示例#1
0
        private Gltf InitializeGlTF()
        {
            var gltf  = new Gltf();
            var asset = new Asset();

            asset.Version   = "2.0";
            asset.Generator = "hypar-gltf";

            gltf.Asset = asset;

            var root = new Node();

            root.Translation = new[] { 0.0f, 0.0f, 0.0f };
            root.Scale       = new[] { 1.0f, 1.0f, 1.0f };

            // Set Z up by rotating -90d around the X Axis
            var q = new Quaternion(new Vector3(1, 0, 0), -Math.PI / 2);

            root.Rotation = new[] {
                (float)q.X, (float)q.Y, (float)q.Z, (float)q.W
            };

            gltf.Nodes = new[] { root };

            gltf.Scene = 0;
            var scene = new Scene();

            scene.Nodes = new[] { 0 };
            gltf.Scenes = new[] { scene };

            gltf.ExtensionsUsed = new[] { "KHR_materials_pbrSpecularGlossiness" };

            var materialsToAdd = this._materials.Values.ToList();

            materialsToAdd.Add(BuiltInMaterials.XAxis);
            materialsToAdd.Add(BuiltInMaterials.YAxis);
            materialsToAdd.Add(BuiltInMaterials.ZAxis);
            materialsToAdd.Add(BuiltInMaterials.Edges);
            materialsToAdd.Add(BuiltInMaterials.EdgesHighlighted);

            var materials = gltf.AddMaterials(materialsToAdd);

            var lines = new List <Vector3>();

            foreach (var kvp in this._elements)
            {
                var e = kvp.Value;
                GetRenderDataForElement(e, gltf, materials, lines);
            }

            AddLines(100000, lines.ToArray(), gltf, materials[BuiltInMaterials.Edges.Name], null);

            var buff = new glTFLoader.Schema.Buffer();

            buff.ByteLength = _buffer.Count();
            gltf.Buffers    = new[] { buff };

            return(gltf);
        }
示例#2
0
        internal static void ToGlb(this Solid solid, string path)
        {
            var gltf  = new Gltf();
            var asset = new Asset();

            asset.Version   = "2.0";
            asset.Generator = "hypar-gltf";

            gltf.Asset = asset;

            var root = new Node();

            root.Translation = new[] { 0.0f, 0.0f, 0.0f };
            root.Scale       = new[] { 1.0f, 1.0f, 1.0f };

            // Set Z up by rotating -90d around the X Axis
            var q = new Quaternion(new Vector3(1, 0, 0), -Math.PI / 2);

            root.Rotation = new[] {
                (float)q.X, (float)q.Y, (float)q.Z, (float)q.W
            };

            gltf.Nodes = new[] { root };

            gltf.Scene = 0;
            var scene = new Scene();

            scene.Nodes = new[] { 0 };
            gltf.Scenes = new[] { scene };

            gltf.ExtensionsUsed = new[] { "KHR_materials_pbrSpecularGlossiness" };

            var materials = gltf.AddMaterials(new[] { BuiltInMaterials.Default, BuiltInMaterials.Edges, BuiltInMaterials.EdgesHighlighted });

            var buffer = new List <byte>();
            var mesh   = new Elements.Geometry.Mesh();

            solid.Tessellate(ref mesh);

            gltf.AddTriangleMesh("mesh", buffer, mesh.Vertices.ToArray(), mesh.Normals.ToArray(),
                                 mesh.Indices.ToArray(), mesh.VertexColors.ToArray(),
                                 mesh.VMin, mesh.VMax, mesh.NMin, mesh.NMax, mesh.CMin, mesh.CMax,
                                 mesh.IMin, mesh.IMax, materials[BuiltInMaterials.Default.Name], null, null);

            var edgeCount           = 0;
            var vertices            = new List <Vector3>();
            var verticesHighlighted = new List <Vector3>();

            foreach (var e in solid.Edges.Values)
            {
                if (e.Left.Loop == null || e.Right.Loop == null)
                {
                    verticesHighlighted.AddRange(new[] { e.Left.Vertex.Point, e.Right.Vertex.Point });
                }
                else
                {
                    vertices.AddRange(new[] { e.Left.Vertex.Point, e.Right.Vertex.Point });
                }

                edgeCount++;
            }

            if (vertices.Count > 0)
            {
                // Draw standard edges
                var vBuff  = vertices.ToArray().ToArray();
                var vCount = vertices.Count;
                // var indices = Enumerable.Range(0, vCount).Select(i => (ushort)i).ToArray();
                var indices = new List <ushort>();
                for (var i = 0; i < vertices.Count; i += 2)
                {
                    indices.Add((ushort)i);
                    indices.Add((ushort)(i + 1));
                }
                var bbox = new BBox3(vertices.ToArray());
                gltf.AddLineLoop($"edge_{edgeCount}", buffer, vBuff, indices.ToArray(), bbox.Min.ToArray(), bbox.Max.ToArray(), 0, (ushort)(vCount - 1), materials[BuiltInMaterials.Edges.Name], MeshPrimitive.ModeEnum.LINES, null);
            }

            if (verticesHighlighted.Count > 0)
            {
                // Draw highlighted edges
                var vBuff   = vertices.ToArray().ToArray();
                var vCount  = vertices.Count;
                var indices = new List <ushort>();
                for (var i = 0; i < vertices.Count; i += 2)
                {
                    indices.Add((ushort)i);
                    indices.Add((ushort)(i + 1));
                }
                var bbox = new BBox3(vertices.ToArray());
                gltf.AddLineLoop($"edge_{edgeCount}", buffer, vBuff, indices.ToArray(), bbox.Min.ToArray(), bbox.Max.ToArray(), 0, (ushort)(vCount - 1), materials[BuiltInMaterials.EdgesHighlighted.Name], MeshPrimitive.ModeEnum.LINES, null);
            }

            var buff = new glTFLoader.Schema.Buffer();

            buff.ByteLength = buffer.Count;
            gltf.Buffers    = new[] { buff };

            if (File.Exists(path))
            {
                File.Delete(path);
            }

            gltf.SaveBinaryModel(buffer.ToArray(), path);
        }
示例#3
0
        private static Gltf InitializeGlTF(Model model, List <byte> buffer)
        {
            var sw = new Stopwatch();

            sw.Start();

            var gltf  = new Gltf();
            var asset = new Asset();

            asset.Version   = "2.0";
            asset.Generator = "hypar-gltf";

            gltf.Asset = asset;

            var root = new Node();

            root.Translation = new[] { 0.0f, 0.0f, 0.0f };
            root.Scale       = new[] { 1.0f, 1.0f, 1.0f };

            // Set Z up by rotating -90d around the X Axis
            var q = new Quaternion(new Vector3(1, 0, 0), -Math.PI / 2);

            root.Rotation = new[] {
                (float)q.X, (float)q.Y, (float)q.Z, (float)q.W
            };

            gltf.Nodes = new[] { root };

            gltf.Scene = 0;
            var scene = new Scene();

            scene.Nodes = new[] { 0 };
            gltf.Scenes = new[] { scene };

            gltf.ExtensionsUsed = new[] { "KHR_materials_pbrSpecularGlossiness" };

            sw.Stop();
            Console.WriteLine($"glTF: {sw.Elapsed} elapsed for writing root node.");
            sw.Reset();

            sw.Start();
            var materialsToAdd = model.Materials.Values.ToList();

            materialsToAdd.Add(BuiltInMaterials.XAxis);
            materialsToAdd.Add(BuiltInMaterials.YAxis);
            materialsToAdd.Add(BuiltInMaterials.ZAxis);
            materialsToAdd.Add(BuiltInMaterials.Edges);
            materialsToAdd.Add(BuiltInMaterials.EdgesHighlighted);

            var materials = gltf.AddMaterials(materialsToAdd);

            sw.Stop();
            Console.WriteLine($"glTF: {sw.Elapsed} elapsed for writing materials.");
            sw.Reset();

            sw.Start();
            // Lines are stored in a list of lists
            // according to the max available index size of ushort.
            var lines = new List <List <Vector3> >()
            {
                new List <Vector3>()
            };

            var bufferViews = new List <BufferView>();
            var accessors   = new List <Accessor>();

            var elements = model.Elements.Values.ToArray();

            for (var i = 0; i < elements.Length; i++)
            {
                var e = elements[i];
                GetRenderDataForElement(e, gltf, materials, lines, buffer, bufferViews, accessors);
            }
            sw.Stop();
            Console.WriteLine($"glTF: {sw.Elapsed} elapsed for getting render data for nodes.");
            sw.Reset();

            sw.Start();
            if (lines.Count > 0)
            {
                foreach (var lineSet in lines)
                {
                    if (lineSet.Count > 0)
                    {
                        AddLines(100000, lineSet.ToArray(), gltf, materials[BuiltInMaterials.Edges.Name], buffer, bufferViews, accessors);
                    }
                }
            }
            sw.Stop();
            Console.WriteLine($"glTF: {sw.Elapsed} elapsed for writing edges.");
            sw.Reset();

            sw.Start();
            var buff = new glTFLoader.Schema.Buffer();

            buff.ByteLength = buffer.Count();
            gltf.Buffers    = new[] { buff };
            sw.Stop();
            Console.WriteLine($"glTF: {sw.Elapsed} elapsed for assigning buffer.");
            sw.Reset();

            gltf.BufferViews = bufferViews.ToArray();
            gltf.Accessors   = accessors.ToArray();

            return(gltf);
        }
示例#4
0
        internal static void ToGlb(this Solid solid, string path)
        {
            var gltf  = new Gltf();
            var asset = new Asset();

            asset.Version   = "2.0";
            asset.Generator = "hypar-gltf";

            gltf.Asset = asset;

            var root = new Node();

            root.Translation = new[] { 0.0f, 0.0f, 0.0f };
            root.Scale       = new[] { 1.0f, 1.0f, 1.0f };

            // Set Z up by rotating -90d around the X Axis
            var q = new Quaternion(new Vector3(1, 0, 0), -Math.PI / 2);

            root.Rotation = new[] {
                (float)q.X, (float)q.Y, (float)q.Z, (float)q.W
            };

            gltf.Nodes = new[] { root };

            gltf.Scene = 0;
            var scene = new Scene();

            scene.Nodes = new[] { 0 };
            gltf.Scenes = new[] { scene };

            gltf.ExtensionsUsed = new[] { "KHR_materials_pbrSpecularGlossiness" };

            var materials = gltf.AddMaterials(new[] { BuiltInMaterials.Default, BuiltInMaterials.Edges, BuiltInMaterials.EdgesHighlighted });

            var buffer = new List <byte>();
            var mesh   = new Elements.Geometry.Mesh();

            solid.Tessellate(ref mesh);

            byte[]   vertexBuffer;
            byte[]   normalBuffer;
            byte[]   indexBuffer;
            byte[]   colorBuffer;
            double[] vmin; double[] vmax;
            double[] nmin; double[] nmax;
            float[]  cmin; float[] cmax;
            ushort   imin; ushort imax;

            mesh.GetBuffers(out vertexBuffer, out indexBuffer, out normalBuffer, out colorBuffer,
                            out vmax, out vmin, out nmin, out nmax, out cmin,
                            out cmax, out imin, out imax);

            var bufferViews = new List <BufferView>();
            var accessors   = new List <Accessor>();

            gltf.AddTriangleMesh("mesh", buffer, bufferViews, accessors, vertexBuffer, normalBuffer,
                                 indexBuffer, colorBuffer, vmin, vmax, nmin, nmax,
                                 imin, imax, materials[BuiltInMaterials.Default.Name], cmin, cmax, null, null);

            var edgeCount           = 0;
            var vertices            = new List <Vector3>();
            var verticesHighlighted = new List <Vector3>();

            foreach (var e in solid.Edges.Values)
            {
                if (e.Left.Loop == null || e.Right.Loop == null)
                {
                    verticesHighlighted.AddRange(new[] { e.Left.Vertex.Point, e.Right.Vertex.Point });
                }
                else
                {
                    vertices.AddRange(new[] { e.Left.Vertex.Point, e.Right.Vertex.Point });
                }

                edgeCount++;
            }

            if (vertices.Count > 0)
            {
                // Draw standard edges
                AddLines(100000, vertices.ToArray(), gltf, materials[BuiltInMaterials.Edges.Name], buffer, bufferViews, accessors);
            }

            if (verticesHighlighted.Count > 0)
            {
                // Draw highlighted edges
                AddLines(100001, verticesHighlighted.ToArray(), gltf, materials[BuiltInMaterials.EdgesHighlighted.Name], buffer, bufferViews, accessors);
            }

            var buff = new glTFLoader.Schema.Buffer();

            buff.ByteLength = buffer.Count;
            gltf.Buffers    = new[] { buff };

            gltf.BufferViews = bufferViews.ToArray();
            gltf.Accessors   = accessors.ToArray();

            if (File.Exists(path))
            {
                File.Delete(path);
            }

            gltf.SaveBinaryModel(buffer.ToArray(), path);
        }
示例#5
0
        private static Gltf InitializeGlTF(Model model, List <byte> buffer, bool drawEdges = false)
        {
            var gltf  = new Gltf();
            var asset = new Asset();

            asset.Version   = "2.0";
            asset.Generator = "hypar-gltf";

            gltf.Asset = asset;

            var root = new Node();

            var rootTransform = new Transform(model.Transform);

            // Rotate the transform for +Z up.
            rootTransform.Rotate(new Vector3(1, 0, 0), -90.0);
            var m = rootTransform.Matrix;

            root.Matrix = new float[] {
                (float)m.m11, (float)m.m12, (float)m.m13, 0f,
                (float)m.m21, (float)m.m22, (float)m.m23, 0f,
                (float)m.m31, (float)m.m32, (float)m.m33, 0f,
                (float)m.tx, (float)m.ty, (float)m.tz, 1f
            };

            var nodes = new List <glTFLoader.Schema.Node> {
                root
            };
            var meshes = new List <glTFLoader.Schema.Mesh>();

            gltf.Scene = 0;
            var scene = new Scene();

            scene.Nodes = new[] { 0 };
            gltf.Scenes = new[] { scene };

            gltf.ExtensionsUsed = new[] {
                "KHR_materials_pbrSpecularGlossiness",
                "KHR_materials_unlit",
                "KHR_lights_punctual"
            };

            var bufferViews = new List <BufferView>();
            var accessors   = new List <Accessor>();

            var materialsToAdd = model.AllElementsOfType <Material>().ToList();

            if (drawEdges)
            {
                materialsToAdd.Add(BuiltInMaterials.Edges);
            }
            var materials = gltf.AddMaterials(materialsToAdd, buffer, bufferViews);

            var elements = model.Elements.Where(e =>
            {
                return(e.Value is GeometricElement || e.Value is ElementInstance);
            }).Select(e => e.Value).ToList();

            var lights = model.AllElementsOfType <DirectionalLight>().ToList();

            gltf.AddLights(lights, nodes);

            // Lines are stored in a list of lists
            // according to the max available index size.
            var lines     = new List <List <Vector3> >();
            var currLines = new List <Vector3>();

            lines.Add(currLines);

            var meshElementMap = new Dictionary <Guid, List <int> >();

            foreach (var e in elements)
            {
                // Check if we'll overrun the index size
                // for the current line array. If so,
                // create a new line array.
                if (currLines.Count * 2 > ushort.MaxValue)
                {
                    currLines = new List <Vector3>();
                    lines.Add(currLines);
                }

                GetRenderDataForElement(e,
                                        gltf,
                                        materials,
                                        buffer,
                                        bufferViews,
                                        accessors,
                                        meshes,
                                        nodes,
                                        meshElementMap,
                                        currLines,
                                        drawEdges);
            }
            if (buffer.Count == 0 && lights.Count == 0)
            {
                return(null);
            }

            if (drawEdges && lines.Count() > 0)
            {
                foreach (var lineSet in lines)
                {
                    if (lineSet.Count == 0)
                    {
                        continue;
                    }
                    AddLines(GetNextId(), lineSet, gltf, materials[BuiltInMaterials.Edges.Name], buffer, bufferViews, accessors, meshes, nodes, false);
                }
            }

            var buff = new glTFLoader.Schema.Buffer();

            buff.ByteLength  = buffer.Count;
            gltf.Buffers     = new[] { buff };
            gltf.BufferViews = bufferViews.ToArray();
            gltf.Accessors   = accessors.ToArray();
            gltf.Nodes       = nodes.ToArray();
            if (meshes.Count > 0)
            {
                gltf.Meshes = meshes.ToArray();
            }

            return(gltf);
        }