HasNormals() 공개 메소드

public HasNormals ( ) : bool
리턴 bool
예제 #1
0
파일: Mesh.cs 프로젝트: clarte53/armine
        private static Mesh FromAssimp(Module.Import.Assimp.Context context, aiMesh mesh_data)
        {
            // Create new mesh
            Mesh mesh = new Mesh();

            // Assimp does not support submeshes
            mesh.submeshes    = new SubMesh[1];
            mesh.submeshes[0] = new SubMesh();

            // Get material associated to this mesh
            mesh.assimpMaterial = (int)mesh_data.mMaterialIndex;

            // Get mesh name
            using (aiString mesh_name = mesh_data.mName)
            {
                mesh.name = Assimp.Convert.Name(mesh_name, "mesh");
            }

            // Get vertices
            if (mesh_data.HasPositions())
            {
                using (aiVector3DArray vertices = mesh_data.Vertices)
                {
                    mesh.vertices = Assimp.Convert.AssimpToUnity.Array <aiVector3D, Vector3>(Assimp.Convert.AssimpToUnity.Vector3, vertices);
                }
            }

            // Get normals
            if (mesh_data.HasNormals())
            {
                using (aiVector3DArray normals = mesh_data.Normals)
                {
                    mesh.normals = Assimp.Convert.AssimpToUnity.Array <aiVector3D, Vector3>(Assimp.Convert.AssimpToUnity.Vector3, normals);
                }
            }

            // Get tangents
            if (mesh_data.HasTangentsAndBitangents())
            {
                using (aiVector3DArray tangents = mesh_data.Tangents)
                {
                    mesh.tangents = Assimp.Convert.AssimpToUnity.Array <aiVector3D, Vector4>(Assimp.Convert.AssimpToUnity.Tangent, tangents);
                }
            }

            // Get faces
            if (mesh_data.HasFaces())
            {
                using (aiFaceArray faces = mesh_data.Faces)
                {
                    mesh.submeshes[0].triangles = Assimp.Convert.AssimpToUnity.Face(faces, out mesh.submeshes[0].topology);
                }
            }

            // Get UV coords
            if (mesh_data.GetNumUVChannels() > 0 && mesh_data.HasTextureCoords(0))
            {
                using (aiVector3DMultiArray texture_coords = mesh_data.TextureCoords)
                {
                    using (aiVector3DArray texture_coords0 = texture_coords.Get(0))
                    {
                        mesh.uv1 = Assimp.Convert.AssimpToUnity.Array <aiVector3D, Vector2>(Assimp.Convert.AssimpToUnity.UV, texture_coords0);
                    }

                    if (mesh_data.GetNumUVChannels() > 1 && mesh_data.HasTextureCoords(1))
                    {
                        using (aiVector3DArray texture_coords1 = texture_coords.Get(1))
                        {
                            mesh.uv2 = Assimp.Convert.AssimpToUnity.Array <aiVector3D, Vector2>(Assimp.Convert.AssimpToUnity.UV, texture_coords1);
                        }
                    }
                }
            }
            else
            {
                // No texture UVs. We need to generate some to avoid problems with most default unity shaders
                int size = mesh.vertices.Length;

                mesh.uv1 = new Vector2[size];
            }

            // Get vertex colors
            if (mesh_data.GetNumColorChannels() > 0 && mesh_data.HasVertexColors(0))
            {
                using (aiColor4DMultiArray colors = mesh_data.Colors)
                {
                    using (aiColor4DArray colors0 = colors.Get(0))
                    {
                        mesh.colors = Assimp.Convert.AssimpToUnity.Array <aiColor4D, Color>(Assimp.Convert.AssimpToUnity.Color, colors0);
                    }
                }
            }

            // TODO: anims + bones

            // We must dispose of the given parameter to free unused memory
            mesh_data.Dispose();

            context.progress.Update(ASSIMP_PROGRESS_FACTOR);

            return(mesh);
        }
        private MeshContent ExtractMesh(aiMesh aiMesh)
        {
            if (!String.IsNullOrEmpty(aiMesh.mName.Data))
            {
                log("modelname " + aiMesh.mName.Data);
                meshBuilder = MeshBuilder.StartMesh(aiMesh.mName.Data);
            }
            else
            {
                meshBuilder = MeshBuilder.StartMesh(Path.GetFileNameWithoutExtension(filename));
            }

            if (!aiMesh.HasPositions())
            {
                throw new Exception("MOdel does not have Position");
            }

            // Add additional vertex channels for texture coordinates and normals
            if (aiMesh.HasTextureCoords(0))
            {
                textureCoordinateDataIndex = meshBuilder.CreateVertexChannel <Vector2>(VertexChannelNames.TextureCoordinate(0));
            }
            else if (aiMesh.HasVertexColors(0))
            {
                colorCoordinateDataIndex = meshBuilder.CreateVertexChannel <Vector4>(VertexChannelNames.Color(0));
            }
            if (aiMesh.HasNormals())
            {
                normalDataIndex = meshBuilder.CreateVertexChannel <Vector3>(VertexChannelNames.Normal());
            }
            if (aiMesh.HasTangentsAndBitangents())
            {
                tangentDataIndex  = meshBuilder.CreateVertexChannel <Vector3>(VertexChannelNames.Tangent(0));
                binormalDataIndex = meshBuilder.CreateVertexChannel <Vector3>(VertexChannelNames.Binormal(0));
            }
            if (aiMesh.HasBones())
            {
                boneDataIndex = meshBuilder.CreateVertexChannel <BoneWeightCollection>(VertexChannelNames.Weights(0));
            }

            var numFaces           = (int)aiMesh.mNumFaces;
            var numVertices        = (int)aiMesh.mNumVertices;
            var aiPositions        = aiMesh.mVertices;
            var aiNormals          = aiMesh.mNormals;
            var aiTextureCoordsAll = aiMesh.mTextureCoords;
            var aiTextureCoords    = (aiTextureCoordsAll != null) ? aiTextureCoordsAll[0] : null;

            for (int j = 0; j < aiMesh.mNumVertices; j++)
            {
                meshBuilder.CreatePosition(aiMesh.mVertices[j].x, aiMesh.mVertices[j].y, aiMesh.mVertices[j].z);
            }

            meshBuilder.SetMaterial(GetMaterial(aiMesh));

            var aiFaces   = aiMesh.mFaces;
            var dxIndices = new uint[numFaces * 3];

            for (int k = 0; k < numFaces; ++k)
            {
                var aiFace    = aiFaces[k];
                var aiIndices = aiFace.mIndices;
                for (int j = 0; j < 3; ++j)
                {
                    int index = (int)aiIndices[j];
                    if (aiMesh.HasTextureCoords(0))
                    {
                        meshBuilder.SetVertexChannelData(textureCoordinateDataIndex, new Vector2(aiMesh.mTextureCoords[0][index].x, aiMesh.mTextureCoords[0][index].y));
                    }
                    else if (aiMesh.HasVertexColors(0))
                    {
                        meshBuilder.SetVertexChannelData(colorCoordinateDataIndex, new Vector4(aiMesh.mColors[0][index].r, aiMesh.mColors[0][index].g, aiMesh.mColors[0][index].b, aiMesh.mColors[0][index].a));
                    }
                    if (aiMesh.HasNormals())
                    {
                        meshBuilder.SetVertexChannelData(normalDataIndex, new Vector3(aiMesh.mNormals[index].x, aiMesh.mNormals[index].y, aiMesh.mNormals[index].z));
                    }

                    if (aiMesh.HasTangentsAndBitangents())
                    {
                        meshBuilder.SetVertexChannelData(tangentDataIndex, new Vector3(aiMesh.mTangents[index].x, aiMesh.mTangents[index].y, aiMesh.mTangents[index].z));
                        meshBuilder.SetVertexChannelData(binormalDataIndex, new Vector3(aiMesh.mBitangents[index].x, aiMesh.mBitangents[index].y, aiMesh.mBitangents[index].z));
                    }
                    if (aiMesh.HasBones())
                    {
                        BoneWeightCollection BoneWeightCollection = new BoneWeightCollection();
                        if (wbone.ContainsKey(index))
                        {
                            foreach (var item in wbone[index])
                            {
                                BoneWeightCollection.Add(new BoneWeight(item.Key, item.Value));
                            }
                        }
                        meshBuilder.SetVertexChannelData(boneDataIndex, BoneWeightCollection);
                    }

                    meshBuilder.AddTriangleVertex(index);
                }
            }

            MeshContent meshContent = meshBuilder.FinishMesh();

            return(meshContent);
        }