public void Initialize(IntPtr windowHandle, int width, int height) { m_WindowHandle = windowHandle; //@TODO - re-ordering this correctly! // renderer m_Renderer = H1Global <H1ManagedRenderer> .Instance; m_Renderer.Initialize(width, height, windowHandle); // asset importer (Assimp) m_AssimpImporter = H1Global <H1AssimpImporter> .Instance; m_AssimpImporter.Initialize(); // world system m_World = H1Global <H1World> .Instance; Int32 lvIndex = m_World.AddLevel(new H1Level()); // set persistent level H1Level persistentLevel = m_World.GetLevel(lvIndex); m_World.PersistentLevel = persistentLevel; H1AssetContext AssetContext = H1Global <H1AssimpImporter> .Instance.asset; if (AssetContext != null) { H1ModelContext ModelContext = H1Global <H1AssimpImporter> .Instance.asset.GetModel(0); // create temporary actor H1Actor testActor = new H1Actor(); H1StaticMeshComponent staticMeshComponent = new H1StaticMeshComponent(); staticMeshComponent.StaticMesh = new H1StaticMesh(ModelContext); testActor.AddActorComponent <H1StaticMeshComponent>(staticMeshComponent); // create temporary skeletal mesh component H1SkeletalMeshComponent skeletalMeshComponent = new H1SkeletalMeshComponent(); skeletalMeshComponent.SkeletalMesh = new H1SkeletalMesh(); H1StaticLODModel staticLODModelRef = skeletalMeshComponent.SkeletalMesh.PrepareProcessAssetContext(ModelContext.SkeletalContexts[0]); skeletalMeshComponent.SkeletalMesh.ProcessAssetContext(staticLODModelRef, ModelContext.Meshes.ToArray(), ModelContext.SkeletalContexts[0]); skeletalMeshComponent.AnimScriptInstance.ProcessAnimationContext(ModelContext.AnimationContext); // generate skeletalmeshobject skeletalMeshComponent.GenerateSkeleltalMeshObjectGpuSkin(); testActor.AddActorComponent <H1SkeletalMeshComponent>(skeletalMeshComponent); // add the actor to the world m_World.PersistentLevel.AddActor(testActor); //@TODO - temporary force to order to working // after load assets m_Renderer.LoadAssets(); } // @TODO - make the global accessor to access the current running app class! m_WPFInputManager = H1Global <H1InputManagerWpf> .Instance; H1InteractionContext <Window> context = new H1InteractionContext <Window>(Application.Current.MainWindow); m_WPFInputManager.Initialize(context); // initialize the camera m_Camera = new H1Camera(); // set the camera properties Vector3 eye = new Vector3(0.0f, 0.0f, -10.0f); Vector3 lookAtPoint = new Vector3(0.0f, 0.0f, 0.0f); Vector3 upVector = new Vector3(0.0f, 1.0f, 0.0f); float fov = Convert.ToSingle((Math.PI / 180.0) * 45.0); float nearZ = 1.0f; float farZ = 10000.0f; float focusRadius = 1.0f; float aspectRatio = m_Renderer.Width / m_Renderer.Height; // set the camera state m_Camera.SetState(H1ViewTypes.Perspective, eye, lookAtPoint, upVector, fov, aspectRatio, nearZ, farZ, focusRadius); // camera controller m_CameraController = new H1CameraController(); m_CameraController.Camera = m_Camera; m_VisualDebugger = H1Global <H1VisualDebugger> .Instance; // task scheduler (fiber-based) c++ SGDManagedEngineWrapper.H1ManagedTaskSchedulerLayerWrapper.InitializeTaskScheduler(); SGDManagedEngineWrapper.H1ManagedTaskSchedulerLayerWrapper.StartTaskScheduler(); }
public bool Load(String fileName) { // @TODO - change the file path for asset folder in the future currently, set as executable path String path = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "Assets\\"); m_FileName = path + fileName; // setting assimp context AssimpContext importer = new AssimpContext(); importer.SetConfig(new NormalSmoothingAngleConfig(66.0f)); // loading scene Scene scene = null; try { scene = importer.ImportFile(m_FileName, PostProcessPreset.TargetRealTimeMaximumQuality | PostProcessSteps.Triangulate | PostProcessSteps.FlipUVs | PostProcessSteps.FlipWindingOrder); } catch (Exception e) // handling assimp exception { if (e.Source != null) { Console.WriteLine("Error: {0}", e.Message); } } asset = new H1AssetContext(); H1ModelContext convertedModel = asset.AddModel(); // extract the meshes if (scene.HasMeshes) { Int32 meshCount = scene.Meshes.Count; List <H1MeshContext> meshContexts = new List <H1MeshContext>(); ExtractMeshData(scene, ref meshContexts); foreach (H1MeshContext meshContext in meshContexts) { convertedModel.Meshes.Add(meshContext); } } // extract skeletal data // what I learned from this failed algorithm // 1. root bone nodes can be multiple // 2. for example, blabla_Hub(containing null meshes, only space infos) have null information for weighted vertices, but it should not be considered as leaf node! #region Disabled Extracting skeletal mesh data methods /*if (scene.HasMeshes) * { * // collect all bones from meshes * List<Bone> bones = new List<Bone>(); * foreach (Mesh mesh in scene.Meshes) * { * if (mesh.HasBones) * { * bones.AddRange(mesh.Bones); * } * } * * // find root node for all meshes * Node boneRootNode = FindRootBone(bones, scene.RootNode); * * H1SkeletalContext skeletalContext = null; * skeletalContext = new H1SkeletalContext(); * //@TODO - need to optimize for deep copies * ExtractSkeletalMeshData(boneRootNode, bones, ref skeletalContext); * * convertedModel.SkeletalContexts.Add(skeletalContext); * }*/ #endregion // what I learned from this failed algorithm // 1. the counts of bones and bone nodes (joint nodes) can be different // 2. bone node can be used for just transforming spaces // 3. bone node could have empty meshes (just includes space information) // 4. bones are subsidiary for bone nodes // 5. don't consider aiBone as bone node in hierarchy rather regards node(aiNode) as bone node in hierarchy // 6. consider aiBone as node bone data containing all necessary data #region Failed Algorithm // new algorithms to handle multiple root node (like pelvis and head) more efficient way /*if (scene.HasMeshes) * { * // 1. extracted all bones for all meshes in the scene * // NOTICE - multiple meshes in file are considered in same body but chunked several parts * Dictionary<String, Bone> extractedBones = new Dictionary<String, Bone>(); * Dictionary<String, H1SkeletalContext.JointNode> jointNodes = new Dictionary<string, H1SkeletalContext.JointNode>(); * foreach (Mesh mesh in scene.Meshes) * { * if (mesh.HasBones) * { * foreach (Bone bone in mesh.Bones) * { * String boneName = bone.Name; * if (!extractedBones.ContainsKey(boneName)) * { * extractedBones.Add(boneName, bone); * * H1SkeletalContext.JointNode newJointNode = new H1SkeletalContext.JointNode(); * newJointNode.JointData.JointName = boneName; * jointNodes.Add(boneName, newJointNode); * } * } * } * } * * // 2. process extracted bones * // @TODO - naive algorithm need to optimize by searching tree and set the bones parent * foreach (KeyValuePair<String, Bone> extractedBone in extractedBones) * { * Node node = scene.RootNode.FindNode(extractedBone.Key); * H1SkeletalContext.JointNode jointNode = jointNodes[node.Name]; * H1SkeletalContext.JointNode parentJointNode = jointNodes[node.Parent.Name]; * * // set proper properties * jointNode.Parent = parentJointNode; * foreach (Node child in node.Children) * { * H1SkeletalContext.JointNode childJointNode = null; * if (jointNodes.TryGetValue(child.Name, out childJointNode)) * { * jointNode.Children.Add(childJointNode); * } * } * ExtractBone(extractedBone.Value, ref jointNode.JointData); * } * * // 3. find root node(s) and set them at the front * }*/ #endregion if (scene.HasMeshes) { H1SkeletalContext skeletalContext = null; skeletalContext = new H1SkeletalContext(); // prepare data for BFS search List <H1SkeletalContext.JointNode> jointNodes = skeletalContext.JointNodes; Dictionary <String, Int32> jointNameToJointNodeIndex = new Dictionary <String, Int32>(); // extractedBones could have same bone name and multiple bone data Dictionary <String, List <Bone> > extractedBones = new Dictionary <String, List <Bone> >(); // boneToMeshContexIndex should be mirrored same as extractedBones (index of list should be same) Dictionary <String, List <Int32> > boneToMeshContextIndex = new Dictionary <String, List <Int32> >(); #region Debug Validation Weight Vertex Counts #if DEBUG List <Boolean> taggedVertexIndex = new List <Boolean>(); // verification to tag all needed vertices List <float> taggedVertexWeights = new List <float>(); // verification to tag all vertex weight for sum of each vertex List <Int32> taggedVertexIndexOffset = new List <Int32>(); // pre-test for validation foreach (Mesh mesh in scene.Meshes) { if (mesh.HasVertices) { foreach (Vector3D vertex in mesh.Vertices) { taggedVertexIndex.Add(false); } } if (mesh.HasBones) { foreach (Bone bone in mesh.Bones) { if (bone.HasVertexWeights) { foreach (VertexWeight vertexWeight in bone.VertexWeights) { taggedVertexIndex[vertexWeight.VertexID] = true; } } } } List <Int32> notTaggedVertexIndex0 = new List <Int32>(); Int32 currVertexIndex0 = 0; foreach (Boolean isTagged in taggedVertexIndex) { if (isTagged == false) { notTaggedVertexIndex0.Add(currVertexIndex0); } currVertexIndex0++; } if (notTaggedVertexIndex0.Count > 0) { return(false); } taggedVertexIndex.Clear(); } #endif #endregion Int32 validMeshContextIndex = 0; foreach (Mesh mesh in scene.Meshes) { if (mesh.HasVertices && mesh.HasNormals && mesh.HasTangentBasis && mesh.TextureCoordinateChannels[0].Count > 0 && mesh.HasFaces) // process vertices in the mesh { if (mesh.HasBones) { foreach (Bone bone in mesh.Bones) { String boneName = bone.Name; if (!extractedBones.ContainsKey(boneName)) { // add new list of bone list extractedBones.Add(boneName, new List <Bone>()); extractedBones[boneName].Add(bone); // add new list of mesh context index boneToMeshContextIndex.Add(boneName, new List <Int32>()); boneToMeshContextIndex[boneName].Add(validMeshContextIndex); } else // same bone name, but different bone data exists { // no need to create list of data, just add new item // bone data could have different set of weighted vertices, but with same bone name extractedBones[boneName].Add(bone); boneToMeshContextIndex[boneName].Add(validMeshContextIndex); } } validMeshContextIndex++; #region Debug Validation Weight Vertex Count #if DEBUG taggedVertexIndexOffset.Add(taggedVertexIndex.Count); for (Int32 i = 0; i < mesh.VertexCount; ++i) { taggedVertexIndex.Add(false); taggedVertexWeights.Add(0.0f); } #endif #endregion } } } // BFS search to construct bone data Stack <Node> nodes = new Stack <Node>(); nodes.Push(scene.RootNode); while (nodes.Count != 0) { Node currNode = nodes.Pop(); H1SkeletalContext.JointNode jointNode = new H1SkeletalContext.JointNode(); H1SkeletalContext.JointNode parentJointNode = jointNodes.Find(x => (x.JointName == currNode.Parent.Name)); jointNode.Parent = parentJointNode; ExtractNodeSpace(currNode, ref jointNode); List <Bone> boneDataList = null; List <Int32> meshContextIndexList = null; if (extractedBones.TryGetValue(jointNode.JointName, out boneDataList)) { meshContextIndexList = boneToMeshContextIndex[jointNode.JointName]; // looping bone data list, extract bone data Int32 currBoneIndex = 0; foreach (Bone bone in boneDataList) { H1SkeletalContext.Joint newJointData = new H1SkeletalContext.Joint(); ExtractBone(bone, ref newJointData); newJointData.MeshContextIndex = meshContextIndexList[currBoneIndex]; currBoneIndex++; // store mesh context local-to-global H1Transform for later transformation of offsetMatrix for animation newJointData.MeshContextLocalToGlobal = convertedModel.Meshes[newJointData.MeshContextIndex].LocalToGlobalTransform; // add new joint data jointNode.JointDataList.Add(newJointData); } // mark this node is bone-space jointNode.MarkedAsBoneSpace = true; // tag its parent until it reaches the state that 'MarkedAsBoneSpace' is true H1SkeletalContext.JointNode markNode = jointNode.Parent; while (markNode != null && markNode.MarkedAsBoneSpace != true) { markNode.MarkedAsBoneSpace = true; markNode = markNode.Parent; } } else { // for debugging } foreach (Node child in currNode.Children) { nodes.Push(child); // tag child names to process child nodes after BFS search jointNode.ChildNodeNames.Add(child.Name); } // add new joint node Int32 newJointNodeIndex = jointNodes.Count; jointNodes.Add(jointNode); jointNameToJointNodeIndex.Add(jointNode.JointName, newJointNodeIndex); } // process tagged child nodes foreach (H1SkeletalContext.JointNode node in jointNodes) { foreach (String childName in node.ChildNodeNames) { node.Children.Add(jointNodes[jointNameToJointNodeIndex[childName]]); } } #region Debug Validation for total weight value of weighted vertices & vertex counts #if DEBUG foreach (H1SkeletalContext.JointNode node in jointNodes) { foreach (H1SkeletalContext.Joint jointData in node.JointDataList) { foreach (H1SkeletalContext.WeightedVertex weightedVertex in jointData.WeightedVertices) { // confirm all vertices in Mesh are tagged by weighted vertices taggedVertexIndex[taggedVertexIndexOffset[jointData.MeshContextIndex] + weightedVertex.VertexIndex] = true; // add vertex weight to verify taggedVertexWeights[taggedVertexIndexOffset[jointData.MeshContextIndex] + weightedVertex.VertexIndex] += weightedVertex.Weight; } } } // verification code to extract not tagged vertex index List <Int32> notTaggedVertexIndex = new List <Int32>(); Int32 currVertexIndex = 0; foreach (Boolean isTagged in taggedVertexIndex) { if (isTagged == false) { notTaggedVertexIndex.Add(currVertexIndex); } currVertexIndex++; } if (notTaggedVertexIndex.Count > 0) { return(false); } // verification code to extract vertex which has invalid vertex weight value List <Int32> invalidVertexWeightVertexIndex = new List <Int32>(); currVertexIndex = 0; foreach (float currVertexWeights in taggedVertexWeights) { if (currVertexWeights < 0.99f) { invalidVertexWeightVertexIndex.Add(currVertexIndex); } } if (invalidVertexWeightVertexIndex.Count > 0) { return(false); } #endif #endregion convertedModel.SkeletalContexts.Add(skeletalContext); } // extract the animations if (scene.HasAnimations) { H1AnimationContext newAnimContext = new H1AnimationContext(); for (Int32 animIndex = 0; animIndex < scene.AnimationCount; ++animIndex) { Animation currAnimation = scene.Animations[animIndex]; if (currAnimation.HasNodeAnimations) // we only handle node animations (not vertex animation) { // create new animation sequence H1AnimationContext.AnimSequence newAnimSeq = new H1AnimationContext.AnimSequence(); newAnimSeq.AnimSeqName = currAnimation.Name; newAnimSeq.Duration = currAnimation.DurationInTicks; newAnimSeq.TicksPerSecond = currAnimation.TicksPerSecond; foreach (NodeAnimationChannel animChannel in currAnimation.NodeAnimationChannels) { H1AnimationContext.JointAnimation newJointAnim = new H1AnimationContext.JointAnimation(); newJointAnim.BoneName = animChannel.NodeName; // calculate maximum number of keys to fill up the special case (only holding one key) Int32 maxNumKeys = Math.Max(Math.Max(animChannel.ScalingKeyCount, animChannel.RotationKeyCount), animChannel.PositionKeyCount); if (animChannel.HasPositionKeys) { if (animChannel.PositionKeyCount == 1) // special handling (only holding one key) { VectorKey positionKey = animChannel.PositionKeys[0]; for (Int32 numKey = 0; numKey < maxNumKeys; ++numKey) { H1AnimationContext.PositionKey newPosKey = new H1AnimationContext.PositionKey(); newPosKey.Time = positionKey.Time; newPosKey.Value = new Vector3(positionKey.Value.X, positionKey.Value.Y, positionKey.Value.Z); newJointAnim.PosKeys.Add(newPosKey); } } else { foreach (VectorKey positionKey in animChannel.PositionKeys) { H1AnimationContext.PositionKey newPosKey = new H1AnimationContext.PositionKey(); newPosKey.Time = positionKey.Time; newPosKey.Value = new Vector3(positionKey.Value.X, positionKey.Value.Y, positionKey.Value.Z); newJointAnim.PosKeys.Add(newPosKey); } } } if (animChannel.HasRotationKeys) { if (animChannel.RotationKeyCount == 1) // special handling (only holding one key) { QuaternionKey quatKey = animChannel.RotationKeys[0]; for (Int32 numKey = 0; numKey < maxNumKeys; ++numKey) { H1AnimationContext.QuaternionKey newQuatKey = new H1AnimationContext.QuaternionKey(); newQuatKey.Time = quatKey.Time; newQuatKey.Value = new SharpDX.Quaternion(quatKey.Value.X, quatKey.Value.Y, quatKey.Value.Z, quatKey.Value.W); newJointAnim.RotKeys.Add(newQuatKey); } } else { foreach (QuaternionKey quatKey in animChannel.RotationKeys) { H1AnimationContext.QuaternionKey newQuatKey = new H1AnimationContext.QuaternionKey(); newQuatKey.Time = quatKey.Time; newQuatKey.Value = new SharpDX.Quaternion(quatKey.Value.X, quatKey.Value.Y, quatKey.Value.Z, quatKey.Value.W); newJointAnim.RotKeys.Add(newQuatKey); } } } if (animChannel.HasScalingKeys) { if (animChannel.ScalingKeyCount == 1) // special handling (only holding one key) { VectorKey scalingKey = animChannel.ScalingKeys[0]; for (Int32 numKey = 0; numKey < maxNumKeys; ++numKey) { H1AnimationContext.ScalingKey newScalingKey = new H1AnimationContext.ScalingKey(); newScalingKey.Time = scalingKey.Time; newScalingKey.Value = new Vector3(scalingKey.Value.X, scalingKey.Value.Y, scalingKey.Value.Z); newJointAnim.ScaleKeys.Add(newScalingKey); } } else { foreach (VectorKey scalingKey in animChannel.ScalingKeys) { H1AnimationContext.ScalingKey newScalingKey = new H1AnimationContext.ScalingKey(); newScalingKey.Time = scalingKey.Time; newScalingKey.Value = new Vector3(scalingKey.Value.X, scalingKey.Value.Y, scalingKey.Value.Z); newJointAnim.ScaleKeys.Add(newScalingKey); } } } newAnimSeq.BoneAnimations.Add(newJointAnim); } newAnimContext.AnimSequences.Add(newAnimSeq); } } // set the animation context convertedModel.AnimationContext = newAnimContext; } return(true); }