/// <summary> /// Generates a cube model. /// </summary> /// <returns>The cube model.</returns> public Model GenerateCube() { Model m = new Model("cube") { Engine = this, Skinned = true, ModelMin = new BEPUutilities.Vector3(-1, -1, -1), ModelMax = new BEPUutilities.Vector3(1, 1, 1) }; ModelMesh mm = new ModelMesh("cube"); mm.vbo.Prepare(); TextureCoordinates tc = new TextureCoordinates(); mm.vbo.AddSide(Location.UnitX, tc, offs: true); mm.vbo.AddSide(Location.UnitY, tc, offs: true); mm.vbo.AddSide(Location.UnitZ, tc, offs: true); mm.vbo.AddSide(-Location.UnitX, tc, offs: true); mm.vbo.AddSide(-Location.UnitY, tc, offs: true); mm.vbo.AddSide(-Location.UnitZ, tc, offs: true); m.Original = new Model3D(); Model3DMesh m3m = new Model3DMesh() { Name = "cube" }; m3m.Indices = new List <int>(mm.vbo.Indices.ConvertAll((u) => (int)u)); m3m.Vertices = new List <BEPUutilities.Vector3>(mm.vbo.Vertices.ConvertAll((o) => o.ToLocation().ToBVector())); m3m.TexCoords = new List <BEPUutilities.Vector2>(mm.vbo.TexCoords.ConvertAll((o) => new BEPUutilities.Vector2(o.X, o.Y))); m3m.Normals = new List <BEPUutilities.Vector3>(mm.vbo.Normals.ConvertAll((o) => o.ToLocation().ToBVector())); m.Original.Meshes = new List <Model3DMesh>() { m3m }; mm.vbo.GenerateVBO(); mm.VBOGenned = true; m.Meshes.Add(mm); return(m); }
/// <summary> /// Generates a cube model. /// </summary> /// <returns>The cube model.</returns> public Model GenerateCube() { Model m = new Model("cube") { Engine = this, Skinned = true, ModelMin = new BEPUutilities.Vector3(-1, -1, -1), ModelMax = new BEPUutilities.Vector3(1, 1, 1) }; ModelMesh mm = new ModelMesh("cube"); Renderable.ListBuilder builder = new Renderable.ListBuilder(); builder.Prepare(); TextureCoordinates tc = new TextureCoordinates(); builder.AddSide(Location.UnitX, tc, offs: true); builder.AddSide(Location.UnitY, tc, offs: true); builder.AddSide(Location.UnitZ, tc, offs: true); builder.AddSide(-Location.UnitX, tc, offs: true); builder.AddSide(-Location.UnitY, tc, offs: true); builder.AddSide(-Location.UnitZ, tc, offs: true); m.Original = new Model3D(); Model3DMesh m3m = new Model3DMesh() { Name = "cube" }; m3m.Indices = builder.Indices.ToArray(); m3m.Vertices = builder.Vertices.ConvertAll((o) => o.ToLocation().ToBVector()).ToArray(); m3m.TexCoords = builder.TexCoords.ConvertAll((o) => new BEPUutilities.Vector2(o.X, o.Y)).ToArray(); m3m.Normals = builder.Normals.ConvertAll((o) => o.ToLocation().ToBVector()).ToArray(); m.Original.Meshes = new Model3DMesh[] { m3m }; mm.BaseRenderable.GenerateVBO(builder); m.AddMesh(mm); return(m); }
/// <summary> /// Converts a core Scene to a renderable model. /// </summary> /// <param name="scene">The backing model.</param> /// <param name="name">The name to use.</param> /// <param name="engine">The animation engine.</param> /// <returns>The model.</returns> public Model FromScene(Model3D scene, string name, AnimationEngine engine) { if (scene.Meshes.Count == 0) { throw new Exception("Scene has no meshes! (" + name + ")"); } Model model = new Model(name) { Engine = this, Original = scene, Root = Convert(scene.MatrixA) }; foreach (Model3DMesh mesh in scene.Meshes) { if (mesh.Name.ToLowerFast().Contains("collision") || mesh.Name.ToLowerFast().Contains("norender")) { continue; } ModelMesh modmesh = new ModelMesh(mesh.Name); modmesh.vbo.Prepare(); bool hastc = mesh.TexCoords.Count == mesh.Vertices.Count; bool hasn = mesh.Normals.Count == mesh.Vertices.Count; if (!hasn) { SysConsole.Output(OutputType.WARNING, "Mesh has no normals! (" + name + ")"); } if (!hastc) { SysConsole.Output(OutputType.WARNING, "Mesh has no texcoords! (" + name + ")"); } for (int i = 0; i < mesh.Vertices.Count; i++) { BEPUutilities.Vector3 vertex = mesh.Vertices[i]; modmesh.vbo.Vertices.Add(new Vector3((float)vertex.X, (float)vertex.Y, (float)vertex.Z)); if (!hastc) { modmesh.vbo.TexCoords.Add(new Vector3(0, 0, 0)); } else { modmesh.vbo.TexCoords.Add(new Vector3((float)mesh.TexCoords[i].X, 1 - (float)mesh.TexCoords[i].Y, 0)); } if (!hasn) { modmesh.vbo.Normals.Add(new Vector3(0f, 0f, 1f)); } else { modmesh.vbo.Normals.Add(new Vector3((float)mesh.Normals[i].X, (float)mesh.Normals[i].Y, (float)mesh.Normals[i].Z)); } modmesh.vbo.Colors.Add(new Vector4(1, 1, 1, 1)); // TODO: From the mesh? } for (int i = 0; i < mesh.Indices.Count; i++) { modmesh.vbo.Indices.Add((uint)mesh.Indices[i]); } int bc = mesh.Bones.Count; if (bc > 200) { SysConsole.Output(OutputType.WARNING, "Mesh has " + bc + " bones! (" + name + ")"); bc = 200; } modmesh.vbo.BoneIDs = new Vector4[modmesh.vbo.Vertices.Count].ToList(); modmesh.vbo.BoneWeights = new Vector4[modmesh.vbo.Vertices.Count].ToList(); modmesh.vbo.BoneIDs2 = new Vector4[modmesh.vbo.Vertices.Count].ToList(); modmesh.vbo.BoneWeights2 = new Vector4[modmesh.vbo.Vertices.Count].ToList(); int[] pos = new int[modmesh.vbo.Vertices.Count]; for (int i = 0; i < bc; i++) { for (int x = 0; x < mesh.Bones[i].Weights.Count; x++) { int IDa = mesh.Bones[i].IDs[x]; float Weighta = (float)mesh.Bones[i].Weights[x]; int spot = pos[IDa]++; if (spot > 7) { //SysConsole.Output(OutputType.WARNING, "Too many bones influencing " + vw.VertexID + "!"); ForceSet(modmesh.vbo.BoneWeights, IDa, 3, modmesh.vbo.BoneWeights[IDa][3] + Weighta); } else if (spot > 3) { ForceSet(modmesh.vbo.BoneIDs2, IDa, spot - 4, i); ForceSet(modmesh.vbo.BoneWeights2, IDa, spot - 4, Weighta); } else { ForceSet(modmesh.vbo.BoneIDs, IDa, spot, i); ForceSet(modmesh.vbo.BoneWeights, IDa, spot, Weighta); } } } model.Meshes.Add(modmesh); } model.RootNode = new ModelNode() { Parent = null, Name = scene.RootNode.Name.ToLowerFast() }; List <ModelNode> allNodes = new List <ModelNode>(); PopulateChildren(model.RootNode, scene.RootNode, model, engine, allNodes); for (int i = 0; i < model.Meshes.Count; i++) { for (int x = 0; x < scene.Meshes[i].Bones.Count; x++) { ModelNode nodet = null; string nl = scene.Meshes[i].Bones[x].Name.ToLowerFast(); for (int n = 0; n < allNodes.Count; n++) { if (allNodes[n].Name == nl) { nodet = allNodes[n]; break; } } ModelBone mb = new ModelBone() { Offset = Convert(scene.Meshes[i].Bones[x].MatrixA) }; nodet.Bones.Add(mb); model.Meshes[i].Bones.Add(mb); } } return(model); }