示例#1
0
        public static RWSection[] CreateBSPFromAssimp(string fileName, bool flipUVs, bool ignoreMeshColors)
        {
            PostProcessSteps pps =
                PostProcessSteps.Debone | PostProcessSteps.FindInstances |
                PostProcessSteps.FindInvalidData | PostProcessSteps.OptimizeGraph |
                PostProcessSteps.OptimizeMeshes | PostProcessSteps.Triangulate |
                PostProcessSteps.PreTransformVertices;

            Scene scene = new AssimpContext().ImportFile(fileName, pps);

            int vertexCount   = scene.Meshes.Sum(m => m.VertexCount);
            int triangleCount = scene.Meshes.Sum(m => m.FaceCount);

            if (vertexCount > 65535 || triangleCount > 65536)
            {
                throw new ArgumentException("Model has too many vertices or triangles. Please import a simpler model.");
            }

            List <Vertex3> vertices                  = new List <Vertex3>(vertexCount);
            List <RenderWareFile.Color> vColors      = new List <RenderWareFile.Color>(vertexCount);
            List <Vertex2> textCoords                = new List <Vertex2>(vertexCount);
            List <RenderWareFile.Triangle> triangles = new List <RenderWareFile.Triangle>(triangleCount);

            int totalVertices = 0;

            foreach (var m in scene.Meshes)
            {
                foreach (Vector3D v in m.Vertices)
                {
                    vertices.Add(new Vertex3(v.X, v.Y, v.Z));
                }

                if (m.HasTextureCoords(0))
                {
                    foreach (Vector3D v in m.TextureCoordinateChannels[0])
                    {
                        textCoords.Add(new Vertex2(v.X, flipUVs ? -v.Y : v.Y));
                    }
                }
                else
                {
                    for (int i = 0; i < m.VertexCount; i++)
                    {
                        textCoords.Add(new Vertex2());
                    }
                }

                if (m.HasVertexColors(0))
                {
                    foreach (Color4D c in m.VertexColorChannels[0])
                    {
                        vColors.Add(new RenderWareFile.Color(
                                        (byte)(c.R * 255),
                                        (byte)(c.G * 255),
                                        (byte)(c.B * 255),
                                        (byte)(c.A * 255)));
                    }
                }
                else
                {
                    for (int i = 0; i < m.VertexCount; i++)
                    {
                        vColors.Add(new RenderWareFile.Color(255, 255, 255, 255));
                    }
                }

                foreach (var t in m.Faces)
                {
                    triangles.Add(new RenderWareFile.Triangle()
                    {
                        vertex1       = (ushort)(t.Indices[0] + totalVertices),
                        vertex2       = (ushort)(t.Indices[1] + totalVertices),
                        vertex3       = (ushort)(t.Indices[2] + totalVertices),
                        materialIndex = (ushort)m.MaterialIndex
                    });
                }

                totalVertices += m.VertexCount;
            }

            if (vertices.Count != textCoords.Count || vertices.Count != vColors.Count)
            {
                throw new ArgumentException("Internal error: texture coordinate or vertex color count is different from vertex count.");
            }

            triangles = triangles.OrderBy(t => t.materialIndex).ToList();

            Vertex3 Max = new Vertex3(vertices[0].X, vertices[0].Y, vertices[0].Z);
            Vertex3 Min = new Vertex3(vertices[0].X, vertices[0].Y, vertices[0].Z);

            foreach (Vertex3 i in vertices)
            {
                if (i.X > Max.X)
                {
                    Max.X = i.X;
                }
                if (i.Y > Max.Y)
                {
                    Max.Y = i.Y;
                }
                if (i.Z > Max.Z)
                {
                    Max.Z = i.Z;
                }
                if (i.X < Min.X)
                {
                    Min.X = i.X;
                }
                if (i.Y < Min.Y)
                {
                    Min.Y = i.Y;
                }
                if (i.Z < Min.Z)
                {
                    Min.Z = i.Z;
                }
            }

            Max = new Vertex3(MaximumBoundary, MaximumBoundary, MaximumBoundary);
            Min = new Vertex3(-MaximumBoundary, -MaximumBoundary, -MaximumBoundary);

            BinMesh[] binMeshes = new BinMesh[scene.MaterialCount];

            Material_0007[] materials = new Material_0007[scene.MaterialCount];

            for (int i = 0; i < scene.MaterialCount; i++)
            {
                List <int> indices = new List <int>(triangles.Count);
                foreach (RenderWareFile.Triangle f in triangles)
                {
                    if (f.materialIndex == i)
                    {
                        indices.Add(f.vertex1);
                        indices.Add(f.vertex2);
                        indices.Add(f.vertex3);
                    }
                }

                binMeshes[i] = new BinMesh()
                {
                    materialIndex = i,
                    indexCount    = indices.Count(),
                    vertexIndices = indices.ToArray()
                };

                materials[i] = new Material_0007()
                {
                    materialStruct = new MaterialStruct_0001()
                    {
                        unusedFlags = 0,
                        color       = ignoreMeshColors ?
                                      new RenderWareFile.Color(255, 255, 255, 255) :
                                      new RenderWareFile.Color(
                            (byte)(scene.Materials[i].ColorDiffuse.R / 255),
                            (byte)(scene.Materials[i].ColorDiffuse.G / 255),
                            (byte)(scene.Materials[i].ColorDiffuse.B / 255),
                            (byte)(scene.Materials[i].ColorDiffuse.A / 255)),
                        unusedInt2 = 0x2DF53E84,
                        isTextured = scene.Materials[i].HasTextureDiffuse ? 1 : 0,
                        ambient    = ignoreMeshColors ? 1f : scene.Materials[i].ColorAmbient.A,
                        specular   = ignoreMeshColors ? 1f : scene.Materials[i].ColorSpecular.A,
                        diffuse    = ignoreMeshColors ? 1f : scene.Materials[i].ColorDiffuse.A
                    },
                    texture           = scene.Materials[i].HasTextureDiffuse ? RWTextureFromAssimpMaterial(scene.Materials[i].TextureDiffuse) : null,
                    materialExtension = new Extension_0003()
                    {
                        extensionSectionList = new List <RWSection>()
                    },
                };
            }

            WorldFlags worldFlags = WorldFlags.HasOneSetOfTextCoords | WorldFlags.HasVertexColors | WorldFlags.WorldSectorsOverlap | (WorldFlags)0x00010000;

            World_000B world = new World_000B()
            {
                worldStruct = new WorldStruct_0001()
                {
                    rootIsWorldSector = 1,
                    inverseOrigin     = new Vertex3(-0f, -0f, -0f),
                    numTriangles      = (uint)triangleCount,
                    numVertices       = (uint)vertexCount,
                    numPlaneSectors   = 0,
                    numAtomicSectors  = 1,
                    colSectorSize     = 0,
                    worldFlags        = worldFlags,
                    boxMaximum        = Max,
                    boxMinimum        = Min,
                },

                materialList = new MaterialList_0008()
                {
                    materialListStruct = new MaterialListStruct_0001()
                    {
                        materialCount = scene.MaterialCount
                    },
                    materialList = materials
                },

                firstWorldChunk = new AtomicSector_0009()
                {
                    atomicSectorStruct = new AtomicSectorStruct_0001()
                    {
                        matListWindowBase = 0,
                        numTriangles      = triangleCount,
                        numVertices       = vertexCount,
                        boxMaximum        = Max,
                        boxMinimum        = Min,
                        collSectorPresent = 0x2F50D984,
                        unused            = 0,
                        vertexArray       = vertices.ToArray(),
                        colorArray        = vColors.ToArray(),
                        uvArray           = textCoords.ToArray(),
                        triangleArray     = triangles.ToArray()
                    },
                    atomicSectorExtension = new Extension_0003()
                    {
                        extensionSectionList = new List <RWSection>()
                        {
                            new BinMeshPLG_050E()
                            {
                                binMeshHeaderFlags = BinMeshHeaderFlags.TriangleList,
                                numMeshes          = binMeshes.Count(),
                                totalIndexCount    = binMeshes.Sum(b => b.indexCount),
                                binMeshList        = binMeshes
                            },
                            new CollisionPLG_011D_Scooby()
                            {
                                splits = new Split_Scooby[0],
                                startIndex_amountOfTriangles = new short[][] { new short[] { 0, (short)triangles.Count } },
                                triangles = TriangleRange(triangles.Count)
                            }
                        }
                    }
                },

                worldExtension = new Extension_0003()
            };

            return(new RWSection[] { world });
        }
示例#2
0
        public static RWSection[] CreateBSPFromAssimp(string fileName, bool flipUVs)
        {
            PostProcessSteps pps =
                PostProcessSteps.Debone | PostProcessSteps.FindInstances |
                PostProcessSteps.FindInvalidData | PostProcessSteps.OptimizeGraph |
                PostProcessSteps.OptimizeMeshes | PostProcessSteps.Triangulate |
                PostProcessSteps.PreTransformVertices;

            Scene scene = new AssimpContext().ImportFile(fileName, pps);

            int vertexCount   = scene.Meshes.Sum(m => m.VertexCount);
            int triangleCount = scene.Meshes.Sum(m => m.FaceCount);

            if (vertexCount > 65535 || triangleCount > 65536)
            {
                throw new ArgumentException("Model has too many vertices or triangles. Please import a simpler model.");
            }

            List <Vertex3> vertices                  = new List <Vertex3>(vertexCount);
            List <RenderWareFile.Color> vColors      = new List <RenderWareFile.Color>(vertexCount);
            List <Vertex2> textCoords                = new List <Vertex2>(vertexCount);
            List <RenderWareFile.Triangle> triangles = new List <RenderWareFile.Triangle>(triangleCount);

            int totalVertices = 0;

            foreach (var m in scene.Meshes)
            {
                foreach (Vector3D v in m.Vertices)
                {
                    vertices.Add(new Vertex3(v.X, v.Y, v.Z));
                }

                if (m.HasTextureCoords(0))
                {
                    foreach (Vector3D v in m.TextureCoordinateChannels[0])
                    {
                        textCoords.Add(new Vertex2(v.X, flipUVs ? -v.Y : v.Y));
                    }
                }
                else
                {
                    for (int i = 0; i < m.VertexCount; i++)
                    {
                        textCoords.Add(new Vertex2());
                    }
                }

                if (m.HasVertexColors(0))
                {
                    foreach (Color4D c in m.VertexColorChannels[0])
                    {
                        vColors.Add(new RenderWareFile.Color(
                                        (byte)(c.R * 255),
                                        (byte)(c.G * 255),
                                        (byte)(c.B * 255),
                                        (byte)(c.A * 255)));
                    }
                }
                else
                {
                    for (int i = 0; i < m.VertexCount; i++)
                    {
                        vColors.Add(new RenderWareFile.Color(255, 255, 255, 255));
                    }
                }

                foreach (var t in m.Faces)
                {
                    triangles.Add(new RenderWareFile.Triangle()
                    {
                        vertex1       = (ushort)(t.Indices[0] + totalVertices),
                        vertex2       = (ushort)(t.Indices[1] + totalVertices),
                        vertex3       = (ushort)(t.Indices[2] + totalVertices),
                        materialIndex = (ushort)m.MaterialIndex
                    });
                }

                totalVertices += m.VertexCount;
            }

            if (vertices.Count != textCoords.Count || vertices.Count != vColors.Count)
            {
                throw new ArgumentException("Internal error: texture coordinate or vertex color count is different from vertex count.");
            }

            triangles = triangles.OrderBy(t => t.materialIndex).ToList();

            Vertex3 Max = new Vertex3(vertices[0].X, vertices[0].Y, vertices[0].Z);
            Vertex3 Min = new Vertex3(vertices[0].X, vertices[0].Y, vertices[0].Z);

            foreach (Vertex3 i in vertices)
            {
                if (i.X > Max.X)
                {
                    Max.X = i.X;
                }
                if (i.Y > Max.Y)
                {
                    Max.Y = i.Y;
                }
                if (i.Z > Max.Z)
                {
                    Max.Z = i.Z;
                }
                if (i.X < Min.X)
                {
                    Min.X = i.X;
                }
                if (i.Y < Min.Y)
                {
                    Min.Y = i.Y;
                }
                if (i.Z < Min.Z)
                {
                    Min.Z = i.Z;
                }
            }

            BinMesh[] binMeshes = new BinMesh[scene.MaterialCount];

            Material_0007[] materials = new Material_0007[scene.MaterialCount];

            for (int i = 0; i < scene.MaterialCount; i++)
            {
                List <int> indices = new List <int>(triangles.Count);
                foreach (RenderWareFile.Triangle f in triangles)
                {
                    if (f.materialIndex == i)
                    {
                        indices.Add(f.vertex1);
                        indices.Add(f.vertex2);
                        indices.Add(f.vertex3);
                    }
                }

                binMeshes[i] = new BinMesh()
                {
                    materialIndex = i,
                    indexCount    = indices.Count(),
                    vertexIndices = indices.ToArray()
                };

                materials[i] = new Material_0007()
                {
                    materialStruct = new MaterialStruct_0001()
                    {
                        unusedFlags = 0,
                        color       = new RenderWareFile.Color(
                            (byte)(scene.Materials[i].ColorDiffuse.R / 255),
                            (byte)(scene.Materials[i].ColorDiffuse.G / 255),
                            (byte)(scene.Materials[i].ColorDiffuse.B / 255),
                            (byte)(scene.Materials[i].ColorDiffuse.A / 255)),
                        unusedInt2 = 0x2DF53E84,
                        isTextured = scene.Materials[i].HasTextureDiffuse ? 1 : 0,
                        ambient    = 1f,
                        specular   = 1f,
                        diffuse    = 1f
                    },
                    texture = scene.Materials[i].HasTextureDiffuse ? new Texture_0006()
                    {
                        textureStruct = new TextureStruct_0001() // use wrap as default
                        {
                            filterMode = TextureFilterMode.FILTERLINEAR,

                            addressModeU =
                                scene.Materials[i].TextureDiffuse.WrapModeU == TextureWrapMode.Clamp ? TextureAddressMode.TEXTUREADDRESSCLAMP :
                                scene.Materials[i].TextureDiffuse.WrapModeU == TextureWrapMode.Decal ? TextureAddressMode.TEXTUREADDRESSBORDER :
                                scene.Materials[i].TextureDiffuse.WrapModeU == TextureWrapMode.Mirror ? TextureAddressMode.TEXTUREADDRESSMIRROR :
                                TextureAddressMode.TEXTUREADDRESSWRAP,

                            addressModeV =
                                scene.Materials[i].TextureDiffuse.WrapModeV == TextureWrapMode.Clamp ? TextureAddressMode.TEXTUREADDRESSCLAMP :
                                scene.Materials[i].TextureDiffuse.WrapModeV == TextureWrapMode.Decal ? TextureAddressMode.TEXTUREADDRESSBORDER :
                                scene.Materials[i].TextureDiffuse.WrapModeV == TextureWrapMode.Mirror ? TextureAddressMode.TEXTUREADDRESSMIRROR :
                                TextureAddressMode.TEXTUREADDRESSWRAP,

                            useMipLevels = 1
                        },
                        diffuseTextureName = new String_0002()
                        {
                            stringString = Path.GetFileNameWithoutExtension(scene.Materials[i].TextureDiffuse.FilePath)
                        },
                        alphaTextureName = new String_0002()
                        {
                            stringString = ""
                        },
                        textureExtension = new Extension_0003()
                    } : null,
                    materialExtension = new Extension_0003(),
                };
            }

            WorldFlags worldFlags = WorldFlags.HasOneSetOfTextCoords | WorldFlags.HasVertexColors | WorldFlags.WorldSectorsOverlap | (WorldFlags)0x00010000;

            World_000B world = new World_000B()
            {
                worldStruct = new WorldStruct_0001()
                {
                    rootIsWorldSector = 1,
                    inverseOrigin     = new Vertex3(-0f, -0f, -0f),
                    numTriangles      = (uint)triangleCount,
                    numVertices       = (uint)vertexCount,
                    numPlaneSectors   = 0,
                    numAtomicSectors  = 1,
                    colSectorSize     = 0,
                    worldFlags        = worldFlags,
                    boxMaximum        = Max,
                    boxMinimum        = Min,
                },

                materialList = new MaterialList_0008()
                {
                    materialListStruct = new MaterialListStruct_0001()
                    {
                        materialCount = scene.MaterialCount
                    },
                    materialList = materials
                },

                firstWorldChunk = new AtomicSector_0009()
                {
                    atomicSectorStruct = new AtomicSectorStruct_0001()
                    {
                        matListWindowBase = 0,
                        numTriangles      = triangleCount,
                        numVertices       = vertexCount,
                        boxMaximum        = Max,
                        boxMinimum        = Min,
                        collSectorPresent = 0x2F50D984,
                        unused            = 0,
                        vertexArray       = vertices.ToArray(),
                        colorArray        = vColors.ToArray(),
                        uvArray           = textCoords.ToArray(),
                        triangleArray     = triangles.ToArray()
                    },
                    atomicSectorExtension = new Extension_0003()
                    {
                        extensionSectionList = new List <RWSection>()
                        {
                            new BinMeshPLG_050E()
                            {
                                binMeshHeaderFlags = BinMeshHeaderFlags.TriangleList,
                                numMeshes          = binMeshes.Count(),
                                totalIndexCount    = binMeshes.Sum(b => b.indexCount),
                                binMeshList        = binMeshes
                            }
                        }
                    }
                },

                worldExtension = new Extension_0003()
            };

            return(new RWSection[] { world });
        }