private ModelData.MeshPart Process(ModelData.Mesh mesh, Mesh assimpMesh) { var meshPart = new ModelData.MeshPart { PrimitiveTopology = PrimitiveTopology.TriangleList, VertexBufferRange = new ModelData.BufferRange { Slot = mesh.VertexBuffers.Count }, IndexBufferRange = new ModelData.BufferRange { Slot = mesh.IndexBuffers.Count } }; var vertexBuffer = new ModelData.VertexBuffer { Layout = new List <VertexElement>() }; mesh.VertexBuffers.Add(vertexBuffer); var indexBuffer = new ModelData.IndexBuffer(); mesh.IndexBuffers.Add(indexBuffer); var layout = vertexBuffer.Layout; int vertexBufferElementSize = 0; // Add position layout.Add(VertexElement.PositionTransformed(Format.R32G32B32_Float, 0)); vertexBufferElementSize += SharpDX.Utilities.SizeOf <Vector3>(); // Add normals if (assimpMesh.HasNormals) { layout.Add(VertexElement.Normal(0, Format.R32G32B32_Float, vertexBufferElementSize)); vertexBufferElementSize += SharpDX.Utilities.SizeOf <Vector3>(); } // Add colors if (assimpMesh.VertexColorChannelCount > 0) { for (int localIndex = 0, i = 0; i < assimpMesh.VertexColorChannelCount; i++) { if (assimpMesh.HasVertexColors(i)) { layout.Add(VertexElement.Normal(localIndex, Format.R32G32B32A32_Float, vertexBufferElementSize)); vertexBufferElementSize += SharpDX.Utilities.SizeOf <Color4>(); localIndex++; } } } // Add textures if (assimpMesh.TextureCoordsChannelCount > 0) { for (int localIndex = 0, i = 0; i < assimpMesh.TextureCoordsChannelCount; i++) { if (assimpMesh.HasTextureCoords(i)) { var uvCount = assimpMesh.GetUVComponentCount(i); if (uvCount == 2) { layout.Add(VertexElement.TextureCoordinate(localIndex, Format.R32G32_Float, vertexBufferElementSize)); vertexBufferElementSize += SharpDX.Utilities.SizeOf <Vector2>(); } else if (uvCount == 3) { layout.Add(VertexElement.TextureCoordinate(localIndex, Format.R32G32B32_Float, vertexBufferElementSize)); vertexBufferElementSize += SharpDX.Utilities.SizeOf <Vector3>(); } else { throw new InvalidOperationException("Unexpected uv count"); } localIndex++; } } } if (options.ModelOperations.HasFlag(ModelOperation.CalculateBarycentricCoordinates)) { layout.Add(new VertexElement("BARYCENTRIC", 0, Format.R32G32B32_Float, vertexBufferElementSize)); vertexBufferElementSize += SharpDX.Utilities.SizeOf <Vector3>(); } else // Add tangent / bitangent if (assimpMesh.HasTangentBasis) { if (!options.ExcludeElements.Contains("Tangent")) { layout.Add(VertexElement.Tangent(Format.R32G32B32A32_Float, vertexBufferElementSize)); vertexBufferElementSize += SharpDX.Utilities.SizeOf <Vector4>(); } if (!options.ExcludeElements.Contains("BiTangent")) { layout.Add(VertexElement.BiTangent(Format.R32G32B32_Float, vertexBufferElementSize)); vertexBufferElementSize += SharpDX.Utilities.SizeOf <Vector3>(); } } if (options.ModelOperations.HasFlag(ModelOperation.CalculateBarycentricCoordinates)) { WriteBarycentricVertices(assimpMesh, meshPart, vertexBuffer, vertexBufferElementSize); } else { WriteVertices(assimpMesh, meshPart, vertexBuffer, vertexBufferElementSize); } WriteIndices(assimpMesh, meshPart, indexBuffer); return(meshPart); }
private void CollectNodes(Node node) { bool isModelNode = IsModelNode(node); if (!isModelNode) { return; } // if node has meshes, create a new scene object for it if (node.MeshCount > 0) { var mesh = new ModelData.Mesh { Name = node.Name, MeshParts = new List <ModelData.MeshPart>() }; model.Meshes.Add(mesh); // Precalculate the number of vertices for bounding sphere calculation boundingPointCount = 0; for (int i = 0; i < node.MeshCount; i++) { var meshIndex = node.MeshIndices[i]; var meshPart = scene.Meshes[meshIndex]; boundingPointCount += meshPart.VertexCount; } // Reallocate the buffer if needed if (boundingPoints == null || boundingPoints.Length < boundingPointCount) { boundingPoints = new Vector3[boundingPointCount]; } currentBoundingPointIndex = 0; for (int i = 0; i < node.MeshCount; i++) { var meshIndex = node.MeshIndices[i]; var meshPart = Process(mesh, scene.Meshes[meshIndex]); var meshToPartList = registeredMeshParts[meshIndex]; if (meshToPartList == null) { meshToPartList = new List <ModelData.MeshPart>(); registeredMeshParts[meshIndex] = meshToPartList; } meshToPartList.Add(meshPart); mesh.MeshParts.Add(meshPart); } // Calculate the bounding sphere. BoundingSphere.FromPoints(boundingPoints, 0, boundingPointCount, out mesh.BoundingSphere); } // continue for all child nodes if (node.HasChildren) { foreach (var subNode in node.Children) { CollectNodes(subNode); } } }