Пример #1
0
        public void TestFreeLogStreams()
        {
            ConsoleLogStream console1 = new ConsoleLogStream();
            ConsoleLogStream console2 = new ConsoleLogStream();
            ConsoleLogStream console3 = new ConsoleLogStream();

            console1.Attach();
            console2.Attach();
            console3.Attach();

            AssimpLibrary.Instance.FreeLibrary();

            IEnumerable <LogStream> logs = LogStream.GetAttachedLogStreams();

            Assert.IsEmpty(logs);
            Assert.IsFalse(console1.IsAttached);
            Assert.IsFalse(console2.IsAttached);
            Assert.IsFalse(console3.IsAttached);
        }
Пример #2
0
        public void TestIOSystem_ImportObj()
        {
            String dir = Path.Combine(TestHelper.RootPath, "TestFiles");

            LogStream.IsVerboseLoggingEnabled = true;
            ConsoleLogStream log = new ConsoleLogStream();

            log.Attach();

            using (AssimpContext importer = new AssimpContext())
            {
                FileIOSystem iOSystem = new FileIOSystem(dir);
                importer.SetIOSystem(iOSystem);

                //Using stream does not use the IO system...
                using (Stream fs = File.OpenRead(Path.Combine(dir, "sphere.obj")))
                {
                    Scene scene = importer.ImportFileFromStream(fs, "obj");
                    Assert.IsTrue(scene != null);
                    Assert.IsTrue(scene.HasMeshes);
                    Assert.IsTrue(scene.HasMaterials);

                    //No material file, so the mesh will always use the default material
                    Assert.IsTrue(scene.Materials[scene.Meshes[0].MaterialIndex].Name == "DefaultMaterial");
                }

                //Using custom IO system requires us to pass in the file name, assimp will ask the io system to get a stream
                Scene scene2 = importer.ImportFile("sphere.obj");
                Assert.IsTrue(scene2 != null);
                Assert.IsTrue(scene2.HasMeshes);
                Assert.IsTrue(scene2.HasMaterials);

                //Should have found a material with the name "SphereMaterial" in the mtl file
                Assert.IsTrue(scene2.Materials[scene2.Meshes[0].MaterialIndex].Name == "SphereMaterial");
            }
        }
        public void TestFreeLogStreams()
        {
            ConsoleLogStream console1 = new ConsoleLogStream();
            ConsoleLogStream console2 = new ConsoleLogStream();
            ConsoleLogStream console3 = new ConsoleLogStream();

            console1.Attach();
            console2.Attach();
            console3.Attach();

            AssimpLibrary.Instance.FreeLibrary();

            IEnumerable<LogStream> logs = LogStream.GetAttachedLogStreams();

            Assert.IsEmpty(logs);
            Assert.IsFalse(console1.IsAttached);
            Assert.IsFalse(console2.IsAttached);
            Assert.IsFalse(console3.IsAttached);
        }
Пример #4
0
        private BasicModel(Device device, TextureManager11 textureManager, string filename, string texturePath, bool autoLoadTextures, bool flipUv, bool tex1By1)
        {
            var importer = new AssimpContext();

            if (!importer.IsImportFormatSupported(Path.GetExtension(filename)))
            {
                throw new ArgumentException($"Model format {Path.GetExtension(filename)} is not supported. Cannot load {filename}.", nameof(filename));
            }
#if DEBUG
            var logStream = new ConsoleLogStream();
            logStream.Attach();
#endif
            var postProcessFlags = PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.CalculateTangentSpace;
            if (flipUv)
            {
                postProcessFlags |= PostProcessSteps.FlipUVs;
            }
            var model = importer.ImportFile(filename, postProcessFlags);

            var min = new Vector3(float.MaxValue);
            var max = new Vector3(float.MinValue);

            _meshCount = model.Meshes.Count;

            foreach (var mesh in model.Meshes)
            {
                var verts  = new List <VertPosNormTexTan>();
                var subset = new MeshSubset()
                {
                    VertexCount = mesh.VertexCount,
                    VertexStart = Vertices.Count,
                    FaceStart   = Indices.Count / 3,
                    FaceCount   = mesh.FaceCount
                };
                Subsets.Add(subset);
                // bounding box corners

                for (var i = 0; i < mesh.VertexCount; i++)
                {
                    var pos = mesh.HasVertices ? mesh.Vertices[i].ToVector3() : new Vector3();
                    min = MathF.Minimize(min, pos);
                    max = MathF.Maximize(max, pos);

                    var norm = mesh.HasNormals ? mesh.Normals[i] : new Vector3D();
                    var texC = mesh.HasTextureCoords(0) ? mesh.TextureCoordinateChannels[0][i] : (tex1By1 ? new Vector3D(1, 1, 0) : new Vector3D());
                    var tan  = mesh.HasTangentBasis ? mesh.Tangents[i] : new Vector3D();
                    var v    = new VertPosNormTexTan(pos, norm.ToVector3(), texC.ToVector2(), tan.ToVector3());
                    verts.Add(v);
                }

                Vertices.AddRange(verts);

                var indices = mesh.GetIndices().Select(i => i + subset.VertexStart).ToList();
                Indices.AddRange(indices);

                var mat      = model.Materials[mesh.MaterialIndex];
                var material = mat.ToMaterial();

                Materials.Add(material);

                if (autoLoadTextures)
                {
                    TextureSlot diffuseSlot;
                    mat.GetMaterialTexture(TextureType.Diffuse, 0, out diffuseSlot);
                    var diffusePath = diffuseSlot.FilePath;
                    if (Path.GetExtension(diffusePath) == ".tga")
                    {
                        // DirectX doesn't like to load tgas, so you will need to convert them to pngs yourself with an image editor
                        diffusePath = diffusePath.Replace(".tga", ".png");
                    }
                    var fullDiffusePath = diffusePath == null ? null : Path.Combine(texturePath, diffusePath);
                    if (File.Exists(fullDiffusePath))
                    {
                        DiffuseMapSRV.Add(textureManager.CreateTexture(fullDiffusePath));
                    }
                    else
                    {
                        DiffuseMapSRV.Add(textureManager.CreateColor1By1(material.Diffuse.ToColor()));
                    }
                    TextureSlot normalSlot;
                    mat.GetMaterialTexture(TextureType.Normals, 0, out normalSlot);
                    var    normalPath     = normalSlot.FilePath;
                    var    fullNormalPath = normalPath == null ? null : Path.Combine(texturePath, normalPath);
                    string textureName;
                    if (File.Exists(fullNormalPath))
                    {
                        textureName = fullNormalPath;
                    }
                    else
                    {
                        if (File.Exists(fullDiffusePath))
                        {
                            var normalExt = Path.GetExtension(fullDiffusePath);
                            normalPath     = Path.GetFileNameWithoutExtension(diffusePath) + "_nmap" + normalExt;
                            fullNormalPath = Path.Combine(texturePath, normalPath);
                            if (File.Exists(fullNormalPath))
                            {
                                textureName = fullNormalPath;
                            }
                            else
                            {
                                textureName = TextureManager11.TexDefaultNorm;
                            }
                        }
                        else
                        {
                            textureName = TextureManager11.TexDefaultNorm;
                        }
                    }
                    NormalMapSRV.Add(textureManager.CreateTexture(textureName));
                }
            }

            BoundingBox = new BoundingBox(min, max);
            ModelMesh.SetSubsetTable(Subsets);
            ModelMesh.SetVertices(device, Vertices);
            ModelMesh.SetIndices(device, Indices);
        }
Пример #5
0
        public BasicModel(Device device, TextureManager texMgr, string filename, string texturePath, bool flipUv = false)
        {
            var importer = new AssimpContext();

            if (!importer.IsImportFormatSupported(Path.GetExtension(filename)))
            {
                throw new ArgumentException("Model format " + Path.GetExtension(filename) + " is not supported!  Cannot load {1}", "filename");
            }
#if DEBUG
            var logStream = new ConsoleLogStream();
            logStream.Attach();
            //importer.  .AttachLogStream(new ConsoleLogStream());
            //importer.VerboseLoggingEnabled = true;
#endif
            var postProcessFlags = PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.CalculateTangentSpace;
            if (flipUv)
            {
                postProcessFlags |= PostProcessSteps.FlipUVs;
            }
            var model = importer.ImportFile(filename, postProcessFlags);


            var min = new Vector3(float.MaxValue);
            var max = new Vector3(float.MinValue);

            foreach (var mesh in model.Meshes)
            {
                var verts  = new List <PosNormalTexTan>();
                var subset = new MeshGeometry.Subset {
                    VertexCount = mesh.VertexCount,
                    VertexStart = Vertices.Count,
                    FaceStart   = Indices.Count / 3,
                    FaceCount   = mesh.FaceCount
                };
                Subsets.Add(subset);
                // bounding box corners


                for (var i = 0; i < mesh.VertexCount; i++)
                {
                    var pos = mesh.HasVertices ? mesh.Vertices[i].ToVector3() : new Vector3();
                    min = Vector3.Minimize(min, pos);
                    max = Vector3.Maximize(max, pos);

                    var norm = mesh.HasNormals ? mesh.Normals[i] : new Vector3D();
                    var texC = mesh.HasTextureCoords(0) ? mesh.TextureCoordinateChannels[0][i] : new Vector3D();
                    var tan  = mesh.HasTangentBasis ? mesh.Tangents[i] : new Vector3D();
                    var v    = new PosNormalTexTan(pos, norm.ToVector3(), texC.ToVector2(), tan.ToVector3());
                    verts.Add(v);
                }

                Vertices.AddRange(verts);

                var indices = mesh.GetIndices().Select(i => ((int)i + subset.VertexStart)).ToList();
                Indices.AddRange(indices);

                var mat      = model.Materials[mesh.MaterialIndex];
                var material = mat.ToMaterial();

                Materials.Add(material);
                TextureSlot diffuseSlot;
                mat.GetMaterialTexture(TextureType.Diffuse, 0, out diffuseSlot);
                var diffusePath = diffuseSlot.FilePath;
                if (Path.GetExtension(diffusePath) == ".tga")
                {
                    // DirectX doesn't like to load tgas, so you will need to convert them to pngs yourself with an image editor
                    diffusePath = diffusePath.Replace(".tga", ".png");
                }
                if (!string.IsNullOrEmpty(diffusePath))
                {
                    DiffuseMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, diffusePath)));
                }
                TextureSlot normalSlot;
                mat.GetMaterialTexture(TextureType.Normals, 0, out normalSlot);
                var normalPath = normalSlot.FilePath;
                if (!string.IsNullOrEmpty(normalPath))
                {
                    NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, normalPath)));
                }
                else
                {
                    var normalExt = Path.GetExtension(diffusePath);
                    normalPath = Path.GetFileNameWithoutExtension(diffusePath) + "_nmap" + normalExt;

                    NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, normalPath)));
                }
            }
            BoundingBox = new BoundingBox(min, max);
            ModelMesh.SetSubsetTable(Subsets);
            ModelMesh.SetVertices(device, Vertices);
            ModelMesh.SetIndices(device, Indices);
        }
        public SkinnedModel(Device device, TextureManager texMgr, string filename, string texturePath, bool flipTexY = false)
        {
            var importer = new AssimpContext();

        #if DEBUG
            var logstream = new ConsoleLogStream();
            logstream.Attach();
        #endif
            var model = importer.ImportFile(filename, PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.CalculateTangentSpace);

            // Load animation data
            Animator = new SceneAnimator();
            Animator.Init(model);

            // create our vertex-to-boneweights lookup
            var vertToBoneWeight = new Dictionary <uint, List <VertexWeight> >();
            // create bounding box extents
            _min = new Vector3(float.MaxValue);
            _max = new Vector3(float.MinValue);

            foreach (var mesh in model.Meshes)
            {
                ExtractBoneWeightsFromMesh(mesh, vertToBoneWeight);
                var subset = new MeshGeometry.Subset {
                    VertexCount = mesh.VertexCount,
                    VertexStart = Vertices.Count,
                    FaceStart   = Indices.Count / 3,
                    FaceCount   = mesh.FaceCount
                };
                Subsets.Add(subset);

                var verts = ExtractVertices(mesh, vertToBoneWeight, flipTexY);
                Vertices.AddRange(verts);
                // extract indices and shift them to the proper offset into the combined vertex buffer
                var indices = mesh.GetIndices().Select(i => ((int)i + subset.VertexStart)).ToList();
                Indices.AddRange(indices);

                // extract materials
                var mat      = model.Materials[mesh.MaterialIndex];
                var material = mat.ToMaterial();
                Materials.Add(material);

                // extract material textures
                TextureSlot diffuseSlot;
                mat.GetMaterialTexture(TextureType.Diffuse, 0, out diffuseSlot);
                var diffusePath = diffuseSlot.FilePath;
                if (!string.IsNullOrEmpty(diffusePath))
                {
                    DiffuseMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, diffusePath)));
                }

                TextureSlot normalSlot;
                mat.GetMaterialTexture(TextureType.Normals, 0, out normalSlot);
                var normalPath = normalSlot.FilePath;
                if (!string.IsNullOrEmpty(normalPath))
                {
                    NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, normalPath)));
                }
                else
                {
                    // for models created without a normal map baked, we'll check for a texture with the same
                    // filename as the diffure texture, and _nmap suffixed
                    // this lets us add our own normal maps easily
                    var normalExt = Path.GetExtension(diffusePath);
                    normalPath = Path.GetFileNameWithoutExtension(diffusePath) + "_nmap" + normalExt;
                    if (File.Exists(Path.Combine(texturePath, normalPath)))
                    {
                        NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, normalPath)));
                    }
                }
            }
            BoundingBox = new BoundingBox(_min, _max);

            ModelMesh.SetSubsetTable(Subsets);
            ModelMesh.SetVertices(device, Vertices);
            ModelMesh.SetIndices(device, Indices);
        }
Пример #7
0
        public Mesh(string FileName, bool flipUv = false)
        {
            Vertices = new List <Vertex>();

            Indices = new List <int>();

            AssimpContext importer = new AssimpContext();

            if (!importer.IsImportFormatSupported(Path.GetExtension(FileName)))
            {
                throw new ArgumentException("Model format " + Path.GetExtension(FileName) + " is not supported!  Cannot load {1}", "filename");
            }


            ConsoleLogStream logStream = new ConsoleLogStream();

            logStream.Attach();

            PostProcessSteps postProcessFlags = PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.CalculateTangentSpace;

            if (flipUv)
            {
                postProcessFlags |= PostProcessSteps.FlipUVs;
            }


            Scene model = importer.ImportFile(FileName, postProcessFlags);

            int[] indices = new int[model.Meshes.Sum(m => m.FaceCount * 3)];

            int vertexOffSet = 0;

            int indexOffSet = 0;

            foreach (Assimp.Mesh mesh in model.Meshes)
            {
                List <Vertex> verts = new List <Vertex>();

                List <Face> faces = mesh.Faces;

                for (int i = 0; i < mesh.VertexCount; i++)
                {
                    Vector3 pos = mesh.HasVertices ? new Vector3(mesh.Vertices[i].X, mesh.Vertices[i].Y, mesh.Vertices[i].Z) : new Vector3();

                    Vector3D texC = mesh.HasTextureCoords(0) ? mesh.TextureCoordinateChannels[0][i] : new Vector3D();
                    Vector2  TeC  = new Vector2(texC.X, texC.Y);
                    Vertex   v    = new Vertex(pos, TeC);
                    verts.Add(v);
                }

                Vertices.AddRange(verts);

                for (int i = 0; i < mesh.FaceCount; i++)
                {
                    indices[i * 3 + 0] = (int)faces[i].Indices[2];
                    indices[i * 3 + 1] = (int)faces[i].Indices[1];
                    indices[i * 3 + 2] = (int)faces[i].Indices[0];
                    Indices.Add(indices[i * 3 + 2] + vertexOffSet);
                    Indices.Add(indices[i * 3 + 1] + vertexOffSet);
                    Indices.Add(indices[i * 3 + 0] + vertexOffSet);
                }
                vertexOffSet += mesh.VertexCount;
                indexOffSet  += mesh.FaceCount * 3;
            }



            VertexCount = Vertices.Count();

            IndexCount = Indices.Count();

            Size = Utilities.SizeOf <Vertex>();

            SizeInBytes = Utilities.SizeOf <Vertex>() * Vertices.Count();

            IndexSize = Utilities.SizeOf <int>();

            IndexSizeInBytes = Utilities.SizeOf <int>() * Indices.Count();
        }