public override void writer(MFileObject file, string optionsString, FileAccessMode mode)
        {
            if (mode == FileAccessMode.kExportActiveAccessMode)
            {
                string sknPath = file.expandedFullName;
                string sklPath = Path.ChangeExtension(sknPath, ".skl");

                SKLFile skl = new SKLFile(true);
                SKNFile skn = new SKNFile(skl);

                skl.Write(sklPath);
                skn.Write(sknPath);
            }
            else
            {
                MGlobal.displayError("SKNExporter - Wrong File Access Mode: " + mode);
            }
        }
        public override void reader(MFileObject file, string optionsString, FileAccessMode mode)
        {
            if (mode == FileAccessMode.kImportAccessMode)
            {
                string pathWithoutExtension = file.expandedFullName.Substring(0, file.expandedFullName.LastIndexOf('.'));
                string name = Path.GetFileNameWithoutExtension(file.expandedFullName).Replace('.', '_');

                SKNFile skn = new SKNFile(file.expandedFullName);
                SKLFile skl = new SKLFile(pathWithoutExtension + ".skl");

                MGlobal.displayInfo("SKNImporter:reader - SKN Vertex Count: " + skn.Vertices.Count);
                MGlobal.displayInfo("SKNImporter:reader - SKN Index Count: " + skn.Indices.Count);
                MGlobal.displayInfo("SKNImporter:reader - SKN Submesh Count: " + skn.Submeshes.Count);

                skl.Load();
                skn.Load(name, skl);
            }
            else
            {
                throw new ArgumentException("SKNImporter:reader - Invalid File Access Mode: " + mode, "mode");
            }
        }
Пример #3
0
        /// <summary>
        /// Loads data from SKN and SKL files into OpenGL.
        /// </summary>
        /// <param name="skn">The .skn data.</param>
        /// <param name="skl">The .skl data.</param>
        /// <returns></returns>
        public bool Create(SKNFile skn, SKLFile skl, Dictionary <String, ANMFile> anms, Logger logger)
        {
            bool result = true;

            // This function converts the handedness of the DirectX style input data
            // into the handedness OpenGL expects.
            // So, vector inputs have their Z value negated and quaternion inputs have their
            // Z and W values negated.

            // Vertex Data
            List <float> vertexPositions          = new List <float>();
            List <float> vertexNormals            = new List <float>();
            List <float> vertexTextureCoordinates = new List <float>();
            List <float> vertexBoneIndices        = new List <float>();
            List <float> vertexBoneWeights        = new List <float>();
            List <uint>  indices = new List <uint>();

            // Animation data.
            List <OpenTK.Quaternion> boneOrientations = new List <OpenTK.Quaternion>();
            List <OpenTK.Vector3>    bonePositions    = new List <OpenTK.Vector3>();
            List <float>             boneScales       = new List <float>();
            List <int>    boneParents = new List <int>();
            List <String> boneNames   = new List <String>();

            // Bones are not always in order between the ANM and SKL files.
            Dictionary <String, int> boneNameToID = new Dictionary <String, int>();
            Dictionary <int, String> boneIDToName = new Dictionary <int, String>();

            for (int i = 0; i < skn.numVertices; ++i)
            {
                // Position Information
                vertexPositions.Add(skn.vertices[i].position[0]);
                vertexPositions.Add(skn.vertices[i].position[1]);
                vertexPositions.Add(-skn.vertices[i].position[2]);

                // Normal Information
                vertexNormals.Add(skn.vertices[i].normal[0]);
                vertexNormals.Add(skn.vertices[i].normal[1]);
                vertexNormals.Add(-skn.vertices[i].normal[2]);

                // Tex Coords Information
                vertexTextureCoordinates.Add(skn.vertices[i].texCoords[0]);
                vertexTextureCoordinates.Add(skn.vertices[i].texCoords[1]);

                // Bone Index Information
                for (int j = 0; j < SKNVertex.BONE_INDEX_SIZE; ++j)
                {
                    vertexBoneIndices.Add(skn.vertices[i].boneIndex[j]);
                }

                // Bone Weight Information
                vertexBoneWeights.Add(skn.vertices[i].weights[0]);
                vertexBoneWeights.Add(skn.vertices[i].weights[1]);
                vertexBoneWeights.Add(skn.vertices[i].weights[2]);
                vertexBoneWeights.Add(skn.vertices[i].weights[3]);
            }

            // Animation data
            for (int i = 0; i < skl.numBones; ++i)
            {
                Quaternion orientation = Quaternion.Identity;
                if (skl.version == 0)
                {
                    // Version 0 SKLs contain a quaternion.
                    orientation.X = skl.bones[i].orientation[0];
                    orientation.Y = skl.bones[i].orientation[1];
                    orientation.Z = -skl.bones[i].orientation[2];
                    orientation.W = -skl.bones[i].orientation[3];
                }
                else
                {
                    // Other SKLs contain a rotation matrix.

                    // Create a matrix from the orientation values.
                    Matrix4 transform = Matrix4.Identity;

                    transform.M11 = skl.bones[i].orientation[0];
                    transform.M21 = skl.bones[i].orientation[1];
                    transform.M31 = skl.bones[i].orientation[2];

                    transform.M12 = skl.bones[i].orientation[4];
                    transform.M22 = skl.bones[i].orientation[5];
                    transform.M32 = skl.bones[i].orientation[6];

                    transform.M13 = skl.bones[i].orientation[8];
                    transform.M23 = skl.bones[i].orientation[9];
                    transform.M33 = skl.bones[i].orientation[10];

                    // Convert the matrix to a quaternion.
                    orientation   = OpenTKExtras.Matrix4.CreateQuatFromMatrix(transform);
                    orientation.Z = -orientation.Z;
                    orientation.W = -orientation.W;
                }

                boneOrientations.Add(orientation);

                // Create a vector from the position values.
                Vector3 position = Vector3.Zero;
                position.X = skl.bones[i].position[0];
                position.Y = skl.bones[i].position[1];
                position.Z = -skl.bones[i].position[2];
                bonePositions.Add(position);

                boneNames.Add(skl.bones[i].name);
                boneNameToID[skl.bones[i].name] = i;
                boneIDToName[i] = skl.bones[i].name;

                boneScales.Add(skl.bones[i].scale);
                boneParents.Add(skl.bones[i].parentID);
            }

            //
            // Version 0 SKL files are similar to the animation files.
            // The bone positions and orientations are relative to their parent.
            // So, we need to compute their absolute location by hand.
            //
            if (skl.version == 0)
            {
                //
                // This algorithm is a little confusing since it's indexing identical data from
                // the SKL file and the local variable List<>s. The indexing scheme works because
                // the List<>s are created in the same order as the data in the SKL files.
                //
                for (int i = 0; i < skl.numBones; ++i)
                {
                    // Only update non root bones.
                    if (skl.bones[i].parentID != -1)
                    {
                        // Determine the parent bone.
                        int parentBoneID = skl.bones[i].parentID;

                        // Update orientation.
                        // Append quaternions for rotation transform B * A.
                        boneOrientations[i] = boneOrientations[parentBoneID] * boneOrientations[i];

                        Vector3 localPosition = Vector3.Zero;
                        localPosition.X = skl.bones[i].position[0];
                        localPosition.Y = skl.bones[i].position[1];
                        localPosition.Z = skl.bones[i].position[2];

                        // Update position.
                        bonePositions[i] = bonePositions[parentBoneID] + Vector3.Transform(localPosition, boneOrientations[parentBoneID]);
                    }
                }
            }

            // Depending on the version of the model, the look ups change.
            if (skl.version == 2 || skl.version == 0)
            {
                for (int i = 0; i < vertexBoneIndices.Count; ++i)
                {
                    // I don't know why things need remapped, but they do.

                    // Sanity
                    if (vertexBoneIndices[i] < skl.boneIDs.Count)
                    {
                        vertexBoneIndices[i] = skl.boneIDs[(int)vertexBoneIndices[i]];
                    }
                }
            }

            // Add the animations.
            foreach (var animation in anms)
            {
                if (animations.ContainsKey(animation.Key) == false)
                {
                    // Create the OpenGL animation wrapper.
                    GLAnimation glAnimation = new GLAnimation();

                    glAnimation.playbackFPS    = animation.Value.playbackFPS;
                    glAnimation.numberOfBones  = animation.Value.numberOfBones;
                    glAnimation.numberOfFrames = animation.Value.numberOfFrames;

                    // Convert ANMBone to GLBone.
                    foreach (ANMBone bone in animation.Value.bones)
                    {
                        GLBone glBone = new GLBone();

                        if (animation.Value.version == 4 && skl.boneIDMap.Count > 0)
                        {
                            // Version 4 ANM files contain a hash value to represent the bone ID/name.
                            // We need to use the map from the SKL file to match the ANM bone with the correct
                            // SKL bone.

                            if (skl.boneIDMap.ContainsKey(bone.id))
                            {
                                int sklID = (int)skl.boneIDMap[bone.id];
                                glBone.name = boneIDToName[sklID];
                            }
                        }
                        else
                        {
                            glBone.name = bone.name;
                        }

                        // Convert ANMFrame to Matrix4.
                        foreach (ANMFrame frame in bone.frames)
                        {
                            Matrix4 transform = Matrix4.Identity;

                            Quaternion quat = new Quaternion(frame.orientation[0], frame.orientation[1], -frame.orientation[2], -frame.orientation[3]);
                            transform = Matrix4.Rotate(quat);

                            transform.M41 = frame.position[0];
                            transform.M42 = frame.position[1];
                            transform.M43 = -frame.position[2];

                            glBone.frames.Add(transform);
                        }

                        glAnimation.bones.Add(glBone);
                    }

                    glAnimation.timePerFrame = 1.0f / (float)animation.Value.playbackFPS;

                    // Store the animation.
                    animations.Add(animation.Key, glAnimation);
                }
            }

            // Index Information
            for (int i = 0; i < skn.numIndices; ++i)
            {
                indices.Add((uint)skn.indices[i]);
            }
            this.numIndices = indices.Count;

            //
            // Compute the final animation transforms.
            //

            foreach (var animation in animations)
            {
                // This is sort of a mess.
                // We need to make sure "parent" bones are always updated before their "children".  The SKL file contains
                // bones ordered in this manner.  However, ANM files do not always do this.  So, we sort the bones in the ANM to match the ordering in
                // the SKL file.
                animation.Value.bones.Sort((a, b) =>
                {
                    if (boneNameToID.ContainsKey(a.name) && boneNameToID.ContainsKey(b.name))
                    {
                        return(boneNameToID[a.name].CompareTo(boneNameToID[b.name]));
                    }
                    else if (boneNameToID.ContainsKey(a.name) == false)
                    {
                        return(1);
                    }
                    else
                    {
                        return(-1);
                    }
                });
            }

            // Create the binding transform.  (The SKL initial transform.)
            GLAnimation bindingBones = new GLAnimation();

            for (int i = 0; i < boneOrientations.Count; ++i)
            {
                GLBone bone = new GLBone();

                bone.name   = boneNames[i];
                bone.parent = boneParents[i];

                bone.transform     = Matrix4.Rotate(boneOrientations[i]);
                bone.transform.M41 = bonePositions[i].X;
                bone.transform.M42 = bonePositions[i].Y;
                bone.transform.M43 = bonePositions[i].Z;

                bone.transform = Matrix4.Invert(bone.transform);

                bindingBones.bones.Add(bone);
            }

            // Convert animations into absolute space.
            foreach (var animation in animations)
            {
                foreach (var bone in animation.Value.bones)
                {
                    // Sanity.
                    if (boneNameToID.ContainsKey(bone.name))
                    {
                        int id = boneNameToID[bone.name];
                        bone.parent = bindingBones.bones[id].parent;

                        // For each frame...
                        for (int i = 0; i < bone.frames.Count; ++i)
                        {
                            Matrix4 parentTransform = Matrix4.Identity;
                            if (bone.parent >= 0)
                            {
                                if (bone.parent < animation.Value.bones.Count)
                                {
                                    GLBone parent = animation.Value.bones[bone.parent];
                                    parentTransform = parent.frames[i];
                                }
                            }
                            bone.frames[i] = bone.frames[i] * parentTransform;
                        }
                    }
                }
            }

            // Multiply the animation transforms by the binding transform.
            foreach (var animation in animations)
            {
                foreach (var bone in animation.Value.bones)
                {
                    // Sanity.
                    if (boneNameToID.ContainsKey(bone.name))
                    {
                        int    id          = boneNameToID[bone.name];
                        GLBone bindingBone = bindingBones.bones[id];

                        for (int i = 0; i < bone.frames.Count; ++i)
                        {
                            bone.frames[i] = bindingBone.transform * bone.frames[i];
                        }
                    }
                }
            }

            // Create the OpenGL objects.
            result = Create(vertexPositions, vertexNormals, vertexTextureCoordinates,
                            vertexBoneIndices, vertexBoneWeights, indices, logger);

            return(result);
        }
Пример #4
0
        public void Load(string name, SKLFile skl = null)
        {
            MIntArray        polygonIndexCounts = new MIntArray((uint)this.Indices.Count / 3);
            MIntArray        polygonIndices     = new MIntArray((uint)this.Indices.Count);
            MFloatPointArray vertices           = new MFloatPointArray((uint)this.Vertices.Count);
            MFloatArray      arrayU             = new MFloatArray((uint)this.Vertices.Count);
            MFloatArray      arrayV             = new MFloatArray((uint)this.Vertices.Count);
            MVectorArray     normals            = new MVectorArray((uint)this.Vertices.Count);
            MIntArray        normalIndices      = new MIntArray((uint)this.Vertices.Count);
            MFnMesh          mesh        = new MFnMesh();
            MDagPath         meshDagPath = new MDagPath();
            MDGModifier      modifier    = new MDGModifier();
            MFnSet           set         = new MFnSet();

            for (int i = 0; i < this.Indices.Count / 3; i++)
            {
                polygonIndexCounts[i] = 3;
            }

            for (int i = 0; i < this.Indices.Count; i++)
            {
                polygonIndices[i] = this.Indices[i];
            }

            for (int i = 0; i < this.Vertices.Count; i++)
            {
                SKNVertex vertex = this.Vertices[i];

                vertices[i]      = new MFloatPoint(vertex.Position.X, vertex.Position.Y, vertex.Position.Z);
                arrayU[i]        = vertex.UV.X;
                arrayV[i]        = 1 - vertex.UV.Y;
                normals[i]       = new MVector(vertex.Normal.X, vertex.Normal.Y, vertex.Normal.Z);
                normalIndices[i] = i;
            }

            //Assign mesh data
            mesh.create(this.Vertices.Count, this.Indices.Count / 3, vertices, polygonIndexCounts, polygonIndices, arrayU, arrayV, MObject.kNullObj);
            mesh.setVertexNormals(normals, normalIndices);
            mesh.getPath(meshDagPath);
            mesh.assignUVs(polygonIndexCounts, polygonIndices);

            //Set names
            mesh.setName(name);
            MFnTransform transformNode = new MFnTransform(mesh.parent(0));

            transformNode.setName("transform_" + name);

            //Get render partition
            MGlobal.displayInfo("SKNFile:Load - Searching for Render Partition");
            MItDependencyNodes itDependencyNodes = new MItDependencyNodes(MFn.Type.kPartition);
            MFnPartition       renderPartition   = new MFnPartition();
            bool foundRenderPartition            = false;

            for (; !itDependencyNodes.isDone; itDependencyNodes.next())
            {
                renderPartition.setObject(itDependencyNodes.thisNode);
                MGlobal.displayInfo("SKNFile:Load - Iterating through partition: " + renderPartition.name + " IsRenderPartition: " + renderPartition.isRenderPartition);
                if (renderPartition.name == "renderPartition" && renderPartition.isRenderPartition)
                {
                    MGlobal.displayInfo("SKNFile:Load - Found render partition");
                    foundRenderPartition = true;
                    break;
                }
            }


            //Create Materials
            for (int i = 0; i < this.Submeshes.Count; i++)
            {
                MFnDependencyNode dependencyNode = new MFnDependencyNode();
                MFnLambertShader  lambertShader  = new MFnLambertShader();
                SKNSubmesh        submesh        = this.Submeshes[i];
                MObject           shader         = lambertShader.create(true);

                lambertShader.setName(submesh.Name);
                lambertShader.color = MaterialProvider.GetMayaColor(i);

                MObject shadingEngine = dependencyNode.create("shadingEngine", submesh.Name + "_SG");
                MObject materialInfo  = dependencyNode.create("materialInfo", submesh.Name + "_MaterialInfo");
                if (foundRenderPartition)
                {
                    MPlug partitionPlug = new MFnDependencyNode(shadingEngine).findPlug("partition");
                    MPlug setsPlug      = MayaHelper.FindFirstNotConnectedElement(renderPartition.findPlug("sets"));
                    modifier.connect(partitionPlug, setsPlug);
                }
                else
                {
                    MGlobal.displayInfo("SKNFile:Load - Couldn't find Render Partition for mesh: " + name + "." + submesh.Name);
                }

                MPlug outColorPlug      = lambertShader.findPlug("outColor");
                MPlug surfaceShaderPlug = new MFnDependencyNode(shadingEngine).findPlug("surfaceShader");
                modifier.connect(outColorPlug, surfaceShaderPlug);

                MPlug messagePlug      = new MFnDependencyNode(shadingEngine).findPlug("message");
                MPlug shadingGroupPlug = new MFnDependencyNode(materialInfo).findPlug("shadingGroup");
                modifier.connect(messagePlug, shadingGroupPlug);

                modifier.doIt();

                MFnSingleIndexedComponent component = new MFnSingleIndexedComponent();
                MObject   faceComponent             = component.create(MFn.Type.kMeshPolygonComponent);
                MIntArray groupPolygonIndices       = new MIntArray();
                uint      endIndex = (submesh.StartIndex + submesh.IndexCount) / 3;
                for (uint j = submesh.StartIndex / 3; j < endIndex; j++)
                {
                    groupPolygonIndices.append((int)j);
                }
                component.addElements(groupPolygonIndices);

                set.setObject(shadingEngine);
                set.addMember(meshDagPath, faceComponent);
            }

            if (skl == null)
            {
                mesh.updateSurface();
            }
            else
            {
                MFnSkinCluster skinCluster             = new MFnSkinCluster();
                MSelectionList jointPathsSelectionList = new MSelectionList();

                jointPathsSelectionList.add(meshDagPath);
                for (int i = 0; i < skl.Influences.Count; i++)
                {
                    short    jointIndex = skl.Influences[i];
                    SKLJoint joint      = skl.Joints[jointIndex];
                    jointPathsSelectionList.add(skl.JointDagPaths[jointIndex]);

                    MGlobal.displayInfo(string.Format("SKNFile:Load:Bind - Added joint [{0}] {1} to binding selection", joint.ID, joint.Name));
                }

                MGlobal.selectCommand(jointPathsSelectionList);
                MGlobal.executeCommand("skinCluster -mi 4 -tsb -n skinCluster_" + name);

                MPlug      inMeshPlug        = mesh.findPlug("inMesh");
                MPlugArray inMeshConnections = new MPlugArray();
                inMeshPlug.connectedTo(inMeshConnections, true, false);

                if (inMeshConnections.length == 0)
                {
                    MGlobal.displayError("SKNFile:Load:Bind - Failed to find the created Skin Cluster");
                    throw new Exception("SKNFile:Load:Bind - Failed to find the created Skin Cluster");
                }

                MPlug         outputGeometryPlug = inMeshConnections[0];
                MDagPathArray influencesDagPaths = new MDagPathArray();

                skinCluster.setObject(outputGeometryPlug.node);
                skinCluster.influenceObjects(influencesDagPaths);

                MIntArray influenceIndices = new MIntArray((uint)skl.Influences.Count);
                for (int i = 0; i < skl.Influences.Count; i++)
                {
                    MDagPath influencePath = skl.JointDagPaths[skl.Influences[i]];

                    for (int j = 0; j < skl.Influences.Count; j++)
                    {
                        if (influencesDagPaths[j].partialPathName == influencePath.partialPathName)
                        {
                            influenceIndices[i] = j;
                            MGlobal.displayInfo("SKNReader:Load:Bind - Added Influence Joint: " + i + " -> " + j);
                            break;
                        }
                    }
                }

                MFnSingleIndexedComponent singleIndexedComponent = new MFnSingleIndexedComponent();
                MObject   vertexComponent    = singleIndexedComponent.create(MFn.Type.kMeshVertComponent);
                MIntArray groupVertexIndices = new MIntArray((uint)this.Vertices.Count);

                for (int i = 0; i < this.Vertices.Count; i++)
                {
                    groupVertexIndices[i] = i;
                }
                singleIndexedComponent.addElements(groupVertexIndices);

                MGlobal.executeCommand(string.Format("setAttr {0}.normalizeWeights 0", skinCluster.name));

                MDoubleArray weights = new MDoubleArray((uint)(this.Vertices.Count * skl.Influences.Count));
                for (int i = 0; i < this.Vertices.Count; i++)
                {
                    SKNVertex vertex = this.Vertices[i];

                    for (int j = 0; j < 4; j++)
                    {
                        double weight    = vertex.Weights[j];
                        int    influence = vertex.BoneIndices[j];

                        if (weight != 0)
                        {
                            weights[(i * skl.Influences.Count) + influence] = weight;
                        }
                    }
                }

                skinCluster.setWeights(meshDagPath, vertexComponent, influenceIndices, weights, false);
                MGlobal.executeCommand(string.Format("setAttr {0}.normalizeWeights 1", skinCluster.name));
                MGlobal.executeCommand(string.Format("skinPercent -normalize true {0} {1}", skinCluster.name, mesh.name));
                mesh.updateSurface();
            }
        }
Пример #5
0
 public SKNFile(SKLFile skl)
 {
     Create(skl);
 }
Пример #6
0
        public void Create(SKLFile skl)
        {
            MSelectionList   currentSelection         = MGlobal.activeSelectionList;
            MItSelectionList currentSelectionIterator = new MItSelectionList(currentSelection, MFn.Type.kMesh);
            MDagPath         meshDagPath = new MDagPath();

            if (currentSelectionIterator.isDone)
            {
                MGlobal.displayError("SKNFile:Create - No mesh selected!");
                throw new Exception("SKNFile:Create - No mesh selected!");
            }
            else
            {
                currentSelectionIterator.getDagPath(meshDagPath);
                currentSelectionIterator.next();

                if (!currentSelectionIterator.isDone)
                {
                    MGlobal.displayError("SKNFile:Create - More than one mesh selected!");
                    throw new Exception("SKNFile:Create - More than one mesh selected!");
                }
            }

            MFnMesh mesh = new MFnMesh(meshDagPath);

            //Find Skin Cluster
            MPlug      inMeshPlug        = mesh.findPlug("inMesh");
            MPlugArray inMeshConnections = new MPlugArray();

            inMeshPlug.connectedTo(inMeshConnections, true, false);
            if (inMeshConnections.length == 0)
            {
                MGlobal.displayError("SKNFile:Create - Failed to find Skin Cluster!");
                throw new Exception("SKNFile:Create - Failed to find Skin Cluster!");
            }

            MPlug          outputGeometryPlug = inMeshConnections[0];
            MFnSkinCluster skinCluster        = new MFnSkinCluster(outputGeometryPlug.node);
            MDagPathArray  influenceDagPaths  = new MDagPathArray();
            uint           influenceCount     = skinCluster.influenceObjects(influenceDagPaths);

            MGlobal.displayInfo("SKNFile:Create - Influence Count: " + influenceCount);

            //Get SKL Influence Indices
            MIntArray sklInfluenceIndices = new MIntArray(influenceCount);

            for (int i = 0; i < influenceCount; i++)
            {
                MDagPath jointDagPath = influenceDagPaths[i];

                MGlobal.displayInfo(jointDagPath.fullPathName);

                //Loop through Joint DAG Paths, if we find a math for the influence, write the index
                for (int j = 0; j < skl.JointDagPaths.Count; j++)
                {
                    if (jointDagPath.equalEqual(skl.JointDagPaths[j]))
                    {
                        MGlobal.displayInfo("Found coresponding DAG path");
                        sklInfluenceIndices[i] = j;
                        break;
                    }
                }
            }

            //Add Influence indices to SKL File
            MIntArray maskInfluenceIndex = new MIntArray(influenceCount);

            for (int i = 0; i < influenceCount; i++)
            {
                maskInfluenceIndex[i] = i;
                skl.Influences.Add((short)sklInfluenceIndices[i]);
            }

            MObjectArray shaders = new MObjectArray();
            MIntArray    polygonShaderIndices = new MIntArray();

            mesh.getConnectedShaders(meshDagPath.isInstanced ? meshDagPath.instanceNumber : 0, shaders, polygonShaderIndices);

            uint shaderCount = shaders.length;

            if (shaderCount > 32) //iirc 32 is the limit of how many submeshes there can be for an SKN file
            {
                MGlobal.displayError("SKNFile:Create - You've exceeded the maximum limit of 32 shaders");
                throw new Exception("SKNFile:Create - You've exceeded the maximum limit of 32 shaders");
            }

            MIntArray vertexShaders = new MIntArray();

            ValidateMeshTopology(mesh, meshDagPath, polygonShaderIndices, ref vertexShaders, shaderCount);

            //Get Weights
            MFnSingleIndexedComponent vertexIndexedComponent = new MFnSingleIndexedComponent();
            MObject   vertexComponent    = vertexIndexedComponent.create(MFn.Type.kMeshVertComponent);
            MIntArray groupVertexIndices = new MIntArray((uint)mesh.numVertices);

            for (int i = 0; i < mesh.numVertices; i++)
            {
                groupVertexIndices[i] = i;
            }
            vertexIndexedComponent.addElements(groupVertexIndices);

            MDoubleArray weights = new MDoubleArray();
            uint         weightsInfluenceCount = 0;

            skinCluster.getWeights(meshDagPath, vertexComponent, weights, ref weightsInfluenceCount);

            //Check if vertices don't have more than 4 influences and normalize weights
            for (int i = 0; i < mesh.numVertices; i++)
            {
                int    vertexInfluenceCount = 0;
                double weightSum            = 0;
                for (int j = 0; j < weightsInfluenceCount; j++)
                {
                    double weight = weights[(int)(i * weightsInfluenceCount) + j];
                    if (weight != 0)
                    {
                        vertexInfluenceCount++;
                        weightSum += weight;
                    }
                }

                if (vertexInfluenceCount > 4)
                {
                    MGlobal.displayError("SKNFile:Create - Mesh contains a vertex with more than 4 influences");
                    throw new Exception("SKNFile:Create - Mesh contains a vertex with more than 4 influences");
                }

                //Normalize weights
                for (int j = 0; j < weightsInfluenceCount; j++)
                {
                    weights[(int)(i * influenceCount) + j] /= weightSum;
                }
            }

            List <MIntArray>         shaderVertexIndices = new List <MIntArray>();
            List <List <SKNVertex> > shaderVertices      = new List <List <SKNVertex> >();
            List <MIntArray>         shaderIndices       = new List <MIntArray>();

            for (int i = 0; i < shaderCount; i++)
            {
                shaderVertexIndices.Add(new MIntArray());
                shaderVertices.Add(new List <SKNVertex>());
                shaderIndices.Add(new MIntArray());
            }

            MItMeshVertex meshVertexIterator = new MItMeshVertex(meshDagPath);

            for (meshVertexIterator.reset(); !meshVertexIterator.isDone; meshVertexIterator.next())
            {
                int index  = meshVertexIterator.index();
                int shader = vertexShaders[index];
                if (shader == -1)
                {
                    MGlobal.displayWarning("SKNFile:Create - Mesh contains a vertex with no shader");
                    continue;
                }

                MPoint       pointPosition = meshVertexIterator.position(MSpace.Space.kWorld);
                Vector3      position      = new Vector3((float)pointPosition.x, (float)pointPosition.y, (float)pointPosition.z);
                MVectorArray normals       = new MVectorArray();
                MIntArray    uvIndices     = new MIntArray();
                Vector3      normal        = new Vector3();
                byte[]       weightIndices = new byte[4];
                float[]      vertexWeights = new float[4];

                meshVertexIterator.getNormals(normals);

                //Normalize normals
                for (int i = 0; i < normals.length; i++)
                {
                    normal.X += (float)normals[i].x;
                    normal.Y += (float)normals[i].y;
                    normal.Z += (float)normals[i].z;
                }

                normal.X /= normals.length;
                normal.Y /= normals.length;
                normal.Z /= normals.length;

                //Get Weight Influences and Weights
                int weightsFound = 0;
                for (int j = 0; j < weightsInfluenceCount && weightsFound < 4; j++)
                {
                    double weight = weights[(int)(index * weightsInfluenceCount) + j];

                    if (weight != 0)
                    {
                        weightIndices[weightsFound] = (byte)maskInfluenceIndex[j];
                        vertexWeights[weightsFound] = (float)weight;
                        weightsFound++;
                    }
                }

                //Get unique UVs
                meshVertexIterator.getUVIndices(uvIndices);
                if (uvIndices.length != 0)
                {
                    List <int> seen = new List <int>();
                    for (int j = 0; j < uvIndices.length; j++)
                    {
                        int uvIndex = uvIndices[j];
                        if (!seen.Contains(uvIndex))
                        {
                            seen.Add(uvIndex);

                            float u = 0;
                            float v = 0;
                            mesh.getUV(uvIndex, ref u, ref v);

                            SKNVertex vertex = new SKNVertex(position, weightIndices, vertexWeights, normal, new Vector2(u, 1 - v));
                            vertex.UVIndex = uvIndex;

                            shaderVertices[shader].Add(vertex);
                            shaderVertexIndices[shader].append(index);
                        }
                    }
                }
                else
                {
                    MGlobal.displayError("SKNFile:Create - Mesh contains a vertex with no UVs");
                    throw new Exception("SKNFile:Create - Mesh contains a vertex with no UVs");
                }
            }

            //Convert from Maya indices to data indices
            int       currentIndex = 0;
            MIntArray dataIndices  = new MIntArray((uint)mesh.numVertices, -1);

            for (int i = 0; i < shaderCount; i++)
            {
                for (int j = 0; j < shaderVertexIndices[i].length; j++)
                {
                    int index = shaderVertexIndices[i][j];
                    if (dataIndices[index] == -1)
                    {
                        dataIndices[index]             = currentIndex;
                        shaderVertices[i][j].DataIndex = currentIndex;
                    }
                    else
                    {
                        shaderVertices[i][j].DataIndex = dataIndices[index];
                    }

                    currentIndex++;
                }

                this.Vertices.AddRange(shaderVertices[i]);
            }

            MItMeshPolygon polygonIterator = new MItMeshPolygon(meshDagPath);

            for (polygonIterator.reset(); !polygonIterator.isDone; polygonIterator.next())
            {
                int polygonIndex = (int)polygonIterator.index();
                int shaderIndex  = polygonShaderIndices[polygonIndex];

                MIntArray   indices = new MIntArray();
                MPointArray points  = new MPointArray();
                polygonIterator.getTriangles(points, indices);

                if (polygonIterator.hasUVsProperty)
                {
                    MIntArray vertices   = new MIntArray();
                    MIntArray newIndices = new MIntArray(indices.length, -1);
                    polygonIterator.getVertices(vertices);

                    for (int i = 0; i < vertices.length; i++)
                    {
                        int dataIndex = dataIndices[vertices[i]];
                        int uvIndex;
                        polygonIterator.getUVIndex(i, out uvIndex);

                        if (dataIndex == -1 || dataIndex >= this.Vertices.Count)
                        {
                            MGlobal.displayError("SKNFIle:Create - Data Index outside of range");
                            throw new Exception("SKNFIle:Create - Data Index outside of range");
                        }

                        for (int j = dataIndex; j < this.Vertices.Count; j++)
                        {
                            if (this.Vertices[j].DataIndex != dataIndex)
                            {
                                MGlobal.displayError("SKNFIle:Create - Can't find corresponding face vertex in data");
                                throw new Exception("SKNFIle:Create - Can't find corresponding face vertex in data");
                            }
                            else if (this.Vertices[j].UVIndex == uvIndex)
                            {
                                for (int k = 0; k < indices.length; k++)
                                {
                                    if (indices[k] == vertices[i])
                                    {
                                        newIndices[k] = j;
                                    }
                                }

                                break;
                            }
                        }
                    }

                    for (int i = 0; i < newIndices.length; i++)
                    {
                        shaderIndices[shaderIndex].append(newIndices[i]);
                    }
                }
                else
                {
                    for (int i = 0; i < indices.length; i++)
                    {
                        shaderIndices[shaderIndex].append(dataIndices[indices[i]]);
                    }
                }
            }

            uint startIndex  = 0;
            uint startVertex = 0;

            for (int i = 0; i < shaderCount; i++)
            {
                MPlug      shaderPlug = new MFnDependencyNode(shaders[i]).findPlug("surfaceShader");
                MPlugArray plugArray  = new MPlugArray();
                shaderPlug.connectedTo(plugArray, true, false);

                string name        = new MFnDependencyNode(plugArray[0].node).name;
                uint   indexCount  = shaderIndices[i].length;
                uint   vertexCount = shaderVertexIndices[i].length;

                //Copy indices to SKLFile
                for (int j = 0; j < indexCount; j++)
                {
                    this.Indices.Add((ushort)shaderIndices[i][j]);
                }

                this.Submeshes.Add(new SKNSubmesh(name, startVertex, vertexCount, startIndex, indexCount));

                startIndex  += indexCount;
                startVertex += vertexCount;
            }

            MGlobal.displayInfo("SKNFile:Create - Created SKN File");
        }
Пример #7
0
        private bool CreateRiggedModel(LOLModel model, Logger logger)
        {
            bool result = true;

            logger.Event("Creating rigged model.");

            // Open the skn file.
            SKNFile sknFile = new SKNFile();

            if (result == true)
            {
                result = SKNReader.Read(model.skn, ref sknFile, logger);
            }

            // Open the skl file.
            SKLFile sklFile = new SKLFile();

            if (result == true)
            {
                result = SKLReader.Read(model.skl, ref sklFile, logger);
            }

            // Open the anm files.
            Dictionary <String, ANMFile> anmFiles = new Dictionary <String, ANMFile>();

            if (result == true)
            {
                foreach (var a in model.animations)
                {
                    ANMFile anmFile   = new ANMFile();
                    bool    anmResult = ANMReader.Read(a.Value, ref anmFile, logger);
                    if (anmResult == true)
                    {
                        anmFiles.Add(a.Key, anmFile);
                    }
                }
            }

            // Create the model.
            riggedModel = new GLRiggedModel();
            if (result == true)
            {
                result = riggedModel.Create(sknFile, sklFile, anmFiles, logger);
            }

            // Set up an initial animation.
            if (result == true)
            {
                if (anmFiles.Count > 0)
                {
                    riggedModel.SetCurrentAnimation(anmFiles.First().Key);
                    riggedModel.SetCurrentFrame(0, 0);
                }
            }

            //
            // Create Model Texture.
            //
            if (result == true)
            {
                // Texture stored in RAF file.
                result = CreateTexture(model.texture, TextureTarget.Texture2D,
                                       GLTexture.SupportedImageEncodings.DDS, logger);

                // Store it in our new model file.
                if (result == true)
                {
                    String name = model.texture.FileName;
                    int    pos  = name.LastIndexOf("/");
                    name = name.Substring(pos + 1);

                    riggedModel.TextureName = name;
                }
            }

            if (result == false)
            {
                logger.Error("Failed to create rigged model.");
            }

            return(result);
        }