private static effectFx_profile_abstractProfile_COMMON MakeProfileCOMMON(ulong id_num) { effectFx_profile_abstractProfile_COMMON proCom = new effectFx_profile_abstractProfile_COMMON(); proCom.technique = new effectFx_profile_abstractProfile_COMMONTechnique(); effectFx_profile_abstractProfile_COMMONTechniqueLambert lambert = new effectFx_profile_abstractProfile_COMMONTechniqueLambert(); common_color_or_texture_type diffuse = new common_color_or_texture_type(); common_color_or_texture_typeTexture tex = new common_color_or_texture_typeTexture(); tex.texture = "sampler2D_" + id_num; diffuse.Item = tex; lambert.diffuse = diffuse; proCom.Items = new object[] { MakeNewParamForEffect(id_num, false), MakeNewParamForEffect(id_num, true) }; proCom.technique.Item = lambert; return(proCom); }
private static void SetPhongTex(effectFx_profile_abstractProfile_COMMONTechniquePhong phong, string texture) { phong.diffuse = new common_color_or_texture_type(); var col = new common_color_or_texture_typeTexture(); phong.diffuse.Item = col; col.texture = texture; phong.emission = new common_color_or_texture_type(); var emissionColor = new common_color_or_texture_typeColor(); emissionColor.sid = "emission"; emissionColor.Values = new double[] { 0, 0, 0, 1 }; phong.emission.Item = emissionColor; phong.ambient = new common_color_or_texture_type(); var ambientColor = new common_color_or_texture_typeColor(); ambientColor.sid = "ambient"; ambientColor.Values = new double[] { 0, 0, 0, 1 }; phong.ambient.Item = ambientColor; phong.specular = new common_color_or_texture_type(); var specularColor = new common_color_or_texture_typeColor(); specularColor.sid = "specular"; specularColor.Values = new double[] { 0.5, 0.5, 0.5, 1 }; phong.specular.Item = specularColor; phong.shininess = new common_float_or_param_type(); var f = new common_float_or_param_typeFloat(); f.Value = 50; phong.shininess.Item = f; phong.index_of_refraction = new common_float_or_param_type(); var f2 = new common_float_or_param_typeFloat(); f2.Value = 1; phong.index_of_refraction.Item = f2; }
public static void AddSkinnedModelWithAnimations(ref Skin SkinChunk, ref SkeletonCTTR SkeletonChunk, ref Shader[] ShaderChunks)//, ref Animation[] AnimChunks) { List <uint> IndexList = new List <uint>(); cachedGeoms.geometry = new geometry[SkinChunk.NumPrimGroups]; for (int primgroups = 0; primgroups < SkinChunk.NumPrimGroups; primgroups++) { cachedGeoms.geometry[primgroups] = new geometry(); cachedGeoms.geometry[primgroups].id = "geometry" + primgroups; cachedGeoms.geometry[primgroups].name = "geometry" + primgroups; mesh newMesh = new Collada141.mesh(); newMesh.vertices = new vertices(); newMesh.vertices.id = "geometry" + primgroups + "-vertices"; newMesh.vertices.name = "geometry" + primgroups + "-vertices"; newMesh.vertices.input = new InputLocal[1]; newMesh.vertices.input[0] = new InputLocal(); newMesh.vertices.input[0].semantic = "POSITION"; newMesh.vertices.input[0].source = "#geometry" + primgroups + "-positions"; //newMesh.vertices.input[1] = new InputLocal(); //newMesh.vertices.input[1].semantic = "TEXCOORD"; //newMesh.vertices.input[1].source = "#geometry" + primgroups + "-texcoords"; //newMesh.vertices.input[2].semantic = "COLOR"; //newMesh.vertices.input[2].source = "#geometry0-colors"; newMesh.source = new source[3]; newMesh.source[0] = new source(); newMesh.source[0].id = "geometry" + primgroups + "-positions"; float_array geom_positions = new float_array(); geom_positions.id = "geometry" + primgroups + "-positions-array"; PositionList posList = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <PositionList>()[0]; geom_positions.count = (ulong)posList.Positions.Length * 3; geom_positions.Values = new double[geom_positions.count]; for (ulong i = 0; i < geom_positions.count / 3; i++) { if (i % 3 == 0) { geom_positions.Values[i] = posList.Positions[i / 3].X; } else if (i % 3 == 1) { geom_positions.Values[i] = posList.Positions[i / 3].Y; } else { geom_positions.Values[i] = posList.Positions[i / 3].Z; } } newMesh.source[0].Item = geom_positions; newMesh.source[0].technique_common = new sourceTechnique_common(); newMesh.source[0].technique_common.accessor = new accessor(); newMesh.source[0].technique_common.accessor.source = "#" + geom_positions.id; newMesh.source[0].technique_common.accessor.count = geom_positions.count / 3; newMesh.source[0].technique_common.accessor.stride = 3; newMesh.source[0].technique_common.accessor.param = new param[3] { new param(), new param(), new param(), }; newMesh.source[0].technique_common.accessor.param[0].name = "X"; newMesh.source[0].technique_common.accessor.param[0].type = "float"; newMesh.source[0].technique_common.accessor.param[1].name = "Y"; newMesh.source[0].technique_common.accessor.param[1].type = "float"; newMesh.source[0].technique_common.accessor.param[2].name = "Z"; newMesh.source[0].technique_common.accessor.param[2].type = "float"; newMesh.source[1] = new source(); newMesh.source[1].id = "geometry" + primgroups + "-mesh-normals"; float_array geom_normals = new float_array(); geom_normals.id = "geometry" + primgroups + "-mesh-map-array"; NormalList normals = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <NormalList>()[0]; geom_normals.count = (ulong)normals.Normals.Length * 3; geom_normals.Values = new double[geom_normals.count]; for (ulong i = 0; i < geom_normals.count; i++) { if (i % 3 == 0) { geom_normals.Values[i] = normals.Normals[i / 3].X; } else if (i % 3 == 1) { geom_normals.Values[i] = normals.Normals[i / 3].Y; } else { geom_normals.Values[i] = normals.Normals[i / 3].Z; } } newMesh.source[1].Item = geom_normals; newMesh.source[1].technique_common = new sourceTechnique_common(); newMesh.source[1].technique_common.accessor = new accessor(); newMesh.source[1].technique_common.accessor.source = "#" + geom_normals.id; newMesh.source[1].technique_common.accessor.count = geom_positions.count / 3; newMesh.source[1].technique_common.accessor.stride = 3; newMesh.source[1].technique_common.accessor.param = new param[3] { new param(), new param(), new param(), }; newMesh.source[1].technique_common.accessor.param[0].name = "X"; newMesh.source[1].technique_common.accessor.param[0].type = "float"; newMesh.source[1].technique_common.accessor.param[1].name = "Y"; newMesh.source[1].technique_common.accessor.param[1].type = "float"; newMesh.source[1].technique_common.accessor.param[2].name = "Z"; newMesh.source[1].technique_common.accessor.param[2].type = "float"; newMesh.source[2] = new source(); newMesh.source[2].id = "geometry" + primgroups + "-mesh-map-0"; float_array geom_texcoords = new float_array(); geom_texcoords.id = "geometry" + primgroups + "-mesh-map-array"; UVList UV = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <UVList>()[0]; geom_texcoords.count = (ulong)UV.UVs.Length * 2; geom_texcoords.Values = new double[geom_texcoords.count]; for (ulong i = 0; i < geom_texcoords.count; i++) { ulong pos = i / 2; geom_texcoords.Values[i] = UV.UVs[pos].X; i++; geom_texcoords.Values[i] = UV.UVs[pos].Y; } newMesh.source[2].Item = geom_texcoords; newMesh.source[2].technique_common = new sourceTechnique_common(); newMesh.source[2].technique_common.accessor = new accessor(); newMesh.source[2].technique_common.accessor.source = "#" + geom_texcoords.id; newMesh.source[2].technique_common.accessor.count = geom_texcoords.count / 2; newMesh.source[2].technique_common.accessor.stride = 2; newMesh.source[2].technique_common.accessor.param = new param[2] { new param(), new param(), }; newMesh.source[2].technique_common.accessor.param[0].name = "S"; newMesh.source[2].technique_common.accessor.param[0].type = "float"; newMesh.source[2].technique_common.accessor.param[1].name = "T"; newMesh.source[2].technique_common.accessor.param[1].type = "float"; /* * newMesh.source[3].id = "geometry" + primgroups + "-colors-Col"; * float_array geom_colors = new float_array(); * geom_colors.id = "geometry" + primgroups + "-colors-Col-array"; * ColourList colors = SkinChunk.GetChildren<PrimitiveGroupCTTR>()[primgroups].GetChildren<ColourList>()[0]; * geom_colors.count = (ulong)colors.Colours.Length * 3; * geom_colors.Values = new double[geom_colors.count]; * for (ulong i = 0; i < geom_colors.count / 3; i++) * { * if (i % 3 == 0) * { * geom_colors.Values[i] = colors.Colours[i]; * } * else if (i % 3 == 1) * { * geom_colors.Values[i] = colors.Colours[i / 3]; * } * else * { * geom_colors.Values[i] = colors.Colours[i / 3]; * } * } * * newMesh.source[3].Item = geom_colors; * newMesh.source[3].technique_common = new sourceTechnique_common(); * newMesh.source[3].technique_common.accessor = new accessor(); * newMesh.source[3].technique_common.accessor.source = geom_colors.id; * newMesh.source[3].technique_common.accessor.count = geom_colors.count / 3; * newMesh.source[3].technique_common.accessor.stride = 3; * newMesh.source[3].technique_common.accessor.param = new param[3]; * newMesh.source[3].technique_common.accessor.param[0].name = "R"; * newMesh.source[3].technique_common.accessor.param[0].type = "float"; * newMesh.source[3].technique_common.accessor.param[1].name = "G"; * newMesh.source[3].technique_common.accessor.param[1].type = "float"; * newMesh.source[3].technique_common.accessor.param[2].name = "B"; * newMesh.source[3].technique_common.accessor.param[2].type = "float"; */ polylist meshTriangles = new polylist(); meshTriangles.material = ""; meshTriangles.count = (ulong)SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length / 4; meshTriangles.input = new InputLocalOffset[3]; meshTriangles.input[0] = new InputLocalOffset(); meshTriangles.input[0].semantic = "VERTEX"; meshTriangles.input[0].source = "#" + newMesh.vertices.id; meshTriangles.input[0].offset = 0; meshTriangles.input[1] = new InputLocalOffset(); meshTriangles.input[1].semantic = "NORMAL"; meshTriangles.input[1].source = "#" + "geometry" + primgroups + "-mesh-normals"; meshTriangles.input[1].offset = 1; meshTriangles.input[2] = new InputLocalOffset(); meshTriangles.input[2].semantic = "TEXCOORD"; meshTriangles.input[2].source = "#" + "geometry" + primgroups + "-mesh-map-0"; meshTriangles.input[2].offset = 2; meshTriangles.input[2].set = 0; string packed_primitives = ""; for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length; i++) { packed_primitives += SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices[i]; packed_primitives += " "; } string packed_vcount = ""; for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length / 3; i++) { packed_vcount += "3 "; } meshTriangles.vcount = packed_vcount; meshTriangles.p = packed_primitives; newMesh.Items = new object[1]; newMesh.Items[0] = meshTriangles; cachedGeoms.geometry[primgroups].Item = newMesh; for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length; i++) { IndexList.Add(SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices[i]); } } cachedMats.material = new material[ShaderChunks.Length]; List <string> shader_tex = new List <string>(); for (int mat = 0; mat < ShaderChunks.Length; mat++) { cachedMats.material[mat] = new material(); cachedMats.material[mat].id = "mat" + ShaderChunks[mat].Name; cachedMats.material[mat].name = ShaderChunks[mat].Name; cachedMats.material[mat].instance_effect = new instance_effect(); cachedMats.material[mat].instance_effect.url = "#" + ShaderChunks[mat].Name; //effect name if (ShaderChunks[mat].GetChildren <ShaderTextureParam>().Length > 0) { if (!shader_tex.Contains(ShaderChunks[mat].GetChildren <ShaderTextureParam>()[0].Value)) { shader_tex.Add(ShaderChunks[mat].GetChildren <ShaderTextureParam>()[0].Value); } } } cachedImages.image = new image[shader_tex.Count]; for (int i = 0; i < cachedImages.image.Length; i++) { cachedImages.image[i] = new image(); cachedImages.image[i].id = "image" + shader_tex[i]; //fx_surface_init_from_common init_from = new fx_surface_init_from_common(); //init_from.Value = shader_tex[i]; //cachedImages.image[i].Item = init_from; } cachedEffects.effect = new effect[ShaderChunks.Length]; for (int mat = 0; mat < ShaderChunks.Length; mat++) { cachedEffects.effect[mat] = new effect(); cachedEffects.effect[mat].id = ShaderChunks[mat].Name; cachedEffects.effect[mat].name = ShaderChunks[mat].Name; cachedEffects.effect[mat].newparam = new fx_newparam_common[2]; cachedEffects.effect[mat].newparam[0] = new fx_newparam_common(); cachedEffects.effect[mat].newparam[0].sid = "Image-surface"; cachedEffects.effect[mat].newparam[0].surface = new fx_surface_common(); cachedEffects.effect[mat].newparam[0].surface.type = fx_surface_type_enum.Item2D; cachedEffects.effect[mat].newparam[0].surface.init_from = new fx_surface_init_from_common[1]; cachedEffects.effect[mat].newparam[0].surface.init_from[0] = new fx_surface_init_from_common(); cachedEffects.effect[mat].newparam[0].surface.init_from[0].Value = ShaderChunks[mat].Name; cachedEffects.effect[mat].newparam[0].surface.format = "A8R8G8B8"; cachedEffects.effect[mat].newparam[1] = new fx_newparam_common(); cachedEffects.effect[mat].newparam[1].sid = "Image-sampler"; cachedEffects.effect[mat].newparam[1].sampler2D = new fx_sampler2D_common(); cachedEffects.effect[mat].newparam[1].sampler2D.source = "Image-surface"; cachedEffects.effect[mat].newparam[1].sampler2D.wrap_s = fx_sampler_wrap_common.CLAMP; cachedEffects.effect[mat].newparam[1].sampler2D.wrap_t = fx_sampler_wrap_common.CLAMP; cachedEffects.effect[mat].newparam[1].sampler2D.minfilter = fx_sampler_filter_common.NEAREST; cachedEffects.effect[mat].newparam[1].sampler2D.magfilter = fx_sampler_filter_common.NEAREST; cachedEffects.effect[mat].newparam[1].sampler2D.mipfilter = fx_sampler_filter_common.NEAREST; cachedEffects.effect[mat].Items = new effectFx_profile_abstractProfile_COMMON[1]; cachedEffects.effect[mat].Items[0] = new effectFx_profile_abstractProfile_COMMON(); cachedEffects.effect[mat].Items[0].technique = new effectFx_profile_abstractProfile_COMMONTechnique(); cachedEffects.effect[mat].Items[0].technique.sid = "common"; effectFx_profile_abstractProfile_COMMONTechniquePhong common_phong = new effectFx_profile_abstractProfile_COMMONTechniquePhong(); common_color_or_texture_typeTexture textureType = new common_color_or_texture_typeTexture(); textureType.texture = "Image-sampler"; textureType.texcoord = "tc"; common_phong.diffuse = new common_color_or_texture_type(); common_phong.diffuse.Item = textureType; common_phong.transparent = new common_transparent_type(); common_phong.transparent.Item = textureType; cachedEffects.effect[mat].Items[0].technique.Item = common_phong; } cachedControllers.controller = new controller[SkinChunk.NumPrimGroups]; for (int a = 0; a < SkinChunk.NumPrimGroups; a++) { cachedControllers.controller[a] = new controller(); cachedControllers.controller[a].id = SkinChunk.Name + a; cachedControllers.controller[a].name = SkinChunk.Name + a; skin ControllerSkin = new skin(); ControllerSkin.source1 = "#geometry" + a; ControllerSkin.source = new source[3]; ControllerSkin.source[0] = new source(); ControllerSkin.source[0].id = "controller" + a + "-joints"; Name_array Joints_Names = new Name_array(); Joints_Names.id = "controller" + a + "-joints-array"; Joints_Names.count = (ulong)SkeletonChunk.GetChildren <SkeletonJointCTTR>().Length; Joints_Names.Values = new string[Joints_Names.count]; for (ulong i = 0; i < Joints_Names.count; i++) { Joints_Names.Values[i] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].Name; } ControllerSkin.source[0].Item = Joints_Names; ControllerSkin.source[0].technique_common = new sourceTechnique_common(); ControllerSkin.source[0].technique_common.accessor = new accessor(); ControllerSkin.source[0].technique_common.accessor.source = "#" + Joints_Names.id; ControllerSkin.source[0].technique_common.accessor.count = Joints_Names.count; ControllerSkin.source[0].technique_common.accessor.param = new param[1] { new param() }; ControllerSkin.source[0].technique_common.accessor.param[0].name = "JOINT"; ControllerSkin.source[0].technique_common.accessor.param[0].type = "Name"; ControllerSkin.source[1] = new source(); ControllerSkin.source[1].id = "controller" + a + "-bind_poses"; float_array Bind_Poses = new float_array(); Bind_Poses.id = "controller" + a + "-bind_poses-array"; Bind_Poses.count = (ulong)SkeletonChunk.GetChildren <SkeletonJointCTTR>().Length * 16; Bind_Poses.Values = new double[Bind_Poses.count]; int bind_pose_pos = 0; for (ulong i = 0; i < Joints_Names.count; i++) { Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M11; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M12; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M13; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M14; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M21; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M22; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M23; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M24; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M31; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M32; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M33; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M34; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M41; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M42; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M43; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M44; bind_pose_pos++; } ControllerSkin.source[1].Item = Bind_Poses; ControllerSkin.source[1].technique_common = new sourceTechnique_common(); ControllerSkin.source[1].technique_common.accessor = new accessor(); ControllerSkin.source[1].technique_common.accessor.source = "#" + Bind_Poses.id; ControllerSkin.source[1].technique_common.accessor.count = Bind_Poses.count; ControllerSkin.source[1].technique_common.accessor.param = new param[1] { new param() }; ControllerSkin.source[1].technique_common.accessor.param[0].name = "TRANSFORM"; ControllerSkin.source[1].technique_common.accessor.param[0].type = "float4x4"; ControllerSkin.source[2] = new source(); ControllerSkin.source[2].id = "controller" + a + "-weights"; float_array Weights_Array = new float_array(); Weights_Array.id = "controller" + a + "-weights-array"; Weights_Array.count = Joints_Names.count; Weights_Array.Values = new double[Joints_Names.count]; for (int i = 0; i < Weights_Array.Values.Length; i++) { Weights_Array.Values[i] = 1; } ControllerSkin.source[2].Item = Weights_Array; ControllerSkin.source[2].technique_common = new sourceTechnique_common(); ControllerSkin.source[2].technique_common.accessor = new accessor(); ControllerSkin.source[2].technique_common.accessor.source = "#" + Weights_Array.id; ControllerSkin.source[2].technique_common.accessor.count = Weights_Array.count; ControllerSkin.source[2].technique_common.accessor.param = new param[1] { new param() }; ControllerSkin.source[2].technique_common.accessor.param[0].name = "WEIGHT"; ControllerSkin.source[2].technique_common.accessor.param[0].type = "float"; ControllerSkin.joints = new skinJoints(); ControllerSkin.joints.input = new InputLocal[2] { new InputLocal(), new InputLocal() }; ControllerSkin.joints.input[0].semantic = "JOINT"; ControllerSkin.joints.input[0].source = "#" + ControllerSkin.source[0].id; ControllerSkin.joints.input[1].semantic = "INV_BIND_MATRIX"; ControllerSkin.joints.input[1].source = "#" + ControllerSkin.source[1].id; ControllerSkin.vertex_weights = new skinVertex_weights(); ControllerSkin.vertex_weights.count = (ulong)IndexList.Count; ControllerSkin.vertex_weights.input = new InputLocalOffset[2] { new InputLocalOffset(), new InputLocalOffset() }; ControllerSkin.vertex_weights.input[0].semantic = "JOINT"; ControllerSkin.vertex_weights.input[0].source = "#" + ControllerSkin.source[0].id; ControllerSkin.vertex_weights.input[0].offset = 0; ControllerSkin.vertex_weights.input[1].semantic = "WEIGHT"; ControllerSkin.vertex_weights.input[1].source = "#" + ControllerSkin.source[2].id; ControllerSkin.vertex_weights.input[1].offset = 1; string vertex_vcount = ""; for (int i = 0; i < IndexList.Count; i++) { vertex_vcount += "1 "; } ControllerSkin.vertex_weights.vcount = vertex_vcount; string index_list_str = ""; for (int i = 0; i < IndexList.Count; i++) { index_list_str += IndexList[i] + " "; } ControllerSkin.vertex_weights.v = index_list_str; cachedControllers.controller[a].Item = ControllerSkin; } cachedVscenes.visual_scene = new visual_scene[1] { new visual_scene() }; cachedVscenes.visual_scene[0].id = "Scene0"; cachedVscenes.visual_scene[0].name = "Scene0"; cachedVscenes.visual_scene[0].node = new node[SkinChunk.NumPrimGroups + 1]; cachedVscenes.visual_scene[0].node[0] = new node(); //cachedVscenes.visual_scene[0].node[0].Items = new object[1]; //cachedVscenes.visual_scene[0].node[0].Items[0] = new matrix(); for (int i = 0; i < SkeletonChunk.Children.Count; i++) { SkeletonJointCTTR joint = (SkeletonJointCTTR)SkeletonChunk.Children[i]; if (joint.SkeletonParent == 0) { //cachedVscenes.visual_scene[0].node[0].node1 = new node[10]; } } cachedVscenes.visual_scene[0].node[0].id = SkeletonChunk.Name; cachedVscenes.visual_scene[0].node[0].type = NodeType.JOINT; //todo: joints node tree // SkeletonParent - 0 means root, the rest is chunk child index // SkeletonJointCTTR.BindPose matrix as transform matrix? for (int i = 1; i < SkinChunk.NumPrimGroups + 1; i++) { cachedVscenes.visual_scene[0].node[i] = new node(); cachedVscenes.visual_scene[0].node[i].id = "node" + i; cachedVscenes.visual_scene[0].node[i].name = "polygon" + i; cachedVscenes.visual_scene[0].node[i].type = NodeType.NODE; cachedVscenes.visual_scene[0].node[i].instance_controller = new instance_controller[1] { new instance_controller() }; cachedVscenes.visual_scene[0].node[i].instance_controller[0].url = "#" + cachedControllers.controller[i - 1].id; cachedVscenes.visual_scene[0].node[i].instance_controller[0].skeleton = new string[1] { "#" + cachedVscenes.visual_scene[0].node[0].id }; cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material = new bind_material(); cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common = new instance_material[1] { new instance_material() }; cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].symbol = "#" + cachedMats.material[0].id; cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].target = "#" + cachedMats.material[0].id; cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input = new instance_materialBind_vertex_input[1] { new instance_materialBind_vertex_input() }; cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input[0].semantic = "tc"; cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input[0].input_semantic = "TEXCOORD"; } //not working: // - vertex weights error out // - mesh comes out wrong //animclips //anims }