Пример #1
0
        protected mesh CreatePalletMesh(PalletProperties palletProperties)
        {
            // build pallet object
            Pallet pallet = new Pallet(palletProperties);
            // build list of boxes
            List<Box> listBoxes = pallet.BuildListOfBoxes();
            // build list of vertices / normals / UVs
            ulong vertexCount = 0, normalCount = 0, uvCount = 0, triangleCount = 0, boxCount = 0;
            string triangle_string = string.Empty;

            List<double> doubleArrayPosition = new List<double>(), doubleArrayNormal = new List<double>(), doubleArrayUV = new List<double>();

            foreach (Box box in listBoxes)
            {
                foreach (Vector3D p in box.Points)
                {
                    doubleArrayPosition.Add(p.X); doubleArrayPosition.Add(p.Y); doubleArrayPosition.Add(p.Z);
                    ++vertexCount;
                }
                foreach (Vector3D n in box.Normals)
                {
                    doubleArrayNormal.Add(n.X); doubleArrayNormal.Add(n.Y); doubleArrayNormal.Add(n.Z);
                    ++normalCount;
                }
                foreach (Vector2D uv in box.UVs)
                {
                    doubleArrayUV.Add(uv.X); doubleArrayUV.Add(uv.Y);
                    ++uvCount;
                }
                foreach (TriangleIndices tr in box.Triangles)
                {
                    triangle_string += tr.ConvertToString(boxCount);
                    ++triangleCount;
                }
                ++boxCount;
            }
            mesh palletMesh = new mesh();

            // position source
            source palletPositionSource = new source() { id = "pallet_position", name = "pallet_position" };
            float_array farrayPosition = new float_array { id = "pallet_position_float_array", count = (ulong)doubleArrayPosition.Count, Values = doubleArrayPosition.ToArray() };
            palletPositionSource.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count = vertexCount,
                    source = "#pallet_position_float_array",
                    param = new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }
                }
            };
            palletPositionSource.Item = farrayPosition;

            // normal source
            source palletPositionNormal = new source() { id = "pallet_normal", name = "pallet_normal" };
            float_array farrayNormal = new float_array { id = "pallet_normal_float_array", count = (ulong)doubleArrayNormal.Count, Values = doubleArrayNormal.ToArray() };
            palletPositionNormal.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count = normalCount,
                    source = "#pallet_normal_float_array",
                    param = new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }
                }
            };
            palletPositionNormal.Item = farrayNormal;

            // uv source
            source palletPositionUV = new source() { id = "pallet_UV", name = "pallet_UV" };
            float_array farrayUV = new float_array { id = "pallet_UV_float_array", count = (ulong)doubleArrayUV.Count, Values = doubleArrayUV.ToArray() };
            palletPositionUV.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 2,
                    count = vertexCount,
                    source = "#pallet_UV_float_array",
                    param = new param[] { new param() { name = "S", type = "float" }, new param() { name = "T", type = "float" } }
                }
            };
            palletPositionUV.Item = farrayUV;
            // insert sources
            palletMesh.source = new source[] { palletPositionSource, palletPositionNormal, palletPositionUV };

            // vertices
            InputLocal verticesInput = new InputLocal() { semantic = "POSITION", source = "#pallet_position" };
            palletMesh.vertices = new vertices() { id = "pallet_vertex", input = new InputLocal[] { verticesInput } };

            triangles trianglesPallet = new triangles() { material = "materialPallet", count = triangleCount };
            trianglesPallet.input = new InputLocalOffset[]
                                    {
                                        new InputLocalOffset() { semantic="VERTEX", source="#pallet_vertex", offset=0}
                                        , new InputLocalOffset() { semantic="NORMAL", source="#pallet_normal", offset=1}
                                        , new InputLocalOffset() { semantic="TEXCOORD", source="#pallet_UV", offset=2, set=0, setSpecified=true }
                                    };

            trianglesPallet.p = triangle_string;
            palletMesh.Items = new object[] { trianglesPallet };

            return palletMesh;
        }
Пример #2
0
        protected mesh CreateCaseMesh(BoxProperties caseProperties)
        {
            // build box
            Box box = new Box(0, caseProperties);
            // build list of vertices / normals / UVs
            ulong vertexCount = 0, normalCount = 0, uvCount = 0;
            List<double> doubleArrayPosition = new List<double>(), doubleArrayNormal = new List<double>(), doubleArrayUV = new List<double>();
            foreach (Vector3D p in box.PointsSmallOffset)
            {
                doubleArrayPosition.Add(p.X); doubleArrayPosition.Add(p.Y); doubleArrayPosition.Add(p.Z);
                ++vertexCount;
            }
            foreach (Vector3D n in box.Normals)
            {
                doubleArrayNormal.Add(n.X); doubleArrayNormal.Add(n.Y); doubleArrayNormal.Add(n.Z);
                ++normalCount;
            }
            foreach (Vector2D uv in box.UVs)
            {
                doubleArrayUV.Add(uv.X); doubleArrayUV.Add(uv.Y);
                ++uvCount;
            }

            mesh caseMesh = new mesh();

            // position source
            source casePositionSource = new source() { id = "case_position", name = "case_position" };
            float_array farrayPosition = new float_array { id = "case_position_float_array", count = (ulong)doubleArrayPosition.Count, Values = doubleArrayPosition.ToArray() };
            casePositionSource.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count = vertexCount,
                    source = "#case_position_float_array",
                    param = new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }
                }
            };
            casePositionSource.Item = farrayPosition;

            // normal source
            source casePositionNormal = new source() { id = "case_normal", name = "case_normal" };
            float_array farrayNormal = new float_array { id = "case_normal_float_array", count = (ulong)doubleArrayNormal.Count, Values = doubleArrayNormal.ToArray() };
            casePositionNormal.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count = normalCount,
                    source = "#case_normal_float_array",
                    param = new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }
                }
            };
            casePositionNormal.Item = farrayNormal;

            // uv source
            source casePositionUV = new source() { id = "case_UV", name = "pallet_UV" };
            float_array farrayUV = new float_array { id = "case_UV_float_array", count = (ulong)doubleArrayUV.Count, Values = doubleArrayUV.ToArray() };
            casePositionUV.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 2,
                    count = vertexCount,
                    source = "#case_UV_float_array",
                    param = new param[] { new param() { name = "S", type = "float" }, new param() { name = "T", type = "float" } }
                }
            };
            casePositionUV.Item = farrayUV;
            // insert sources
            caseMesh.source = new source[] { casePositionSource, casePositionNormal, casePositionUV };

            // vertices
            InputLocal verticesInput = new InputLocal() { semantic = "POSITION", source = "#case_position" };
            caseMesh.vertices = new vertices() { id = "case_vertex", input = new InputLocal[] { verticesInput } };

            List<object> trianglesList = new List<object>();

            // build list of triangles
            foreach (HalfAxis.HAxis axis in HalfAxis.All)
            {
                triangles trianglesCase = new triangles() { material = string.Format("materialCase{0}", (uint)axis), count = 2 };
                trianglesCase.input = new InputLocalOffset[]
                                    {
                                        new InputLocalOffset() { semantic="VERTEX", source="#case_vertex", offset=0}
                                        , new InputLocalOffset() { semantic="NORMAL", source="#case_normal", offset=1}
                                        , new InputLocalOffset() { semantic="TEXCOORD", source="#case_UV", offset=2, set=0, setSpecified=true }
                                    };
                string triangle_string = string.Empty;
                foreach (TriangleIndices tr in box.TrianglesByFace(axis))
                    triangle_string += tr.ConvertToString(0);
                trianglesCase.p = triangle_string;
                trianglesList.Add(trianglesCase);
            }
            // build list of lines
            lines linesCase = new lines()
            {
                material = "materialCaseLines",
                count = 12,
                input = new InputLocalOffset[]
                {
                    new InputLocalOffset() { semantic="VERTEX", source="#case_vertex", offset=0}
                },
                p = "0 1 1 2 2 3 3 0 4 5 5 6 6 7 7 4 0 4 1 5 2 6 3 7"
            };
            trianglesList.Add(linesCase);

            caseMesh.Items = trianglesList.ToArray();
            return caseMesh;
        }
Пример #3
0
        public static geometry MeshToGeometry(Mesh inputMesh)
        {
            string meshName = "Mesh-" + inputMesh.GetInstanceID();

            geometry outputGeometry = new geometry();
            mesh outputMesh = new mesh();

            outputGeometry.id = meshName + "-lib";
            outputGeometry.name = inputMesh.name + "-mesh";
            outputGeometry.Item = outputMesh;


            //vertex Positions
            List<source> sourceList = new List<source>();
            var inputVertices = inputMesh.vertices;
            if (inputVertices.Length == 0)
                return null;
            sourceList.Add(ArrayToSource(inputMesh.vertices, meshName + "-POSITION"));

            vertices vertexList = new vertices();
            vertexList.id = meshName + "-VERTEX";
            vertexList.input = new InputLocal[1];
            vertexList.input[0] = new InputLocal();
            vertexList.input[0].semantic = "POSITION";
            vertexList.input[0].source = "#" + sourceList[0].id;
            outputMesh.vertices = vertexList;

            List<InputLocalOffset> offsetList = new List<InputLocalOffset>();

            {
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "VERTEX";
                offset.offset = 0;
                offset.source = "#" + vertexList.id;
                offsetList.Add(offset);
            }

            var inputNormals = inputMesh.normals;
            if(inputNormals.Length > 0)
            {
                var array = ArrayToSource(inputNormals, meshName + "-Normal0");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "NORMAL";
                offset.offset = (ulong)sourceList.Count;
                offset.source = "#" + array.id;
                sourceList.Add(array);
                offsetList.Add(offset);
            }
            var inputUV1s = inputMesh.uv;
            if (inputUV1s.Length > 0)
            {
                var array = ArrayToSource(inputUV1s, meshName + "-UV0");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "TEXCOORD";
                offset.offset = (ulong)sourceList.Count;
                offset.source = "#" + array.id;
                offset.set = 0;
                offset.setSpecified = true;
                sourceList.Add(array);
                offsetList.Add(offset);
            }
            var inputUV2s = inputMesh.uv2;
            if (inputUV2s.Length > 0)
            {
                var array = ArrayToSource(inputUV2s, meshName + "-UV1");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "TEXCOORD";
                offset.offset = (ulong)sourceList.Count;
                offset.source = "#" + array.id;
                offset.set = 1;
                offset.setSpecified = true;
                sourceList.Add(array);
                offsetList.Add(offset);
            }
            var inputColors = inputMesh.colors;
            if (inputColors.Length > 0)
            {
                var array = ArrayToSource(inputColors, meshName + "-VERTEX_COLOR0");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "COLOR";
                offset.offset = (ulong)sourceList.Count;
                offset.source = "#" + array.id;
                offset.set = 0;
                offset.setSpecified = true;
                sourceList.Add(array);
                offsetList.Add(offset);
            }

            outputMesh.source = sourceList.ToArray();


            triangles triangleList = new triangles();
            triangleList.input = offsetList.ToArray();

            var inputTriangles = inputMesh.triangles;

            triangleList.count = (ulong)inputTriangles.Length / 3;

            if (triangleList.count == 0)
                return null;

            StringBuilder pString = new StringBuilder();

            for(int i = 0; i < inputTriangles.Length; i++)
            {
                for(int j = 0; j < triangleList.input.Length; j++)
                {
                    pString.Append(inputTriangles[i]).Append(" ");
                }
                if (i % 3 == 2)
                    pString.AppendLine();
                else
                    pString.Append("   ");
            }

            triangleList.p = pString.ToString();

            outputMesh.Items = new object[1];
            outputMesh.Items[0] = triangleList;

            return outputGeometry;
        }
Пример #4
0
        public static geometry MeshToGeometry(CPUMesh inputMesh, string id)
        {
            geometry outputGeometry = new geometry();
            mesh     outputMesh     = new mesh();

            outputGeometry.id   = id + "-lib";
            outputGeometry.name = inputMesh.name + "-mesh";
            outputGeometry.Item = outputMesh;


            //vertex Positions
            List <source> sourceList    = new List <source>();
            var           inputVertices = inputMesh.vertices;

            if (inputVertices.Length == 0)
            {
                return(null);
            }
            sourceList.Add(ArrayToSource(inputMesh.vertices, id + "-POSITION"));

            vertices vertexList = new vertices();

            vertexList.id                = id + "-VERTEX";
            vertexList.input             = new InputLocal[1];
            vertexList.input[0]          = new InputLocal();
            vertexList.input[0].semantic = "POSITION";
            vertexList.input[0].source   = "#" + sourceList[0].id;
            outputMesh.vertices          = vertexList;

            List <InputLocalOffset> offsetList = new List <InputLocalOffset>();

            {
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "VERTEX";
                offset.offset   = 0;
                offset.source   = "#" + vertexList.id;
                offsetList.Add(offset);
            }

            var inputNormals = inputMesh.normals;

            if (inputNormals.Length > 0)
            {
                var array = ArrayToSource(inputNormals, id + "-Normal0");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "NORMAL";
                offset.offset   = (ulong)sourceList.Count;
                offset.source   = "#" + array.id;
                sourceList.Add(array);
                offsetList.Add(offset);
            }
            var inputUV1s = inputMesh.uv;

            if (inputUV1s.Length > 0)
            {
                var array = ArrayToSource(inputUV1s, id + "-UV0");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic     = "TEXCOORD";
                offset.offset       = (ulong)sourceList.Count;
                offset.source       = "#" + array.id;
                offset.set          = 0;
                offset.setSpecified = true;
                sourceList.Add(array);
                offsetList.Add(offset);
            }
            var inputUV2s = inputMesh.uv2;

            if (inputUV2s.Length > 0)
            {
                var array = ArrayToSource(inputUV2s, id + "-UV1");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic     = "TEXCOORD";
                offset.offset       = (ulong)sourceList.Count;
                offset.source       = "#" + array.id;
                offset.set          = 1;
                offset.setSpecified = true;
                sourceList.Add(array);
                offsetList.Add(offset);
            }
            var inputColors = inputMesh.colors;

            if (inputColors.Length > 0)
            {
                var array = ArrayToSource(inputColors, id + "-VERTEX_COLOR0");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic     = "COLOR";
                offset.offset       = (ulong)sourceList.Count;
                offset.source       = "#" + array.id;
                offset.set          = 0;
                offset.setSpecified = true;
                sourceList.Add(array);
                offsetList.Add(offset);
            }

            outputMesh.source = sourceList.ToArray();


            triangles triangleList = new triangles();

            triangleList.input = offsetList.ToArray();

            var inputTriangles = inputMesh.triangles;

            triangleList.count = (ulong)inputTriangles.Length / 3;

            if (triangleList.count == 0)
            {
                return(null);
            }

            StringBuilder pString = new StringBuilder();

            for (int i = 0; i < inputTriangles.Length; i++)
            {
                for (int j = 0; j < triangleList.input.Length; j++)
                {
                    pString.Append(inputTriangles[i]).Append(" ");
                }
                if (i % 3 == 2)
                {
                    pString.AppendLine();
                }
                else
                {
                    pString.Append("   ");
                }
            }

            triangleList.p = pString.ToString();

            outputMesh.Items    = new object[1];
            outputMesh.Items[0] = triangleList;

            return(outputGeometry);
        }
Пример #5
0
        static ExportModel ProcessModel(ModelFile mdl, ResourceManager resources)
        {
            mdl.Path = mdl.Path.Replace(' ', '_');
            var ex = new ExportModel();

            for (int midx = 0; midx < mdl.Levels.Length; midx++)
            {
                var lvl       = mdl.Levels[midx];
                var processed = ProcessRef(lvl, resources);
                var geo       = new CL.geometry();
                geo.name = geo.id = mdl.Path + "-level" + midx;
                var mesh = new CL.mesh();
                geo.Item = mesh;
                CL.source positions;
                CL.source normals = null;
                CL.source colors  = null;
                CL.source tex1    = null;
                CL.source tex2    = null;
                int       idxC    = 1;
                positions = CreateSource(
                    geo.name + "-positions",
                    (k) => new Vector4(processed.Vertices[k].Position, 0),
                    3, processed.Vertices.Length);
                mesh.vertices = new CL.vertices()
                {
                    id    = geo.name + "-vertices",
                    input = new CL.InputLocal[] { new CL.InputLocal()
                                                  {
                                                      semantic = "POSITION", source = "#" + positions.id
                                                  } }
                };
                var sources = new List <CL.source>()
                {
                    positions
                };
                if ((processed.FVF & D3DFVF.NORMAL) == D3DFVF.NORMAL)
                {
                    normals = CreateSource(
                        geo.name + "-normals",
                        (k) => new Vector4(processed.Vertices[k].Normal, 0),
                        3, processed.Vertices.Length);
                    sources.Add(normals);
                    idxC++;
                }
                if ((processed.FVF & D3DFVF.DIFFUSE) == D3DFVF.DIFFUSE)
                {
                    colors = CreateSource(
                        geo.name + "-color",
                        (k) =>
                    {
                        var c = Color4.FromRgba(processed.Vertices[k].Diffuse);
                        return(new Vector4(c.R, c.G, c.B, c.A));
                    }, 4, processed.Vertices.Length);
                    sources.Add(colors);
                    idxC++;
                }
                bool doTex1, doTex2 = false;
                if ((processed.FVF & D3DFVF.TEX2) == D3DFVF.TEX2)
                {
                    doTex1 = doTex2 = true;
                }
                else if ((processed.FVF & D3DFVF.TEX1) == D3DFVF.TEX1)
                {
                    doTex1 = true;
                }
                else
                {
                    doTex1 = doTex2 = false;
                }
                if (doTex1)
                {
                    tex1 = CreateSource(
                        geo.name + "-tex1",
                        (k) => new Vector4(processed.Vertices[k].TextureCoordinate, 0, 0),
                        2, processed.Vertices.Length);
                    sources.Add(tex1);
                    idxC++;
                }
                if (doTex2)
                {
                    tex2 = CreateSource(
                        geo.name + "-tex2",
                        (k) => new Vector4(processed.Vertices[k].TextureCoordinateTwo, 0, 0),
                        2, processed.Vertices.Length);
                    sources.Add(tex2);
                    idxC++;
                }
                mesh.source = sources.ToArray();
                var items = new List <object>();
                foreach (var dc in processed.Drawcalls)
                {
                    if (!ex.Materials.Any((x) => x.Name == dc.Material.Name))
                    {
                        ex.Materials.Add(dc.Material);
                    }
                    var trs = new CL.triangles();
                    trs.count    = (ulong)(dc.Indices.Length / 3);
                    trs.material = dc.Material.Name + "-material";
                    List <int> pRefs = new List <int>(dc.Indices.Length * idxC);
                    List <CL.InputLocalOffset> inputs = new List <CL.InputLocalOffset>()
                    {
                        new CL.InputLocalOffset()
                        {
                            semantic = "VERTEX", source = "#" + geo.id + "-vertices", offset = 0
                        }
                    };
                    ulong off = 1;
                    if (normals != null)
                    {
                        inputs.Add(new CL.InputLocalOffset()
                        {
                            semantic = "NORMAL",
                            source   = "#" + normals.id,
                            offset   = off++
                        });
                    }
                    if (colors != null)
                    {
                        inputs.Add(new CL.InputLocalOffset()
                        {
                            semantic = "COLOR",
                            source   = "#" + colors.id,
                            offset   = off++
                        });
                    }
                    if (tex1 != null)
                    {
                        inputs.Add(new CL.InputLocalOffset()
                        {
                            semantic = "TEXCOORD",
                            source   = "#" + tex1.id,
                            offset   = off++
                        });
                    }
                    if (tex2 != null)
                    {
                        inputs.Add(new CL.InputLocalOffset()
                        {
                            semantic = "TEXCOORD",
                            source   = "#" + tex2.id,
                            offset   = off++
                        });
                    }
                    trs.input = inputs.ToArray();
                    for (int i = 0; i < dc.Indices.Length; i++)
                    {
                        for (int j = 0; j < idxC; j++)
                        {
                            pRefs.Add(dc.Indices[i]);
                        }
                    }
                    trs.p = string.Join(" ", pRefs.ToArray());
                    items.Add(trs);
                }
                mesh.Items = items.ToArray();
                ex.Geometries.Add(geo);
            }
            return(ex);
        }