public ModelRoot AddMesh(ModelRoot model, string nodeName, IndexedTriangulation indexedTriangulation, IEnumerable <Vector3> normals, PBRTexture textures, bool doubleSided = true) { // create a basic scene model = model ?? CreateNewModel(); var rnode = model.LogicalScenes.First()?.FindNode(n => n.Name == nodeName); if (rnode == null) { rnode = model.LogicalScenes.First().CreateNode(nodeName); } var rmesh = rnode.Mesh = FindOrCreateMesh(model, string.Concat(rnode.Name, "Mesh")); var material = model.CreateMaterial(string.Concat(nodeName, "Material")) .WithPBRMetallicRoughness(Vector4.One, textures?.BaseColorTexture?.FilePath, null, 0, 1) .WithDoubleSide(doubleSided); if (textures != null && textures.NormalTexture != null) { material.WithChannelTexture("NORMAL", 0, textures.NormalTexture.FilePath); } // create mesh primitive MeshPrimitive primitive = rmesh.CreatePrimitive(); if (indexedTriangulation.Colors != null && indexedTriangulation.Colors.Any()) { primitive = primitive.WithVertexAccessor("POSITION", indexedTriangulation.Positions); primitive = primitive.WithVertexAccessor("COLOR_0", indexedTriangulation.Colors); } else { primitive = primitive.WithVertexAccessor("POSITION", indexedTriangulation.Positions); } if (normals != null) { primitive = primitive.WithVertexAccessor("NORMAL", normals.ToList()); } primitive = primitive.WithIndicesAccessor(PrimitiveType.TRIANGLES, indexedTriangulation.Indices); if (textures != null && textures.TextureCoordSets == null) { (Vector3 Min, Vector3 Max)coordBounds = CalculateBounds(indexedTriangulation.Positions); textures.TextureCoordSets = indexedTriangulation.Positions.Select(pos => new Vector2( MathHelper.Map(coordBounds.Min.X, coordBounds.Max.X, 0, 1, pos.X, true) , MathHelper.Map(coordBounds.Min.Z, coordBounds.Max.Z, 0, 1, pos.Z, true) )); primitive = primitive .WithVertexAccessor("TEXCOORD_0", textures.TextureCoordSets.ToList()); } primitive = primitive.WithMaterial(material); return(model); }
public ModelRoot CloneWithMesh(ModelRoot inputModel, IndexedTriangulation indexedTriangulation) { var model = CreateNewModel(); var rnode = model.LogicalScenes.First().CreateNode(TERRAIN_NODE_NAME); var rmesh = rnode.Mesh = FindOrCreateMesh(model, string.Concat(rnode.Name, "Mesh")); MaterialBuilder b = new MaterialBuilder(); inputModel.LogicalMaterials.First().CopyTo(b); var material = Toolkit.CreateMaterial(model, b); // create mesh primitive MeshPrimitive primitive = rmesh.CreatePrimitive(); if (indexedTriangulation.Colors != null && indexedTriangulation.Colors.Any()) { primitive = primitive.WithVertexAccessor("POSITION", indexedTriangulation.Positions); primitive = primitive.WithVertexAccessor("COLOR_0", indexedTriangulation.Colors); } else { primitive = primitive.WithVertexAccessor("POSITION", indexedTriangulation.Positions); } var normals = _meshService.ComputeMeshNormals(indexedTriangulation.Positions, indexedTriangulation.Indices); primitive = primitive.WithVertexAccessor("NORMAL", normals.ToList()); primitive = primitive.WithIndicesAccessor(PrimitiveType.TRIANGLES, indexedTriangulation.Indices); (Vector3 Min, Vector3 Max)coordBounds = CalculateBounds(indexedTriangulation.Positions); var coordSets = indexedTriangulation.Positions.Select(pos => new Vector2( MathHelper.Map(coordBounds.Min.X, coordBounds.Max.X, 0, 1, pos.X, true) , MathHelper.Map(coordBounds.Min.Z, coordBounds.Max.Z, 0, 1, pos.Z, true) )); primitive = primitive .WithVertexAccessor("TEXCOORD_0", coordSets.ToList()); primitive = primitive.WithMaterial(material); return(model); }