예제 #1
0
        public void CreateAllAnimationTypesScene()
        {
            // 3D View 7.1908.9012.0 has an issue displaying off-center meshes with animated morph targets.

            TestContext.CurrentContext.AttachShowDirLink();
            TestContext.CurrentContext.AttachGltfValidatorLinks();

            // create two materials

            var pink = new MaterialBuilder("material1")
                       .WithChannelParam(KnownChannel.BaseColor, new Vector4(1, 0, 1, 1));

            var yellow = new MaterialBuilder("material2")
                         .WithChannelParam(KnownChannel.BaseColor, new Vector4(1, 1, 0, 1));

            var scene = new SceneBuilder();

            var mesh1 = VPOSNRM.CreateCompatibleMesh("shape1");

            mesh1.AddCube(MaterialBuilder.CreateDefault(), Matrix4x4.Identity);
            var inst1 = scene.AddRigidMesh(mesh1, Matrix4x4.Identity);

            var mesh2 = VPOSNRM.CreateCompatibleMesh("shape2");

            mesh2.AddCube(pink, Matrix4x4.Identity);
            var inst2 = scene.AddRigidMesh(mesh2, Matrix4x4.CreateTranslation(2, 0, 0));

            scene.AttachToCurrentTest("static.glb");
            scene.AttachToCurrentTest("static.gltf");

            var morphBuilder = mesh2.UseMorphTarget(0);

            morphBuilder.SetVertexDelta(morphBuilder.Positions.ElementAt(0), (Vector3.UnitY, Vector3.Zero));
            morphBuilder.SetVertexDelta(morphBuilder.Positions.ElementAt(1), (Vector3.UnitY, Vector3.Zero));
            morphBuilder.SetVertexDelta(morphBuilder.Positions.ElementAt(2), (Vector3.UnitY, Vector3.Zero));
            morphBuilder.SetVertexDelta(morphBuilder.Positions.ElementAt(3), (Vector3.UnitY, Vector3.Zero));

            inst2.Content.UseMorphing().Value = Transforms.SparseWeight8.Create(1);

            var curve = inst2.Content.UseMorphing().UseTrackBuilder("Default");

            curve.SetPoint(0, Transforms.SparseWeight8.Create(0));
            curve.SetPoint(1, Transforms.SparseWeight8.Create(1));
            curve.SetPoint(2, Transforms.SparseWeight8.Create(0));

            var gltf = scene.ToGltf2();

            // Assert.AreEqual(1, gltf.LogicalMeshes[1].MorphWeights[0]);

            scene.AttachToCurrentTest("mopth.glb");
            scene.AttachToCurrentTest("mopth.gltf");
        }
예제 #2
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        public void TestCreateEmptyMesh()
        {
            // create a scenebuilder with an empty mesh
            var sb = new SceneBuilder();

            sb.AddRigidMesh(VPOSNRM.CreateCompatibleMesh("Empty"), Matrix4x4.Identity);

            var schema = sb.ToGltf2();

            Assert.AreEqual(0, schema.LogicalMeshes.Count, "SceneBuilder should detect empty meshes and remove them.");

            schema.CreateMesh("Empty2");

            var fileName = AttachmentInfo.From("empty.glb").File.FullName;

            Assert.Throws <SharpGLTF.Validation.SchemaException>(() => schema.SaveGLB(fileName));
        }
예제 #3
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        public void CreateAllAnimationTypesScene()
        {
            // 3D View 7.1908.9012.0 has an issue displaying off-center meshes with animated morph targets.

            TestContext.CurrentContext.AttachGltfValidatorLinks();

            // create two materials

            var pink = new MaterialBuilder("material1")
                       .WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, new Vector4(1, 0, 1, 1));

            var yellow = new MaterialBuilder("material2")
                         .WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, new Vector4(1, 1, 0, 1));

            var mesh1 = VPOSNRM.CreateCompatibleMesh("shape1");

            mesh1.AddCube(pink, Matrix4x4.Identity);

            var mesh2 = VPOSNRM.CreateCompatibleMesh("shape2");

            mesh2.AddCube(yellow, Matrix4x4.Identity);

            var scene = new SceneBuilder();

            var inst1 = scene.AddRigidMesh(mesh1, Matrix4x4.Identity);

            // meshes intended to support animation must be created using an armature
            var armature = new NodeBuilder();

            armature.LocalTransform = Matrix4x4.CreateTranslation(2, 0, 0);
            var inst2 = scene.AddRigidMesh(mesh2, armature);

            scene.AttachToCurrentTest("static.glb");
            scene.AttachToCurrentTest("static.gltf");

            // up to this point, the scene has two plain unanimated cubes.

            var morphBuilder = mesh2.UseMorphTarget(0);

            morphBuilder.SetVertexDelta(morphBuilder.Positions.ElementAt(0), (Vector3.UnitY, Vector3.Zero));
            morphBuilder.SetVertexDelta(morphBuilder.Positions.ElementAt(1), (Vector3.UnitY, Vector3.Zero));
            morphBuilder.SetVertexDelta(morphBuilder.Positions.ElementAt(2), (Vector3.UnitY, Vector3.Zero));
            morphBuilder.SetVertexDelta(morphBuilder.Positions.ElementAt(3), (Vector3.UnitY, Vector3.Zero));

            // set default value.
            inst2.Content.UseMorphing().SetValue(1);

            // ser animation curve.
            var curve = inst2.Content.UseMorphing().UseTrackBuilder("Default");

            curve.SetPoint(0, true, 0);
            curve.SetPoint(1, true, 1);
            curve.SetPoint(2, true, 0);

            var gltf = scene.ToGltf2();

            TestContext.WriteLine(gltf.GetJsonPreview());

            var meshIdx = 1;

            Assert.AreEqual(1, gltf.LogicalMeshes[meshIdx].Primitives[0].MorphTargetsCount);
            Assert.AreEqual(1, gltf.LogicalMeshes[meshIdx].MorphWeights[0]);
            Assert.AreEqual(1, gltf.LogicalAnimations.Count);

            scene.AttachToCurrentTest("mopth.glb");
            scene.AttachToCurrentTest("mopth.gltf");
        }
예제 #4
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        public void CreateSceneWithRandomShapes(bool useGpuInstancing)
        {
            TestContext.CurrentContext.AttachGltfValidatorLinks();

            var rnd = new Random(177);

            // create materials

            var materials = Enumerable
                            .Range(0, 10)
                            .Select(idx => new MaterialBuilder()
                                    .WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, new Vector4(rnd.NextVector3(), 1)))
                            .ToList();

            // create meshes

            var sphereMeshes = Enumerable
                               .Range(0, 10)
                               .Select(idx => materials[idx])
                               .Select(mat =>
            {
                var mesh = VPOSNRM.CreateCompatibleMesh("shape");
                    #if DEBUG
                mesh.VertexPreprocessor.SetValidationPreprocessors();
                    #else
                mesh.VertexPreprocessor.SetSanitizerPreprocessors();
                    #endif
                mesh.AddSphere(mat, 0.5f, Matrix4x4.Identity);
                mesh.Validate();
                return(mesh);
            });

            var cubeMeshes = Enumerable
                             .Range(0, 10)
                             .Select(idx => materials[idx])
                             .Select(mat =>
            {
                var mesh = VPOSNRM.CreateCompatibleMesh("shape");
                    #if DEBUG
                mesh.VertexPreprocessor.SetValidationPreprocessors();
                    #else
                mesh.VertexPreprocessor.SetSanitizerPreprocessors();
                    #endif
                mesh.AddCube(mat, Matrix4x4.Identity);
                mesh.Validate();
                return(mesh);
            });

            var meshes = sphereMeshes.Concat(cubeMeshes).ToArray();

            // create scene

            var scene = new SceneBuilder();

            for (int i = 0; i < 100; ++i)
            {
                var mesh = meshes[rnd.Next(0, 20)];

                // create random transform
                var r = rnd.NextQuaternion();
                var t = rnd.NextVector3() * 25;

                scene.AddRigidMesh(mesh, (r, t));
            }

            // collapse to glTF


            var gltf = scene.ToGltf2(useGpuInstancing ? SceneBuilderSchema2Settings.WithGpuInstancing : SceneBuilderSchema2Settings.Default);

            var bounds = Runtime.MeshDecoder.EvaluateBoundingBox(gltf.DefaultScene);

            // Assert.AreEqual(defaultBounds,instancedBounds);

            // save the model as GLB

            gltf.AttachToCurrentTest("shapes.glb");
            scene.AttachToCurrentTest("shapes.plotly");
        }
예제 #5
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        public static void AttachToCurrentTest(this Scenes.SceneBuilder scene, string fileName)
        {
            var model = scene.ToGltf2();

            model.AttachToCurrentTest(fileName);
        }