public static odfMesh CreateMesh(WorkspaceMesh mesh, int subMeshFormat, out string[] materialNames, out int[] indices, out bool[] worldCoords, out bool[] replaceSubmeshesOption) { int numUncheckedSubmeshes = 0; foreach (ImportedSubmesh submesh in mesh.SubmeshList) { if (!mesh.isSubmeshEnabled(submesh)) { numUncheckedSubmeshes++; } } int numSubmeshes = mesh.SubmeshList.Count - numUncheckedSubmeshes; materialNames = new string[numSubmeshes]; indices = new int[numSubmeshes]; worldCoords = new bool[numSubmeshes]; replaceSubmeshesOption = new bool[numSubmeshes]; odfMesh newMesh = new odfMesh(new ObjectName(String.Empty, null), null, numSubmeshes); for (int i = 0, submeshIdx = 0; i < numSubmeshes; i++, submeshIdx++) { while (!mesh.isSubmeshEnabled(mesh.SubmeshList[submeshIdx])) { submeshIdx++; } ImportedSubmesh submesh = mesh.SubmeshList[submeshIdx]; odfSubmesh newSubmesh = new odfSubmesh(new ObjectName(String.Empty, null), null, subMeshFormat); newMesh.AddChild(newSubmesh); newSubmesh.MaterialId = ObjectID.INVALID; materialNames[i] = submesh.Material; indices[i] = submesh.Index; worldCoords[i] = submesh.WorldCoords; replaceSubmeshesOption[i] = mesh.isSubmeshReplacingOriginal(mesh.SubmeshList[submeshIdx]); List <ImportedVertex> vertexList = submesh.VertexList; List <odfVertex> newVertexList = new List <odfVertex>(vertexList.Count); for (int j = 0; j < vertexList.Count; j++) { ImportedVertex vert = vertexList[j]; odfVertex newVertex = new odfVertex(); newVertex.Normal = vert.Normal; newVertex.UV = new Vector2(vert.UV[0], vert.UV[1]); newVertex.Weights = (float[])vert.Weights.Clone(); newVertex.BoneIndices = (byte[])vert.BoneIndices.Clone(); newVertex.Position = vert.Position; newVertexList.Add(newVertex); } newSubmesh.VertexList = newVertexList; List <ImportedFace> faceList = submesh.FaceList; List <odfFace> newFaceList = new List <odfFace>(faceList.Count); for (int j = 0; j < faceList.Count; j++) { int[] vertexIndices = faceList[j].VertexIndices; odfFace newFace = new odfFace(); newFace.VertexIndices = new ushort[3] { (ushort)vertexIndices[0], (ushort)vertexIndices[1], (ushort)vertexIndices[2] }; newFaceList.Add(newFace); } newSubmesh.FaceList = newFaceList; } return(newMesh); }
public static remMesh CreateMesh(WorkspaceMesh mesh, out string[] materialNames, out int[] indices, out bool[] worldCoords, out bool[] replaceSubmeshesOption) { int numUncheckedSubmeshes = 0; foreach (ImportedSubmesh submesh in mesh.SubmeshList) { if (!mesh.isSubmeshEnabled(submesh)) { numUncheckedSubmeshes++; } } int numSubmeshes = mesh.SubmeshList.Count - numUncheckedSubmeshes; materialNames = new string[numSubmeshes]; indices = new int[numSubmeshes]; worldCoords = new bool[numSubmeshes]; replaceSubmeshesOption = new bool[numSubmeshes]; remMesh newMesh = new remMesh(numSubmeshes); newMesh.name = new remId(mesh.Name); List <remVertex> newVertices = new List <remVertex>(); List <int> newFaces = new List <int>(); List <int> newFaceMarks = new List <int>(); for (int i = 0, submeshIdx = 0; i < numSubmeshes; i++, submeshIdx++) { while (!mesh.isSubmeshEnabled(mesh.SubmeshList[submeshIdx])) { submeshIdx++; } ImportedSubmesh submesh = mesh.SubmeshList[submeshIdx]; newMesh.AddMaterial(new remId(submesh.Material)); materialNames[i] = submesh.Material; indices[i] = submesh.Index; worldCoords[i] = submesh.WorldCoords; replaceSubmeshesOption[i] = mesh.isSubmeshReplacingOriginal(submesh); List <ImportedFace> faceList = submesh.FaceList; newFaces.Capacity += faceList.Count * 3; int[] faceMarks = new int[faceList.Count]; for (int j = 0; j < faceList.Count; j++) { ImportedFace face = faceList[j]; for (int k = 0; k < 3; k++) { newFaces.Add(face.VertexIndices[k] + newVertices.Count); } faceMarks[j] = i; } newFaceMarks.AddRange(faceMarks); List <ImportedVertex> vertexList = submesh.VertexList; newVertices.Capacity += vertexList.Count; for (int j = 0; j < vertexList.Count; j++) { ImportedVertex vert = vertexList[j]; remVertex newVertex = new remVertex(); if (submesh.WorldCoords) { newVertex.Position = vert.Position; newVertex.Normal = vert.Normal; } else { newVertex.Position = new Vector3(vert.Position.X, -vert.Position.Z, vert.Position.Y); newVertex.Normal = new Vector3(vert.Normal.X, -vert.Normal.Z, vert.Normal.Y); } newVertex.UV = new Vector2(vert.UV[0], vert.UV[1]); newVertices.Add(newVertex); } } newMesh.vertices = newVertices.ToArray(); newMesh.faces = newFaces.ToArray(); newMesh.faceMarks = newFaceMarks.ToArray(); return(newMesh); }
public static SkinnedMeshRenderer CreateSkinnedMeshRenderer(Animator parser, List <Material> materials, WorkspaceMesh mesh, Matrix meshMatrix, out int[] indices, out bool[] worldCoords, out bool[] replaceSubmeshesOption) { int numUncheckedSubmeshes = 0; foreach (ImportedSubmesh submesh in mesh.SubmeshList) { if (!mesh.isSubmeshEnabled(submesh)) { numUncheckedSubmeshes++; } } int numSubmeshes = mesh.SubmeshList.Count - numUncheckedSubmeshes; indices = new int[numSubmeshes]; worldCoords = new bool[numSubmeshes]; replaceSubmeshesOption = new bool[numSubmeshes]; List <Matrix> poseMatrices = new List <Matrix>(mesh.BoneList.Count); Transform animatorTransform = parser.m_GameObject.instance.FindLinkedComponent(UnityClassID.Transform); List <PPtr <Transform> > bones = CreateBoneList(animatorTransform, meshMatrix, mesh.BoneList, poseMatrices); SkinnedMeshRenderer sMesh = new SkinnedMeshRenderer(parser.file); int totVerts = 0, totFaces = 0; sMesh.m_Materials.Capacity = numSubmeshes; foreach (ImportedSubmesh submesh in mesh.SubmeshList) { if (!mesh.isSubmeshEnabled(submesh)) { continue; } Material matFound = materials.Find ( delegate(Material mat) { return(mat.m_Name == submesh.Material); } ); sMesh.m_Materials.Add(new PPtr <Material>(matFound)); totVerts += submesh.VertexList.Count; totFaces += submesh.FaceList.Count; } Mesh uMesh = new Mesh(parser.file); uMesh.m_Name = mesh.Name; sMesh.m_Mesh = new PPtr <Mesh>(uMesh); sMesh.m_Bones = bones; uMesh.m_BindPose = poseMatrices; uMesh.m_BoneNameHashes = new List <uint>(poseMatrices.Count); for (int i = 0; i < mesh.BoneList.Count; i++) { string bone = mesh.BoneList[i].Name; uint hash = parser.m_Avatar.instance.BoneHash(bone); uMesh.m_BoneNameHashes.Add(hash); } uMesh.m_VertexData = new VertexData((uint)totVerts); uMesh.m_Skin = new List <BoneInfluence>(totVerts); uMesh.m_IndexBuffer = new byte[totFaces * 3 * sizeof(ushort)]; using (BinaryWriter vertWriter = new BinaryWriter(new MemoryStream(uMesh.m_VertexData.m_DataSize)), indexWriter = new BinaryWriter(new MemoryStream(uMesh.m_IndexBuffer))) { uMesh.m_LocalAABB.m_Center = new Vector3(Single.MaxValue, Single.MaxValue, Single.MaxValue); uMesh.m_LocalAABB.m_Extend = new Vector3(Single.MinValue, Single.MinValue, Single.MinValue); uMesh.m_SubMeshes = new List <SubMesh>(numSubmeshes); int vertIndex = 0; for (int i = 0, submeshIdx = 0; i < numSubmeshes; i++, submeshIdx++) { while (!mesh.isSubmeshEnabled(mesh.SubmeshList[submeshIdx])) { submeshIdx++; } SubMesh submesh = new SubMesh(); submesh.indexCount = (uint)mesh.SubmeshList[submeshIdx].FaceList.Count * 3; submesh.vertexCount = (uint)mesh.SubmeshList[submeshIdx].VertexList.Count; submesh.firstVertex = (uint)vertIndex; uMesh.m_SubMeshes.Add(submesh); indices[i] = mesh.SubmeshList[submeshIdx].Index; worldCoords[i] = mesh.SubmeshList[submeshIdx].WorldCoords; replaceSubmeshesOption[i] = mesh.isSubmeshReplacingOriginal(mesh.SubmeshList[submeshIdx]); List <ImportedVertex> vertexList = mesh.SubmeshList[submeshIdx].VertexList; Vector3 min = new Vector3(Single.MaxValue, Single.MaxValue, Single.MaxValue); Vector3 max = new Vector3(Single.MinValue, Single.MinValue, Single.MinValue); for (int str = 0; str < uMesh.m_VertexData.m_Streams.Count; str++) { StreamInfo sInfo = uMesh.m_VertexData.m_Streams[str]; if (sInfo.channelMask == 0) { continue; } for (int j = 0; j < vertexList.Count; j++) { ImportedVertex vert = vertexList[j]; for (int chn = 0; chn < uMesh.m_VertexData.m_Channels.Count; chn++) { ChannelInfo cInfo = uMesh.m_VertexData.m_Channels[chn]; if ((sInfo.channelMask & (1 << chn)) == 0) { continue; } vertWriter.BaseStream.Position = sInfo.offset + (j + submesh.firstVertex) * sInfo.stride + cInfo.offset; switch (chn) { case 0: Vector3 pos = vert.Position; pos.X *= -1; vertWriter.Write(pos); min = Vector3.Minimize(min, pos); max = Vector3.Maximize(max, pos); break; case 1: Vector3 normal = vert.Normal; normal.X *= -1; vertWriter.Write(normal); break; case 3: vertWriter.Write(vert.UV); break; case 5: Vector4 tangent = vert.Tangent; tangent.X *= -1; tangent.W *= -1; vertWriter.Write(tangent); break; } } if (sMesh.m_Bones.Count > 0 && sInfo.offset == 0 && uMesh.m_Skin.Count < totVerts) { BoneInfluence item = new BoneInfluence(); for (int k = 0; k < 4; k++) { item.boneIndex[k] = vert.BoneIndices[k] != 0xFF ? vert.BoneIndices[k] : 0; } vert.Weights.CopyTo(item.weight, 0); uMesh.m_Skin.Add(item); } } } vertIndex += (int)submesh.vertexCount; submesh.localAABB.m_Extend = max - min; submesh.localAABB.m_Center = min + submesh.localAABB.m_Extend / 2; uMesh.m_LocalAABB.m_Extend = Vector3.Maximize(uMesh.m_LocalAABB.m_Extend, max); uMesh.m_LocalAABB.m_Center = Vector3.Minimize(uMesh.m_LocalAABB.m_Center, min); List <ImportedFace> faceList = mesh.SubmeshList[submeshIdx].FaceList; submesh.firstByte = (uint)indexWriter.BaseStream.Position; for (int j = 0; j < faceList.Count; j++) { int[] vertexIndices = faceList[j].VertexIndices; indexWriter.Write((ushort)(vertexIndices[0] + submesh.firstVertex)); indexWriter.Write((ushort)(vertexIndices[2] + submesh.firstVertex)); indexWriter.Write((ushort)(vertexIndices[1] + submesh.firstVertex)); } } uMesh.m_LocalAABB.m_Extend -= uMesh.m_LocalAABB.m_Center; uMesh.m_LocalAABB.m_Center += uMesh.m_LocalAABB.m_Extend / 2; } return(sMesh); }