static void UpdateModel(FoamModel Model, int FrameIndex) { if (Model.Animations == null) { return; } //Matrix4x4 ParentRotMat = Matrix4x4.CreateFromYawPitchRoll(0, -Pi / 2, 0); foreach (var Msh in Model.Meshes) { List <Vertex3> Verts = new List <Vertex3>(); if (Msh.BoneInformation == null) { continue; } foreach (var Index in Msh.Indices) { FoamVertex3 Vert = Msh.Vertices[Index]; FoamBoneInfo Info = Msh.BoneInformation[Index]; FoamBone Bone1 = Model.Bones[Info.Bone1]; // TODO: Weights Matrix4x4 BindWorld = Bone1.BindMatrix; Matrix4x4 WorldTrans = Model.CalcWorldTransform(0, FrameIndex, Info.Bone1); Vector3 Pos = Vector3.Transform(Vert.Position, BindWorld * WorldTrans); // TODO: Flip? Verts.Add(new Vertex3(Pos, Vert.UV)); } Mesh *RayMesh = ((Model)Msh.Userdata).meshes; Raylib.UnloadMesh(*RayMesh); *RayMesh = Raylib.GenMeshRaw(Verts.ToArray()); } }
static FoamModel Load(string FileName, int MD3Frame = 0) { string Ext = Path.GetExtension(FileName).ToLower(); using (AssimpContext Importer = new AssimpContext()) { Importer.SetConfig(new MD3HandleMultiPartConfig(false)); //Importer.SetConfig(new MD5NoAnimationAutoLoadConfig(true)); Importer.SetConfig(new VertexBoneWeightLimitConfig(4)); Importer.SetConfig(new MD3KeyFrameImportConfig(MD3Frame)); PostProcessSteps ProcessSteps = PostProcessSteps.Triangulate; ProcessSteps |= PostProcessSteps.SplitLargeMeshes; ProcessSteps |= PostProcessSteps.OptimizeMeshes; ProcessSteps |= PostProcessSteps.LimitBoneWeights; ProcessSteps |= PostProcessSteps.JoinIdenticalVertices; ProcessSteps |= PostProcessSteps.ImproveCacheLocality; ProcessSteps |= PostProcessSteps.GenerateNormals; ProcessSteps |= PostProcessSteps.GenerateUVCoords; //if (Ext != ".md3") ProcessSteps |= PostProcessPreset.ConvertToLeftHanded; Scene Sc = Importer.ImportFile(FileName, ProcessSteps); List <FoamMaterial> MaterialList = new List <FoamMaterial>(); foreach (var Mat in Sc.Materials) { FoamMaterial FoamMat = new FoamMaterial(Mat.Name); AddTextureIfExists(Mat.HasTextureDiffuse, ref FoamMat, Mat.TextureDiffuse, FoamTextureType.Diffuse); AddTextureIfExists(Mat.HasTextureEmissive, ref FoamMat, Mat.TextureEmissive, FoamTextureType.Glow); AddTextureIfExists(Mat.HasTextureNormal, ref FoamMat, Mat.TextureNormal, FoamTextureType.Normal); AddTextureIfExists(Mat.HasTextureSpecular, ref FoamMat, Mat.TextureSpecular, FoamTextureType.Specular); AddTextureIfExists(Mat.HasTextureReflection, ref FoamMat, Mat.TextureReflection, FoamTextureType.Reflection); AddTextureIfExists(Mat.HasTextureHeight, ref FoamMat, Mat.TextureHeight, FoamTextureType.Height); AddTextureIfExists(Mat.HasTextureLightMap, ref FoamMat, Mat.TextureLightMap, FoamTextureType.LightMap); AddTextureIfExists(Mat.HasTextureDisplacement, ref FoamMat, Mat.TextureDisplacement, FoamTextureType.Displacement); AddTextureIfExists(Mat.HasTextureAmbient, ref FoamMat, Mat.TextureAmbient, FoamTextureType.Ambient); AddTextureIfExists(Mat.HasTextureOpacity, ref FoamMat, Mat.TextureOpacity, FoamTextureType.Opacity); MaterialList.Add(FoamMat); } FoamBone[] Bones = new FoamBone[0]; List <FoamMesh> MeshList = new List <FoamMesh>(); foreach (var Msh in Sc.Meshes) { Vector3D[] Verts = Msh.Vertices.ToArray(); Vector3D[] UVs1 = Msh.TextureCoordinateChannels[0].ToArray(); Vector3D[] UVs2 = Msh.TextureCoordinateChannels[1].ToArray(); Vector3D[] Normals = Msh.Normals.ToArray(); Vector3D[] Tangents = Msh.Tangents.ToArray(); Color4D[] Colors = Msh.VertexColorChannels[0].ToArray(); string MeshName = Msh.Name; int MaterialIndex = Msh.MaterialIndex; FoamVertex3[] FoamVertices = new FoamVertex3[Verts.Length]; for (int i = 0; i < FoamVertices.Length; i++) { Vector2 UV1 = UVs1.Length != 0 ? new Vector2(UVs1[i].X, UVs1[i].Y) : Vector2.Zero; Vector2 UV2 = UVs2.Length != 0 ? new Vector2(UVs2[i].X, UVs2[i].Y) : Vector2.Zero; Vector3 Normal = Normals.Length != 0 ? new Vector3(Normals[i].X, Normals[i].Y, Normals[i].Z) : Vector3.Zero; Vector3 Tangent = Tangents.Length != 0 ? new Vector3(Tangents[i].X, Tangents[i].Y, Tangents[i].Z) : Vector3.Zero; FoamColor Color = Colors.Length != 0 ? new FoamColor(Colors[i].R, Colors[i].G, Colors[i].B, Colors[i].A) : FoamColor.White; FoamVertex3 V = new FoamVertex3(new Vector3(Verts[i].X, Verts[i].Y, Verts[i].Z), UV1, UV2, Normal, Tangent, Color); FoamVertices[i] = V; } bool CalculateTangents = Tangents.Length == 0 && UVs1.Length != 0; //bool CalculateNormals = Normals.Length == 0; List <ushort> FoamIndices = new List <ushort>(); foreach (var F in Msh.Faces) { ushort IndexA = (ushort)F.Indices[0]; ushort IndexB = (ushort)F.Indices[1]; ushort IndexC = (ushort)F.Indices[2]; if (CalculateTangents) { FoamVertex3 V0 = FoamVertices[IndexA]; FoamVertex3 V1 = FoamVertices[IndexB]; FoamVertex3 V2 = FoamVertices[IndexC]; Vector3 DeltaPos1 = V1.Position - V0.Position; Vector3 DeltaPos2 = V2.Position - V0.Position; //if (CalculateTangents) { Vector2 DeltaUV1 = V1.UV - V0.UV; Vector2 DeltaUV2 = V2.UV - V0.UV; Vector3 Tangent = (DeltaPos1 * DeltaUV2.Y - DeltaPos2 * DeltaUV1.Y) * (1.0f / (DeltaUV1.X * DeltaUV2.Y - DeltaUV1.Y * DeltaUV2.X)); FoamVertices[IndexA].Tangent = FoamVertices[IndexB].Tangent = FoamVertices[IndexC].Tangent = Tangent; /*} * * if (CalculateNormals) * FoamVertices[IndexA].Normal = FoamVertices[IndexB].Normal = FoamVertices[IndexC].Normal = Vector3.Normalize(Vector3.Cross(DeltaPos1, DeltaPos2));*/ } FoamIndices.AddRange(F.Indices.Select(I => (ushort)I)); } FoamBoneInfo[] BoneInfo = null; if (Msh.BoneCount != 0) { BoneInfo = new FoamBoneInfo[FoamVertices.Length]; Bone[] OrigBones = Msh.Bones.ToArray(); // Convert bones for (int i = 0; i < OrigBones.Length; i++) { if (!ContainsBoneNamed(Bones, OrigBones[i].Name)) { Utils.Append(ref Bones, new FoamBone(OrigBones[i].Name, -1, ConvertMatrix(OrigBones[i].OffsetMatrix))); } } // Convert vertex bone information for (int i = 0; i < FoamVertices.Length; i++) { BoneInfo[i] = FindWeightsFor(OrigBones, Bones, i); } } MeshList.Add(new FoamMesh(FoamVertices, FoamIndices?.ToArray() ?? null, BoneInfo, MeshName, MaterialIndex)); } if (Bones.Length > 0) { Node[] NodeHierarchy = Flatten(Sc.RootNode); //Node SceneRootNode = Sc.RootNode; Node RootNode = FindRoot(FindNode(NodeHierarchy, Bones[0].Name), Bones); Utils.Prepend(ref Bones, new FoamBone(RootNode.Name, -1, ConvertMatrix(RootNode.Transform))); /*Node RootNodeTest = RootNode; * while (RootNodeTest.Parent != null) { * Bones[0].BindMatrix = Bones[0].BindMatrix * ConvertMatrix(RootNodeTest.Transform); * RootNodeTest = RootNodeTest.Parent; * }*/ /*while (RootNode.Parent != null) { * Utils.Prepend(ref Bones, new FoamBone(RootNode.Name, -1, NumMatrix4x4.Identity)); * RootNode = RootNode.Parent; * }*/ for (int i = 0; i < Bones.Length; i++) { Node BoneNode = FindNode(NodeHierarchy, Bones[i].Name); int BoneParentIndex = FindBoneIndex(Bones, BoneNode.Parent.Name); if (BoneNode != RootNode) { if (BoneParentIndex == -1) { throw new Exception("Could not find a bone"); } } Bones[i].ParentBoneIndex = BoneParentIndex; } } else { Bones = null; } // Animations FoamAnimation[] Animations = null; foreach (var Anim in Sc.Animations) { string[] BoneNames = Anim.NodeAnimationChannels.Select(C => C.NodeName).ToArray(); int FrameCount = Anim.NodeAnimationChannels[0].PositionKeyCount; FoamAnimationFrame[] Frames = new FoamAnimationFrame[FrameCount]; for (int i = 0; i < FrameCount; i++) { Frames[i] = ReadFrame(Anim.NodeAnimationChannels, BoneNames, i); } FoamAnimation Animation = new FoamAnimation(Anim.Name, Frames, BoneNames, (float)Anim.DurationInTicks, (float)Anim.TicksPerSecond); Utils.Append(ref Animations, Animation); } return(new FoamModel(Path.GetFileNameWithoutExtension(FileName), FoamFlags.Model, MeshList.ToArray(), Bones, Animations, MaterialList.ToArray())); } }
static void DrawBones(FoamModel Mdl) { if (Mdl.Bones == null) { return; } if (WorldTexts == null || WorldTexts.Length != Mdl.Bones.Length) { WorldTexts = new KeyValuePair <Vector2, string> [Mdl.Bones.Length]; for (int i = 0; i < WorldTexts.Length; i++) { WorldTexts[i] = new KeyValuePair <Vector2, string>(new Vector2(0, 0), "null"); } } //Matrix4x4 ParentRotMat = Matrix4x4.CreateFromYawPitchRoll(0, -Pi / 2, 0); for (int i = 0; i < Mdl.Bones.Length; i++) { FoamBone Bone = Mdl.Bones[i]; //* if (Mdl.Animations != null) { // Actual bones Matrix4x4 ParentWorld = Matrix4x4.Identity; if (Bone.ParentBoneIndex != -1) { ParentWorld = Mdl.CalcWorldTransform(0, FrameIndex, Bone.ParentBoneIndex); } Matrix4x4.Decompose(ParentWorld, out Vector3 ParentScale, out Quaternion ParentRot, out Vector3 ParentPos); Matrix4x4 World = Mdl.CalcWorldTransform(0, FrameIndex, i); Matrix4x4.Decompose(World, out Vector3 Scale, out Quaternion Rot, out Vector3 Pos); DrawLine3D(ParentPos, Pos, Color.Red); // Text Vector3 Center = (Pos + ParentPos) / 2; WorldTexts[i] = new KeyValuePair <Vector2, string>(Raylib.GetWorldToScreen(RotateVec3(Center), Cam3D), Bone.Name); } //*/ // Bind pose bones Matrix4x4 BindParentWorld = Matrix4x4.Identity; if (Bone.ParentBoneIndex != -1) { BindParentWorld = Mdl.CalcBindTransform(Bone.ParentBoneIndex); } Matrix4x4.Decompose(BindParentWorld, out Vector3 BindParentScale, out Quaternion BindParentRot, out Vector3 BindParentPos); Matrix4x4 BindWorld = Mdl.CalcBindTransform(i); Matrix4x4.Decompose(BindWorld, out Vector3 BindScale, out Quaternion BindRot, out Vector3 BindPos); DrawLine3D(BindParentPos, BindPos, Color.Green); //*/ } }