public static source MakeNameSource(string parentName, string name, string[] components, string[] values, string type = "name") { var names = new Name_array(); names.id = parentName + "-" + name + "-array"; var source = new source(); source.id = parentName + "-" + name; source.name = name; names.count = (ulong)values.Length; var varNames = from v in values select v.Replace(' ', '_'); names.Values = varNames.ToArray(); var technique = MakeAccessor(type, components, 1, values.Length / components.Length, names.id); source.technique_common = technique; source.Item = names; return(source); }
public static void AddSkinnedModelWithAnimations(ref Skin SkinChunk, ref SkeletonCTTR SkeletonChunk, ref Shader[] ShaderChunks)//, ref Animation[] AnimChunks) { List <uint> IndexList = new List <uint>(); cachedGeoms.geometry = new geometry[SkinChunk.NumPrimGroups]; for (int primgroups = 0; primgroups < SkinChunk.NumPrimGroups; primgroups++) { cachedGeoms.geometry[primgroups] = new geometry(); cachedGeoms.geometry[primgroups].id = "geometry" + primgroups; cachedGeoms.geometry[primgroups].name = "geometry" + primgroups; mesh newMesh = new Collada141.mesh(); newMesh.vertices = new vertices(); newMesh.vertices.id = "geometry" + primgroups + "-vertices"; newMesh.vertices.name = "geometry" + primgroups + "-vertices"; newMesh.vertices.input = new InputLocal[1]; newMesh.vertices.input[0] = new InputLocal(); newMesh.vertices.input[0].semantic = "POSITION"; newMesh.vertices.input[0].source = "#geometry" + primgroups + "-positions"; //newMesh.vertices.input[1] = new InputLocal(); //newMesh.vertices.input[1].semantic = "TEXCOORD"; //newMesh.vertices.input[1].source = "#geometry" + primgroups + "-texcoords"; //newMesh.vertices.input[2].semantic = "COLOR"; //newMesh.vertices.input[2].source = "#geometry0-colors"; newMesh.source = new source[3]; newMesh.source[0] = new source(); newMesh.source[0].id = "geometry" + primgroups + "-positions"; float_array geom_positions = new float_array(); geom_positions.id = "geometry" + primgroups + "-positions-array"; PositionList posList = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <PositionList>()[0]; geom_positions.count = (ulong)posList.Positions.Length * 3; geom_positions.Values = new double[geom_positions.count]; for (ulong i = 0; i < geom_positions.count / 3; i++) { if (i % 3 == 0) { geom_positions.Values[i] = posList.Positions[i / 3].X; } else if (i % 3 == 1) { geom_positions.Values[i] = posList.Positions[i / 3].Y; } else { geom_positions.Values[i] = posList.Positions[i / 3].Z; } } newMesh.source[0].Item = geom_positions; newMesh.source[0].technique_common = new sourceTechnique_common(); newMesh.source[0].technique_common.accessor = new accessor(); newMesh.source[0].technique_common.accessor.source = "#" + geom_positions.id; newMesh.source[0].technique_common.accessor.count = geom_positions.count / 3; newMesh.source[0].technique_common.accessor.stride = 3; newMesh.source[0].technique_common.accessor.param = new param[3] { new param(), new param(), new param(), }; newMesh.source[0].technique_common.accessor.param[0].name = "X"; newMesh.source[0].technique_common.accessor.param[0].type = "float"; newMesh.source[0].technique_common.accessor.param[1].name = "Y"; newMesh.source[0].technique_common.accessor.param[1].type = "float"; newMesh.source[0].technique_common.accessor.param[2].name = "Z"; newMesh.source[0].technique_common.accessor.param[2].type = "float"; newMesh.source[1] = new source(); newMesh.source[1].id = "geometry" + primgroups + "-mesh-normals"; float_array geom_normals = new float_array(); geom_normals.id = "geometry" + primgroups + "-mesh-map-array"; NormalList normals = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <NormalList>()[0]; geom_normals.count = (ulong)normals.Normals.Length * 3; geom_normals.Values = new double[geom_normals.count]; for (ulong i = 0; i < geom_normals.count; i++) { if (i % 3 == 0) { geom_normals.Values[i] = normals.Normals[i / 3].X; } else if (i % 3 == 1) { geom_normals.Values[i] = normals.Normals[i / 3].Y; } else { geom_normals.Values[i] = normals.Normals[i / 3].Z; } } newMesh.source[1].Item = geom_normals; newMesh.source[1].technique_common = new sourceTechnique_common(); newMesh.source[1].technique_common.accessor = new accessor(); newMesh.source[1].technique_common.accessor.source = "#" + geom_normals.id; newMesh.source[1].technique_common.accessor.count = geom_positions.count / 3; newMesh.source[1].technique_common.accessor.stride = 3; newMesh.source[1].technique_common.accessor.param = new param[3] { new param(), new param(), new param(), }; newMesh.source[1].technique_common.accessor.param[0].name = "X"; newMesh.source[1].technique_common.accessor.param[0].type = "float"; newMesh.source[1].technique_common.accessor.param[1].name = "Y"; newMesh.source[1].technique_common.accessor.param[1].type = "float"; newMesh.source[1].technique_common.accessor.param[2].name = "Z"; newMesh.source[1].technique_common.accessor.param[2].type = "float"; newMesh.source[2] = new source(); newMesh.source[2].id = "geometry" + primgroups + "-mesh-map-0"; float_array geom_texcoords = new float_array(); geom_texcoords.id = "geometry" + primgroups + "-mesh-map-array"; UVList UV = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <UVList>()[0]; geom_texcoords.count = (ulong)UV.UVs.Length * 2; geom_texcoords.Values = new double[geom_texcoords.count]; for (ulong i = 0; i < geom_texcoords.count; i++) { ulong pos = i / 2; geom_texcoords.Values[i] = UV.UVs[pos].X; i++; geom_texcoords.Values[i] = UV.UVs[pos].Y; } newMesh.source[2].Item = geom_texcoords; newMesh.source[2].technique_common = new sourceTechnique_common(); newMesh.source[2].technique_common.accessor = new accessor(); newMesh.source[2].technique_common.accessor.source = "#" + geom_texcoords.id; newMesh.source[2].technique_common.accessor.count = geom_texcoords.count / 2; newMesh.source[2].technique_common.accessor.stride = 2; newMesh.source[2].technique_common.accessor.param = new param[2] { new param(), new param(), }; newMesh.source[2].technique_common.accessor.param[0].name = "S"; newMesh.source[2].technique_common.accessor.param[0].type = "float"; newMesh.source[2].technique_common.accessor.param[1].name = "T"; newMesh.source[2].technique_common.accessor.param[1].type = "float"; /* * newMesh.source[3].id = "geometry" + primgroups + "-colors-Col"; * float_array geom_colors = new float_array(); * geom_colors.id = "geometry" + primgroups + "-colors-Col-array"; * ColourList colors = SkinChunk.GetChildren<PrimitiveGroupCTTR>()[primgroups].GetChildren<ColourList>()[0]; * geom_colors.count = (ulong)colors.Colours.Length * 3; * geom_colors.Values = new double[geom_colors.count]; * for (ulong i = 0; i < geom_colors.count / 3; i++) * { * if (i % 3 == 0) * { * geom_colors.Values[i] = colors.Colours[i]; * } * else if (i % 3 == 1) * { * geom_colors.Values[i] = colors.Colours[i / 3]; * } * else * { * geom_colors.Values[i] = colors.Colours[i / 3]; * } * } * * newMesh.source[3].Item = geom_colors; * newMesh.source[3].technique_common = new sourceTechnique_common(); * newMesh.source[3].technique_common.accessor = new accessor(); * newMesh.source[3].technique_common.accessor.source = geom_colors.id; * newMesh.source[3].technique_common.accessor.count = geom_colors.count / 3; * newMesh.source[3].technique_common.accessor.stride = 3; * newMesh.source[3].technique_common.accessor.param = new param[3]; * newMesh.source[3].technique_common.accessor.param[0].name = "R"; * newMesh.source[3].technique_common.accessor.param[0].type = "float"; * newMesh.source[3].technique_common.accessor.param[1].name = "G"; * newMesh.source[3].technique_common.accessor.param[1].type = "float"; * newMesh.source[3].technique_common.accessor.param[2].name = "B"; * newMesh.source[3].technique_common.accessor.param[2].type = "float"; */ polylist meshTriangles = new polylist(); meshTriangles.material = ""; meshTriangles.count = (ulong)SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length / 4; meshTriangles.input = new InputLocalOffset[3]; meshTriangles.input[0] = new InputLocalOffset(); meshTriangles.input[0].semantic = "VERTEX"; meshTriangles.input[0].source = "#" + newMesh.vertices.id; meshTriangles.input[0].offset = 0; meshTriangles.input[1] = new InputLocalOffset(); meshTriangles.input[1].semantic = "NORMAL"; meshTriangles.input[1].source = "#" + "geometry" + primgroups + "-mesh-normals"; meshTriangles.input[1].offset = 1; meshTriangles.input[2] = new InputLocalOffset(); meshTriangles.input[2].semantic = "TEXCOORD"; meshTriangles.input[2].source = "#" + "geometry" + primgroups + "-mesh-map-0"; meshTriangles.input[2].offset = 2; meshTriangles.input[2].set = 0; string packed_primitives = ""; for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length; i++) { packed_primitives += SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices[i]; packed_primitives += " "; } string packed_vcount = ""; for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length / 3; i++) { packed_vcount += "3 "; } meshTriangles.vcount = packed_vcount; meshTriangles.p = packed_primitives; newMesh.Items = new object[1]; newMesh.Items[0] = meshTriangles; cachedGeoms.geometry[primgroups].Item = newMesh; for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length; i++) { IndexList.Add(SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices[i]); } } cachedMats.material = new material[ShaderChunks.Length]; List <string> shader_tex = new List <string>(); for (int mat = 0; mat < ShaderChunks.Length; mat++) { cachedMats.material[mat] = new material(); cachedMats.material[mat].id = "mat" + ShaderChunks[mat].Name; cachedMats.material[mat].name = ShaderChunks[mat].Name; cachedMats.material[mat].instance_effect = new instance_effect(); cachedMats.material[mat].instance_effect.url = "#" + ShaderChunks[mat].Name; //effect name if (ShaderChunks[mat].GetChildren <ShaderTextureParam>().Length > 0) { if (!shader_tex.Contains(ShaderChunks[mat].GetChildren <ShaderTextureParam>()[0].Value)) { shader_tex.Add(ShaderChunks[mat].GetChildren <ShaderTextureParam>()[0].Value); } } } cachedImages.image = new image[shader_tex.Count]; for (int i = 0; i < cachedImages.image.Length; i++) { cachedImages.image[i] = new image(); cachedImages.image[i].id = "image" + shader_tex[i]; //fx_surface_init_from_common init_from = new fx_surface_init_from_common(); //init_from.Value = shader_tex[i]; //cachedImages.image[i].Item = init_from; } cachedEffects.effect = new effect[ShaderChunks.Length]; for (int mat = 0; mat < ShaderChunks.Length; mat++) { cachedEffects.effect[mat] = new effect(); cachedEffects.effect[mat].id = ShaderChunks[mat].Name; cachedEffects.effect[mat].name = ShaderChunks[mat].Name; cachedEffects.effect[mat].newparam = new fx_newparam_common[2]; cachedEffects.effect[mat].newparam[0] = new fx_newparam_common(); cachedEffects.effect[mat].newparam[0].sid = "Image-surface"; cachedEffects.effect[mat].newparam[0].surface = new fx_surface_common(); cachedEffects.effect[mat].newparam[0].surface.type = fx_surface_type_enum.Item2D; cachedEffects.effect[mat].newparam[0].surface.init_from = new fx_surface_init_from_common[1]; cachedEffects.effect[mat].newparam[0].surface.init_from[0] = new fx_surface_init_from_common(); cachedEffects.effect[mat].newparam[0].surface.init_from[0].Value = ShaderChunks[mat].Name; cachedEffects.effect[mat].newparam[0].surface.format = "A8R8G8B8"; cachedEffects.effect[mat].newparam[1] = new fx_newparam_common(); cachedEffects.effect[mat].newparam[1].sid = "Image-sampler"; cachedEffects.effect[mat].newparam[1].sampler2D = new fx_sampler2D_common(); cachedEffects.effect[mat].newparam[1].sampler2D.source = "Image-surface"; cachedEffects.effect[mat].newparam[1].sampler2D.wrap_s = fx_sampler_wrap_common.CLAMP; cachedEffects.effect[mat].newparam[1].sampler2D.wrap_t = fx_sampler_wrap_common.CLAMP; cachedEffects.effect[mat].newparam[1].sampler2D.minfilter = fx_sampler_filter_common.NEAREST; cachedEffects.effect[mat].newparam[1].sampler2D.magfilter = fx_sampler_filter_common.NEAREST; cachedEffects.effect[mat].newparam[1].sampler2D.mipfilter = fx_sampler_filter_common.NEAREST; cachedEffects.effect[mat].Items = new effectFx_profile_abstractProfile_COMMON[1]; cachedEffects.effect[mat].Items[0] = new effectFx_profile_abstractProfile_COMMON(); cachedEffects.effect[mat].Items[0].technique = new effectFx_profile_abstractProfile_COMMONTechnique(); cachedEffects.effect[mat].Items[0].technique.sid = "common"; effectFx_profile_abstractProfile_COMMONTechniquePhong common_phong = new effectFx_profile_abstractProfile_COMMONTechniquePhong(); common_color_or_texture_typeTexture textureType = new common_color_or_texture_typeTexture(); textureType.texture = "Image-sampler"; textureType.texcoord = "tc"; common_phong.diffuse = new common_color_or_texture_type(); common_phong.diffuse.Item = textureType; common_phong.transparent = new common_transparent_type(); common_phong.transparent.Item = textureType; cachedEffects.effect[mat].Items[0].technique.Item = common_phong; } cachedControllers.controller = new controller[SkinChunk.NumPrimGroups]; for (int a = 0; a < SkinChunk.NumPrimGroups; a++) { cachedControllers.controller[a] = new controller(); cachedControllers.controller[a].id = SkinChunk.Name + a; cachedControllers.controller[a].name = SkinChunk.Name + a; skin ControllerSkin = new skin(); ControllerSkin.source1 = "#geometry" + a; ControllerSkin.source = new source[3]; ControllerSkin.source[0] = new source(); ControllerSkin.source[0].id = "controller" + a + "-joints"; Name_array Joints_Names = new Name_array(); Joints_Names.id = "controller" + a + "-joints-array"; Joints_Names.count = (ulong)SkeletonChunk.GetChildren <SkeletonJointCTTR>().Length; Joints_Names.Values = new string[Joints_Names.count]; for (ulong i = 0; i < Joints_Names.count; i++) { Joints_Names.Values[i] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].Name; } ControllerSkin.source[0].Item = Joints_Names; ControllerSkin.source[0].technique_common = new sourceTechnique_common(); ControllerSkin.source[0].technique_common.accessor = new accessor(); ControllerSkin.source[0].technique_common.accessor.source = "#" + Joints_Names.id; ControllerSkin.source[0].technique_common.accessor.count = Joints_Names.count; ControllerSkin.source[0].technique_common.accessor.param = new param[1] { new param() }; ControllerSkin.source[0].technique_common.accessor.param[0].name = "JOINT"; ControllerSkin.source[0].technique_common.accessor.param[0].type = "Name"; ControllerSkin.source[1] = new source(); ControllerSkin.source[1].id = "controller" + a + "-bind_poses"; float_array Bind_Poses = new float_array(); Bind_Poses.id = "controller" + a + "-bind_poses-array"; Bind_Poses.count = (ulong)SkeletonChunk.GetChildren <SkeletonJointCTTR>().Length * 16; Bind_Poses.Values = new double[Bind_Poses.count]; int bind_pose_pos = 0; for (ulong i = 0; i < Joints_Names.count; i++) { Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M11; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M12; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M13; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M14; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M21; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M22; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M23; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M24; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M31; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M32; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M33; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M34; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M41; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M42; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M43; bind_pose_pos++; Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M44; bind_pose_pos++; } ControllerSkin.source[1].Item = Bind_Poses; ControllerSkin.source[1].technique_common = new sourceTechnique_common(); ControllerSkin.source[1].technique_common.accessor = new accessor(); ControllerSkin.source[1].technique_common.accessor.source = "#" + Bind_Poses.id; ControllerSkin.source[1].technique_common.accessor.count = Bind_Poses.count; ControllerSkin.source[1].technique_common.accessor.param = new param[1] { new param() }; ControllerSkin.source[1].technique_common.accessor.param[0].name = "TRANSFORM"; ControllerSkin.source[1].technique_common.accessor.param[0].type = "float4x4"; ControllerSkin.source[2] = new source(); ControllerSkin.source[2].id = "controller" + a + "-weights"; float_array Weights_Array = new float_array(); Weights_Array.id = "controller" + a + "-weights-array"; Weights_Array.count = Joints_Names.count; Weights_Array.Values = new double[Joints_Names.count]; for (int i = 0; i < Weights_Array.Values.Length; i++) { Weights_Array.Values[i] = 1; } ControllerSkin.source[2].Item = Weights_Array; ControllerSkin.source[2].technique_common = new sourceTechnique_common(); ControllerSkin.source[2].technique_common.accessor = new accessor(); ControllerSkin.source[2].technique_common.accessor.source = "#" + Weights_Array.id; ControllerSkin.source[2].technique_common.accessor.count = Weights_Array.count; ControllerSkin.source[2].technique_common.accessor.param = new param[1] { new param() }; ControllerSkin.source[2].technique_common.accessor.param[0].name = "WEIGHT"; ControllerSkin.source[2].technique_common.accessor.param[0].type = "float"; ControllerSkin.joints = new skinJoints(); ControllerSkin.joints.input = new InputLocal[2] { new InputLocal(), new InputLocal() }; ControllerSkin.joints.input[0].semantic = "JOINT"; ControllerSkin.joints.input[0].source = "#" + ControllerSkin.source[0].id; ControllerSkin.joints.input[1].semantic = "INV_BIND_MATRIX"; ControllerSkin.joints.input[1].source = "#" + ControllerSkin.source[1].id; ControllerSkin.vertex_weights = new skinVertex_weights(); ControllerSkin.vertex_weights.count = (ulong)IndexList.Count; ControllerSkin.vertex_weights.input = new InputLocalOffset[2] { new InputLocalOffset(), new InputLocalOffset() }; ControllerSkin.vertex_weights.input[0].semantic = "JOINT"; ControllerSkin.vertex_weights.input[0].source = "#" + ControllerSkin.source[0].id; ControllerSkin.vertex_weights.input[0].offset = 0; ControllerSkin.vertex_weights.input[1].semantic = "WEIGHT"; ControllerSkin.vertex_weights.input[1].source = "#" + ControllerSkin.source[2].id; ControllerSkin.vertex_weights.input[1].offset = 1; string vertex_vcount = ""; for (int i = 0; i < IndexList.Count; i++) { vertex_vcount += "1 "; } ControllerSkin.vertex_weights.vcount = vertex_vcount; string index_list_str = ""; for (int i = 0; i < IndexList.Count; i++) { index_list_str += IndexList[i] + " "; } ControllerSkin.vertex_weights.v = index_list_str; cachedControllers.controller[a].Item = ControllerSkin; } cachedVscenes.visual_scene = new visual_scene[1] { new visual_scene() }; cachedVscenes.visual_scene[0].id = "Scene0"; cachedVscenes.visual_scene[0].name = "Scene0"; cachedVscenes.visual_scene[0].node = new node[SkinChunk.NumPrimGroups + 1]; cachedVscenes.visual_scene[0].node[0] = new node(); //cachedVscenes.visual_scene[0].node[0].Items = new object[1]; //cachedVscenes.visual_scene[0].node[0].Items[0] = new matrix(); for (int i = 0; i < SkeletonChunk.Children.Count; i++) { SkeletonJointCTTR joint = (SkeletonJointCTTR)SkeletonChunk.Children[i]; if (joint.SkeletonParent == 0) { //cachedVscenes.visual_scene[0].node[0].node1 = new node[10]; } } cachedVscenes.visual_scene[0].node[0].id = SkeletonChunk.Name; cachedVscenes.visual_scene[0].node[0].type = NodeType.JOINT; //todo: joints node tree // SkeletonParent - 0 means root, the rest is chunk child index // SkeletonJointCTTR.BindPose matrix as transform matrix? for (int i = 1; i < SkinChunk.NumPrimGroups + 1; i++) { cachedVscenes.visual_scene[0].node[i] = new node(); cachedVscenes.visual_scene[0].node[i].id = "node" + i; cachedVscenes.visual_scene[0].node[i].name = "polygon" + i; cachedVscenes.visual_scene[0].node[i].type = NodeType.NODE; cachedVscenes.visual_scene[0].node[i].instance_controller = new instance_controller[1] { new instance_controller() }; cachedVscenes.visual_scene[0].node[i].instance_controller[0].url = "#" + cachedControllers.controller[i - 1].id; cachedVscenes.visual_scene[0].node[i].instance_controller[0].skeleton = new string[1] { "#" + cachedVscenes.visual_scene[0].node[0].id }; cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material = new bind_material(); cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common = new instance_material[1] { new instance_material() }; cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].symbol = "#" + cachedMats.material[0].id; cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].target = "#" + cachedMats.material[0].id; cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input = new instance_materialBind_vertex_input[1] { new instance_materialBind_vertex_input() }; cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input[0].semantic = "tc"; cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input[0].input_semantic = "TEXCOORD"; } //not working: // - vertex weights error out // - mesh comes out wrong //animclips //anims }
public static ColladaSource FromCollada(source src) { var source = new ColladaSource(); source.id = src.id; var accessor = src.technique_common.accessor; // TODO: check src.#ID? float_array floats = null; Name_array names = null; if (src.Item is float_array) { floats = src.Item as float_array; // Workaround for empty arrays being null if (floats.Values == null) { floats.Values = new double[] { } } ; if ((int)floats.count != floats.Values.Length || floats.count < accessor.stride * accessor.count + accessor.offset) { throw new ParsingException("Float source data size mismatch. Check source and accessor item counts."); } } else if (src.Item is Name_array) { names = src.Item as Name_array; // Workaround for empty arrays being null if (names.Values == null) { names.Values = new string[] { } } ; if ((int)names.count != names.Values.Length || names.count < accessor.stride * accessor.count + accessor.offset) { throw new ParsingException("Name source data size mismatch. Check source and accessor item counts."); } } else { throw new ParsingException("Unsupported source data format."); } var paramOffset = 0; foreach (var param in accessor.param) { if (param.name == null) { param.name = "default"; } if (param.type == "float" || param.type == "double") { var items = new List <Single>((int)accessor.count); var offset = (int)accessor.offset; for (var i = 0; i < (int)accessor.count; i++) { items.Add((float)floats.Values[offset + paramOffset]); offset += (int)accessor.stride; } source.FloatParams.Add(param.name, items); } else if (param.type == "float4x4") { var items = new List <Matrix4>((int)accessor.count); var offset = (int)accessor.offset; for (var i = 0; i < (int)accessor.count; i++) { var itemOff = offset + paramOffset; var mat = new Matrix4( (float)floats.Values[itemOff + 0], (float)floats.Values[itemOff + 1], (float)floats.Values[itemOff + 2], (float)floats.Values[itemOff + 3], (float)floats.Values[itemOff + 4], (float)floats.Values[itemOff + 5], (float)floats.Values[itemOff + 6], (float)floats.Values[itemOff + 7], (float)floats.Values[itemOff + 8], (float)floats.Values[itemOff + 9], (float)floats.Values[itemOff + 10], (float)floats.Values[itemOff + 11], (float)floats.Values[itemOff + 12], (float)floats.Values[itemOff + 13], (float)floats.Values[itemOff + 14], (float)floats.Values[itemOff + 15] ); items.Add(mat); offset += (int)accessor.stride; } source.MatrixParams.Add(param.name, items); } else if (param.type.ToLower() == "name") { var items = new List <String>((int)accessor.count); var offset = (int)accessor.offset; for (var i = 0; i < (int)accessor.count; i++) { items.Add(names.Values[offset + paramOffset]); offset += (int)accessor.stride; } source.NameParams.Add(param.name, items); } else { throw new ParsingException("Unsupported accessor param type: " + param.type); } paramOffset++; } return(source); } }
public static void ExportIOModelAsDAE(string FileName, IOModel m) { COLLADA colladaFile = new COLLADA(); List <geometry> list_geometries = new List <geometry>(m.Meshes.Count); if (m.HasMeshes) { foreach (IOMesh iomesh in m.Meshes) { geometry g = new geometry(); g.name = iomesh.Name; g.id = iomesh.Name + $"_{m.Meshes.IndexOf(iomesh)}"; List <double> list_positions = new List <double>(); List <double> list_normals = new List <double>(); List <double> list_uvs = new List <double>(); List <double> list_colors = new List <double>(); foreach (IOVertex v in iomesh.Vertices) { list_positions.Add(v.Position.X); list_positions.Add(v.Position.Y); list_positions.Add(v.Position.Z); list_normals.Add(v.Normal.X); list_normals.Add(v.Normal.Y); list_normals.Add(v.Normal.Z); list_uvs.Add(v.UV0.X); list_uvs.Add(v.UV0.Y); } // Position source source_position = new source(); { float_array floats = new float_array(); floats.count = (ulong)list_positions.Count; floats.id = g.id + "_pos_arr"; floats.Values = list_positions.ToArray(); source_position = CreateSource(list_positions.Count, 3, floats.id, floats, new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }); } // Normal source source_normal = new source(); { float_array floats = new float_array(); floats.count = (ulong)list_normals.Count; floats.id = g.id + "_nrm_arr"; floats.Values = list_normals.ToArray(); source_normal = CreateSource(list_normals.Count, 3, floats.id, floats, new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }); } // UV0 source source_uv0 = new source(); { float_array floats = new float_array(); floats.count = (ulong)list_uvs.Count; floats.id = g.id + "_uv0_arr"; floats.Values = list_uvs.ToArray(); source_uv0 = CreateSource(list_uvs.Count, 2, floats.id, floats, new param[] { new param() { name = "S", type = "float" }, new param() { name = "T", type = "float" } }); } // vertices vertices vertices = new vertices(); vertices.id = g.id + "_verts"; vertices.input = new InputLocal[] { new InputLocal() { source = "#" + source_position.id, semantic = "POSITION" }, new InputLocal() { source = "#" + source_normal.id, semantic = "NORMAL" }, new InputLocal() { source = "#" + source_uv0.id, semantic = "TEXCOORD" } }; // triangles triangles triangles = new triangles(); triangles.count = (ulong)iomesh.Indices.Count; triangles.input = new InputLocalOffset[] { new InputLocalOffset() { offset = 0, semantic = "VERTEX", source = "#" + vertices.id } }; triangles.p = string.Join(" ", iomesh.Indices); // creating mesh mesh geomesh = new mesh(); geomesh.source = new source[] { source_position, source_normal, source_uv0 }; geomesh.Items = new object[] { triangles }; geomesh.vertices = vertices; g.Item = geomesh; list_geometries.Add(g); } } library_geometries lib_geometry = new library_geometries(); lib_geometry.geometry = list_geometries.ToArray(); // controllers List <controller> list_controller = new List <controller>(); if (m.HasMeshes && m.HasSkeleton) { // create lists List <source> skinSources = new List <source>(); List <string> boneNames = new List <string>(); List <double> InverseBinds = new List <double>(); foreach (RBone b in m.Skeleton.Bones) { boneNames.Add(b.Name); InverseBinds.AddRange(new double[] { b.InvWorldTransform.M11, b.InvWorldTransform.M21, b.InvWorldTransform.M31, b.InvWorldTransform.M41, b.InvWorldTransform.M12, b.InvWorldTransform.M22, b.InvWorldTransform.M32, b.InvWorldTransform.M42, b.InvWorldTransform.M13, b.InvWorldTransform.M23, b.InvWorldTransform.M33, b.InvWorldTransform.M43, b.InvWorldTransform.M14, b.InvWorldTransform.M24, b.InvWorldTransform.M34, b.InvWorldTransform.M44, }); } // setup controllers foreach (IOMesh iomesh in m.Meshes) { controller controller = new controller() { id = iomesh.Name + "_" + m.Meshes.IndexOf(iomesh) + "_controller" }; list_controller.Add(controller); // create source for weights List <double> weights = new List <double>(); List <int> bones = new List <int>(); List <int> boneCount = new List <int>(); StringBuilder build_v = new StringBuilder(); foreach (IOVertex v in iomesh.Vertices) { int bcount = 0; if (v.BoneWeights.X > 0) { if (!weights.Contains(v.BoneWeights.X)) { weights.Add(v.BoneWeights.X); } build_v.Append($"{(int)v.BoneIndices.X} {weights.IndexOf(v.BoneWeights.X)} "); bcount++; } if (v.BoneWeights.Y > 0) { if (!weights.Contains(v.BoneWeights.Y)) { weights.Add(v.BoneWeights.Y); } build_v.Append($"{(int)v.BoneIndices.Y} {weights.IndexOf(v.BoneWeights.Y)} "); bcount++; } if (v.BoneWeights.Z > 0) { if (!weights.Contains(v.BoneWeights.Z)) { weights.Add(v.BoneWeights.Z); } build_v.Append($"{(int)v.BoneIndices.Z} {weights.IndexOf(v.BoneWeights.Z)} "); bcount++; } if (v.BoneWeights.W > 0) { if (!weights.Contains(v.BoneWeights.W)) { weights.Add(v.BoneWeights.W); } build_v.Append($"{(int)v.BoneIndices.W} {weights.IndexOf(v.BoneWeights.W)} "); bcount++; } boneCount.Add(bcount); } // skin Name_array arr_name = new Name_array(); arr_name.count = (ulong)boneNames.Count; arr_name.id = controller.id + "joints"; arr_name.Values = boneNames.ToArray(); source source_skin = CreateSource(boneNames.Count, 1, arr_name.id, arr_name, new param[] { new param() { name = "JOINT", type = "name" } }); // bind float_array arr_bind = new float_array(); arr_bind.count = (ulong)InverseBinds.Count; arr_bind.id = controller.id + "binds"; arr_bind.Values = InverseBinds.ToArray(); source source_binds = CreateSource(InverseBinds.Count, 16, arr_bind.id, arr_bind, new param[] { new param() { name = "TRANSFORM", type = "float4x4" } }); // weight source source_weight = new source(); { float_array floats = new float_array(); floats.count = (ulong)weights.Count; floats.id = controller.id + "_weights"; floats.Values = weights.ToArray(); source_weight = CreateSource(weights.Count, 1, floats.id, floats, new param[] { new param() { name = "WEIGHT", type = "float" }, }); } skin skin = new skin(); skin.source1 = "#" + iomesh.Name + $"_{m.Meshes.IndexOf(iomesh)}"; skin.source = new source[] { source_skin, source_binds, source_weight }; skin.joints = new skinJoints() { input = new InputLocal[] { new InputLocal() { semantic = "JOINT", source = "#" + source_skin.id }, new InputLocal() { semantic = "INV_BIND_MATRIX", source = "#" + source_binds.id } } }; //skin weights skin.vertex_weights = new skinVertex_weights(); skin.vertex_weights.count = (ulong)iomesh.Vertices.Count; skin.vertex_weights.input = new InputLocalOffset[] { new InputLocalOffset() { semantic = "JOINT", source = "#" + source_skin.id, offset = 0 }, new InputLocalOffset() { semantic = "WEIGHT", source = "#" + source_weight.id, offset = 1 } }; skin.vertex_weights.vcount = string.Join(" ", boneCount); skin.vertex_weights.v = build_v.ToString(); controller.Item = skin; } } library_controllers lib_controllers = new library_controllers(); lib_controllers.controller = list_controller.ToArray(); // scene nodes List <node> scene_nodes = new List <node>(); int visual_index = 0; if (m.HasSkeleton) { Dictionary <RBone, node> boneToNode = new Dictionary <RBone, node>(); foreach (RBone b in m.Skeleton.Bones) { // create bone node node node = new node(); node.name = b.Name; node.id = "bone" + visual_index++; node.sid = b.Name; node.type = NodeType.JOINT; // add transform matrix mat = new matrix() { Values = new double[] { b.Transform.M11, b.Transform.M21, b.Transform.M31, b.Transform.M41, b.Transform.M12, b.Transform.M22, b.Transform.M32, b.Transform.M42, b.Transform.M13, b.Transform.M23, b.Transform.M33, b.Transform.M43, b.Transform.M14, b.Transform.M24, b.Transform.M34, b.Transform.M44, } }; node.ItemsElementName = new ItemsChoiceType2[] { ItemsChoiceType2.matrix }; node.Items = new object[] { mat }; // deal with parenting boneToNode.Add(b, node); if (b.ParentID == -1) { scene_nodes.Add(node); } else { if (boneToNode[m.Skeleton.Bones[b.ParentID]].node1 == null) { boneToNode[m.Skeleton.Bones[b.ParentID]].node1 = new node[0]; } node[] parentnode = boneToNode[m.Skeleton.Bones[b.ParentID]].node1; Array.Resize <node>(ref parentnode, parentnode.Length + 1); parentnode[parentnode.Length - 1] = node; boneToNode[m.Skeleton.Bones[b.ParentID]].node1 = parentnode; } } } if (m.HasMeshes) { foreach (IOMesh iomesh in m.Meshes) { node node = new node() { id = "mesh" + visual_index++, name = iomesh.Name, type = NodeType.NODE }; if (m.HasSkeleton) { instance_controller controller = new instance_controller() { url = iomesh.Name + "_" + m.Meshes.IndexOf(iomesh) + "_controller" }; controller.skeleton = new string[] { "#bone0" }; node.instance_controller = new instance_controller[] { controller }; } scene_nodes.Add(node); } } // visual scene root library_visual_scenes scenes = new library_visual_scenes(); scenes.visual_scene = new visual_scene[] { new visual_scene() { id = "visualscene0", name = "rdmscene" } }; scenes.visual_scene[0].node = scene_nodes.ToArray(); // scene COLLADAScene scene = new COLLADAScene(); scene.instance_visual_scene = new InstanceWithExtra() { url = "#visualscene0" }; // putting it all together colladaFile.Items = new object[] { lib_geometry, lib_controllers, scenes }; colladaFile.scene = scene; colladaFile.Save(FileName); }