//Current, best version can load FBX, OBJ, DAE etc. //Use assimp library static void importFBX() { AssimpContext importer = new AssimpContext(); // importer.SetConfig(new NormalSmoothingAngleConfig(66.0f)); //m_model.Meshes[0].Bones[0].VertexWeights[0]. var openFileDialog2 = new OpenFileDialog(); string res = ""; if (openFileDialog2.ShowDialog() != DialogResult.OK) { return; } res = openFileDialog2.FileName; //Prepare bone name convertion table: string assemblyPath = Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location); string convertStr = File.ReadAllText(assemblyPath + "\\boneConvertion.ini"); //Console.WriteLine("Test reading" + convertStr); string[] convertStrlines = convertStr.Split( new[] { "\r\n", "\r", "\n" }, StringSplitOptions.None ); Dictionary <string, string> convertionTable = new Dictionary <string, string>(); for (int i2 = 0; i2 + 1 < convertStrlines.Length; i2++) { string target = convertStrlines[i2]; if (target == null) { continue; } if (target.IndexOf('#') == 0) { continue; } Console.WriteLine(target + "->" + convertStrlines[i2 + 1]); convertionTable.Add(target, convertStrlines[i2 + 1]); i2++; } //Table prepartion finished Scene md = importer.ImportFile(res, PostProcessSteps.CalculateTangentSpace);// PostProcessPreset.TargetRealTimeMaximumQuality MessageBox.Show("Meshes count:" + md.Meshes.Count + "Material count:" + md.MaterialCount + ""); boneParentList = new Dictionary <String, String>(); //Build the parent list of bones. printNodeStruct(md.RootNode); //First, added a custom default layout. int layoutCount = targetFlver.BufferLayouts.Count; FLVER.BufferLayout newBL = new FLVER.BufferLayout(); newBL.Add(new FLVER.BufferLayout.Member(0, 0, FLVER.BufferLayout.MemberType.Float3, FLVER.BufferLayout.MemberSemantic.Position, 0)); newBL.Add(new FLVER.BufferLayout.Member(0, 12, FLVER.BufferLayout.MemberType.Byte4B, FLVER.BufferLayout.MemberSemantic.Normal, 0)); newBL.Add(new FLVER.BufferLayout.Member(0, 16, FLVER.BufferLayout.MemberType.Byte4B, FLVER.BufferLayout.MemberSemantic.Tangent, 0)); newBL.Add(new FLVER.BufferLayout.Member(0, 20, FLVER.BufferLayout.MemberType.Byte4B, FLVER.BufferLayout.MemberSemantic.Tangent, 1)); newBL.Add(new FLVER.BufferLayout.Member(0, 24, FLVER.BufferLayout.MemberType.Byte4B, FLVER.BufferLayout.MemberSemantic.BoneIndices, 0)); newBL.Add(new FLVER.BufferLayout.Member(0, 28, FLVER.BufferLayout.MemberType.Byte4C, FLVER.BufferLayout.MemberSemantic.BoneWeights, 0)); newBL.Add(new FLVER.BufferLayout.Member(0, 32, FLVER.BufferLayout.MemberType.Byte4C, FLVER.BufferLayout.MemberSemantic.VertexColor, 1)); newBL.Add(new FLVER.BufferLayout.Member(0, 36, FLVER.BufferLayout.MemberType.UVPair, FLVER.BufferLayout.MemberSemantic.UV, 0)); targetFlver.BufferLayouts.Add(newBL); int materialCount = targetFlver.Materials.Count; Boolean flipYZ = false; Boolean setTexture = false; Boolean setAmbientAsDiffuse = false; Boolean setLOD = false; var confirmResult = MessageBox.Show("Do you want to switch YZ axis values? \n It may help importing some fbx files.", "Set", MessageBoxButtons.YesNo); if (confirmResult == DialogResult.Yes) { flipYZ = true; } var confirmResult2 = MessageBox.Show("Auto set texture pathes?", "Set", MessageBoxButtons.YesNo); if (confirmResult2 == DialogResult.Yes) { setTexture = true; /* var res3 = MessageBox.Show("Auto ambient texture as diffuse texture?", * "Set", * MessageBoxButtons.YesNo); * * if (res3 == DialogResult.Yes) * { * setAmbientAsDiffuse = true; * }*/ } var confirmResult3 = MessageBox.Show("Set LOD level? (Only neccssary if this model need to be viewed far away)", "Set", MessageBoxButtons.YesNo); if (confirmResult3 == DialogResult.Yes) { setLOD = true; } foreach (var mat in md.Materials) { FLVER.Material matnew = new JavaScriptSerializer().Deserialize <FLVER.Material>(new JavaScriptSerializer().Serialize(targetFlver.Materials[0])); matnew.Name = res.Substring(res.LastIndexOf('\\') + 1) + "_" + mat.Name; // mat.HasTextureDiffuse if (setTexture) { if (setAmbientAsDiffuse) { if (mat.HasTextureEmissive) { SetFlverMatPath(matnew, "g_DiffuseTexture", FindFileName(mat.TextureEmissive.FilePath) + ".tif"); } } else if (mat.HasTextureDiffuse) //g_DiffuseTexture { // MessageBox.Show("Diffuse mat is" + FindFileName( mat.TextureDiffuse.FilePath)); SetFlverMatPath(matnew, "g_DiffuseTexture", FindFileName(mat.TextureDiffuse.FilePath) + ".tif"); } if (mat.HasTextureNormal)//g_BumpmapTexture { //MessageBox.Show("Diffuse mat is" + FindFileName(mat.TextureNormal.FilePath)); SetFlverMatPath(matnew, "g_BumpmapTexture", FindFileName(mat.TextureNormal.FilePath) + ".tif"); } if (mat.HasTextureSpecular)//g_SpecularTexture { /// MessageBox.Show("Specualr mat is" + FindFileName(mat.TextureSpecular.FilePath)); SetFlverMatPath(matnew, "g_SpecularTexture", FindFileName(mat.TextureSpecular.FilePath) + ".tif"); } } targetFlver.Materials.Add(matnew); } //mn.MaterialIndex = materialCount; foreach (var m in md.Meshes) { /* MessageBox.Show("Name:" + m.Name + "\nHas bones:" + m.HasBones + "\nHas normal:" + m.HasNormals + "\nHas tangent" + m.HasTangentBasis + * "\nVrtices count: " + m.VertexCount * );*/ FLVER.Mesh mn = new FLVER.Mesh(); mn.MaterialIndex = 0; mn.BoneIndices = new List <int>(); mn.BoneIndices.Add(0); mn.BoneIndices.Add(1); mn.BoundingBoxMax = new Vector3(1, 1, 1); mn.BoundingBoxMin = new Vector3(-1, -1, -1); mn.BoundingBoxUnk = new Vector3(); mn.Unk1 = 0; mn.DefaultBoneIndex = 0; mn.Dynamic = true; mn.VertexBuffers = new List <FLVER.VertexBuffer>(); mn.VertexBuffers.Add(new FLVER.VertexBuffer(0, layoutCount, -1)); mn.Vertices = new List <FLVER.Vertex>(); List <List <int> > verticesBoneIndices = new List <List <int> >(); List <List <float> > verticesBoneWeights = new List <List <float> >(); //If it has bones, then record the bone weight info if (m.HasBones) { for (int i2 = 0; i2 < m.VertexCount; i2++) { verticesBoneIndices.Add(new List <int>()); verticesBoneWeights.Add(new List <float>()); } for (int i2 = 0; i2 < m.BoneCount; i2++) { string boneName = m.Bones[i2].Name; int boneIndex = 0; if (convertionTable.ContainsKey(m.Bones[i2].Name)) { boneName = convertionTable[boneName]; // m.Bones[i2].Name = convertionTable[m.Bones[i2].Name]; boneIndex = findFLVER_Bone(targetFlver, boneName); } else { Console.WriteLine("Cannot find ->" + boneName); //If cannot find a corresponding boneName in convertion.ini then //Try to find org bone's parent, check if it boneIndex = findFLVER_Bone(targetFlver, boneName); //if such bone can not be found in flver, then check its parent to see if it can be convert to its parent bone. //check up to 5th grand parent. for (int bp = 0; bp < boneFindParentTimes; bp++) { if (boneIndex == -1) { if (boneParentList.ContainsValue(boneName)) { if (boneParentList[boneName] != null) { boneName = boneParentList[boneName]; if (convertionTable.ContainsKey(boneName)) { boneName = convertionTable[boneName]; } boneIndex = findFLVER_Bone(targetFlver, boneName); } } } } } if (boneIndex == -1) { boneIndex = 0; } for (int i3 = 0; i3 < m.Bones[i2].VertexWeightCount; i3++) { var vw = m.Bones[i2].VertexWeights[i3]; verticesBoneIndices[vw.VertexID].Add(boneIndex); verticesBoneWeights[vw.VertexID].Add(vw.Weight); } } } // m.Bones[0].VertexWeights[0]. for (int i = 0; i < m.Vertices.Count; i++) { var vit = m.Vertices[i]; //m.TextureCoordinateChannels[0] var channels = m.TextureCoordinateChannels[0]; var uv1 = new Vector3D(); var uv2 = new Vector3D(); if (channels != null && m.TextureCoordinateChannelCount > 0) { uv1 = getMyV3D(channels[i]); uv1.Y = 1 - uv1.Y; uv2 = getMyV3D(channels[i]); uv2.Y = 1 - uv2.Y; if (m.TextureCoordinateChannelCount > 1) { // uv2 = getMyV3D((m.TextureCoordinateChannels[1])[i]); } } var normal = new Vector3D(0, 1, 0); if (m.HasNormals && m.Normals.Count > i) { normal = getMyV3D(m.Normals[i]).normalize(); } //Vector3D tangent = new Vector3D( crossPorduct( getMyV3D(m.Tangents[i]).normalize().toXnaV3() , normal.toXnaV3())).normalize(); //var tangent = RotatePoint(normal.toNumV3(), 0, (float)Math.PI / 2, 0); var tangent = new Vector3D(1, 0, 0); if (m.Tangents.Count > i) { tangent = getMyV3D(m.Tangents[i]).normalize(); } else { //Calculate tanget instead if (m.HasNormals && m.Normals.Count > i) { tangent = new Vector3D(crossPorduct(getMyV3D(m.Normals[i]).normalize().toXnaV3(), normal.toXnaV3())).normalize(); } } FLVER.Vertex v = generateVertex(new Vector3(vit.X, vit.Y, vit.Z), uv1.toNumV3(), uv2.toNumV3(), normal.toNumV3(), tangent.toNumV3(), 1); if (flipYZ) { v = generateVertex(new Vector3(vit.X, vit.Z, vit.Y), uv1.toNumV3(), uv2.toNumV3(), new Vector3(normal.X, normal.Z, normal.Y), new Vector3(tangent.X, tangent.Z, tangent.Y), 1); } if (m.HasBones) { for (int j = 0; j < verticesBoneIndices[i].Count && j < 4; j++) { v.BoneIndices[j] = (verticesBoneIndices[i])[j]; v.BoneWeights[j] = (verticesBoneWeights[i])[j]; } } mn.Vertices.Add(v); } List <uint> faceIndexs = new List <uint>(); for (int i = 0; i < m.FaceCount; i++) { if (flipYZ) { if (m.Faces[i].Indices.Count == 3) { faceIndexs.Add((uint)m.Faces[i].Indices[0]); faceIndexs.Add((uint)m.Faces[i].Indices[1]); faceIndexs.Add((uint)m.Faces[i].Indices[2]); } else if (m.Faces[i].Indices.Count == 4) { faceIndexs.Add((uint)m.Faces[i].Indices[0]); faceIndexs.Add((uint)m.Faces[i].Indices[1]); faceIndexs.Add((uint)m.Faces[i].Indices[2]); faceIndexs.Add((uint)m.Faces[i].Indices[2]); faceIndexs.Add((uint)m.Faces[i].Indices[3]); faceIndexs.Add((uint)m.Faces[i].Indices[0]); } } else { if (m.Faces[i].Indices.Count == 3) { faceIndexs.Add((uint)m.Faces[i].Indices[0]); faceIndexs.Add((uint)m.Faces[i].Indices[2]); faceIndexs.Add((uint)m.Faces[i].Indices[1]); } else if (m.Faces[i].Indices.Count == 4) { faceIndexs.Add((uint)m.Faces[i].Indices[0]); faceIndexs.Add((uint)m.Faces[i].Indices[2]); faceIndexs.Add((uint)m.Faces[i].Indices[1]); faceIndexs.Add((uint)m.Faces[i].Indices[2]); faceIndexs.Add((uint)m.Faces[i].Indices[0]); faceIndexs.Add((uint)m.Faces[i].Indices[3]); } } } // mn.FaceSets = new List <FLVER.FaceSet>(); //FLVER.Vertex myv = new FLVER.Vertex(); //myv.Colors = new List<FLVER.Vertex.Color>(); mn.FaceSets.Add(generateBasicFaceSet()); mn.FaceSets[0].Vertices = faceIndexs.ToArray(); if (mn.FaceSets[0].Vertices.Length > 65534) { MessageBox.Show("There are more than 65535 vertices in a mesh , switch to 32 bits index size mode."); mn.FaceSets[0].IndexSize = 32; } if (setLOD == true) { //Special thanks to Meowmaritus { FLVER.FaceSet fs = generateBasicFaceSet(); fs.Flags = SoulsFormats.FLVER.FaceSet.FSFlags.LodLevel1; fs.IndexSize = mn.FaceSets[0].IndexSize; fs.Vertices = (uint[])(mn.FaceSets[0].Vertices.Clone()); mn.FaceSets.Add(fs); } { FLVER.FaceSet fs = generateBasicFaceSet(); fs.Flags = SoulsFormats.FLVER.FaceSet.FSFlags.LodLevel2; fs.IndexSize = mn.FaceSets[0].IndexSize; fs.Vertices = (uint[])(mn.FaceSets[0].Vertices.Clone()); mn.FaceSets.Add(fs); } //unk8000000000 is the motion blur { FLVER.FaceSet fs = generateBasicFaceSet(); fs.Flags = SoulsFormats.FLVER.FaceSet.FSFlags.Unk80000000; fs.IndexSize = mn.FaceSets[0].IndexSize; fs.Vertices = (uint[])(mn.FaceSets[0].Vertices.Clone()); mn.FaceSets.Add(fs); } { FLVER.FaceSet fs = generateBasicFaceSet(); fs.Flags = SoulsFormats.FLVER.FaceSet.FSFlags.LodLevel1 | SoulsFormats.FLVER.FaceSet.FSFlags.Unk80000000; fs.IndexSize = mn.FaceSets[0].IndexSize; fs.Vertices = (uint[])(mn.FaceSets[0].Vertices.Clone()); mn.FaceSets.Add(fs); } { FLVER.FaceSet fs = generateBasicFaceSet(); fs.Flags = SoulsFormats.FLVER.FaceSet.FSFlags.LodLevel2 | SoulsFormats.FLVER.FaceSet.FSFlags.Unk80000000; fs.IndexSize = mn.FaceSets[0].IndexSize; fs.Vertices = (uint[])(mn.FaceSets[0].Vertices.Clone()); mn.FaceSets.Add(fs); } } mn.MaterialIndex = materialCount + m.MaterialIndex; targetFlver.Meshes.Add(mn); } MessageBox.Show("Added a custom mesh! PLease click modify to save it!"); updateVertices(); }
/// <summary> /// Deprecated, cannot solve tangent properly. /// </summary> static void importObj() { var openFileDialog2 = new OpenFileDialog(); string res = ""; if (openFileDialog2.ShowDialog() == DialogResult.No) { return; } res = openFileDialog2.FileName; var objLoaderFactory = new ObjLoaderFactory(); MaterialStreamProvider msp = new MaterialStreamProvider(); var openFileDialog3 = new OpenFileDialog(); openFileDialog3.Title = "Choose MTL file:"; if (openFileDialog3.ShowDialog() == DialogResult.No) { return; } msp.Open(openFileDialog3.FileName); var objLoader = objLoaderFactory.Create(msp); FileStream fileStream = new FileStream(res, FileMode.Open); LoadResult result = objLoader.Load(fileStream); // ObjLoader.Loader.Data.Elements.Face f = result.Groups[0].Faces[0]; // ObjLoader.Loader.Data.Elements.FaceVertex[] fv =getVertices(f); // string groups = new JavaScriptSerializer().Serialize(fv); //string vertices = new JavaScriptSerializer().Serialize(result.Vertices); //MessageBox.Show(groups,"Group info"); // MessageBox.Show(vertices, "V info"); fileStream.Close(); //Step 1 add a new buffer layout for my program: int layoutCount = targetFlver.BufferLayouts.Count; FLVER.BufferLayout newBL = new FLVER.BufferLayout(); newBL.Add(new FLVER.BufferLayout.Member(0, 0, FLVER.BufferLayout.MemberType.Float3, FLVER.BufferLayout.MemberSemantic.Position, 0)); newBL.Add(new FLVER.BufferLayout.Member(0, 12, FLVER.BufferLayout.MemberType.Byte4B, FLVER.BufferLayout.MemberSemantic.Normal, 0)); newBL.Add(new FLVER.BufferLayout.Member(0, 16, FLVER.BufferLayout.MemberType.Byte4B, FLVER.BufferLayout.MemberSemantic.Tangent, 0)); newBL.Add(new FLVER.BufferLayout.Member(0, 20, FLVER.BufferLayout.MemberType.Byte4B, FLVER.BufferLayout.MemberSemantic.Tangent, 1)); newBL.Add(new FLVER.BufferLayout.Member(0, 24, FLVER.BufferLayout.MemberType.Byte4B, FLVER.BufferLayout.MemberSemantic.BoneIndices, 0)); newBL.Add(new FLVER.BufferLayout.Member(0, 28, FLVER.BufferLayout.MemberType.Byte4C, FLVER.BufferLayout.MemberSemantic.BoneWeights, 0)); newBL.Add(new FLVER.BufferLayout.Member(0, 32, FLVER.BufferLayout.MemberType.Byte4C, FLVER.BufferLayout.MemberSemantic.VertexColor, 1)); newBL.Add(new FLVER.BufferLayout.Member(0, 36, FLVER.BufferLayout.MemberType.UVPair, FLVER.BufferLayout.MemberSemantic.UV, 0)); targetFlver.BufferLayouts.Add(newBL); int materialCount = targetFlver.Materials.Count; FLVER.Mesh mn = new FLVER.Mesh(); mn.MaterialIndex = 0; mn.BoneIndices = new List <int>(); mn.BoneIndices.Add(0); mn.BoneIndices.Add(1); mn.BoundingBoxMax = new Vector3(1, 1, 1); mn.BoundingBoxMin = new Vector3(-1, -1, -1); mn.BoundingBoxUnk = new Vector3(); mn.Unk1 = 0; mn.DefaultBoneIndex = 0; mn.Dynamic = false; mn.VertexBuffers = new List <FLVER.VertexBuffer>(); mn.VertexBuffers.Add(new FLVER.VertexBuffer(0, layoutCount, -1)); mn.Vertices = new List <FLVER.Vertex>(); // mn.Vertices.Add(generateVertex(new Vector3(1,0,0),new Vector3(0,0,0),new Vector3(0,0,0),new Vector3(0,1,0),new Vector3(1,0,0))); //mn.Vertices.Add(generateVertex(new Vector3(0, 1, 0), new Vector3(0, 0, 0), new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 0, 0))); //mn.Vertices.Add(generateVertex(new Vector3(0, 0, 1), new Vector3(0, 0, 0), new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 0, 0))); if (result.Groups.Count == 0) { MessageBox.Show("You imported nothing!"); return; } MessageBox.Show("Vertice number:" + result.Vertices.Count + "Texture V number:" + result.Textures.Count + "Normal number:" + result.Normals.Count + "Face groups:" + result.Groups[0].Faces.Count); VertexNormalList[] vnlist = new VertexNormalList[result.Vertices.Count + 1]; for (int i = 0; i < vnlist.Length; i++) { vnlist[i] = new VertexNormalList(); } List <uint> faceIndexs = new List <uint>(); uint[] textureIndexs = new uint[result.Vertices.Count + 1]; foreach (var gr in result.Groups) { foreach (var faces in gr.Faces) { var vList = getVertices(faces); /*for (int i3 = 0; i3 < vList.Length - 2; i3++) * { * faceIndexs.Add((uint)(vList[i3].VertexIndex)-1); * faceIndexs.Add((uint)(vList[i3+1].VertexIndex)-1); * faceIndexs.Add((uint)(vList[i3+2].VertexIndex)-1); * }*/ if (vList.Length == 4) { faceIndexs.Add((uint)(vList[0].VertexIndex) - 1); faceIndexs.Add((uint)(vList[2].VertexIndex) - 1); faceIndexs.Add((uint)(vList[1].VertexIndex) - 1); //record normal to help calculate vertex normals int helperI = 0; vnlist[(uint)(vList[helperI].VertexIndex) - 1].add(new Vector3D(result.Normals[vList[helperI].NormalIndex - 1].X, result.Normals[vList[helperI].NormalIndex - 1].Y, result.Normals[vList[helperI].NormalIndex - 1].Z)); textureIndexs[(vList[helperI].VertexIndex) - 1] = ((uint)vList[helperI].TextureIndex - 1); helperI = 2; vnlist[(uint)(vList[helperI].VertexIndex) - 1].add(new Vector3D(result.Normals[vList[helperI].NormalIndex - 1].X, result.Normals[vList[helperI].NormalIndex - 1].Y, result.Normals[vList[helperI].NormalIndex - 1].Z)); textureIndexs[(vList[helperI].VertexIndex) - 1] = ((uint)vList[helperI].TextureIndex - 1); helperI = 1; vnlist[(uint)(vList[helperI].VertexIndex) - 1].add(new Vector3D(result.Normals[vList[helperI].NormalIndex - 1].X, result.Normals[vList[helperI].NormalIndex - 1].Y, result.Normals[vList[helperI].NormalIndex - 1].Z)); textureIndexs[(vList[helperI].VertexIndex) - 1] = ((uint)vList[helperI].TextureIndex - 1); faceIndexs.Add((uint)(vList[2].VertexIndex) - 1); faceIndexs.Add((uint)(vList[0].VertexIndex) - 1); faceIndexs.Add((uint)(vList[3].VertexIndex) - 1); helperI = 2; vnlist[(uint)(vList[helperI].VertexIndex) - 1].add(new Vector3D(result.Normals[vList[helperI].NormalIndex - 1].X, result.Normals[vList[helperI].NormalIndex - 1].Y, result.Normals[vList[helperI].NormalIndex - 1].Z)); textureIndexs[(vList[helperI].VertexIndex) - 1] = ((uint)vList[helperI].TextureIndex - 1); helperI = 0; vnlist[(uint)(vList[helperI].VertexIndex) - 1].add(new Vector3D(result.Normals[vList[helperI].NormalIndex - 1].X, result.Normals[vList[helperI].NormalIndex].Y, result.Normals[vList[helperI].NormalIndex].Z)); textureIndexs[(vList[helperI].VertexIndex) - 1] = ((uint)vList[helperI].TextureIndex - 1); helperI = 3; vnlist[(uint)(vList[helperI].VertexIndex) - 1].add(new Vector3D(result.Normals[vList[helperI].NormalIndex].X, result.Normals[vList[helperI].NormalIndex].Y, result.Normals[vList[helperI].NormalIndex].Z)); textureIndexs[(vList[helperI].VertexIndex) - 1] = ((uint)vList[helperI].TextureIndex - 1); } else if (vList.Length == 3) { faceIndexs.Add((uint)(vList[0].VertexIndex) - 1); faceIndexs.Add((uint)(vList[2].VertexIndex) - 1); faceIndexs.Add((uint)(vList[1].VertexIndex) - 1); int helperI = 2; vnlist[(uint)(vList[helperI].VertexIndex) - 1].add(new Vector3D(result.Normals[vList[helperI].NormalIndex - 1].X, result.Normals[vList[helperI].NormalIndex - 1].Y, result.Normals[vList[helperI].NormalIndex - 1].Z)); textureIndexs[(vList[helperI].VertexIndex) - 1] = ((uint)vList[helperI].TextureIndex - 1); helperI = 0; vnlist[(uint)(vList[helperI].VertexIndex) - 1].add(new Vector3D(result.Normals[vList[helperI].NormalIndex - 1].X, result.Normals[vList[helperI].NormalIndex - 1].Y, result.Normals[vList[helperI].NormalIndex - 1].Z)); textureIndexs[(vList[helperI].VertexIndex) - 1] = ((uint)vList[helperI].TextureIndex - 1); helperI = 1; vnlist[(uint)(vList[helperI].VertexIndex) - 1].add(new Vector3D(result.Normals[vList[helperI].NormalIndex - 1].X, result.Normals[vList[helperI].NormalIndex - 1].Y, result.Normals[vList[helperI].NormalIndex - 1].Z)); textureIndexs[(vList[helperI].VertexIndex) - 1] = ((uint)vList[helperI].TextureIndex - 1); } } } //mn.FaceSets[0].Vertices = new uint [3]{0,1,2 }; mn.FaceSets = new List <FLVER.FaceSet>(); //FLVER.Vertex myv = new FLVER.Vertex(); //myv.Colors = new List<FLVER.Vertex.Color>(); mn.FaceSets.Add(generateBasicFaceSet()); mn.FaceSets[0].Vertices = faceIndexs.ToArray(); //Set all the vertices. for (int iv = 0; iv < result.Vertices.Count; iv++) { var v = result.Vertices[iv]; Vector3 uv1 = new Vector3(); Vector3 uv2 = new Vector3(); Vector3 normal = new Vector3(0, 1, 0); Vector3 tangent = new Vector3(1, 0, 0); if (result.Textures != null) { if (iv < result.Textures.Count) { var vm = result.Textures[(int)textureIndexs[iv]]; uv1 = new Vector3(vm.X, vm.Y, 0); uv2 = new Vector3(vm.X, vm.Y, 0); } } normal = vnlist[iv].calculateAvgNormal().toNumV3(); tangent = RotatePoint(normal, 0, (float)Math.PI / 2, 0); mn.Vertices.Add(generateVertex(new Vector3(v.X, v.Y, v.Z), uv1, uv2, normal, tangent)); } FLVER.Material matnew = new JavaScriptSerializer().Deserialize <FLVER.Material>(new JavaScriptSerializer().Serialize(targetFlver.Materials[0])); matnew.Name = res.Substring(res.LastIndexOf('\\') + 1); targetFlver.Materials.Add(matnew); mn.MaterialIndex = materialCount; targetFlver.Meshes.Add(mn); MessageBox.Show("Added a custom mesh! PLease click modify to save it!"); updateVertices(); //mn.Vertices.Add(); }