SetIndices() публичный Метод

Convienence method for setting this meshe's face list from an index buffer.
public SetIndices ( Array indices, int indicesPerFace ) : bool
indices Array Index buffer
indicesPerFace int Indices per face
Результат bool
Пример #1
0
        private Assimp.Mesh ExtractMeshPartGeometry(int meshIndex, int partIndex)
        {
            // create new assimp mesh

            Assimp.Mesh mesh = new Assimp.Mesh();

            // Add support for multiple UV layers
            var textureCoordinateIndex = 0;

            mesh.UVComponentCount[textureCoordinateIndex] = 2;

            // prepare vertex extraction
            var meshReader       = new MeshReader(CacheContext.Version, RenderModel.Geometry.Meshes[meshIndex], RenderModelResourceDefinition);
            var vertexCompressor = new VertexCompressor(RenderModel.Geometry.Compression[0]);

            var geometryMesh = RenderModel.Geometry.Meshes[meshIndex];
            var geometryPart = geometryMesh.Parts[partIndex];

            mesh.MaterialIndex = geometryPart.MaterialIndex;

            // optimize this part to not load and decompress all mesh vertices everytime
            var vertices = ReadVertices(meshReader, RenderModelResourceStream);

            DecompressVertices(vertices, vertexCompressor);
            // get offset in the list of all vertices for the mesh
            var vertexOffset = GetPartVertexOffset(meshIndex, partIndex);

            //vertices = vertices.GetRange(vertexOffset, geometryPart.VertexCount);

            var indices = ReadIndices(meshReader, geometryPart, RenderModelResourceStream);

            var int_indices = indices.Select(b => (int)b).ToArray();

            var indexCount = indices.Length;

            if (indexCount == 0)
            {
                Console.WriteLine($"Failed to extract mesh, no indices.");
                return(null);
            }

            // set index list, maybe require adjustment for vertex buffer offset

            mesh.SetIndices(int_indices, 3);

            // build skeleton for each mesh (meh)

            // create a list of all the mesh bones available in the scene
            foreach (var node in RenderModel.Nodes)
            {
                Bone bone = new Bone();
                bone.Name         = CacheContext.GetString(node.Name);
                bone.OffsetMatrix = new Matrix4x4();
                mesh.Bones.Add(bone);
            }

            for (int i = vertexOffset; i < vertexOffset + geometryPart.VertexCount; i++)
            {
                var vertex = vertices[i];
                mesh.Vertices.Add(vertex.Position);

                if (vertex.Normal != null)
                {
                    mesh.Normals.Add(vertex.Normal);
                }

                if (vertex.TexCoords != null)
                {
                    mesh.TextureCoordinateChannels[textureCoordinateIndex].Add(vertex.TexCoords);
                }

                if (vertex.Tangents != null)
                {
                    mesh.Tangents.Add(vertex.Tangents);
                }

                if (vertex.Binormals != null)
                {
                    mesh.BiTangents.Add(vertex.Binormals);
                }

                if (vertex.Indices != null)
                {
                    for (int j = 0; j < vertex.Indices.Length; j++)
                    {
                        var       index            = vertex.Indices[j];
                        var       bone             = mesh.Bones[index];
                        Matrix4x4 inverseTransform = new Matrix4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);


                        var currentNode = BoneNodes[index];
                        while (currentNode != null)
                        {
                            Matrix4x4 inverse = (currentNode.Transform.DeepClone());
                            inverse.Inverse();
                            inverseTransform = inverse * inverseTransform;
                            currentNode      = currentNode.Parent;
                        }
                        bone.OffsetMatrix = inverseTransform;
                        bone.VertexWeights.Add(new VertexWeight(i - vertexOffset, vertex.Weights[j]));
                    }
                }

                // Add skinned mesh support and more
            }

            // create faces
            mesh.Faces.Clear();

            GenerateFaces(int_indices, vertexOffset, mesh.Faces);

            return(mesh);
        }
Пример #2
0
        private static Assimp.Scene GetPMOScene(Pmo pmo)
        {
            Assimp.Scene scene = new Assimp.Scene();
            scene.RootNode = new Assimp.Node("root");

            // Add materials.
            List <Material> matList = new List <Material>();

            for (int t = 0; t < pmo.header.TextureCount; t++)
            {
                Material mat = new Material();
                mat.Clear();
                mat.Name = pmo.textureInfo[t].TextureName;
                scene.Materials.Add(mat);
            }

            // Add skeleton.
            List <Node> Skeleton = new List <Node>();

            for (int b = 0; b < pmo.skeletonHeader.BoneCount; b++)
            {
                Pmo.BoneData bn = pmo.boneList[b];

                Assimp.Matrix4x4 mtx = new Assimp.Matrix4x4();
                mtx.A1 = bn.Transform.M11;
                mtx.A2 = bn.Transform.M12;
                mtx.A3 = bn.Transform.M13;
                mtx.A4 = bn.Transform.M14;
                mtx.B1 = bn.Transform.M21;
                mtx.B2 = bn.Transform.M22;
                mtx.B3 = bn.Transform.M23;
                mtx.B4 = bn.Transform.M24;
                mtx.C1 = bn.Transform.M31;
                mtx.C2 = bn.Transform.M32;
                mtx.C3 = bn.Transform.M33;
                mtx.C4 = bn.Transform.M34;
                mtx.D1 = bn.Transform.M41;
                mtx.D2 = bn.Transform.M42;
                mtx.D3 = bn.Transform.M43;
                mtx.D4 = bn.Transform.M44;

                Assimp.Matrix4x4 nd_mtx = mtx;
                nd_mtx.Transpose();
                if (bn.ParentBoneIndex == 0xFFFF)
                {
                    Node curNode = new Node(bn.JointName);
                    curNode.Transform = nd_mtx;
                    scene.RootNode.Children.Add(curNode);
                    Skeleton.Add(curNode);
                }
                else
                {
                    Node curNode = new Node(bn.JointName, Skeleton[bn.ParentBoneIndex]);

                    nd_mtx.A4 *= 100.0f;
                    nd_mtx.B4 *= 100.0f;
                    nd_mtx.C4 *= 100.0f;

                    curNode.Transform = nd_mtx;
                    Skeleton.Add(curNode);
                    scene.RootNode.FindNode(Skeleton[bn.ParentBoneIndex].Name).Children.Add(curNode);
                }
            }

            // Add meshes.
            for (int i = 0; i < pmo.Meshes.Count; i++)
            {
                Assimp.Mesh    mesh  = new Assimp.Mesh($"Mesh{i}", Assimp.PrimitiveType.Triangle);
                Pmo.MeshChunks chunk = pmo.Meshes[i];

                // Add vertices, vertex color and normals.
                for (int j = 0; j < chunk.vertices.Count; j++)
                {
                    mesh.Vertices.Add(new Assimp.Vector3D(
                                          chunk.vertices[j].X * pmo.header.ModelScale * 100.0f,
                                          chunk.vertices[j].Y * pmo.header.ModelScale * 100.0f,
                                          chunk.vertices[j].Z * pmo.header.ModelScale * 100.0f));

                    mesh.VertexColorChannels[0].Add(new Color4D(1.0f, 1.0f, 1.0f, 1.0f));
                    mesh.Normals.Add(new Vector3D());
                }
                mesh.SetIndices(chunk.Indices.ToArray(), 3);
                mesh.MaterialIndex = chunk.SectionInfo.TextureID;
                scene.Meshes.Add(mesh);

                for (int v = 0; v < chunk.vertices.Count; v++)
                {
                    // Build bone influences.
                    for (int z = 0; z < chunk.SectionInfo_opt1.SectionBoneIndices.Length; z++)
                    {
                        if (chunk.SectionInfo_opt1.SectionBoneIndices[z] != 0xFF)
                        {
                            Pmo.BoneData currentBone = new Pmo.BoneData();

                            int currentIndex = chunk.SectionInfo_opt1.SectionBoneIndices[z];
                            currentBone = pmo.boneList[currentIndex];

                            string           boneName = currentBone.JointName;
                            Assimp.Matrix4x4 mtx      = new Assimp.Matrix4x4();
                            mtx.A1 = currentBone.Transform.M11;
                            mtx.A2 = currentBone.Transform.M12;
                            mtx.A3 = currentBone.Transform.M13;
                            mtx.A4 = currentBone.Transform.M14;
                            mtx.B1 = currentBone.Transform.M21;
                            mtx.B2 = currentBone.Transform.M22;
                            mtx.B3 = currentBone.Transform.M23;
                            mtx.B4 = currentBone.Transform.M24;
                            mtx.C1 = currentBone.Transform.M31;
                            mtx.C2 = currentBone.Transform.M32;
                            mtx.C3 = currentBone.Transform.M33;
                            mtx.C4 = currentBone.Transform.M34;
                            mtx.D1 = currentBone.Transform.M41;
                            mtx.D2 = currentBone.Transform.M42;
                            mtx.D3 = currentBone.Transform.M43;
                            mtx.D4 = currentBone.Transform.M44;
                            Matrix3x3 mtx3 = new Matrix3x3(mtx);

                            mtx.Transpose();

                            mtx.A4 *= 100.0f;
                            mtx.B4 *= 100.0f;
                            mtx.C4 *= 100.0f;


                            mtx3.Transpose();

                            List <VertexWeight> weight = new List <VertexWeight>();

                            VertexWeight vW = new VertexWeight();
                            vW.VertexID = v;

                            float currentWeight = chunk.jointWeights[v].weights[z];

                            switch (chunk.jointWeights[v].coordFormart)
                            {
                            case Pmo.CoordinateFormat.NO_VERTEX:
                                break;

                            case Pmo.CoordinateFormat.NORMALIZED_8_BITS:
                                currentWeight *= 127.0f;
                                currentWeight /= 128.0f;
                                break;

                            case Pmo.CoordinateFormat.NORMALIZED_16_BITS:
                                currentWeight *= 32767.0f;
                                currentWeight /= 32768.0f;
                                break;

                            case Pmo.CoordinateFormat.FLOAT_32_BITS:
                                break;
                            }

                            vW.Weight = currentWeight;
                            weight.Add(vW);

                            Bone tempBone = scene.Meshes[i].Bones.Find(x => x.Name == boneName);
                            int  boneInd  = scene.Meshes[i].Bones.FindIndex(0, x => x.Name == boneName);

                            if (tempBone == null)
                            {
                                Bone bone = new Bone(boneName, mtx3, weight.ToArray());
                                scene.Meshes[i].Bones.Add(bone);
                            }
                            else
                            {
                                scene.Meshes[i].Bones[boneInd].VertexWeights.Add(vW);
                            }
                        }
                    }
                }
            }

            scene.RootNode.MeshIndices.AddRange(Enumerable.Range(0, scene.MeshCount));

            return(scene);
        }
Пример #3
0
    Assimp.Mesh FromUnityMesh(UnityEngine.Mesh mesh, string _name, Transform rootGo, Transform[] bones = null)
    {
        UnityEngine.Matrix4x4 world = rootGo.transform.localToWorldMatrix;

        Assimp.Mesh assimpMesh = new Assimp.Mesh(_name, Assimp.PrimitiveType.Triangle);

        foreach (Vector3 v in mesh.vertices)
        {
            Vector3 vW = world.MultiplyPoint3x4(v);
            assimpMesh.Vertices.Add(new Vector3D(vW.x, vW.y, vW.z));
        }

        foreach (Vector3 n in mesh.normals)
        {
            Vector3 nW = world.MultiplyPoint3x4(n);
            assimpMesh.Normals.Add(new Vector3D(nW.x, nW.y, nW.z));
        }

        foreach (Vector2 u in mesh.uv)
        {
            assimpMesh.TextureCoordinateChannels[0].Add(new Vector3D(u.x, 1f - u.y, 0));
        }

        if (mesh.uv2 != null && mesh.uv2.Length > 0)
        {
            foreach (Vector2 u in mesh.uv2)
            {
                assimpMesh.TextureCoordinateChannels[1].Add(new Vector3D(u.x, 1f - u.y, 0));
            }
        }

        assimpMesh.SetIndices(mesh.triangles, 3);

        /*if(bones != null)
         * {
         *  foreach(Transform b in bones)
         *  {
         *      Bone bone = new Bone();
         *      bone.Name = b.name;
         *
         *      UnityEngine.Matrix4x4 m = b.worldToLocalMatrix.inverse;
         *      bone.OffsetMatrix = new Assimp.Matrix4x4(
         *          m.m00, m.m01, m.m02, m.m03,
         *          m.m10, m.m11, m.m12, m.m13,
         *          m.m20, m.m21, m.m22, m.m23,
         *          m.m30, m.m31, m.m32, m.m33
         *      );
         *
         *      assimpMesh.Bones.Add(bone);
         *  }
         *
         *  int vertId = 0;
         *
         *  foreach(BoneWeight bw in mesh.boneWeights)
         *  {
         *      assimpMesh.Bones[bw.boneIndex0].VertexWeights.Add(new VertexWeight(vertId, bw.weight0));
         *      assimpMesh.Bones[bw.boneIndex1].VertexWeights.Add(new VertexWeight(vertId, bw.weight1));
         *      assimpMesh.Bones[bw.boneIndex2].VertexWeights.Add(new VertexWeight(vertId, bw.weight2));
         *      assimpMesh.Bones[bw.boneIndex3].VertexWeights.Add(new VertexWeight(vertId, bw.weight3));
         *      vertId++;
         *  }
         * }*/

        return(assimpMesh);
    }
Пример #4
0
        public static void SaveToFile(string filename, DataStructures.MapObjects.Map map, string format)
        {
            Scene scene = new Scene();

            Node rootNode = new Node();

            rootNode.Name  = "root";
            scene.RootNode = rootNode;

            Node newNode = new Node();

            Mesh mesh;
            int  vertOffset;

            string[] textures = map.GetAllTextures().ToArray();
            foreach (string texture in textures)
            {
                if (texture == "tooltextures/remove_face")
                {
                    continue;
                }

                Material material = new Material();
                material.Name = texture;
                TextureSlot textureSlot = new TextureSlot(texture +
                                                          (File.Exists(texture + ".png") ? ".png" : (File.Exists(texture + ".jpeg") ? ".jpeg" : ".jpg")),
                                                          TextureType.Diffuse,
                                                          0,
                                                          TextureMapping.Plane,
                                                          0,
                                                          1.0f,
                                                          TextureOperation.Multiply,
                                                          Assimp.TextureWrapMode.Wrap,
                                                          Assimp.TextureWrapMode.Wrap,
                                                          0);
                material.AddMaterialTexture(ref textureSlot);
                scene.Materials.Add(material);

                mesh = new Mesh();
                if (format != "obj") // .obj files should have no mesh names so they are one proper mesh
                {
                    mesh.Name = texture + "_mesh";
                }
                mesh.MaterialIndex = scene.MaterialCount - 1;
                vertOffset         = 0;

                List <int> indices = new List <int>();

                IEnumerable <Face> faces = map.WorldSpawn.Find(x => x is Solid).
                                           OfType <Solid>().
                                           SelectMany(x => x.Faces).
                                           Where(x => x.Texture.Name == texture);

                foreach (Face face in faces)
                {
                    foreach (Vertex v in face.Vertices)
                    {
                        mesh.Vertices.Add(new Vector3D((float)v.Location.X, (float)v.Location.Z, (float)v.Location.Y));
                        mesh.Normals.Add(new Vector3D((float)face.Plane.Normal.X, (float)face.Plane.Normal.Z, (float)face.Plane.Normal.Y));
                        mesh.TextureCoordinateChannels[0].Add(new Vector3D((float)v.TextureU, (float)v.TextureV, 0));
                    }
                    mesh.UVComponentCount[0] = 2;
                    foreach (uint ind in face.GetTriangleIndices())
                    {
                        indices.Add((int)ind + vertOffset);
                    }

                    vertOffset += face.Vertices.Count;
                }

                mesh.SetIndices(indices.ToArray(), 3);
                scene.Meshes.Add(mesh);

                newNode.MeshIndices.Add(scene.MeshCount - 1);
            }

            rootNode.Children.Add(newNode);

            new AssimpContext().ExportFile(scene, filename, format);
        }