Desc.Indices.Length]; Array.Copy(Desc.Indices, SM.Indices, SM.Indices.Length); M.SubMeshes.Add(SM); } } if (SubMesh.Skinning == GfxSubMeshSkinning.Smooth) { SmoothCount++; } } if (SmoothCount == Shape.SubMeshes.Count) { M.Skinning = H3DMeshSkinning.Smooth; } else if (SmoothCount > 0) { M.Skinning = H3DMeshSkinning.Mixed; } else { M.Skinning = H3DMeshSkinning.Rigid; } GfxMaterial Mat = Model.Materials[Mesh.MaterialIndex]; M.UpdateBoolUniforms(Mdl.Materials[Mesh.MaterialIndex]); Mdl.AddMesh(M); } //Workaround to fix blending problems until I can find a proper way. Mdl.MeshesLayer1.Reverse(); Mdl.MeshNodesTree = new H3DPatriciaTree(); foreach (GfxMeshNodeVisibility MeshNode in Model.MeshNodeVisibilities) { Mdl.MeshNodesTree.Add(MeshNode.Name); Mdl.MeshNodesVisibility.Add(MeshNode.IsVisible); } if (Model is GfxModelSkeletal) { foreach (GfxBone Bone in ((GfxModelSkeletal)Model).Skeleton.Bones) { H3DBone B = new H3DBone() { Name = Bone.Name, ParentIndex = (short)Bone.ParentIndex, Translation = Bone.Translation, Rotation = Bone.Rotation, Scale = Bone.Scale, InverseTransform = Bone.InvWorldTransform }; bool ScaleCompensate = (Bone.Flags & GfxBoneFlags.IsSegmentScaleCompensate) != 0; if (ScaleCompensate) { B.Flags |= H3DBoneFlags.IsSegmentScaleCompensate; } Mdl.Skeleton.Add(B); } Mdl.Flags |= H3DModelFlags.HasSkeleton; Mdl.BoneScaling = (H3DBoneScaling)((GfxModelSkeletal)Model).Skeleton.ScalingRule; } Output.Models.Add(Mdl); } foreach (GfxTexture Texture in Textures) { H3DTexture Tex = new H3DTexture() { Name = Texture.Name, Width = Texture.Width, Height = Texture.Height, Format = Texture.HwFormat, MipmapSize = (byte)Texture.MipmapSize }; if (Texture is GfxTextureCube) { Tex.RawBufferXPos = ((GfxTextureCube)Texture).ImageXPos.RawBuffer; Tex.RawBufferXNeg = ((GfxTextureCube)Texture).ImageXNeg.RawBuffer; Tex.RawBufferYPos = ((GfxTextureCube)Texture).ImageYPos.RawBuffer; Tex.RawBufferYNeg = ((GfxTextureCube)Texture).ImageYNeg.RawBuffer; Tex.RawBufferZPos = ((GfxTextureCube)Texture).ImageZPos.RawBuffer; Tex.RawBufferZNeg = ((GfxTextureCube)Texture).ImageZNeg.RawBuffer; } else { Tex.RawBuffer = ((GfxTextureImage)Texture).Image.RawBuffer; } Output.Textures.Add(Tex); } foreach (GfxLUT LUT in LUTs) { H3DLUT L = new H3DLUT() { Name = LUT.Name }; foreach (GfxLUTSampler Sampler in LUT.Samplers) { L.Samplers.Add(new H3DLUTSampler() { Flags = Sampler.IsAbsolute ? H3DLUTFlags.IsAbsolute : 0, Name = Sampler.Name, Table = Sampler.Table }); } Output.LUTs.Add(L); } foreach (GfxCamera Camera in Cameras) { Output.Cameras.Add(Camera.ToH3DCamera()); } foreach (GfxLight Light in Lights) { Output.Lights.Add(Light.ToH3DLight()); } foreach (GfxAnimation SklAnim in SkeletalAnimations) { Output.SkeletalAnimations.Add(SklAnim.ToH3DAnimation()); } foreach (GfxAnimation MatAnim in MaterialAnimations) { Output.MaterialAnimations.Add(new H3DMaterialAnim(MatAnim.ToH3DAnimation())); } foreach (GfxAnimation VisAnim in VisibilityAnimations) { Output.VisibilityAnimations.Add(VisAnim.ToH3DAnimation()); } foreach (GfxAnimation CamAnim in CameraAnimations) { Output.CameraAnimations.Add(CamAnim.ToH3DAnimation()); } Output.CopyMaterials(); return(Output); }