Пример #1
0
        internal static void _AddCameraTo(CameraTransform3D?_Camera, GLTFWriteSettings?settings, SharpGLTF.Scenes.SceneBuilder scene)
        {
            if (!_Camera.HasValue)
            {
                return;
            }

            var vcam = _Camera.Value;

            var camNode = new SharpGLTF.Scenes.NodeBuilder("CameraNode");

            camNode.WorldMatrix = vcam.WorldMatrix;

            var cam = vcam;

            cam.WorldMatrix = Matrix4x4.Identity;
            vcam            = cam;

            if (vcam.TryGetPerspectiveFieldOfView(out var vfov))
            {
                var persp = new SharpGLTF.Scenes.CameraBuilder.Perspective(null, vfov, 0.1f);

                scene.AddCamera(persp, camNode);
            }

            else if (vcam.TryGetOrthographicScale(out var oscale))
            {
                var ortho = new SharpGLTF.Scenes.CameraBuilder.Orthographic(oscale, oscale, 0.1f, 1000);

                scene.AddCamera(ortho, camNode);
            }

            if ((settings?.CameraSize ?? 0) > 0)
            {
                var camMesh = new GltfMeshScene3D();

                vcam.DrawCameraTo(camMesh, settings.Value.CameraSize.Value);
                vcam.DrawFustrumTo(camMesh, settings.Value.CameraSize.Value * 0.05f, System.Drawing.Color.Yellow);

                scene.AddRigidMesh(camMesh.Mesh, camNode);
            }

            if (Matrix4x4.Invert(_Camera.Value.AxisMatrix, out var invMatrix))
            {
                // scene.ApplyBasisTransform(invMatrix);
            }
        }
Пример #2
0
        private static void _AddMeshInstances(SceneBuilder dstScene, IReadOnlyDictionary <Node, NodeBuilder> dstNodes, IReadOnlyList <Node> srcInstances)
        {
            var dstMeshes = srcInstances
                            .Select(item => item.Mesh)
                            .Distinct()
                            .ToDictionary(item => item, item => item.ToMeshBuilder());

            foreach (var srcInstance in srcInstances)
            {
                var dstMesh = dstMeshes[srcInstance.Mesh];

                if (srcInstance.Skin == null)
                {
                    var dstNode = dstNodes[srcInstance];
                    var dstInst = dstScene.AddRigidMesh(dstMesh, dstNode);

                    _CopyMorphingAnimation(dstInst, srcInstance);
                }
                else
                {
                    var joints = new (NodeBuilder, Matrix4x4)[srcInstance.Skin.JointsCount];
Пример #3
0
        public void CreateNonConvexQuadsScene()
        {
            TestContext.CurrentContext.AttachShowDirLink();
            TestContext.CurrentContext.AttachGltfValidatorLinks();

            var mesh = new MeshBuilder <VertexPosition>();
            var prim = mesh.UsePrimitive(MaterialBuilder.CreateDefault());

            var idx = prim.AddQuadrangle(new VertexPosition(0, -1, 0), new VertexPosition(1, 0, 0), new VertexPosition(0, 1, 0), new VertexPosition(-1, 0, 0));

            Assert.AreEqual((0, 1, 2, 3), idx);

            idx = prim.AddQuadrangle(new VertexPosition(0, -1, 1), new VertexPosition(1, 0, 1), new VertexPosition(0, 1, 1), new VertexPosition(0.5f, 0, 1));
            Assert.AreEqual((4, 5, 6, 7), idx);

            idx = prim.AddQuadrangle(new VertexPosition(0, 0.5f, 2), new VertexPosition(1, 0, 2), new VertexPosition(0, 1, 2), new VertexPosition(-1, 0, 2));
            Assert.AreEqual((8, 9, 10, 11), idx);

            idx = prim.AddQuadrangle(new VertexPosition(1, 0, 3), new VertexPosition(0, 1, 3), new VertexPosition(0.5f, 0, 3), new VertexPosition(0, -1, 3));
            Assert.AreEqual((12, 13, 14, 15), idx);

            idx = prim.AddQuadrangle(new VertexPosition(1, 0, 4), new VertexPosition(1, 0, 4), new VertexPosition(0, 1, 4), new VertexPosition(-1, 0, 4));
            Assert.AreEqual((-1, 16, 17, 18), idx);

            idx = prim.AddQuadrangle(new VertexPosition(1, 0, 4), new VertexPosition(1, 0, 4), new VertexPosition(0, 1, 4), new VertexPosition(0, 1, 4));
            Assert.AreEqual((-1, -1, -1, -1), idx);

            idx = prim.AddQuadrangle(new VertexPosition(0, 0, 5), new VertexPosition(10, -1, 5), new VertexPosition(9, 0, 5), new VertexPosition(10, 1, 5));
            Assert.AreEqual((19, 20, 21, 22), idx);

            idx = prim.AddQuadrangle(new VertexPosition(10, -1, 6), new VertexPosition(9, 0, 6), new VertexPosition(10, 1, 6), new VertexPosition(0, 0, 6));
            Assert.AreEqual((23, 24, 25, 26), idx);

            var scene = new SceneBuilder();

            scene.AddRigidMesh(mesh, Matrix4x4.Identity);

            scene.AttachToCurrentTest("NonConvexQuads.glb");
            scene.AttachToCurrentTest("NonConvexQuads.gltf");
        }
Пример #4
0
        public void CreateCubeSceneWithExtras()
        {
            TestContext.CurrentContext.AttachGltfValidatorLinks();

            var material = MaterialBuilder.CreateDefault();

            material.Name   = "hello name";
            material.Extras = IO.JsonContent.Serialize(new KeyValuePair <string, int>("hello", 16));

            var mesh = new Cube <MaterialBuilder>(material).ToMesh(Matrix4x4.Identity);

            mesh.Name   = "world name";
            mesh.Extras = "world extras";

            var scene = new SceneBuilder();

            scene.AddRigidMesh(mesh, Matrix4x4.Identity)
            .WithName("Cube")
            .WithExtras(17);

            scene.AttachToCurrentTest("cube.glb");
            scene.AttachToCurrentTest("cube.gltf");
            scene.AttachToCurrentTest("cube.plotly");
        }
Пример #5
0
        public void CreateAllAnimationTypesScene()
        {
            // 3D View 7.1908.9012.0 has an issue displaying off-center meshes with animated morph targets.

            TestContext.CurrentContext.AttachGltfValidatorLinks();

            // create two materials

            var pink = new MaterialBuilder("material1")
                       .WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, new Vector4(1, 0, 1, 1));

            var yellow = new MaterialBuilder("material2")
                         .WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, new Vector4(1, 1, 0, 1));

            var mesh1 = VPOSNRM.CreateCompatibleMesh("shape1");

            mesh1.AddCube(pink, Matrix4x4.Identity);

            var mesh2 = VPOSNRM.CreateCompatibleMesh("shape2");

            mesh2.AddCube(yellow, Matrix4x4.Identity);

            var scene = new SceneBuilder();

            var inst1 = scene.AddRigidMesh(mesh1, Matrix4x4.Identity);

            // meshes intended to support animation must be created using an armature
            var armature = new NodeBuilder();

            armature.LocalTransform = Matrix4x4.CreateTranslation(2, 0, 0);
            var inst2 = scene.AddRigidMesh(mesh2, armature);

            scene.AttachToCurrentTest("static.glb");
            scene.AttachToCurrentTest("static.gltf");

            // up to this point, the scene has two plain unanimated cubes.

            var morphBuilder = mesh2.UseMorphTarget(0);

            morphBuilder.SetVertexDelta(morphBuilder.Positions.ElementAt(0), (Vector3.UnitY, Vector3.Zero));
            morphBuilder.SetVertexDelta(morphBuilder.Positions.ElementAt(1), (Vector3.UnitY, Vector3.Zero));
            morphBuilder.SetVertexDelta(morphBuilder.Positions.ElementAt(2), (Vector3.UnitY, Vector3.Zero));
            morphBuilder.SetVertexDelta(morphBuilder.Positions.ElementAt(3), (Vector3.UnitY, Vector3.Zero));

            // set default value.
            inst2.Content.UseMorphing().SetValue(1);

            // ser animation curve.
            var curve = inst2.Content.UseMorphing().UseTrackBuilder("Default");

            curve.SetPoint(0, true, 0);
            curve.SetPoint(1, true, 1);
            curve.SetPoint(2, true, 0);

            var gltf = scene.ToGltf2();

            TestContext.WriteLine(gltf.GetJsonPreview());

            var meshIdx = 1;

            Assert.AreEqual(1, gltf.LogicalMeshes[meshIdx].Primitives[0].MorphTargetsCount);
            Assert.AreEqual(1, gltf.LogicalMeshes[meshIdx].MorphWeights[0]);
            Assert.AreEqual(1, gltf.LogicalAnimations.Count);

            scene.AttachToCurrentTest("mopth.glb");
            scene.AttachToCurrentTest("mopth.gltf");
        }
Пример #6
0
        public void CreateSceneWithRandomShapes(bool useGpuInstancing)
        {
            TestContext.CurrentContext.AttachGltfValidatorLinks();

            var rnd = new Random(177);

            // create materials

            var materials = Enumerable
                            .Range(0, 10)
                            .Select(idx => new MaterialBuilder()
                                    .WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, new Vector4(rnd.NextVector3(), 1)))
                            .ToList();

            // create meshes

            var sphereMeshes = Enumerable
                               .Range(0, 10)
                               .Select(idx => materials[idx])
                               .Select(mat =>
            {
                var mesh = VPOSNRM.CreateCompatibleMesh("shape");
                    #if DEBUG
                mesh.VertexPreprocessor.SetValidationPreprocessors();
                    #else
                mesh.VertexPreprocessor.SetSanitizerPreprocessors();
                    #endif
                mesh.AddSphere(mat, 0.5f, Matrix4x4.Identity);
                mesh.Validate();
                return(mesh);
            });

            var cubeMeshes = Enumerable
                             .Range(0, 10)
                             .Select(idx => materials[idx])
                             .Select(mat =>
            {
                var mesh = VPOSNRM.CreateCompatibleMesh("shape");
                    #if DEBUG
                mesh.VertexPreprocessor.SetValidationPreprocessors();
                    #else
                mesh.VertexPreprocessor.SetSanitizerPreprocessors();
                    #endif
                mesh.AddCube(mat, Matrix4x4.Identity);
                mesh.Validate();
                return(mesh);
            });

            var meshes = sphereMeshes.Concat(cubeMeshes).ToArray();

            // create scene

            var scene = new SceneBuilder();

            for (int i = 0; i < 100; ++i)
            {
                var mesh = meshes[rnd.Next(0, 20)];

                // create random transform
                var r = rnd.NextQuaternion();
                var t = rnd.NextVector3() * 25;

                scene.AddRigidMesh(mesh, (r, t));
            }

            // collapse to glTF


            var gltf = scene.ToGltf2(useGpuInstancing ? SceneBuilderSchema2Settings.WithGpuInstancing : SceneBuilderSchema2Settings.Default);

            var bounds = Runtime.MeshDecoder.EvaluateBoundingBox(gltf.DefaultScene);

            // Assert.AreEqual(defaultBounds,instancedBounds);

            // save the model as GLB

            gltf.AttachToCurrentTest("shapes.glb");
            scene.AttachToCurrentTest("shapes.plotly");
        }