示例#1
0
        public static source makePositionsSource(ref Model3D mdl)
        {
            source src = new source();

            src.id = "positions_source";
            float_array fa = new float_array();

            fa.id = "positions";

            List <double> values = new List <double>();

            for (int id_num = 0; id_num < mdl.meshes.Count; id_num++)
            {
                int len = mdl.meshes[id_num].vertices.Length;
                for (int i = 0; i < len; i++)
                {
                    values.Add(mdl.meshes[id_num].vertices[i].X * _scale);
                    values.Add(mdl.meshes[id_num].vertices[i].Y * _scale);
                    values.Add(mdl.meshes[id_num].vertices[i].Z * _scale);
                }
            }
            fa.Values = values.ToArray();
            fa.count  = (ulong)fa.Values.LongLength;

            src.technique_common          = new sourceTechnique_common();
            src.technique_common.accessor = MakePosAccessor(fa.count / 3, fa.id);
            src.Item = fa;
            return(src);
        }
        private static source GenerateSource <T>(string id, string[] paramnames, List <T> list,
                                                 Func <T, double[]> converter)
        {
            float_array verts  = new float_array();
            source      source = new source
            {
                id   = id,
                name = id,
                Item = verts
            };

            List <double> values = new List <double>();

            int length = -1;

            foreach (T item in list)
            {
                double[] vals = converter(item);

                if (length == -1)
                {
                    length = vals.Length;
                }
                else if (vals.Length != length)
                {
                    throw new Exception("Incompatable lengths!");
                }

                values.AddRange(vals);
            }

            verts.Values = values.ToArray();
            verts.count  = (ulong)verts.Values.LongLength;
            verts.id     = id + "-data";
            verts.name   = verts.id;

            param[] indexes = new param[paramnames.Length];

            for (int i = 0; i < paramnames.Length; i++)
            {
                indexes[i] = new param
                {
                    name = paramnames[i],
                    type = "float"
                };
            }

            source.technique_common = new sourceTechnique_common
            {
                accessor = new accessor
                {
                    source = "#" + verts.id,
                    count  = (ulong)list.Count,
                    stride = (ulong)length,
                    param  = indexes
                }
            };

            return(source);
        }
示例#3
0
        public static source MakeFloatSource(string parentName, string name, string[] components, float[] values, int stride = 1, string type = "float")
        {
            var posName = parentName + "-" + name + "-array";

            // Create a shortened source name if the length exceeds 64 bytes
            if (posName.Length > 64)
            {
                var hash = MD5.Create().ComputeHash(Encoding.UTF8.GetBytes(parentName));
                parentName = string.Join("", hash.Select(c => ((int)c).ToString("X2")));
            }

            var positions = new float_array();

            positions.id = parentName + "-" + name + "-array";

            var source = new source();

            source.id   = parentName + "-" + name;
            source.name = name;

            positions.count  = (ulong)values.Length;
            positions.Values = values.Select(x => (double)x).ToArray();

            var technique = MakeAccessor(type, components, stride, values.Length / components.Length, positions.id);

            source.technique_common = technique;
            source.Item             = positions;
            return(source);
        }
示例#4
0
        internal List <float> GetTimesForBone(string bone, library_visual_scenes lvs)
        {
            List <float> ret = new List <float>();

            foreach (channel chan in mChannels)
            {
                //extract the node name and address
                int    sidx = chan.target.IndexOf('/');
                string sid  = chan.target.Substring(0, sidx);

                //ok this is tricky, the spec says that the <source>
                //referenced by the input with the JOINT semantic
                //should contain a <Name_array> that contains sids
                //to identify the joint nodes.  sids are used instead
                //of IDREFs to allow a skin controller to be instantiated
                //multiple times, where each instance can be animated
                //independently.
                //
                //So max's default collada exporter doesn't even give the
                //bones sids at all, and the other one whose name escapes
                //me gives the bones sids, but then the address element
                //says Name (note the case), so I guess you need to try
                //to match via sid first and if that fails, use name?
                node n = AnimForm.LookUpNode(lvs, sid);

                if (n == null)
                {
                    continue;
                }

                if (bone != n.name)
                {
                    continue;
                }

                //grab sampler key
                string sampKey = chan.source;

                //strip #
                sampKey = sampKey.Substring(1);

                sampler samp   = mSamplers[sampKey];
                string  srcInp = GetSourceForSemantic(samp, "INPUT");

                float_array srcTimes = mSources[srcInp].Item as float_array;

                foreach (float time in srcTimes.Values)
                {
                    float t = time;
                    if (ret.Contains(t))
                    {
                        continue;
                    }
                    ret.Add(t);
                }
            }

            return(ret);
        }
示例#5
0
        private void LoadGeometryFromCollada(CollisionGroupNode parent, geometry geo)
        {
            mesh m = geo.Item as mesh;

            // For safety, read the model's definition of where the position data is
            // and grab it from there. We could just do a search for "position" in the
            // source list names, but this makes sure there are no errors.
            InputLocal  pos_input = Array.Find(m.vertices.input, x => x.semantic == "POSITION");
            source      pos_src   = Array.Find(m.source, x => x.id == pos_input.source.Trim('#'));
            float_array pos_arr   = pos_src.Item as float_array;

            // For some reason Maya puts a leading space in the face index data,
            // so we need to trim that out before trying to parse the index string.
            triangles tris = m.Items[0] as triangles;

            string[] indices = tris.p.Trim(' ').Split(' ');
            int      stride  = tris.input.Length; // Make sure this tool can support meshes with multiple vertex attributes.

            for (int i = 0; i < indices.Length; i += stride * 3)
            {
                int vec1_index = Convert.ToInt32(indices[i]);
                int vec2_index = Convert.ToInt32(indices[i + stride]);
                int vec3_index = Convert.ToInt32(indices[i + (stride * 2)]);

                Vector3 vec1 = new Vector3((float)pos_arr.Values[vec1_index * 3],
                                           (float)pos_arr.Values[(vec1_index * 3) + 1],
                                           (float)pos_arr.Values[(vec1_index * 3) + 2]);

                Vector3 vec2 = new Vector3((float)pos_arr.Values[vec2_index * 3],
                                           (float)pos_arr.Values[(vec2_index * 3) + 1],
                                           (float)pos_arr.Values[(vec2_index * 3) + 2]);

                Vector3 vec3 = new Vector3((float)pos_arr.Values[vec3_index * 3],
                                           (float)pos_arr.Values[(vec3_index * 3) + 1],
                                           (float)pos_arr.Values[(vec3_index * 3) + 2]);

                // The benefit of using this library is that we easily got the up-axis
                // info from the file. If the up-axis was defined as Z-up, we need to
                // swap the Y and Z components of our vectors so the mesh isn't sideways.
                // (The Wind Waker is Y-up.)
                if (m_UpAxis == UpAxisType.Z_UP)
                {
                    vec1 = SwapYZ(vec1);
                    vec2 = SwapYZ(vec2);
                    vec3 = SwapYZ(vec3);
                }

                CollisionTriangle new_tri = new CollisionTriangle(vec1, vec2, vec3, parent);

                parent.Triangles.Add(new_tri);
                Triangles.Add(new_tri);
            }
        }
示例#6
0
        List <float> LerpValue(float time, float_array chanTimes, float_array chanValues, int stride)
        {
            List <float> ret = new List <float>();

            //calc totaltime
            float totalTime = chanTimes.Values[chanTimes.Values.Length - 1]
                              - chanTimes.Values[0];

            //make sure the time is in range
            float animTime = time;

            if (time > chanTimes.Values[chanTimes.Values.Length - 1])
            {
                animTime = chanTimes.Values[chanTimes.Values.Length - 1];
            }

            //locate the key index to start with
            int startIndex;

            for (startIndex = 0; startIndex < chanTimes.Values.Length; startIndex++)
            {
                if (animTime <= chanTimes.Values[startIndex])
                {
                    //back up one
                    startIndex = Math.Max(startIndex - 1, 0);
                    break;                      //found
                }
            }

            //figure out the percentage between pos1 and pos2
            //get the deltatime
            float percentage = chanTimes.Values[startIndex + 1]
                               - chanTimes.Values[startIndex];

            //convert to percentage
            percentage = 1.0f / percentage;

            //multiply by amount beyond p1
            percentage *= (animTime - chanTimes.Values[startIndex]);

            Debug.Assert(percentage >= 0.0f && percentage <= 1.0f);

            for (int i = 0; i < stride; i++)
            {
                float value = MathUtil.Lerp(
                    chanValues.Values[(startIndex * stride) + i],
                    chanValues.Values[((startIndex + 1) * stride) + i], percentage);

                ret.Add(value);
            }
            return(ret);
        }
示例#7
0
        public static source MakeFloatSource(string parentName, string name, string[] components, float[] values, int stride = 1, string type = "float")
        {
            var positions = new float_array();

            positions.id = parentName + "-" + name + "-array";

            var source = new source();

            source.id   = parentName + "-" + name;
            source.name = name;

            positions.count  = (ulong)values.Length;
            positions.Values = values.Select(x => (double)x).ToArray();

            var technique = MakeAccessor(type, components, stride, values.Length / components.Length, positions.id);

            source.technique_common = technique;
            source.Item             = positions;
            return(source);
        }
示例#8
0
        public static source makeTexCoordSource(ref Model3D mdl)
        {
            source src = new source();

            src.id = "texCoord_source";
            float_array fa = new float_array();

            fa.id = "texCoord";

            List <double> values = new List <double>();

            for (int id_num = 0; id_num < mdl.meshes.Count; id_num++)
            {
                bool clampX = mdl.meshes[id_num].texture.TextureParamS == 33071;
                bool clampY = mdl.meshes[id_num].texture.TextureParamT == 33071;
                int  len    = mdl.meshes[id_num].colors.Length;
                for (int i = 0; i < len; i++)
                {
                    float X = mdl.meshes[id_num].texCoord[i].X;
                    float Y = mdl.meshes[id_num].texCoord[i].Y;
                    if (clampX)
                    {
                        X = (X > 1.0f ? 1.0f : (X < 0.0f ? 0.0f : X));
                    }
                    if (clampY)
                    {
                        Y = (Y > 1.0f ? 1.0f : (Y < 0.0f ? 0.0f : Y));
                    }

                    values.Add(X);
                    values.Add(-Y);
                }
            }
            fa.Values = values.ToArray();
            fa.count  = (ulong)fa.Values.LongLength;

            src.technique_common          = new sourceTechnique_common();
            src.technique_common.accessor = MakeTexCoordAccessor(fa.count / 2, fa.id);
            src.Item = fa;
            return(src);
        }
示例#9
0
    static List <CELLMARK> cellmark_List  = new List <CELLMARK>();  // для текущей сцены

    static void Main()
    {
        var filesName = Directory.GetFiles(Directory.GetCurrentDirectory(), "*.cellgrup", SearchOption.AllDirectories);

        System.Threading.Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US");

        List <Model> Models = new List <Model>(); // список мешей на сцене

        foreach (var file in filesName)
        {
            byte[] array1d = File.ReadAllBytes(file);

            int ci = 0; // счётчик вхождений

//88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888

            using (var br = new BinaryReader(File.Open(file, FileMode.Open)))
            {
                for (int i = 0; i < array1d.Length; i++)                                                                        // проходим по всем байтам файла *.cellgrup
                {
                    if (array1d[i + 0] == 0x69 && array1d[i + 1] == 0x00 && array1d[i + 2] == 0x00 && array1d[i + 3] == 0x00 && // i***
                        array1d[i + 4] == 0x64 && array1d[i + 5] == 0x65 && array1d[i + 6] == 0x66 && array1d[i + 7] == 0x61 && // defa
                        array1d[i + 8] == 0x75 && array1d[i + 9] == 0x6C && array1d[i + 10] == 0x74 && array1d[i + 11] == 0x00) // ult*
                    {
                        br.BaseStream.Position = i + 12;                                                                        // отступаем от "вхождения" на i***default* байт
                        int BlockSize = br.ReadInt32();                                                                         // размер блока
                        br.ReadInt32();                                                                                         // пропускаем пустые байты [00 00 00 00]

                        int type = br.ReadInt32();                                                                              // "тип" модели

                        if (type == 1819045731)
                        {
                            ci++;         // coll[modc]
                        }
                        if (type == 1634493549)
                        {
                            ci++;                           // mdla[ttr*]
                        }
                        if (type == 6581618)                // только для rmd*[****]
                        {
                            br.BaseStream.Position = i + 4; // "возвращаемся", чтобы скопировать модель
                            Model mesh = new Model();       // создаём модель
                            mesh.BaseStreamPosition = br.BaseStream.Position;
                            mesh.type    = type;
                            mesh.index   = ci++; // присваиваем и увеличиваем индекс
                            mesh.content = br.ReadBytes(BlockSize).ToList();
                            Models.Add(mesh);    // добавляем её в список моделей на "сцене"
                        }
                        i = i + BlockSize;       // ускоряем поиск?
                    }

                    // 63 65 6C 6C 69 6E 73 74 (места моделей)

                    if (array1d[i + 0] == 0x63 && array1d[i + 1] == 0x65 && array1d[i + 2] == 0x6C && array1d[i + 3] == 0x6C && // cell
                        array1d[i + 4] == 0x69 && array1d[i + 5] == 0x6E && array1d[i + 6] == 0x73 && array1d[i + 7] == 0x74)   // inst
                    {
                        br.BaseStream.Position = i + 16;

                        int count = br.ReadInt32(); // кол-во координат для расстановки моделей

                        for (int j = 0; j < count; j++)
                        {
                            CELLINST cellinst = new CELLINST(br);
                            cellinst_List.Add(cellinst);
                        }
                    }

                    // 63 65 6C 6C 6D 61 72 6B cellmark

                    if (array1d[i + 0] == 0x63 && array1d[i + 1] == 0x65 && array1d[i + 2] == 0x6C && array1d[i + 3] == 0x6C && // cell
                        array1d[i + 4] == 0x6D && array1d[i + 5] == 0x61 && array1d[i + 6] == 0x72 && array1d[i + 7] == 0x6B)   // mark
                    {
                        br.BaseStream.Position = i + 16;

                        int count = br.ReadInt32(); // кол-во координат для расстановки моделей

                        for (int j = 0; j < count; j++)
                        {
                            CELLMARK cellmark = new CELLMARK(br);
                            cellmark_List.Add(cellmark);
                        }
                    }
                }

//88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888

                foreach (var mesh in Models)
                {
                    for (int ji = 0; ji < mesh.content.Count; ji++)
                    {
                        // ИЩЕМ ВЕРШИНЫ // v // если нашли строку "position" = 00 00 00 00 70 6F 73 69 74 69 6F 6E

                        if (mesh.content[ji + 0] == 0x70 && mesh.content[ji + 1] == 0x6F && mesh.content[ji + 2] == 0x73 && mesh.content[ji + 3] == 0x69 && // 70 6F 73 69
                            mesh.content[ji + 4] == 0x74 && mesh.content[ji + 5] == 0x69 && mesh.content[ji + 6] == 0x6F && mesh.content[ji + 7] == 0x6E)   // 74 69 6F 6E
                        {
                            br.BaseStream.Position = mesh.BaseStreamPosition + ji + 16;                                                                     // +20, если отступаем OOOO_position

                            int count = br.ReadInt32();
                            for (int j = 0; j < count; j++)
                            {
                                mesh.positionList.Add(new Vector3(br));
                            }
                        }

///////////// ИЩЕМ Vn (нормали)

                        if (mesh.content[ji + 0] == 0x6E && mesh.content[ji + 1] == 0x6F && mesh.content[ji + 2] == 0x72 && mesh.content[ji + 3] == 0x6D && // 6E 6F 72 6D
                            mesh.content[ji + 4] == 0x61 && mesh.content[ji + 5] == 0x6C && mesh.content[ji + 6] == 0x73 && mesh.content[ji + 7] == 0x00)   // 61 6C 73 00
                        {
                            br.BaseStream.Position = mesh.BaseStreamPosition + ji + 16;
                            int count = br.ReadInt32();
                            for (int j = 0; j < count; j++)
                            {
                                mesh.normalsList.Add(new Vector3(br));
                            }
                        }

///////////// ИЩЕМ ГРАНИ FACES // 70 72 69 6D // 73 ( 00 00 00 )

                        if (mesh.content[ji + 0] == 0x70 && mesh.content[ji + 1] == 0x72 && mesh.content[ji + 2] == 0x69 && mesh.content[ji + 3] == 0x6D) // 70 72 69 6D 73
                        {
                            br.BaseStream.Position = mesh.BaseStreamPosition + ji + 16;

                            int primsCount = br.ReadInt32();

                            for (int j = 0; j < primsCount; j++)
                            {
                                int faceNumber = br.ReadInt32();
                                int faceCount  = br.ReadInt32();
                                int faceSize   = br.ReadInt32();

                                List <TRI> face = new List <TRI>();

                                for (int f = 0; f < faceCount; f++)
                                {
                                    face.Add(new TRI(br, faceNumber));
                                }

                                mesh.subMeshFaces.Add(face);

                                for (int jj = 0; jj < 10; jj++)
                                {
                                    br.ReadInt32();                  // непонятные данные, мб для наложения текстур
                                }
                                if ((faceCount % 2) != 0)
                                {
                                    br.ReadUInt16();         // для "выравнивания" читается FF FF
                                }
                            }
                        }

///////////// ИЩЕМ uvs index , индексы текстурных координат // строку "textures" = // (00 00 FF FF) 74 65 78 74 75 72 65 73

                        //        if ( mesh.content[ji+0] == 0x00 && mesh.content[ji+1] == 0x00 && mesh.content[ji+2]  == 0x00 && mesh.content[ji+3]  == 0x00 && // это необходимо ?
                        if (mesh.content[ji + 0] == 0x74 && mesh.content[ji + 1] == 0x65 && mesh.content[ji + 2] == 0x78 && mesh.content[ji + 3] == 0x74 && // если да
                            mesh.content[ji + 4] == 0x75 && mesh.content[ji + 5] == 0x72 && mesh.content[ji + 6] == 0x65 && mesh.content[ji + 7] == 0x73)   // то изменить индексы
                        {
                            br.BaseStream.Position = mesh.BaseStreamPosition + ji + 16;                                                                     // или +20 в big файле
                            int count = br.ReadInt32();
                            for (int j = 0; j < count; j++)
                            {
                                mesh.texturesList.Add(br.ReadUInt16());
                            }
                        }

///////////// ТЕКСТУРНЫЕ  КООРДИНАТЫ // vt // uvs. // 75 76 73 00 00 00 00 00
                        // может попастся два набора, поэтому пока что сохраняем смещение, а затем читаем что надо

                        if (mesh.content[ji + 0] == 0x75 && mesh.content[ji + 1] == 0x76 && mesh.content[ji + 2] == 0x73 && mesh.content[ji + 3] == 0x00) // 75 76 73 00
                        {
                            uvs_offset_int_list.Add(ji);
                        }

///////////////

/*
 *            // mdlattr*
 *
 *            if ( mesh.content[ji+0] == 0x6D && mesh.content[ji+1] == 0x64 && mesh.content[ji+2] == 0x6C && mesh.content[ji+3] == 0x61 &&
 *                 mesh.content[ji+4] == 0x74 && mesh.content[ji+5] == 0x74 && mesh.content[ji+6] == 0x72 && mesh.content[ji+7] == 0x00)
 *            {
 *                br.BaseStream.Position = mesh.BaseStreamPosition + ji + 8;
 *                int BlockSize = br.ReadInt32(); br.ReadInt32(); // 00 00 00 00
 *
 *                br.ReadInt32(); // 00 00 00 00
 *                br.ReadInt32(); // 00 00 00 00
 *
 *                int defaultBlockSize = br.ReadInt32();
 *
 *                br.ReadInt32();
 *                br.ReadInt32();
 *            }
 */
///////////// mtlctrl* // 6D 74 6C 63 74 72 6C 00

                        if (mesh.content[ji + 0] == 0x6D && mesh.content[ji + 1] == 0x74 && mesh.content[ji + 2] == 0x6C && mesh.content[ji + 3] == 0x63 && // 6D 74 6C 63
                            mesh.content[ji + 4] == 0x74 && mesh.content[ji + 5] == 0x72 && mesh.content[ji + 6] == 0x6C && mesh.content[ji + 7] == 0x00)   // 74 72 6C 00
                        {
                            br.BaseStream.Position = mesh.BaseStreamPosition + ji + 16;
                            int count = br.ReadInt32();
                            for (int j = 0; j < count; j++)
                            {
                                Mtlctrl mtlctrl = new Mtlctrl(br);
                                mesh.mtlctrlList.Add(mtlctrl);
                            }
                        }

///////////// mlyrcolr ??? привильно ли я добавляю в список? по "сомнению" надо выделить три "строки" в один объект

                        if (mesh.content[ji + 0] == 0x6D && mesh.content[ji + 1] == 0x6C && mesh.content[ji + 2] == 0x79 && mesh.content[ji + 3] == 0x72 && // 6D 6C 79 72
                            mesh.content[ji + 4] == 0x63 && mesh.content[ji + 5] == 0x6F && mesh.content[ji + 6] == 0x6C && mesh.content[ji + 7] == 0x72)   // 63 6F 6C 72
                        {
                            br.BaseStream.Position = mesh.BaseStreamPosition + ji + 20;
                            int count = br.ReadInt32();

                            for (int j = 0; j < count; j++)
                            {
                                for (int jj = 0; jj < 3; jj++)
                                {
                                    Mlyrcolr mlyrcolr = new Mlyrcolr(br);
                                    mesh.mlyrcolrList.Add(mlyrcolr);
                                }
                            }
                        }

///////////// mlyrctrl +++

                        if (mesh.content[ji + 0] == 0x6D && mesh.content[ji + 1] == 0x6C && mesh.content[ji + 2] == 0x79 && mesh.content[ji + 3] == 0x72 && // 6D 6C 79 72
                            mesh.content[ji + 4] == 0x63 && mesh.content[ji + 5] == 0x74 && mesh.content[ji + 6] == 0x72 && mesh.content[ji + 7] == 0x6C)   // 63 74 72 6C
                        {
                            br.BaseStream.Position = mesh.BaseStreamPosition + ji + 16;
                            int flag  = br.ReadInt32(); // 0 или 1
                            int count = br.ReadInt32();

                            for (int j = 0; j < count; j++)
                            {
                                Mlyrctrl m = new Mlyrctrl(br);
                                mesh.mlyrctrlList.Add(m);
                            }
                        }

///////////// texture* +++

                        if (mesh.content[ji + 0] == 0x74 && mesh.content[ji + 1] == 0x65 && mesh.content[ji + 2] == 0x78 && mesh.content[ji + 3] == 0x74 && // 74 65 78 74
                            mesh.content[ji + 4] == 0x75 && mesh.content[ji + 5] == 0x72 && mesh.content[ji + 6] == 0x65 && mesh.content[ji + 7] == 0x00)   // 75 72 65 00
                        {
                            br.BaseStream.Position = mesh.BaseStreamPosition + ji + 20;                                                                     // br.BaseStream.Position = mesh.BaseStreamPosition + ji + 20;

                            int count = br.ReadInt32();

                            for (int j = 0; j < count; j++)
                            {
                                Texture thz = new Texture(br);
                                mesh.texture_List.Add(thz);
                            }
                        }

///////////// vtxweigh +++

                        if (mesh.content[ji + 0] == 0x76 && mesh.content[ji + 1] == 0x74 && mesh.content[ji + 2] == 0x78 && mesh.content[ji + 3] == 0x77 && // 76 74 78 77
                            mesh.content[ji + 4] == 0x65 && mesh.content[ji + 5] == 0x69 && mesh.content[ji + 6] == 0x67 && mesh.content[ji + 7] == 0x68)   // 65 69 67 68
                        {
                            br.BaseStream.Position = mesh.BaseStreamPosition + ji + 16;
                            int count = br.ReadInt32();
                            for (int ii = 0; ii < count; ii++)
                            {
                                mesh.vtxweighList.Add(br.ReadSingle());
                            }
                        }

///////////// jointidx +++

                        if (mesh.content[ji + 0] == 0x6A && mesh.content[ji + 1] == 0x6F && mesh.content[ji + 2] == 0x69 && mesh.content[ji + 3] == 0x6E && // 6A 6F 69 6E // join
                            mesh.content[ji + 4] == 0x74 && mesh.content[ji + 5] == 0x69 && mesh.content[ji + 6] == 0x64 && mesh.content[ji + 7] == 0x78)   // 74 69 64 78 // tidx
                        {
                            br.BaseStream.Position = mesh.BaseStreamPosition + ji + 16;

                            int count = br.ReadInt32();

                            for (int j = 0; j < count; j++)
                            {
                                mesh.jointidxList.Add(br.ReadUInt16());
                            }

                            int ffff = 0;
                            if (count % 2 != 0)
                            {
                                ffff = br.ReadUInt16();
                            }
                        }

///////////// collmodc
                    } // для массива внутри модели

//88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888
//88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888
//88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888

                    if (uvs_offset_int_list.Count > 0)
                    {
                        br.BaseStream.Position = mesh.BaseStreamPosition + uvs_offset_int_list[0] + 8;
                        int BlockSizeU0 = br.ReadInt32();  br.ReadInt32();
                        int number0     = br.ReadInt32(); // 00 00 00 00
                        int uvsCount    = br.ReadInt32();

                        for (int uvc = 0; uvc < uvsCount; uvc++)
                        {
                            mesh.uvs0.Add(new Vector2(br));
                        }

                        mesh.uvsList.Add(mesh.uvs0);
                    }

                    if (uvs_offset_int_list.Count > 1)
                    {
                        br.BaseStream.Position = mesh.BaseStreamPosition + uvs_offset_int_list[1] + 8;
                        int BlockSizeU1 = br.ReadInt32();  br.ReadInt32();
                        int number1     = br.ReadInt32(); // 01 00 00 00
                        int uvsCount    = br.ReadInt32();

                        for (int uvc = 0; uvc < uvsCount; uvc++)
                        {
                            mesh.uvs1.Add(new Vector2(br));
                        }

                        mesh.uvsList.Add(mesh.uvs1);
                    }

                    uvs_offset_int_list.Clear(); // обязательно очищаем для другой модели
                } // для каждой модели
            } //  binary reader

//88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888
//88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888
//88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888

            string name = file.Replace(".cellgrup", "");

            library_geometries lgeom = new library_geometries() // создаём библиотеку мешей
            {
                geometry = new geometry[Models.Count]           // в библиотеке геометрии Models.Count мешей
            };

/////////////////////////////////////////////////////////////////////////////////////////////////

            int qqq = 0;                 // шагаем по списку геометрий в файле

            foreach (var mesh in Models) // для каждой модели
            {
//-----------------------------------------------------------------------------------------------

                //{ создаём массив координат для вершин модели

                float_array xyz_N_array = new float_array() // массив для координат
                {
                    count = (ulong)mesh.positionList.Count * 3,
                    id    = "mesh_" + mesh.index + "_positions_array"
                };

                float_coords = new List <double>();

                foreach (var fl in mesh.positionList)
                {
                    float_coords.Add(fl.x);
                    float_coords.Add(fl.y);
                    float_coords.Add(fl.z);
                }

                xyz_N_array.Values = float_coords.ToArray();

//----------------------------------

                source pos_source = new source() //  источник для координат
                {
                    Item = xyz_N_array,
                    id   = "mesh_" + mesh.index + "_positions",

                    technique_common = new sourceTechnique_common()
                    {
                        accessor = new accessor()
                        {
                            count  = (ulong)mesh.positionList.Count,
                            offset = 0L,
                            source = "#" + xyz_N_array.id,
                            stride = 3L,
                            param  = new param[]
                            {
                                new param()
                                {
                                    name = "X", type = "float"
                                },
                                new param()
                                {
                                    name = "Y", type = "float"
                                },
                                new param()
                                {
                                    name = "Z", type = "float"
                                }
                            }
                        }
                    }
                };
                //}

//-----------------------------------------------------------------------------------------------

/*
 *      //{ создаём массив координат для нормалей модели
 *
 *          float_array xyz_Normals = new float_array()
 *          {
 *              count = (ulong)mesh.normalsList.Count * 3;
 *              id    = "mesh_" + mesh.index + "_normals_array";
 *          }
 *
 *          float_coords = new List<double>();
 *
 *          foreach(var fl in mesh.positionList)
 *          {
 *              float_coords.Add(fl.x);
 *              float_coords.Add(fl.y);
 *              float_coords.Add(fl.z);
 *          }
 *
 *          xyz_Normals.Values = float_coords.ToArray();
 *
 * //----------------------------------
 *
 *          source norm_source = new source()
 *          {
 *              Item  =  xyz_N_array,
 *              id    =  "mesh_" + mesh.index + "_positions",
 *
 *              technique_common = new sourceTechnique_common()
 *              {
 *                  accessor = new accessor()
 *                  {
 *                    count = (ulong)mesh.positionList.Count,
 *                    offset = 0L,
 *                    source = "#" + xyz_N_array.id,
 *                    stride = 3L,
 *
 *                    param = new param[]
 *                    {
 *                      new param()  {  name = "X",  type = "float" },
 *                      new param()  {  name = "Y",  type = "float" },
 *                      new param()  {  name = "Z",  type = "float" }
 *                    }
 *                  }
 *              }
 *          };
 *      //}
 */

//-----------------------------------------------------------------------------------------------

                vertices v = new vertices() //  вершины = часть объекта mesh
                {
                    id = "mesh_" + mesh.index + "_vertices",

                    input = new InputLocal[]
                    {
                        new InputLocal() // пока что только коорднаты
                        {
                            semantic = "POSITION",
                            source   = "#" + pos_source.id
                        }
                    }
                };

//-----------------------------------------------------------------------------------------------

                int faceNumber = 0;

                foreach (var q in mesh.subMeshFaces)
                {
                    foreach (var qq in q)
                    {
                        faceNumber++;
                    }
                }

                triangles tres = new triangles() //  треугольники = часть объекта mesh
                {
                    count = (ulong)faceNumber,
                    input = new InputLocalOffset[]
                    {
                        new InputLocalOffset() //  пока что только для координат
                        {
                            semantic = "VERTEX",
                            offset   = 0L,
                            source   = "#" + v.id
                        }
                    }
                };

//----------------------------------

                StringBuilder all_TRI = new StringBuilder();

                foreach (var q in mesh.subMeshFaces)
                {
                    foreach (var qq in q)
                    {
                        string str = qq.vi0 + " " + qq.vi1 + " " + qq.vi2 + " ";
                        all_TRI.Append(str);
                    }
                }

                tres.p = all_TRI.ToString();

//-----------------------------------------------------------------------------------------------

                mesh m = new mesh() //  создаём объект меша
                {
                    vertices = v,

                    source = new source[1] //  пока что только 1 источник для position
                    {
                        pos_source
                    },

                    Items = new object[1] //  для треугольников
                    {
                        tres
                    }
                };

//-----------------------------------------------------------------------------------------------

                geometry geom = new geometry()   // создаём оболочку для меши
                {
                    id   = "mesh_" + mesh.index, // задаём ей имя mesh_№
                    Item = m
                };

                lgeom.geometry[qqq++] = geom;
            } // для каждой модели в файле cellgrup создаём блоки с геометрией

//88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888

            library_visual_scenes lvs = new library_visual_scenes(); // создаём библиотеку сцен

            visual_scene vs = new visual_scene()                     //  создаём сцену, вроде всегда одна
            {
                id   = "MyScene",                                    //  обзываем её
                node = new node[Models.Count]                        //  добавляем узлы для моделей на сцене
            };

//===============================================================================================

            qqq = 0; // шагаем по списку мешей, создаём им ноды, задаём расположение

            foreach (var mesh in Models)
            {
//----------------------------------

                node n = new node()
                {
                    id = "mesh" + mesh.index,

                    instance_geometry = new instance_geometry[]
                    {
                        new instance_geometry()
                        {
                            url = "#" + lgeom.geometry[qqq].id
                        }
                    }
                };

//----------------------------------

                n.ItemsElementName = new ItemsChoiceType2[5]
                {
                    ItemsChoiceType2.translate,
                    ItemsChoiceType2.rotate,
                    ItemsChoiceType2.rotate,
                    ItemsChoiceType2.rotate,
                    ItemsChoiceType2.scale
                };

//----------------------------------

                float xx = 0.0f;
                float yy = 0.0f;
                float zz = 0.0f;

                float rx = 0.0f;
                float ry = 0.0f;
                float rz = 0.0f;

                for (int ccc = 0; ccc < cellinst_List.Count; ccc++)
                {
                    if (mesh.index == cellinst_List[ccc].number)
                    {
                        xx = cellinst_List[ccc].position.x;
                        yy = cellinst_List[ccc].position.y;
                        zz = cellinst_List[ccc].position.z;

                        rx = cellinst_List[ccc].rotation.x;
                        ry = cellinst_List[ccc].rotation.y;
                        rz = cellinst_List[ccc].rotation.z;
                    }
                }

                for (int ccc = 0; ccc < cellmark_List.Count; ccc++)
                {
                    if (mesh.index == cellmark_List[ccc].number1)
                    {
                        xx = cellmark_List[ccc].position.x;
                        yy = cellmark_List[ccc].position.y;
                        zz = cellmark_List[ccc].position.z;

                        rx = cellmark_List[ccc].rotation.x;
                        ry = cellmark_List[ccc].rotation.y;
                        rz = cellmark_List[ccc].rotation.z;
                    }
                }

//----------------------------------

                n.Items = new object[5]
                {
                    new TargetableFloat3()
                    {
                        sid    = "location", // translate
                        Values = new double[3] {
                            xx, yy, zz
                        }
                    },

                    new rotate()
                    {
                        sid = "rotationX", Values = new double[4] {
                            0, 0, 1, rz *57.5
                        }
                    },                                                                           // Z
                    new rotate()
                    {
                        sid = "rotationY", Values = new double[4] {
                            0, 1, 0, ry *57.5
                        }
                    },                                                                           // Y почему такой "угол" ?
                    new rotate()
                    {
                        sid = "rotationZ", Values = new double[4] {
                            1, 0, 0, rx *57.5
                        }
                    },                                                                           // X

                    new TargetableFloat3()
                    {
                        sid = "scale", Values = new double[3] {
                            1, 1, 1
                        }
                    }
                };

//----------------------------------

                vs.node[qqq] = n;

                qqq++;
            } // для каждой модели в файле cellgrup

//-----------------------------------------------------------------------------------------------

            lvs.visual_scene = new visual_scene[1] // создаём массив для сцен
            {
                vs                                 // добавляем visual_scene в library_visual_scenes
            };

//-----------------------------------------------------------------------------------------------

            COLLADA collada = new COLLADA()
            {
                asset = new asset()
                {
                    up_axis = UpAxisType.Z_UP
                },

                Items = new object[] // для библиотеки мешей и сцен
                {
                    lgeom,           // присваиваем колладе библиотеку геометрию
                    lvs              // в массив Item добавляем библиотеку сцен
                },

                scene = new COLLADAScene()
                {
                    instance_visual_scene = new InstanceWithExtra()
                    {
                        url = "#" + vs.id
                    }
                }
            };

//88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888

            collada.Save(name + ".dae");

            Models.Clear();

            cellinst_List.Clear();
            cellmark_List.Clear();

//88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888
        } // для каждого cellgrup файла
    }     // void Main()
示例#10
0
        internal DAEGeometry(DAELoaderNode loader, geometry geo)
        {
            if (geo.Item == null || !(geo.Item is mesh))
            {
                // empty or not supported geometry
                return;
            }

            mesh m = geo.Item as mesh;

            // load sources
            Dictionary <string, MeshSource> sources = new Dictionary <string, MeshSource>();

            foreach (source src in m.source)
            {
                if (src.Item is float_array)
                {
                    float_array values = src.Item as float_array;
                    int         stride = (int)src.technique_common.accessor.stride;
                    sources.Add(src.id, new MeshSource(values.Values, stride));
                }
            }

            // load positions
            foreach (InputLocal input in m.vertices.input)
            {
                if (input.semantic.Equals("POSITION"))
                {
                    sources.Add(m.vertices.id, sources[DAEUtils.GetUrl(input.source).Id]);
                    break;
                }
            }

            // load primitives
            foreach (var item in m.Items)
            {
                // load triangles
                if (item is triangles)
                {
                    triangles tris = item as triangles;

                    DAEVertexDescription[] vertices = new DAEVertexDescription[tris.count * 3];
                    int[] p        = DAEUtils.StringToIntArray(tris.p);
                    int   stepSize = p.Length / ((int)tris.count * 3);
                    foreach (InputLocalOffset input in tris.input)
                    {
                        SetVertices(input, p, stepSize, sources, vertices);
                    }

                    if (!ContainsTangents(tris.input))
                    {
                        GenerateMeshTangents(vertices);
                    }

                    _triangles.Add(new DAETriangles(loader, vertices, tris.material));
                }
                else if (item is polylist)
                {
                    polylist polys = item as polylist;

                    int[] polyVertexCounts = DAEUtils.StringToIntArray(polys.vcount);
                    int   vertexCount      = 0;
                    int   triCount         = 0;
                    for (int i = 0; i < polyVertexCounts.Length; i++)
                    {
                        vertexCount += polyVertexCounts[i];
                        triCount    += polyVertexCounts[i] - 2;
                    }

                    DAEVertexDescription[] polyVertices = new DAEVertexDescription[vertexCount];
                    int[] p        = DAEUtils.StringToIntArray(polys.p);
                    int   stepSize = p.Length / vertexCount;

                    foreach (InputLocalOffset input in polys.input)
                    {
                        SetVertices(input, p, stepSize, sources, polyVertices);
                    }

                    // triangulation
                    DAEVertexDescription[] triVertices = new DAEVertexDescription[triCount * 3];
                    int triVertexIdx  = 0;
                    int polyVertexIdx = 0;
                    for (int i = 0; i < polyVertexCounts.Length; i++)
                    {
                        int triVertex = 0;
                        for (int k = 0; k < polyVertexCounts[i]; k++)
                        {
                            if (triVertex == 3)
                            {
                                triVertex = 1;
                                k--;

                                // repeat first vertex
                                triVertices[triVertexIdx++] = polyVertices[polyVertexIdx];
                            }

                            triVertices[triVertexIdx++] = polyVertices[polyVertexIdx + k];
                            triVertex++;
                        }

                        // skip to next polygon
                        polyVertexIdx += polyVertexCounts[i];
                    }

                    if (!ContainsTangents(polys.input))
                    {
                        GenerateMeshTangents(triVertices);
                    }

                    _triangles.Add(new DAETriangles(loader, triVertices, polys.material));
                }
            }
        }
示例#11
0
        public Result Execute(ExternalCommandData commandData, ref string message, ElementSet elements)
        {
            COLLADA model = new COLLADA();

            // init new
            model.asset = new asset();
            model.asset.contributor[1] = new assetContributor();
            model.asset.contributor[0] = new assetContributor();

            model.asset.unit    = new assetUnit();
            model.asset.up_axis = new UpAxisType();

            model.Items = new object[1];

            // asset
            model.asset.contributor[0].author         = "caimagic";
            model.asset.contributor[0].authoring_tool = "FBX COLLADA exporter";
            model.asset.contributor[0].comments       = "hello world";
            model.asset.unit.meter = 0.01;
            model.asset.unit.name  = "centimer";
            model.asset.up_axis    = UpAxisType.Y_UP;

            // library_geometries
            library_geometries library_geom = new library_geometries();

            library_geom.geometry[1] = new geometry();
            library_geom.geometry[0] = new geometry();

            geometry geom = new geometry();

            mesh geomMesh = new mesh();

            geomMesh.source[3] = new source();
            geomMesh.source[0] = new source();
            geomMesh.source[1] = new source();
            geomMesh.source[2] = new source();

            float_array            position_float_array      = new float_array();
            float_array            normal_float_array        = new float_array();
            float_array            uv_float_array            = new float_array();
            sourceTechnique_common position_technique_common = new sourceTechnique_common();
            sourceTechnique_common normal_technique_common   = new sourceTechnique_common();
            sourceTechnique_common uv_technique_common       = new sourceTechnique_common();

            position_float_array.id    = "Plane001-POSITION-array";
            position_float_array.count = 9;
            //根据count创建一个数组
            position_float_array.Values    = new double[position_float_array.count];
            position_float_array.Values[0] = -49.719101f;
            position_float_array.Values[1] = -41.011238f;
            position_float_array.Values[2] = 0.000000f;
            position_float_array.Values[3] = 49.719101f;
            position_float_array.Values[4] = -41.011238f;
            position_float_array.Values[5] = 0.000000f;
            position_float_array.Values[6] = -49.719101f;
            position_float_array.Values[7] = 41.011238f;
            position_float_array.Values[8] = 0.000000f;

            position_technique_common.accessor = new accessor();

            /*
             * 创建数组的几种形式
             * double[] array = new double[10];
             * double[] array = { 0.0, 1.1, 2.2};
             * double[] array = new double[5]  { 99,  98, 92, 97, 95};
             * double[] array = new double[  ]  { 99,  98, 92, 97, 95};
             * double[] another_array = array;*/
            position_technique_common.accessor.param         = new param[3];
            position_technique_common.accessor.param[0]      = new param();
            position_technique_common.accessor.param[1]      = new param();
            position_technique_common.accessor.param[2]      = new param();
            position_technique_common.accessor.source        = "#" + position_float_array.id;
            position_technique_common.accessor.count         = 3;
            position_technique_common.accessor.stride        = 3;
            position_technique_common.accessor.param[0].name = "X";
            position_technique_common.accessor.param[0].type = "float";
            position_technique_common.accessor.param[1].name = "Y";
            position_technique_common.accessor.param[1].type = "float";
            position_technique_common.accessor.param[2].name = "Z";
            position_technique_common.accessor.param[2].type = "float";

            normal_float_array.id        = "Plane001-Normal0-array";
            normal_float_array.count     = 9;
            normal_float_array.Values    = new double[normal_float_array.count];
            normal_float_array.Values[0] = 0.0f;
            normal_float_array.Values[1] = 0.0f;
            normal_float_array.Values[2] = 1.0f;
            normal_float_array.Values[3] = 0.0f;
            normal_float_array.Values[4] = 0.0f;
            normal_float_array.Values[5] = 1.0f;
            normal_float_array.Values[6] = 0.0f;
            normal_float_array.Values[7] = 0.0f;
            normal_float_array.Values[8] = 1.0f;

            normal_technique_common.accessor               = new accessor();
            normal_technique_common.accessor.param         = new param[3];
            normal_technique_common.accessor.param[0]      = new param();
            normal_technique_common.accessor.param[1]      = new param();
            normal_technique_common.accessor.param[2]      = new param();
            normal_technique_common.accessor.source        = "#" + normal_float_array.id;
            normal_technique_common.accessor.count         = 3;
            normal_technique_common.accessor.stride        = 3;
            normal_technique_common.accessor.param[0].name = "X";
            normal_technique_common.accessor.param[0].type = "float";
            normal_technique_common.accessor.param[1].name = "Y";
            normal_technique_common.accessor.param[1].type = "float";
            normal_technique_common.accessor.param[2].name = "Z";
            normal_technique_common.accessor.param[2].type = "float";

            uv_float_array.id        = "Plane001-UV0-array";
            uv_float_array.count     = 6;
            uv_float_array.Values    = new double[uv_float_array.count];
            uv_float_array.Values[0] = 1.0000f;
            uv_float_array.Values[1] = 0.0000f;
            uv_float_array.Values[2] = 0.0000f;
            uv_float_array.Values[3] = 0.0000f;
            uv_float_array.Values[4] = 1.0000f;
            uv_float_array.Values[5] = 1.0000f;

            uv_technique_common.accessor               = new accessor();
            uv_technique_common.accessor.param         = new param[2];
            uv_technique_common.accessor.param[0]      = new param();
            uv_technique_common.accessor.param[1]      = new param();
            uv_technique_common.accessor.source        = "#" + uv_float_array.id;
            uv_technique_common.accessor.count         = 3;
            uv_technique_common.accessor.stride        = 2;
            uv_technique_common.accessor.param[0].name = "S";
            uv_technique_common.accessor.param[0].type = "float";
            uv_technique_common.accessor.param[1].name = "T";
            uv_technique_common.accessor.param[1].type = "float";

            geomMesh.source[0].id               = "Plane001-POSITION";
            geomMesh.source[0].Item             = position_float_array;
            geomMesh.source[0].technique_common = position_technique_common;
            geomMesh.source[1].id               = "Plane001-Normal0";
            geomMesh.source[1].Item             = normal_float_array;
            geomMesh.source[1].technique_common = normal_technique_common;
            geomMesh.source[2].id               = "Plane001-UV0";
            geomMesh.source[2].Item             = uv_float_array;
            geomMesh.source[2].technique_common = uv_technique_common;

            geomMesh.vertices                   = new vertices();
            geomMesh.vertices.input[0]          = new InputLocal();
            geomMesh.vertices.input[0].semantic = "POSITION";
            geomMesh.vertices.input[0].source   = "#Plane001-POSITION";
            geomMesh.vertices.id                = "Plane001-VERTEX";

            triangles meshTriangle = new triangles();

            meshTriangle.count             = 1;
            meshTriangle.input             = new InputLocalOffset[3];
            meshTriangle.input[0]          = new InputLocalOffset();
            meshTriangle.input[1]          = new InputLocalOffset();
            meshTriangle.input[2]          = new InputLocalOffset();
            meshTriangle.input[0].semantic = "VERTEX";
            meshTriangle.input[0].offset   = 0;
            meshTriangle.input[0].source   = "#Plane001-VERTEX";
            meshTriangle.input[1].semantic = "NORMAL";
            meshTriangle.input[1].offset   = 1;
            meshTriangle.input[1].source   = "#Plane001-Normal0";
            meshTriangle.input[2].semantic = "TEXCOORD";
            meshTriangle.input[2].offset   = 2;
            meshTriangle.input[2].set      = 0;
            meshTriangle.input[2].source   = "#Plane001-UV0";

            string p = "";

            int[] pArray = new int[9];
            pArray[0] = 0;
            pArray[1] = 0;
            pArray[2] = 0;
            pArray[3] = 1;
            pArray[4] = 1;
            pArray[5] = 1;
            pArray[6] = 2;
            pArray[7] = 2;
            pArray[8] = 2;
            foreach (var data in pArray)
            {
                if (data is int)
                {
                    p += " " + data.ToString();
                }
            }
            meshTriangle.p = p;

            geomMesh.Items    = new object[1];
            geomMesh.Items[0] = new object();
            geomMesh.Items[0] = meshTriangle;

            geom.Item = geomMesh;
            geom.id   = "Plane001-lib";
            geom.name = "Plane001Mesh";
            library_geom.geometry[0] = geom;

            // library_visual_scenes
            library_visual_scenes lib_visual_scene = new library_visual_scenes();

            lib_visual_scene.visual_scene    = new visual_scene[1];
            lib_visual_scene.visual_scene[0] = new visual_scene();

            visual_scene visaul = new visual_scene();

            visaul.node         = new node[1];
            visaul.node[0]      = new node();
            visaul.node[0].name = "Triangle001";
            visaul.node[0].id   = "Triangle001";
            visaul.node[0].sid  = "Triangle001";

            visaul.node[0].instance_geometry        = new instance_geometry[1];
            visaul.node[0].instance_geometry[0]     = new instance_geometry();
            visaul.node[0].instance_geometry[0].url = "#Plane001-lib";

            visaul.node[0].extra                         = new extra[1];
            visaul.node[0].extra[0]                      = new extra();
            visaul.node[0].extra[0].technique            = new technique[1];
            visaul.node[0].extra[0].technique[0]         = new technique();
            visaul.node[0].extra[0].technique[0].profile = "FCOLLADA";

            visaul.name = "cube";
            visaul.id   = "cube";

            lib_visual_scene.visual_scene[0] = visaul;

            model.Items    = new object[2];
            model.Items[0] = library_geom;
            model.Items[1] = lib_visual_scene;

            model.scene = new COLLADAScene();
            model.scene.instance_visual_scene     = new InstanceWithExtra();
            model.scene.instance_visual_scene.url = "#" + visaul.id;

            model.Save("C:\\ProgramData\\Autodesk\\revit\\Addins\\2020\\dd.dae");
            return(0);
        }
        private static void ParseVertexSource(ref STVertex vertex, ColladaScene scene, source source,
                                              int numTexCoordChannels, int numColorChannels, int stride, int index, int set, string semantic)
        {
            float_array array = source.Item as float_array;

            switch (semantic)
            {
            case "VERTEX":
            case "POSITION":
                vertex.Position = new Vector3(
                    (float)array.Values[index + 0],
                    (float)array.Values[index + 1],
                    (float)array.Values[index + 2]);
                vertex.Position = ApplyUintScaling(scene, vertex.Position);
                if (scene.UpAxisType == UpAxisType.Z_UP)
                {
                    vertex.Position = new Vector3(
                        vertex.Position.X,
                        vertex.Position.Z,
                        -vertex.Position.Y);
                }
                break;

            case "NORMAL":
                vertex.Normal = new Vector3(
                    (float)array.Values[index + 0],
                    (float)array.Values[index + 1],
                    (float)array.Values[index + 2]);
                if (scene.UpAxisType == UpAxisType.Z_UP)
                {
                    vertex.Normal = new Vector3(
                        vertex.Normal.X,
                        vertex.Normal.Z,
                        -vertex.Normal.Y);
                }
                break;

            case "TEXCOORD":
                vertex.TexCoords[set] = new Vector2(
                    (float)array.Values[index + 0],
                    (float)array.Values[index + 1]);
                break;

            case "COLOR":
                float R = 1, G = 1, B = 1, A = 1;
                if (stride >= 1)
                {
                    R = (float)array.Values[index + 0];
                }
                if (stride >= 2)
                {
                    G = (float)array.Values[index + 1];
                }
                if (stride >= 3)
                {
                    B = (float)array.Values[index + 2];
                }
                if (stride >= 4)
                {
                    A = (float)array.Values[index + 3];
                }
                vertex.Colors[set] = new Vector4(R, G, B, A);
                break;
            }

            //We need to make sure the axis is converted to Z up

            /*  switch (scene.UpAxisType)
             * {
             *    case UpAxisType.X_UP:
             *        break;
             *    case UpAxisType.Y_UP:
             *        Vector3 pos = vertex.Position;
             *        Vector3 nrm = vertex.Normal;
             *        //   vertex.Position = new Vector3(pos.X, pos.Z, pos.Y);
             *        //    vertex.Normal = new Vector3(nrm.X, nrm.Z, nrm.Y);
             *        break;
             * }*/
        }
示例#13
0
        public void Export(RootEntity[] entities, string selectedPath)
        {
            for (int i = 0; i < entities.Length; i++)
            {
                var entity     = entities[i];
                var modelCount = entity.ChildEntities.Length;
                var geometries = new library_geometries
                {
                    geometry = new geometry[modelCount]
                };
                var          visualSceneNodes = new node[modelCount];
                const string visualSceneName  = "visual-scene";
                var          visualScenes     = new library_visual_scenes
                {
                    visual_scene = new[]
                    {
                        new visual_scene
                        {
                            id   = visualSceneName,
                            name = visualSceneName,
                            node = visualSceneNodes
                        }
                    }
                };
                for (int j = 0; j < modelCount; j++)
                {
                    var model             = (ModelEntity)entity.ChildEntities[j];
                    var modelName         = string.Format("model-{0}-lib", j);
                    var materialName      = string.Format("{0}-material", modelName);
                    var triangleCount     = model.Triangles.Count();
                    var elementGroupCount = triangleCount * 3;
                    var elementCount      = elementGroupCount * 3;

                    var acessorParams = new[]
                    {
                        new param
                        {
                            name = "X",
                            type = "float"
                        },
                        new param
                        {
                            name = "Y",
                            type = "float"
                        },
                        new param
                        {
                            name = "Z",
                            type = "float"
                        }
                    };

                    #region Position

                    var positionArrayName = string.Format("{0}-positions-array", modelName);
                    var positionAccessor  = new accessor
                    {
                        count  = (ulong)elementGroupCount,
                        offset = 0,
                        source = string.Format("#{0}", positionArrayName),
                        stride = 3,
                        param  = acessorParams
                    };
                    var positionTechnique = new sourceTechnique_common
                    {
                        accessor = positionAccessor
                    };
                    var positionArrayValues = new double[elementCount];
                    var positionArray       = new float_array
                    {
                        id     = positionArrayName,
                        count  = (ulong)elementCount,
                        Values = positionArrayValues
                    };
                    var positionName   = string.Format("{0}-positions", modelName);
                    var positionSource = new source
                    {
                        id               = positionName,
                        name             = "position",
                        Item             = positionArray,
                        technique_common = positionTechnique
                    };
                    #endregion

                    #region Normal
                    var normalArrayName = string.Format("{0}-normals-array", modelName);
                    var normalAccessor  = new accessor
                    {
                        count  = (ulong)elementGroupCount,
                        offset = 0,
                        source = string.Format("#{0}", normalArrayName),
                        stride = 3,
                        param  = acessorParams
                    };
                    var normalTechinique =
                        new sourceTechnique_common
                    {
                        accessor = normalAccessor
                    };
                    var normalArrayValues = new double[elementCount];
                    var normalArray       = new float_array
                    {
                        id     = normalArrayName,
                        count  = (ulong)elementCount,
                        Values = normalArrayValues
                    };
                    var normalName   = string.Format("{0}-normals", modelName);
                    var normalSource = new source
                    {
                        id               = normalName,
                        name             = "normal",
                        Item             = normalArray,
                        technique_common = normalTechinique
                    };
                    #endregion

                    #region Processing
                    var triangleIndices = new StringBuilder();
                    for (int l = 0; l < model.Triangles.Length; l++)
                    {
                        var triangle = model.Triangles[l];
                        for (var k = 0; k < 3; k++)
                        {
                            var elementIndex = l * 3 + k;

                            var vertex = triangle.Vertices[k];
                            var normal = triangle.Normals[k];
                            var color  = triangle.Colors[k];
                            var uv     = triangle.Uv[k];

                            positionArrayValues[elementIndex]     = vertex.X;
                            positionArrayValues[elementIndex + 1] = vertex.Y;
                            positionArrayValues[elementIndex + 2] = vertex.Z;

                            normalArrayValues[elementIndex]     = normal.X;
                            normalArrayValues[elementIndex + 1] = normal.Y;
                            normalArrayValues[elementIndex + 2] = normal.Z;

                            triangleIndices.Append(elementIndex);
                            triangleIndices.Append(" ");
                        }
                    }

                    #endregion

                    #region Vertices
                    var verticesName = string.Format("{0}-vertices", modelName);
                    var triangles    = new triangles
                    {
                        count    = (ulong)triangleCount,
                        material = materialName,
                        input    = new[]
                        {
                            new InputLocalOffset
                            {
                                offset   = 0,
                                semantic = "VERTEX",
                                source   = string.Format("#{0}", verticesName)
                            }//,
                             //new InputLocalOffset
                             //{
                             //    offset = 1,
                             //    semantic = "NORMAL",
                             //    source = string.Format("#{0}", normalName)
                             //}
                        },
                        p = triangleIndices.ToString()
                    };
                    #endregion

                    #region Mesh
                    var mesh = new mesh
                    {
                        source   = new[] { positionSource, normalSource },
                        vertices = new vertices
                        {
                            id    = verticesName,
                            input = new[]
                            {
                                new InputLocal
                                {
                                    semantic = "POSITION",
                                    source   = string.Format("#{0}", positionName)
                                }
                            }
                        },
                        Items = new object[] { triangles }
                    };
                    #endregion

                    #region Geometry
                    var geometryName = string.Format("{0}-geometry", modelName);
                    var geometry     = new geometry
                    {
                        id   = geometryName,
                        name = geometryName,
                        Item = mesh
                    };
                    geometries.geometry[j] = geometry;
                    #endregion

                    #region Visual Node
                    var visualSceneNodeName = string.Format("{0}-node", modelName);
                    visualSceneNodes[j] = new node
                    {
                        name = visualSceneNodeName,
                        id   = visualSceneNodeName,
                        instance_geometry = new[]
                        {
                            new instance_geometry
                            {
                                url = string.Format("#{0}", geometryName)
                            }
                        }
                    };
                    #endregion
                }
                var collada = new COLLADA
                {
                    Items = new Object[]
                    {
                        geometries,
                        visualScenes
                    },
                    scene = new COLLADAScene
                    {
                        instance_visual_scene = new InstanceWithExtra
                        {
                            url = string.Format("#{0}", visualSceneName)
                        }
                    }
                };
                var fileName = string.Format("{0}/dae{1}.dae", selectedPath, i);
                collada.Save(fileName);
            }
        }
示例#14
0
    // return mesh id
    private string CreateMeshWithSubmeshes(Mesh mesh, List <string> materialNames)
    {
        string id = "";

        if (meshLookup.TryGetValue(mesh, out id))
        {
            return(id);
        }
        var geometry = new geometry();

        geometries.Add(geometry);
        id          = CreateId();
        geometry.id = id;
        var m = new mesh();

        geometry.Item = m;

        m.source = new source[]
        {
            new source(), // position
            new source(), // normal
            new source(), // uvs
        };
        m.source[0].id = CreateId();
        var fa = new float_array();

        fa.id                                        = CreateId();
        fa.Values                                    = ToDoubleArray(mesh.vertices);
        fa.count                                     = (ulong)fa.Values.Length;
        m.source[0].Item                             = fa;
        m.source[0].technique_common                 = new sourceTechnique_common();
        m.source[0].technique_common.accessor        = new accessor();
        m.source[0].technique_common.accessor.count  = fa.count / 3;
        m.source[0].technique_common.accessor.source = "#" + fa.id;
        m.source[0].technique_common.accessor.stride = 3;
        m.source[0].technique_common.accessor.param  = new[]
        {
            new param(),
            new param(),
            new param()
        };
        m.source[0].technique_common.accessor.param[0].name = "X";
        m.source[0].technique_common.accessor.param[0].type = "float";
        m.source[0].technique_common.accessor.param[1].name = "Y";
        m.source[0].technique_common.accessor.param[1].type = "float";
        m.source[0].technique_common.accessor.param[2].name = "Z";
        m.source[0].technique_common.accessor.param[2].type = "float";

        m.source[1].id                               = CreateId();
        fa                                           = new float_array();
        fa.id                                        = CreateId();
        fa.Values                                    = ToDoubleArray(mesh.normals);
        fa.count                                     = (ulong)fa.Values.Length;
        m.source[1].Item                             = fa;
        m.source[1].technique_common                 = new sourceTechnique_common();
        m.source[1].technique_common.accessor        = new accessor();
        m.source[1].technique_common.accessor.count  = fa.count / 3;
        m.source[1].technique_common.accessor.source = "#" + fa.id;
        m.source[1].technique_common.accessor.stride = 3;
        m.source[1].technique_common.accessor.param  = new[]
        {
            new param(),
            new param(),
            new param()
        };
        m.source[1].technique_common.accessor.param[0].name = "X";
        m.source[1].technique_common.accessor.param[0].type = "float";
        m.source[1].technique_common.accessor.param[1].name = "Y";
        m.source[1].technique_common.accessor.param[1].type = "float";
        m.source[1].technique_common.accessor.param[2].name = "Z";
        m.source[1].technique_common.accessor.param[2].type = "float";
        m.source[2].id                               = CreateId();
        fa                                           = new float_array();
        fa.id                                        = CreateId();
        fa.Values                                    = ToDoubleArray(mesh.uv);
        fa.count                                     = (ulong)fa.Values.Length;
        m.source[2].Item                             = fa;
        m.source[2].technique_common                 = new sourceTechnique_common();
        m.source[2].technique_common.accessor        = new accessor();
        m.source[2].technique_common.accessor.count  = fa.count / 2;
        m.source[2].technique_common.accessor.source = "#" + fa.id;
        m.source[2].technique_common.accessor.stride = 2;
        m.source[2].technique_common.accessor.param  = new[]
        {
            new param(),
            new param()
        };

        m.source[2].technique_common.accessor.param[0].name = "X";
        m.source[2].technique_common.accessor.param[0].type = "float";
        m.source[2].technique_common.accessor.param[1].name = "Y";
        m.source[2].technique_common.accessor.param[1].type = "float";

        m.vertices       = new vertices();
        m.vertices.id    = CreateId();
        m.vertices.input = new InputLocal[]
        {
            new InputLocal(), // position
        };
        m.vertices.input[0].semantic = "POSITION";
        m.vertices.input[0].source   = "#" + m.source[0].id;


        var submeshes = new List <object>();

        for (int i = 0; i < mesh.subMeshCount; i++)
        {
            var triangles    = new List <int>();
            var stringWriter = new StringWriter();

            var t = mesh.GetTriangles(i);
            triangles.AddRange(t);
            for (int j = 0; j < t.Length; j = j + 3)
            {    // index for position, normal and texcoord
                stringWriter.Write("{0} ", t[j]);
                stringWriter.Write("{0} ", t[j]);
                stringWriter.Write("{0} ", t[j]);
                stringWriter.Write("{0} ", t[j + 1]);
                stringWriter.Write("{0} ", t[j + 1]);
                stringWriter.Write("{0} ", t[j + 1]);
                stringWriter.Write("{0} ", t[j + 2]);
                stringWriter.Write("{0} ", t[j + 2]);
                stringWriter.Write("{0} ", t[j + 2]);
            }
            var tris = new triangles();
            tris.count    = (ulong)(triangles.Count / 3);
            tris.material = materialNames[i];
            tris.input    = new InputLocalOffset[]
            {
                new InputLocalOffset(),
                new InputLocalOffset(),
                new InputLocalOffset()
            };
            tris.input[0].offset   = 0;
            tris.input[0].semantic = "VERTEX";
            tris.input[0].source   = "#" + m.vertices.id;
            tris.p = stringWriter.ToString();

            tris.input[1].offset   = 1;
            tris.input[1].semantic = "NORMAL";
            tris.input[1].source   = "#" + m.source[1].id;

            tris.input[2].offset   = 2;
            tris.input[2].semantic = "TEXCOORD";
            tris.input[2].source   = "#" + m.source[2].id;
            tris.input[2].set      = 0;

            submeshes.Add(tris);
        }

        m.Items          = submeshes.ToArray();
        meshLookup[mesh] = id;
        return(id);
    }
示例#15
0
        public static ColladaSource FromCollada(source src)
        {
            var source = new ColladaSource();

            source.id = src.id;

            var accessor = src.technique_common.accessor;
            // TODO: check src.#ID?

            float_array floats = null;
            Name_array  names  = null;

            if (src.Item is float_array)
            {
                floats = src.Item as float_array;
                // Workaround for empty arrays being null
                if (floats.Values == null)
                {
                    floats.Values = new double[] { }
                }
                ;

                if ((int)floats.count != floats.Values.Length || floats.count < accessor.stride * accessor.count + accessor.offset)
                {
                    throw new ParsingException("Float source data size mismatch. Check source and accessor item counts.");
                }
            }
            else if (src.Item is Name_array)
            {
                names = src.Item as Name_array;
                // Workaround for empty arrays being null
                if (names.Values == null)
                {
                    names.Values = new string[] { }
                }
                ;

                if ((int)names.count != names.Values.Length || names.count < accessor.stride * accessor.count + accessor.offset)
                {
                    throw new ParsingException("Name source data size mismatch. Check source and accessor item counts.");
                }
            }
            else
            {
                throw new ParsingException("Unsupported source data format.");
            }

            var paramOffset = 0;

            foreach (var param in accessor.param)
            {
                if (param.name == null)
                {
                    param.name = "default";
                }
                if (param.type == "float" || param.type == "double")
                {
                    var items  = new List <Single>((int)accessor.count);
                    var offset = (int)accessor.offset;
                    for (var i = 0; i < (int)accessor.count; i++)
                    {
                        items.Add((float)floats.Values[offset + paramOffset]);
                        offset += (int)accessor.stride;
                    }

                    source.FloatParams.Add(param.name, items);
                }
                else if (param.type == "float4x4")
                {
                    var items  = new List <Matrix4>((int)accessor.count);
                    var offset = (int)accessor.offset;
                    for (var i = 0; i < (int)accessor.count; i++)
                    {
                        var itemOff = offset + paramOffset;
                        var mat     = new Matrix4(
                            (float)floats.Values[itemOff + 0], (float)floats.Values[itemOff + 1], (float)floats.Values[itemOff + 2], (float)floats.Values[itemOff + 3],
                            (float)floats.Values[itemOff + 4], (float)floats.Values[itemOff + 5], (float)floats.Values[itemOff + 6], (float)floats.Values[itemOff + 7],
                            (float)floats.Values[itemOff + 8], (float)floats.Values[itemOff + 9], (float)floats.Values[itemOff + 10], (float)floats.Values[itemOff + 11],
                            (float)floats.Values[itemOff + 12], (float)floats.Values[itemOff + 13], (float)floats.Values[itemOff + 14], (float)floats.Values[itemOff + 15]
                            );
                        items.Add(mat);
                        offset += (int)accessor.stride;
                    }

                    source.MatrixParams.Add(param.name, items);
                }
                else if (param.type.ToLower() == "name")
                {
                    var items  = new List <String>((int)accessor.count);
                    var offset = (int)accessor.offset;
                    for (var i = 0; i < (int)accessor.count; i++)
                    {
                        items.Add(names.Values[offset + paramOffset]);
                        offset += (int)accessor.stride;
                    }

                    source.NameParams.Add(param.name, items);
                }
                else
                {
                    throw new ParsingException("Unsupported accessor param type: " + param.type);
                }

                paramOffset++;
            }

            return(source);
        }
    }
示例#16
0
        protected mesh CreateCaseMesh(BoxProperties caseProperties)
        {
            // build box
            Box box = new Box(0, caseProperties);
            // build list of vertices / normals / UVs
            ulong         vertexCount = 0, normalCount = 0, uvCount = 0;
            List <double> doubleArrayPosition = new List <double>(), doubleArrayNormal = new List <double>(), doubleArrayUV = new List <double>();

            foreach (Vector3D p in box.PointsSmallOffset)
            {
                doubleArrayPosition.Add(p.X); doubleArrayPosition.Add(p.Y); doubleArrayPosition.Add(p.Z);
                ++vertexCount;
            }
            foreach (Vector3D n in box.Normals)
            {
                doubleArrayNormal.Add(n.X); doubleArrayNormal.Add(n.Y); doubleArrayNormal.Add(n.Z);
                ++normalCount;
            }
            foreach (Vector2D uv in box.UVs)
            {
                doubleArrayUV.Add(uv.X); doubleArrayUV.Add(uv.Y);
                ++uvCount;
            }

            mesh caseMesh = new mesh();

            // position source
            source casePositionSource = new source()
            {
                id = "case_position", name = "case_position"
            };
            float_array farrayPosition = new float_array {
                id = "case_position_float_array", count = (ulong)doubleArrayPosition.Count, Values = doubleArrayPosition.ToArray()
            };

            casePositionSource.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count  = vertexCount,
                    source = "#case_position_float_array",
                    param  = new param[] { new param()
                                           {
                                               name = "X", type = "float"
                                           }, new param()
                                           {
                                               name = "Y", type = "float"
                                           }, new param()
                                           {
                                               name = "Z", type = "float"
                                           } }
                }
            };
            casePositionSource.Item = farrayPosition;

            // normal source
            source casePositionNormal = new source()
            {
                id = "case_normal", name = "case_normal"
            };
            float_array farrayNormal = new float_array {
                id = "case_normal_float_array", count = (ulong)doubleArrayNormal.Count, Values = doubleArrayNormal.ToArray()
            };

            casePositionNormal.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count  = normalCount,
                    source = "#case_normal_float_array",
                    param  = new param[] { new param()
                                           {
                                               name = "X", type = "float"
                                           }, new param()
                                           {
                                               name = "Y", type = "float"
                                           }, new param()
                                           {
                                               name = "Z", type = "float"
                                           } }
                }
            };
            casePositionNormal.Item = farrayNormal;

            // uv source
            source casePositionUV = new source()
            {
                id = "case_UV", name = "pallet_UV"
            };
            float_array farrayUV = new float_array {
                id = "case_UV_float_array", count = (ulong)doubleArrayUV.Count, Values = doubleArrayUV.ToArray()
            };

            casePositionUV.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 2,
                    count  = vertexCount,
                    source = "#case_UV_float_array",
                    param  = new param[] { new param()
                                           {
                                               name = "S", type = "float"
                                           }, new param()
                                           {
                                               name = "T", type = "float"
                                           } }
                }
            };
            casePositionUV.Item = farrayUV;
            // insert sources
            caseMesh.source = new source[] { casePositionSource, casePositionNormal, casePositionUV };

            // vertices
            InputLocal verticesInput = new InputLocal()
            {
                semantic = "POSITION", source = "#case_position"
            };

            caseMesh.vertices = new vertices()
            {
                id = "case_vertex", input = new InputLocal[] { verticesInput }
            };

            List <object> trianglesList = new List <object>();

            // build list of triangles
            foreach (HalfAxis.HAxis axis in HalfAxis.All)
            {
                triangles trianglesCase = new triangles()
                {
                    material = string.Format("materialCase{0}", (uint)axis), count = 2
                };
                trianglesCase.input = new InputLocalOffset[]
                {
                    new InputLocalOffset()
                    {
                        semantic = "VERTEX", source = "#case_vertex", offset = 0
                    }
                    , new InputLocalOffset()
                    {
                        semantic = "NORMAL", source = "#case_normal", offset = 1
                    }
                    , new InputLocalOffset()
                    {
                        semantic = "TEXCOORD", source = "#case_UV", offset = 2, set = 0, setSpecified = true
                    }
                };
                string triangle_string = string.Empty;
                foreach (TriangleIndices tr in box.TrianglesByFace(axis))
                {
                    triangle_string += tr.ConvertToString(0);
                }
                trianglesCase.p = triangle_string;
                trianglesList.Add(trianglesCase);
            }
            // build list of lines
            lines linesCase = new lines()
            {
                material = "materialCaseLines",
                count    = 12,
                input    = new InputLocalOffset[]
                {
                    new InputLocalOffset()
                    {
                        semantic = "VERTEX", source = "#case_vertex", offset = 0
                    }
                },
                p = "0 1 1 2 2 3 3 0 4 5 5 6 6 7 7 4 0 4 1 5 2 6 3 7"
            };

            trianglesList.Add(linesCase);

            caseMesh.Items = trianglesList.ToArray();
            return(caseMesh);
        }
示例#17
0
        private void GeometrySourcePositions(int documentAndMaterialIdHash, IList <ModelGeometry> geometries, string nodename)
        {
            float_array            position_float_array      = new float_array();
            float_array            normal_float_array        = new float_array();
            float_array            uv_float_array            = new float_array();
            sourceTechnique_common position_technique_common = new sourceTechnique_common();
            sourceTechnique_common normal_technique_common   = new sourceTechnique_common();
            sourceTechnique_common uv_technique_common       = new sourceTechnique_common();



            Func <ModelGeometry, int> getCount;

            if ((getCount = common.T_PointCount) == null)
            {
                getCount = common.T_PointCount = new Func <ModelGeometry, int>(common.T.GetPointCount);
            }
            //这是统计geometries - {0} - Pooints - count 数值的和
            //应该统计 某项中 Pooints的和

            //[0] 算是一个几何体,我们要得到几何体下面的Potints的数量,然后乘以3 得到坐标的数量。
            // geometries
            //     [0]:物体模型
            //         Points: 点对象
            //             [0]:包含XYZ的坐标
            int num = geometries.Sum(getCount);


            // 现在我有了一个数据模型,我要对这个数据模型进行操作!!!
            // geometries - geometry - mesh - source - float_array
            // 思路,迭代geometries列表,从索引为 0 的第一个ModelGeometry对象geometry获取属性为Point的数量,乘以3得到坐标数量。



            var geometriesPonits = geometries.Select(t => t.Points).ToList();
            int num1             = geometriesPonits.Count;



            library_geometries library_Geometries = new library_geometries
            {
                geometry = new geometry[geometries.Count] //创建library_geometries中存在的多个geometry对象数组
            };



            mesh[] geomMesh = new mesh[geometries.Count];

            //setting source
            //geomMesh.source[0].id = "geom-" + documentAndMaterialIdHash + "-positions";
            //position_float_array.id = "geom-" + documentAndMaterialIdHash + "-positions-array";
            position_float_array.count = (ulong)(num * 3);//这里有问题3876了都



            using (IEnumerator <ModelGeometry> enumerator = geometries.GetEnumerator())
            {
                while (enumerator.MoveNext())
                {
                    ModelGeometry geometry = enumerator.Current;
                    if (!geometry.Transform.IsIdentity)
                    {
                        Parallel.For(0, geometry.Points.Count, delegate(int iPoint)
                        {
                            geometry.Points[iPoint] = geometry.Transform.OfPoint(geometry.Points[iPoint]);
                        });
                    }
                    for (int i = 0; i < geometry.Points.Count; i++)
                    {
                        XYZ xYZ = geometry.Points[i];
                        position_float_array.Values = new double[]
                        {
                            xYZ.X,
                            xYZ.Y,
                            xYZ.Z
                        };
                        // TODO
                    }
                }
            }

            position_technique_common.accessor               = new accessor();
            position_technique_common.accessor.param         = new param[3];
            position_technique_common.accessor.param[0]      = new param();
            position_technique_common.accessor.param[1]      = new param();
            position_technique_common.accessor.param[2]      = new param();
            position_technique_common.accessor.source        = "#" + position_float_array.id;
            position_technique_common.accessor.count         = 3;
            position_technique_common.accessor.stride        = 3;
            position_technique_common.accessor.param[0].name = "X";
            position_technique_common.accessor.param[0].type = "float";
            position_technique_common.accessor.param[1].name = "Y";
            position_technique_common.accessor.param[1].type = "float";
            position_technique_common.accessor.param[2].name = "Z";
            position_technique_common.accessor.param[2].type = "float";
        }
示例#18
0
        internal Animation.KeyPartsUsed SetKeys(string bone,
                                                List <float> times, List <MeshLib.KeyFrame> keys,
                                                library_visual_scenes scenes,
                                                List <MeshLib.KeyFrame> axisAngleKeys)
        {
            Animation.KeyPartsUsed ret = 0;

            foreach (channel chan in mChannels)
            {
                //extract the node name and address
                int    sidx = chan.target.IndexOf('/');
                string sid  = chan.target.Substring(0, sidx);

                node n = AnimForm.LookUpNode(scenes, sid);

                if (n == null)
                {
                    continue;
                }

                if (bone != n.name)
                {
                    continue;
                }

                //grab sampler key
                string sampKey = chan.source;

                //strip #
                sampKey = sampKey.Substring(1);

                sampler samp = mSamplers[sampKey];

                string srcInp = GetSourceForSemantic(samp, "INPUT");
                string srcOut = GetSourceForSemantic(samp, "OUTPUT");
                string srcC1  = GetSourceForSemantic(samp, "IN_TANGENT");
                string srcC2  = GetSourceForSemantic(samp, "OUT_TANGENT");

                float_array  chanTimes  = mSources[srcInp].Item as float_array;
                float_array  chanValues = mSources[srcOut].Item as float_array;
                List <float> outValues  = new List <float>();

                int numChanKeys = chanValues.Values.Length;

                numChanKeys /= (int)mSources[srcOut].technique_common.accessor.stride;

                Debug.Assert(numChanKeys == (int)chanTimes.count);

                //grab values for this channel
                //along the overall list of times
                for (int tidx = 0; tidx < times.Count; tidx++)
                {
                    outValues.AddRange(LerpValue(times[tidx], chanTimes,
                                                 chanValues,
                                                 (int)mSources[srcOut].technique_common.accessor.stride));
                }

                int    slashIndex  = chan.target.IndexOf("/");
                string nodeID      = chan.target.Substring(0, slashIndex);
                string nodeElement = chan.target.Substring(slashIndex + 1);

                //see if the element has an additional address
                string addr   = null;
                int    dotIdx = nodeElement.IndexOf('.');
                if (dotIdx != -1)
                {
                    addr        = nodeElement.Substring(dotIdx + 1);
                    nodeElement = nodeElement.Substring(0, dotIdx);
                }

                node targeted = AnimForm.LookUpNode(scenes, nodeID);
                int  idx      = AnimForm.GetNodeItemIndex(targeted, nodeElement);

                if (idx == -1)
                {
                    continue;                           //bad anim stuffs?
                }

                if (targeted.ItemsElementName[idx] == ItemsChoiceType2.lookat)
                {
                    Debug.Assert(false);                        //haven't dealt with this one yet
                }
                else if (targeted.ItemsElementName[idx] == ItemsChoiceType2.matrix)
                {
                    //this doesn't really work yet
                    List <Matrix> mats = AnimForm.GetMatrixListFromFloatList(outValues);
                    for (int v = 0; v < mats.Count; v++)
                    {
                        mats[v].Decompose(out keys[v].mScale, out keys[v].mRotation, out keys[v].mPosition);
                    }
                    ret |= Animation.KeyPartsUsed.All;
                }
                else if (targeted.ItemsElementName[idx] == ItemsChoiceType2.rotate)
                {
                    if (addr == null)
                    {
                        //I'm guessing these would be true quaternions
                        //I don't really support that, as I store the
                        //usual axis angle stuff I've seen in a quaternion
                        //and then later fix it up to be a real quaternion
                        Debug.Assert(false);
                    }
                    else if (addr == "ANGLE")
                    {
                        Debug.Assert(targeted.Items[idx] is rotate);

                        rotate rot = targeted.Items[idx] as rotate;

                        if (rot.Values[0] > 0.999f)
                        {
                            for (int v = 0; v < outValues.Count; v++)
                            {
                                float val = outValues[v];
                                keys[v].mRotation.X = val;
                                if (!axisAngleKeys.Contains(keys[v]))
                                {
                                    axisAngleKeys.Add(keys[v]);
                                }
                            }
                            ret |= Animation.KeyPartsUsed.RotateX;
                        }
                        else if (rot.Values[1] > 0.999f)
                        {
                            for (int v = 0; v < outValues.Count; v++)
                            {
                                float val = outValues[v];
                                keys[v].mRotation.Y = val;
                                if (!axisAngleKeys.Contains(keys[v]))
                                {
                                    axisAngleKeys.Add(keys[v]);
                                }
                            }
                            ret |= Animation.KeyPartsUsed.RotateY;
                        }
                        else if (rot.Values[2] > 0.999f)
                        {
                            for (int v = 0; v < outValues.Count; v++)
                            {
                                float val = outValues[v];
                                keys[v].mRotation.Z = val;
                                if (!axisAngleKeys.Contains(keys[v]))
                                {
                                    axisAngleKeys.Add(keys[v]);
                                }
                            }
                            ret |= Animation.KeyPartsUsed.RotateZ;
                        }
                        else
                        {
                            Debug.Assert(false);                                //broken!
                        }
                    }
                }
                else if (targeted.ItemsElementName[idx] == ItemsChoiceType2.scale)
                {
                    if (addr == null)
                    {
                        //I haven't seen this happen, but I'm guessing it
                        //would be vector3s
                        for (int v = 0; v < outValues.Count; v += 3)
                        {
                            keys[v / 3].mScale.X = outValues[v];
                            keys[v / 3].mScale.Y = outValues[v + 1];
                            keys[v / 3].mScale.Z = outValues[v + 2];
                        }
                        ret |= Animation.KeyPartsUsed.ScaleX;
                        ret |= Animation.KeyPartsUsed.ScaleY;
                        ret |= Animation.KeyPartsUsed.ScaleZ;
                    }
                    else if (addr == "X")
                    {
                        for (int v = 0; v < outValues.Count; v++)
                        {
                            float val = outValues[v];
                            keys[v].mScale.X = val;
                        }
                        ret |= Animation.KeyPartsUsed.ScaleX;
                    }
                    else if (addr == "Y")
                    {
                        for (int v = 0; v < outValues.Count; v++)
                        {
                            float val = outValues[v];
                            keys[v].mScale.Y = val;
                        }
                        ret |= Animation.KeyPartsUsed.ScaleY;
                    }
                    else if (addr == "Z")
                    {
                        for (int v = 0; v < outValues.Count; v++)
                        {
                            float val = outValues[v];
                            keys[v].mScale.Z = val;
                        }
                        ret |= Animation.KeyPartsUsed.ScaleZ;
                    }
                }
                else if (targeted.ItemsElementName[idx] == ItemsChoiceType2.skew)
                {
                    Debug.Assert(false);                        //haven't dealt with this one yet
                }
                else if (targeted.ItemsElementName[idx] == ItemsChoiceType2.translate)
                {
                    if (addr == null)
                    {
                        //the values are vector3s in this case
                        for (int v = 0; v < outValues.Count; v += 3)
                        {
                            keys[v / 3].mPosition.X = outValues[v];
                            keys[v / 3].mPosition.Y = outValues[v + 1];
                            keys[v / 3].mPosition.Z = outValues[v + 2];
                        }
                        ret |= Animation.KeyPartsUsed.TranslateX;
                        ret |= Animation.KeyPartsUsed.TranslateY;
                        ret |= Animation.KeyPartsUsed.TranslateZ;
                    }
                    else if (addr == "X")
                    {
                        for (int v = 0; v < outValues.Count; v++)
                        {
                            float val = outValues[v];
                            keys[v].mPosition.X = val;
                        }
                        ret |= Animation.KeyPartsUsed.TranslateX;
                    }
                    else if (addr == "Y")
                    {
                        for (int v = 0; v < outValues.Count; v++)
                        {
                            float val = outValues[v];
                            keys[v].mPosition.Y = val;
                        }
                        ret |= Animation.KeyPartsUsed.TranslateY;
                    }
                    else if (addr == "Z")
                    {
                        for (int v = 0; v < outValues.Count; v++)
                        {
                            float val = outValues[v];
                            keys[v].mPosition.Z = val;
                        }
                        ret |= Animation.KeyPartsUsed.TranslateZ;
                    }
                }
            }
            return(ret);
        }
示例#19
0
        protected mesh CreatePalletMesh(PalletProperties palletProperties)
        {
            // build pallet object
            Pallet pallet = new Pallet(palletProperties);
            // build list of boxes
            List <Box> listBoxes = pallet.BuildListOfBoxes();
            // build list of vertices / normals / UVs
            ulong  vertexCount = 0, normalCount = 0, uvCount = 0, triangleCount = 0, boxCount = 0;
            string triangle_string = string.Empty;

            List <double> doubleArrayPosition = new List <double>(), doubleArrayNormal = new List <double>(), doubleArrayUV = new List <double>();

            foreach (Box box in listBoxes)
            {
                foreach (Vector3D p in box.Points)
                {
                    doubleArrayPosition.Add(p.X); doubleArrayPosition.Add(p.Y); doubleArrayPosition.Add(p.Z);
                    ++vertexCount;
                }
                foreach (Vector3D n in box.Normals)
                {
                    doubleArrayNormal.Add(n.X); doubleArrayNormal.Add(n.Y); doubleArrayNormal.Add(n.Z);
                    ++normalCount;
                }
                foreach (Vector2D uv in box.UVs)
                {
                    doubleArrayUV.Add(uv.X); doubleArrayUV.Add(uv.Y);
                    ++uvCount;
                }
                foreach (TriangleIndices tr in box.Triangles)
                {
                    triangle_string += tr.ConvertToString(boxCount);
                    ++triangleCount;
                }
                ++boxCount;
            }
            mesh palletMesh = new mesh();

            // position source
            source palletPositionSource = new source()
            {
                id = "pallet_position", name = "pallet_position"
            };
            float_array farrayPosition = new float_array {
                id = "pallet_position_float_array", count = (ulong)doubleArrayPosition.Count, Values = doubleArrayPosition.ToArray()
            };

            palletPositionSource.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count  = vertexCount,
                    source = "#pallet_position_float_array",
                    param  = new param[] { new param()
                                           {
                                               name = "X", type = "float"
                                           }, new param()
                                           {
                                               name = "Y", type = "float"
                                           }, new param()
                                           {
                                               name = "Z", type = "float"
                                           } }
                }
            };
            palletPositionSource.Item = farrayPosition;

            // normal source
            source palletPositionNormal = new source()
            {
                id = "pallet_normal", name = "pallet_normal"
            };
            float_array farrayNormal = new float_array {
                id = "pallet_normal_float_array", count = (ulong)doubleArrayNormal.Count, Values = doubleArrayNormal.ToArray()
            };

            palletPositionNormal.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count  = normalCount,
                    source = "#pallet_normal_float_array",
                    param  = new param[] { new param()
                                           {
                                               name = "X", type = "float"
                                           }, new param()
                                           {
                                               name = "Y", type = "float"
                                           }, new param()
                                           {
                                               name = "Z", type = "float"
                                           } }
                }
            };
            palletPositionNormal.Item = farrayNormal;

            // uv source
            source palletPositionUV = new source()
            {
                id = "pallet_UV", name = "pallet_UV"
            };
            float_array farrayUV = new float_array {
                id = "pallet_UV_float_array", count = (ulong)doubleArrayUV.Count, Values = doubleArrayUV.ToArray()
            };

            palletPositionUV.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 2,
                    count  = vertexCount,
                    source = "#pallet_UV_float_array",
                    param  = new param[] { new param()
                                           {
                                               name = "S", type = "float"
                                           }, new param()
                                           {
                                               name = "T", type = "float"
                                           } }
                }
            };
            palletPositionUV.Item = farrayUV;
            // insert sources
            palletMesh.source = new source[] { palletPositionSource, palletPositionNormal, palletPositionUV };

            // vertices
            InputLocal verticesInput = new InputLocal()
            {
                semantic = "POSITION", source = "#pallet_position"
            };

            palletMesh.vertices = new vertices()
            {
                id = "pallet_vertex", input = new InputLocal[] { verticesInput }
            };

            triangles trianglesPallet = new triangles()
            {
                material = "materialPallet", count = triangleCount
            };

            trianglesPallet.input = new InputLocalOffset[]
            {
                new InputLocalOffset()
                {
                    semantic = "VERTEX", source = "#pallet_vertex", offset = 0
                }
                , new InputLocalOffset()
                {
                    semantic = "NORMAL", source = "#pallet_normal", offset = 1
                }
                , new InputLocalOffset()
                {
                    semantic = "TEXCOORD", source = "#pallet_UV", offset = 2, set = 0, setSpecified = true
                }
            };

            trianglesPallet.p = triangle_string;
            palletMesh.Items  = new object[] { trianglesPallet };

            return(palletMesh);
        }
示例#20
0
        public static void ExportIOModelAsDAE(string FileName, IOModel m)
        {
            COLLADA colladaFile = new COLLADA();

            List <geometry> list_geometries = new List <geometry>(m.Meshes.Count);

            if (m.HasMeshes)
            {
                foreach (IOMesh iomesh in m.Meshes)
                {
                    geometry g = new geometry();
                    g.name = iomesh.Name;
                    g.id   = iomesh.Name + $"_{m.Meshes.IndexOf(iomesh)}";

                    List <double> list_positions = new List <double>();
                    List <double> list_normals   = new List <double>();
                    List <double> list_uvs       = new List <double>();
                    List <double> list_colors    = new List <double>();
                    foreach (IOVertex v in iomesh.Vertices)
                    {
                        list_positions.Add(v.Position.X);
                        list_positions.Add(v.Position.Y);
                        list_positions.Add(v.Position.Z);
                        list_normals.Add(v.Normal.X);
                        list_normals.Add(v.Normal.Y);
                        list_normals.Add(v.Normal.Z);
                        list_uvs.Add(v.UV0.X);
                        list_uvs.Add(v.UV0.Y);
                    }

                    // Position
                    source source_position = new source();
                    {
                        float_array floats = new float_array();
                        floats.count  = (ulong)list_positions.Count;
                        floats.id     = g.id + "_pos_arr";
                        floats.Values = list_positions.ToArray();

                        source_position = CreateSource(list_positions.Count, 3, floats.id, floats, new param[] {
                            new param()
                            {
                                name = "X", type = "float"
                            },
                            new param()
                            {
                                name = "Y", type = "float"
                            },
                            new param()
                            {
                                name = "Z", type = "float"
                            }
                        });
                    }

                    // Normal
                    source source_normal = new source();
                    {
                        float_array floats = new float_array();
                        floats.count  = (ulong)list_normals.Count;
                        floats.id     = g.id + "_nrm_arr";
                        floats.Values = list_normals.ToArray();

                        source_normal = CreateSource(list_normals.Count, 3, floats.id, floats, new param[] {
                            new param()
                            {
                                name = "X", type = "float"
                            },
                            new param()
                            {
                                name = "Y", type = "float"
                            },
                            new param()
                            {
                                name = "Z", type = "float"
                            }
                        });
                    }

                    // UV0
                    source source_uv0 = new source();
                    {
                        float_array floats = new float_array();
                        floats.count  = (ulong)list_uvs.Count;
                        floats.id     = g.id + "_uv0_arr";
                        floats.Values = list_uvs.ToArray();

                        source_uv0 = CreateSource(list_uvs.Count, 2, floats.id, floats, new param[] {
                            new param()
                            {
                                name = "S", type = "float"
                            },
                            new param()
                            {
                                name = "T", type = "float"
                            }
                        });
                    }

                    // vertices

                    vertices vertices = new vertices();
                    vertices.id    = g.id + "_verts";
                    vertices.input = new InputLocal[]
                    {
                        new InputLocal()
                        {
                            source = "#" + source_position.id, semantic = "POSITION"
                        },
                        new InputLocal()
                        {
                            source = "#" + source_normal.id, semantic = "NORMAL"
                        },
                        new InputLocal()
                        {
                            source = "#" + source_uv0.id, semantic = "TEXCOORD"
                        }
                    };

                    // triangles
                    triangles triangles = new triangles();
                    triangles.count = (ulong)iomesh.Indices.Count;
                    triangles.input = new InputLocalOffset[] {
                        new InputLocalOffset()
                        {
                            offset = 0, semantic = "VERTEX", source = "#" + vertices.id
                        }
                    };
                    triangles.p = string.Join(" ", iomesh.Indices);

                    // creating mesh
                    mesh geomesh = new mesh();
                    geomesh.source   = new source[] { source_position, source_normal, source_uv0 };
                    geomesh.Items    = new object[] { triangles };
                    geomesh.vertices = vertices;

                    g.Item = geomesh;

                    list_geometries.Add(g);
                }
            }
            library_geometries lib_geometry = new library_geometries();

            lib_geometry.geometry = list_geometries.ToArray();


            // controllers

            List <controller> list_controller = new List <controller>();

            if (m.HasMeshes && m.HasSkeleton)
            {
                // create lists
                List <source> skinSources  = new List <source>();
                List <string> boneNames    = new List <string>();
                List <double> InverseBinds = new List <double>();
                foreach (RBone b in m.Skeleton.Bones)
                {
                    boneNames.Add(b.Name);
                    InverseBinds.AddRange(new double[] { b.InvWorldTransform.M11, b.InvWorldTransform.M21, b.InvWorldTransform.M31, b.InvWorldTransform.M41,
                                                         b.InvWorldTransform.M12, b.InvWorldTransform.M22, b.InvWorldTransform.M32, b.InvWorldTransform.M42,
                                                         b.InvWorldTransform.M13, b.InvWorldTransform.M23, b.InvWorldTransform.M33, b.InvWorldTransform.M43,
                                                         b.InvWorldTransform.M14, b.InvWorldTransform.M24, b.InvWorldTransform.M34, b.InvWorldTransform.M44, });
                }



                // setup controllers
                foreach (IOMesh iomesh in m.Meshes)
                {
                    controller controller = new controller()
                    {
                        id = iomesh.Name + "_" + m.Meshes.IndexOf(iomesh) + "_controller"
                    };
                    list_controller.Add(controller);

                    // create source for weights
                    List <double> weights   = new List <double>();
                    List <int>    bones     = new List <int>();
                    List <int>    boneCount = new List <int>();
                    StringBuilder build_v   = new StringBuilder();
                    foreach (IOVertex v in iomesh.Vertices)
                    {
                        int bcount = 0;
                        if (v.BoneWeights.X > 0)
                        {
                            if (!weights.Contains(v.BoneWeights.X))
                            {
                                weights.Add(v.BoneWeights.X);
                            }
                            build_v.Append($"{(int)v.BoneIndices.X} {weights.IndexOf(v.BoneWeights.X)} ");
                            bcount++;
                        }
                        if (v.BoneWeights.Y > 0)
                        {
                            if (!weights.Contains(v.BoneWeights.Y))
                            {
                                weights.Add(v.BoneWeights.Y);
                            }
                            build_v.Append($"{(int)v.BoneIndices.Y} {weights.IndexOf(v.BoneWeights.Y)} ");
                            bcount++;
                        }
                        if (v.BoneWeights.Z > 0)
                        {
                            if (!weights.Contains(v.BoneWeights.Z))
                            {
                                weights.Add(v.BoneWeights.Z);
                            }
                            build_v.Append($"{(int)v.BoneIndices.Z} {weights.IndexOf(v.BoneWeights.Z)} ");
                            bcount++;
                        }
                        if (v.BoneWeights.W > 0)
                        {
                            if (!weights.Contains(v.BoneWeights.W))
                            {
                                weights.Add(v.BoneWeights.W);
                            }
                            build_v.Append($"{(int)v.BoneIndices.W} {weights.IndexOf(v.BoneWeights.W)} ");
                            bcount++;
                        }
                        boneCount.Add(bcount);
                    }


                    // skin

                    Name_array arr_name = new Name_array();
                    arr_name.count  = (ulong)boneNames.Count;
                    arr_name.id     = controller.id + "joints";
                    arr_name.Values = boneNames.ToArray();

                    source source_skin = CreateSource(boneNames.Count, 1, arr_name.id, arr_name, new param[] {
                        new param()
                        {
                            name = "JOINT", type = "name"
                        }
                    });

                    // bind

                    float_array arr_bind = new float_array();
                    arr_bind.count  = (ulong)InverseBinds.Count;
                    arr_bind.id     = controller.id + "binds";
                    arr_bind.Values = InverseBinds.ToArray();

                    source source_binds = CreateSource(InverseBinds.Count, 16, arr_bind.id, arr_bind, new param[] {
                        new param()
                        {
                            name = "TRANSFORM", type = "float4x4"
                        }
                    });

                    // weight

                    source source_weight = new source();
                    {
                        float_array floats = new float_array();
                        floats.count  = (ulong)weights.Count;
                        floats.id     = controller.id + "_weights";
                        floats.Values = weights.ToArray();

                        source_weight = CreateSource(weights.Count, 1, floats.id, floats, new param[] {
                            new param()
                            {
                                name = "WEIGHT", type = "float"
                            },
                        });
                    }

                    skin skin = new skin();
                    skin.source1 = "#" + iomesh.Name + $"_{m.Meshes.IndexOf(iomesh)}";
                    skin.source  = new source[] { source_skin, source_binds, source_weight };

                    skin.joints = new skinJoints()
                    {
                        input = new InputLocal[]
                        {
                            new InputLocal()
                            {
                                semantic = "JOINT",
                                source   = "#" + source_skin.id
                            },
                            new InputLocal()
                            {
                                semantic = "INV_BIND_MATRIX",
                                source   = "#" + source_binds.id
                            }
                        }
                    };


                    //skin weights
                    skin.vertex_weights       = new skinVertex_weights();
                    skin.vertex_weights.count = (ulong)iomesh.Vertices.Count;
                    skin.vertex_weights.input = new InputLocalOffset[]
                    {
                        new InputLocalOffset()
                        {
                            semantic = "JOINT",
                            source   = "#" + source_skin.id,
                            offset   = 0
                        },
                        new InputLocalOffset()
                        {
                            semantic = "WEIGHT",
                            source   = "#" + source_weight.id,
                            offset   = 1
                        }
                    };
                    skin.vertex_weights.vcount = string.Join(" ", boneCount);
                    skin.vertex_weights.v      = build_v.ToString();

                    controller.Item = skin;
                }
            }
            library_controllers lib_controllers = new library_controllers();

            lib_controllers.controller = list_controller.ToArray();


            // scene nodes

            List <node> scene_nodes  = new List <node>();
            int         visual_index = 0;

            if (m.HasSkeleton)
            {
                Dictionary <RBone, node> boneToNode = new Dictionary <RBone, node>();
                foreach (RBone b in m.Skeleton.Bones)
                {
                    // create bone node
                    node node = new node();
                    node.name = b.Name;
                    node.id   = "bone" + visual_index++;
                    node.sid  = b.Name;
                    node.type = NodeType.JOINT;

                    // add transform
                    matrix mat = new matrix()
                    {
                        Values = new double[] { b.Transform.M11, b.Transform.M21, b.Transform.M31, b.Transform.M41,
                                                b.Transform.M12, b.Transform.M22, b.Transform.M32, b.Transform.M42,
                                                b.Transform.M13, b.Transform.M23, b.Transform.M33, b.Transform.M43,
                                                b.Transform.M14, b.Transform.M24, b.Transform.M34, b.Transform.M44, }
                    };
                    node.ItemsElementName = new ItemsChoiceType2[] { ItemsChoiceType2.matrix };
                    node.Items            = new object[] { mat };

                    // deal with parenting
                    boneToNode.Add(b, node);
                    if (b.ParentID == -1)
                    {
                        scene_nodes.Add(node);
                    }
                    else
                    {
                        if (boneToNode[m.Skeleton.Bones[b.ParentID]].node1 == null)
                        {
                            boneToNode[m.Skeleton.Bones[b.ParentID]].node1 = new node[0];
                        }
                        node[] parentnode = boneToNode[m.Skeleton.Bones[b.ParentID]].node1;
                        Array.Resize <node>(ref parentnode, parentnode.Length + 1);
                        parentnode[parentnode.Length - 1] = node;
                        boneToNode[m.Skeleton.Bones[b.ParentID]].node1 = parentnode;
                    }
                }
            }
            if (m.HasMeshes)
            {
                foreach (IOMesh iomesh in m.Meshes)
                {
                    node node = new node()
                    {
                        id   = "mesh" + visual_index++,
                        name = iomesh.Name,
                        type = NodeType.NODE
                    };

                    if (m.HasSkeleton)
                    {
                        instance_controller controller = new instance_controller()
                        {
                            url = iomesh.Name + "_" + m.Meshes.IndexOf(iomesh) + "_controller"
                        };
                        controller.skeleton      = new string[] { "#bone0" };
                        node.instance_controller = new instance_controller[] { controller };
                    }
                    scene_nodes.Add(node);
                }
            }

            // visual scene root
            library_visual_scenes scenes = new library_visual_scenes();

            scenes.visual_scene = new visual_scene[] {
                new visual_scene()
                {
                    id   = "visualscene0",
                    name = "rdmscene"
                }
            };
            scenes.visual_scene[0].node = scene_nodes.ToArray();


            // scene
            COLLADAScene scene = new COLLADAScene();

            scene.instance_visual_scene = new InstanceWithExtra()
            {
                url = "#visualscene0"
            };

            // putting it all together
            colladaFile.Items = new object[] { lib_geometry, lib_controllers, scenes };
            colladaFile.scene = scene;

            colladaFile.Save(FileName);
        }
示例#21
0
        public static void AddSkinnedModelWithAnimations(ref Skin SkinChunk, ref SkeletonCTTR SkeletonChunk, ref Shader[] ShaderChunks)//, ref Animation[] AnimChunks)
        {
            List <uint> IndexList = new List <uint>();

            cachedGeoms.geometry = new geometry[SkinChunk.NumPrimGroups];
            for (int primgroups = 0; primgroups < SkinChunk.NumPrimGroups; primgroups++)
            {
                cachedGeoms.geometry[primgroups]      = new geometry();
                cachedGeoms.geometry[primgroups].id   = "geometry" + primgroups;
                cachedGeoms.geometry[primgroups].name = "geometry" + primgroups;
                mesh newMesh = new Collada141.mesh();

                newMesh.vertices                   = new vertices();
                newMesh.vertices.id                = "geometry" + primgroups + "-vertices";
                newMesh.vertices.name              = "geometry" + primgroups + "-vertices";
                newMesh.vertices.input             = new InputLocal[1];
                newMesh.vertices.input[0]          = new InputLocal();
                newMesh.vertices.input[0].semantic = "POSITION";
                newMesh.vertices.input[0].source   = "#geometry" + primgroups + "-positions";
                //newMesh.vertices.input[1] = new InputLocal();
                //newMesh.vertices.input[1].semantic = "TEXCOORD";
                //newMesh.vertices.input[1].source = "#geometry" + primgroups + "-texcoords";
                //newMesh.vertices.input[2].semantic = "COLOR";
                //newMesh.vertices.input[2].source = "#geometry0-colors";

                newMesh.source = new source[3];

                newMesh.source[0]    = new source();
                newMesh.source[0].id = "geometry" + primgroups + "-positions";
                float_array geom_positions = new float_array();
                geom_positions.id = "geometry" + primgroups + "-positions-array";
                PositionList posList = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <PositionList>()[0];
                geom_positions.count  = (ulong)posList.Positions.Length * 3;
                geom_positions.Values = new double[geom_positions.count];
                for (ulong i = 0; i < geom_positions.count / 3; i++)
                {
                    if (i % 3 == 0)
                    {
                        geom_positions.Values[i] = posList.Positions[i / 3].X;
                    }
                    else if (i % 3 == 1)
                    {
                        geom_positions.Values[i] = posList.Positions[i / 3].Y;
                    }
                    else
                    {
                        geom_positions.Values[i] = posList.Positions[i / 3].Z;
                    }
                }

                newMesh.source[0].Item                             = geom_positions;
                newMesh.source[0].technique_common                 = new sourceTechnique_common();
                newMesh.source[0].technique_common.accessor        = new accessor();
                newMesh.source[0].technique_common.accessor.source = "#" + geom_positions.id;
                newMesh.source[0].technique_common.accessor.count  = geom_positions.count / 3;
                newMesh.source[0].technique_common.accessor.stride = 3;
                newMesh.source[0].technique_common.accessor.param  = new param[3] {
                    new param(), new param(), new param(),
                };
                newMesh.source[0].technique_common.accessor.param[0].name = "X";
                newMesh.source[0].technique_common.accessor.param[0].type = "float";
                newMesh.source[0].technique_common.accessor.param[1].name = "Y";
                newMesh.source[0].technique_common.accessor.param[1].type = "float";
                newMesh.source[0].technique_common.accessor.param[2].name = "Z";
                newMesh.source[0].technique_common.accessor.param[2].type = "float";

                newMesh.source[1]    = new source();
                newMesh.source[1].id = "geometry" + primgroups + "-mesh-normals";
                float_array geom_normals = new float_array();
                geom_normals.id = "geometry" + primgroups + "-mesh-map-array";
                NormalList normals = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <NormalList>()[0];
                geom_normals.count  = (ulong)normals.Normals.Length * 3;
                geom_normals.Values = new double[geom_normals.count];
                for (ulong i = 0; i < geom_normals.count; i++)
                {
                    if (i % 3 == 0)
                    {
                        geom_normals.Values[i] = normals.Normals[i / 3].X;
                    }
                    else if (i % 3 == 1)
                    {
                        geom_normals.Values[i] = normals.Normals[i / 3].Y;
                    }
                    else
                    {
                        geom_normals.Values[i] = normals.Normals[i / 3].Z;
                    }
                }

                newMesh.source[1].Item                             = geom_normals;
                newMesh.source[1].technique_common                 = new sourceTechnique_common();
                newMesh.source[1].technique_common.accessor        = new accessor();
                newMesh.source[1].technique_common.accessor.source = "#" + geom_normals.id;
                newMesh.source[1].technique_common.accessor.count  = geom_positions.count / 3;
                newMesh.source[1].technique_common.accessor.stride = 3;
                newMesh.source[1].technique_common.accessor.param  = new param[3] {
                    new param(), new param(), new param(),
                };
                newMesh.source[1].technique_common.accessor.param[0].name = "X";
                newMesh.source[1].technique_common.accessor.param[0].type = "float";
                newMesh.source[1].technique_common.accessor.param[1].name = "Y";
                newMesh.source[1].technique_common.accessor.param[1].type = "float";
                newMesh.source[1].technique_common.accessor.param[2].name = "Z";
                newMesh.source[1].technique_common.accessor.param[2].type = "float";

                newMesh.source[2]    = new source();
                newMesh.source[2].id = "geometry" + primgroups + "-mesh-map-0";
                float_array geom_texcoords = new float_array();
                geom_texcoords.id = "geometry" + primgroups + "-mesh-map-array";
                UVList UV = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <UVList>()[0];
                geom_texcoords.count  = (ulong)UV.UVs.Length * 2;
                geom_texcoords.Values = new double[geom_texcoords.count];
                for (ulong i = 0; i < geom_texcoords.count; i++)
                {
                    ulong pos = i / 2;
                    geom_texcoords.Values[i] = UV.UVs[pos].X;
                    i++;
                    geom_texcoords.Values[i] = UV.UVs[pos].Y;
                }

                newMesh.source[2].Item                             = geom_texcoords;
                newMesh.source[2].technique_common                 = new sourceTechnique_common();
                newMesh.source[2].technique_common.accessor        = new accessor();
                newMesh.source[2].technique_common.accessor.source = "#" + geom_texcoords.id;
                newMesh.source[2].technique_common.accessor.count  = geom_texcoords.count / 2;
                newMesh.source[2].technique_common.accessor.stride = 2;
                newMesh.source[2].technique_common.accessor.param  = new param[2] {
                    new param(), new param(),
                };
                newMesh.source[2].technique_common.accessor.param[0].name = "S";
                newMesh.source[2].technique_common.accessor.param[0].type = "float";
                newMesh.source[2].technique_common.accessor.param[1].name = "T";
                newMesh.source[2].technique_common.accessor.param[1].type = "float";

                /*
                 * newMesh.source[3].id = "geometry" + primgroups + "-colors-Col";
                 * float_array geom_colors = new float_array();
                 * geom_colors.id = "geometry" + primgroups + "-colors-Col-array";
                 * ColourList colors = SkinChunk.GetChildren<PrimitiveGroupCTTR>()[primgroups].GetChildren<ColourList>()[0];
                 * geom_colors.count = (ulong)colors.Colours.Length * 3;
                 * geom_colors.Values = new double[geom_colors.count];
                 * for (ulong i = 0; i < geom_colors.count / 3; i++)
                 * {
                 *  if (i % 3 == 0)
                 *  {
                 *      geom_colors.Values[i] = colors.Colours[i];
                 *  }
                 *  else if (i % 3 == 1)
                 *  {
                 *      geom_colors.Values[i] = colors.Colours[i / 3];
                 *  }
                 *  else
                 *  {
                 *      geom_colors.Values[i] = colors.Colours[i / 3];
                 *  }
                 * }
                 *
                 * newMesh.source[3].Item = geom_colors;
                 * newMesh.source[3].technique_common = new sourceTechnique_common();
                 * newMesh.source[3].technique_common.accessor = new accessor();
                 * newMesh.source[3].technique_common.accessor.source = geom_colors.id;
                 * newMesh.source[3].technique_common.accessor.count = geom_colors.count / 3;
                 * newMesh.source[3].technique_common.accessor.stride = 3;
                 * newMesh.source[3].technique_common.accessor.param = new param[3];
                 * newMesh.source[3].technique_common.accessor.param[0].name = "R";
                 * newMesh.source[3].technique_common.accessor.param[0].type = "float";
                 * newMesh.source[3].technique_common.accessor.param[1].name = "G";
                 * newMesh.source[3].technique_common.accessor.param[1].type = "float";
                 * newMesh.source[3].technique_common.accessor.param[2].name = "B";
                 * newMesh.source[3].technique_common.accessor.param[2].type = "float";
                 */

                polylist meshTriangles = new polylist();
                meshTriangles.material          = "";
                meshTriangles.count             = (ulong)SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length / 4;
                meshTriangles.input             = new InputLocalOffset[3];
                meshTriangles.input[0]          = new InputLocalOffset();
                meshTriangles.input[0].semantic = "VERTEX";
                meshTriangles.input[0].source   = "#" + newMesh.vertices.id;
                meshTriangles.input[0].offset   = 0;
                meshTriangles.input[1]          = new InputLocalOffset();
                meshTriangles.input[1].semantic = "NORMAL";
                meshTriangles.input[1].source   = "#" + "geometry" + primgroups + "-mesh-normals";
                meshTriangles.input[1].offset   = 1;
                meshTriangles.input[2]          = new InputLocalOffset();
                meshTriangles.input[2].semantic = "TEXCOORD";
                meshTriangles.input[2].source   = "#" + "geometry" + primgroups + "-mesh-map-0";
                meshTriangles.input[2].offset   = 2;
                meshTriangles.input[2].set      = 0;
                string packed_primitives = "";
                for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length; i++)
                {
                    packed_primitives += SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices[i];
                    packed_primitives += " ";
                }
                string packed_vcount = "";
                for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length / 3; i++)
                {
                    packed_vcount += "3 ";
                }
                meshTriangles.vcount = packed_vcount;

                meshTriangles.p = packed_primitives;

                newMesh.Items    = new object[1];
                newMesh.Items[0] = meshTriangles;

                cachedGeoms.geometry[primgroups].Item = newMesh;

                for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length; i++)
                {
                    IndexList.Add(SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices[i]);
                }
            }

            cachedMats.material = new material[ShaderChunks.Length];
            List <string> shader_tex = new List <string>();

            for (int mat = 0; mat < ShaderChunks.Length; mat++)
            {
                cachedMats.material[mat]                     = new material();
                cachedMats.material[mat].id                  = "mat" + ShaderChunks[mat].Name;
                cachedMats.material[mat].name                = ShaderChunks[mat].Name;
                cachedMats.material[mat].instance_effect     = new instance_effect();
                cachedMats.material[mat].instance_effect.url = "#" + ShaderChunks[mat].Name; //effect name
                if (ShaderChunks[mat].GetChildren <ShaderTextureParam>().Length > 0)
                {
                    if (!shader_tex.Contains(ShaderChunks[mat].GetChildren <ShaderTextureParam>()[0].Value))
                    {
                        shader_tex.Add(ShaderChunks[mat].GetChildren <ShaderTextureParam>()[0].Value);
                    }
                }
            }

            cachedImages.image = new image[shader_tex.Count];
            for (int i = 0; i < cachedImages.image.Length; i++)
            {
                cachedImages.image[i]    = new image();
                cachedImages.image[i].id = "image" + shader_tex[i];
                //fx_surface_init_from_common init_from = new fx_surface_init_from_common();
                //init_from.Value = shader_tex[i];
                //cachedImages.image[i].Item = init_from;
            }

            cachedEffects.effect = new effect[ShaderChunks.Length];
            for (int mat = 0; mat < ShaderChunks.Length; mat++)
            {
                cachedEffects.effect[mat]                                        = new effect();
                cachedEffects.effect[mat].id                                     = ShaderChunks[mat].Name;
                cachedEffects.effect[mat].name                                   = ShaderChunks[mat].Name;
                cachedEffects.effect[mat].newparam                               = new fx_newparam_common[2];
                cachedEffects.effect[mat].newparam[0]                            = new fx_newparam_common();
                cachedEffects.effect[mat].newparam[0].sid                        = "Image-surface";
                cachedEffects.effect[mat].newparam[0].surface                    = new fx_surface_common();
                cachedEffects.effect[mat].newparam[0].surface.type               = fx_surface_type_enum.Item2D;
                cachedEffects.effect[mat].newparam[0].surface.init_from          = new fx_surface_init_from_common[1];
                cachedEffects.effect[mat].newparam[0].surface.init_from[0]       = new fx_surface_init_from_common();
                cachedEffects.effect[mat].newparam[0].surface.init_from[0].Value = ShaderChunks[mat].Name;
                cachedEffects.effect[mat].newparam[0].surface.format             = "A8R8G8B8";

                cachedEffects.effect[mat].newparam[1]                     = new fx_newparam_common();
                cachedEffects.effect[mat].newparam[1].sid                 = "Image-sampler";
                cachedEffects.effect[mat].newparam[1].sampler2D           = new fx_sampler2D_common();
                cachedEffects.effect[mat].newparam[1].sampler2D.source    = "Image-surface";
                cachedEffects.effect[mat].newparam[1].sampler2D.wrap_s    = fx_sampler_wrap_common.CLAMP;
                cachedEffects.effect[mat].newparam[1].sampler2D.wrap_t    = fx_sampler_wrap_common.CLAMP;
                cachedEffects.effect[mat].newparam[1].sampler2D.minfilter = fx_sampler_filter_common.NEAREST;
                cachedEffects.effect[mat].newparam[1].sampler2D.magfilter = fx_sampler_filter_common.NEAREST;
                cachedEffects.effect[mat].newparam[1].sampler2D.mipfilter = fx_sampler_filter_common.NEAREST;

                cachedEffects.effect[mat].Items                  = new effectFx_profile_abstractProfile_COMMON[1];
                cachedEffects.effect[mat].Items[0]               = new effectFx_profile_abstractProfile_COMMON();
                cachedEffects.effect[mat].Items[0].technique     = new effectFx_profile_abstractProfile_COMMONTechnique();
                cachedEffects.effect[mat].Items[0].technique.sid = "common";
                effectFx_profile_abstractProfile_COMMONTechniquePhong common_phong = new effectFx_profile_abstractProfile_COMMONTechniquePhong();
                common_color_or_texture_typeTexture textureType = new common_color_or_texture_typeTexture();
                textureType.texture           = "Image-sampler";
                textureType.texcoord          = "tc";
                common_phong.diffuse          = new common_color_or_texture_type();
                common_phong.diffuse.Item     = textureType;
                common_phong.transparent      = new common_transparent_type();
                common_phong.transparent.Item = textureType;

                cachedEffects.effect[mat].Items[0].technique.Item = common_phong;
            }

            cachedControllers.controller = new controller[SkinChunk.NumPrimGroups];

            for (int a = 0; a < SkinChunk.NumPrimGroups; a++)
            {
                cachedControllers.controller[a]      = new controller();
                cachedControllers.controller[a].id   = SkinChunk.Name + a;
                cachedControllers.controller[a].name = SkinChunk.Name + a;

                skin ControllerSkin = new skin();

                ControllerSkin.source1 = "#geometry" + a;
                ControllerSkin.source  = new source[3];

                ControllerSkin.source[0]    = new source();
                ControllerSkin.source[0].id = "controller" + a + "-joints";
                Name_array Joints_Names = new Name_array();
                Joints_Names.id     = "controller" + a + "-joints-array";
                Joints_Names.count  = (ulong)SkeletonChunk.GetChildren <SkeletonJointCTTR>().Length;
                Joints_Names.Values = new string[Joints_Names.count];
                for (ulong i = 0; i < Joints_Names.count; i++)
                {
                    Joints_Names.Values[i] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].Name;
                }

                ControllerSkin.source[0].Item                             = Joints_Names;
                ControllerSkin.source[0].technique_common                 = new sourceTechnique_common();
                ControllerSkin.source[0].technique_common.accessor        = new accessor();
                ControllerSkin.source[0].technique_common.accessor.source = "#" + Joints_Names.id;
                ControllerSkin.source[0].technique_common.accessor.count  = Joints_Names.count;
                ControllerSkin.source[0].technique_common.accessor.param  = new param[1] {
                    new param()
                };
                ControllerSkin.source[0].technique_common.accessor.param[0].name = "JOINT";
                ControllerSkin.source[0].technique_common.accessor.param[0].type = "Name";

                ControllerSkin.source[1]    = new source();
                ControllerSkin.source[1].id = "controller" + a + "-bind_poses";
                float_array Bind_Poses = new float_array();
                Bind_Poses.id     = "controller" + a + "-bind_poses-array";
                Bind_Poses.count  = (ulong)SkeletonChunk.GetChildren <SkeletonJointCTTR>().Length * 16;
                Bind_Poses.Values = new double[Bind_Poses.count];
                int bind_pose_pos = 0;
                for (ulong i = 0; i < Joints_Names.count; i++)
                {
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M11;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M12;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M13;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M14;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M21;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M22;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M23;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M24;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M31;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M32;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M33;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M34;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M41;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M42;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M43;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M44;
                    bind_pose_pos++;
                }

                ControllerSkin.source[1].Item                             = Bind_Poses;
                ControllerSkin.source[1].technique_common                 = new sourceTechnique_common();
                ControllerSkin.source[1].technique_common.accessor        = new accessor();
                ControllerSkin.source[1].technique_common.accessor.source = "#" + Bind_Poses.id;
                ControllerSkin.source[1].technique_common.accessor.count  = Bind_Poses.count;
                ControllerSkin.source[1].technique_common.accessor.param  = new param[1] {
                    new param()
                };
                ControllerSkin.source[1].technique_common.accessor.param[0].name = "TRANSFORM";
                ControllerSkin.source[1].technique_common.accessor.param[0].type = "float4x4";

                ControllerSkin.source[2]    = new source();
                ControllerSkin.source[2].id = "controller" + a + "-weights";
                float_array Weights_Array = new float_array();
                Weights_Array.id     = "controller" + a + "-weights-array";
                Weights_Array.count  = Joints_Names.count;
                Weights_Array.Values = new double[Joints_Names.count];
                for (int i = 0; i < Weights_Array.Values.Length; i++)
                {
                    Weights_Array.Values[i] = 1;
                }

                ControllerSkin.source[2].Item                             = Weights_Array;
                ControllerSkin.source[2].technique_common                 = new sourceTechnique_common();
                ControllerSkin.source[2].technique_common.accessor        = new accessor();
                ControllerSkin.source[2].technique_common.accessor.source = "#" + Weights_Array.id;
                ControllerSkin.source[2].technique_common.accessor.count  = Weights_Array.count;
                ControllerSkin.source[2].technique_common.accessor.param  = new param[1] {
                    new param()
                };
                ControllerSkin.source[2].technique_common.accessor.param[0].name = "WEIGHT";
                ControllerSkin.source[2].technique_common.accessor.param[0].type = "float";

                ControllerSkin.joints       = new skinJoints();
                ControllerSkin.joints.input = new InputLocal[2] {
                    new InputLocal(), new InputLocal()
                };
                ControllerSkin.joints.input[0].semantic = "JOINT";
                ControllerSkin.joints.input[0].source   = "#" + ControllerSkin.source[0].id;
                ControllerSkin.joints.input[1].semantic = "INV_BIND_MATRIX";
                ControllerSkin.joints.input[1].source   = "#" + ControllerSkin.source[1].id;

                ControllerSkin.vertex_weights       = new skinVertex_weights();
                ControllerSkin.vertex_weights.count = (ulong)IndexList.Count;
                ControllerSkin.vertex_weights.input = new InputLocalOffset[2] {
                    new InputLocalOffset(), new InputLocalOffset()
                };
                ControllerSkin.vertex_weights.input[0].semantic = "JOINT";
                ControllerSkin.vertex_weights.input[0].source   = "#" + ControllerSkin.source[0].id;
                ControllerSkin.vertex_weights.input[0].offset   = 0;
                ControllerSkin.vertex_weights.input[1].semantic = "WEIGHT";
                ControllerSkin.vertex_weights.input[1].source   = "#" + ControllerSkin.source[2].id;
                ControllerSkin.vertex_weights.input[1].offset   = 1;
                string vertex_vcount = "";
                for (int i = 0; i < IndexList.Count; i++)
                {
                    vertex_vcount += "1 ";
                }
                ControllerSkin.vertex_weights.vcount = vertex_vcount;

                string index_list_str = "";
                for (int i = 0; i < IndexList.Count; i++)
                {
                    index_list_str += IndexList[i] + " ";
                }

                ControllerSkin.vertex_weights.v = index_list_str;

                cachedControllers.controller[a].Item = ControllerSkin;
            }

            cachedVscenes.visual_scene = new visual_scene[1] {
                new visual_scene()
            };
            cachedVscenes.visual_scene[0].id      = "Scene0";
            cachedVscenes.visual_scene[0].name    = "Scene0";
            cachedVscenes.visual_scene[0].node    = new node[SkinChunk.NumPrimGroups + 1];
            cachedVscenes.visual_scene[0].node[0] = new node();
            //cachedVscenes.visual_scene[0].node[0].Items = new object[1];
            //cachedVscenes.visual_scene[0].node[0].Items[0] = new matrix();

            for (int i = 0; i < SkeletonChunk.Children.Count; i++)
            {
                SkeletonJointCTTR joint = (SkeletonJointCTTR)SkeletonChunk.Children[i];
                if (joint.SkeletonParent == 0)
                {
                    //cachedVscenes.visual_scene[0].node[0].node1 = new node[10];
                }
            }

            cachedVscenes.visual_scene[0].node[0].id   = SkeletonChunk.Name;
            cachedVscenes.visual_scene[0].node[0].type = NodeType.JOINT;

            //todo: joints node tree
            // SkeletonParent - 0 means root, the rest is chunk child index
            // SkeletonJointCTTR.BindPose matrix as transform matrix?

            for (int i = 1; i < SkinChunk.NumPrimGroups + 1; i++)
            {
                cachedVscenes.visual_scene[0].node[i] = new node();

                cachedVscenes.visual_scene[0].node[i].id   = "node" + i;
                cachedVscenes.visual_scene[0].node[i].name = "polygon" + i;
                cachedVscenes.visual_scene[0].node[i].type = NodeType.NODE;
                cachedVscenes.visual_scene[0].node[i].instance_controller = new instance_controller[1] {
                    new instance_controller()
                };
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].url      = "#" + cachedControllers.controller[i - 1].id;
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].skeleton = new string[1] {
                    "#" + cachedVscenes.visual_scene[0].node[0].id
                };
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material = new bind_material();
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common = new instance_material[1] {
                    new instance_material()
                };
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].symbol            = "#" + cachedMats.material[0].id;
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].target            = "#" + cachedMats.material[0].id;
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input = new instance_materialBind_vertex_input[1] {
                    new instance_materialBind_vertex_input()
                };
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input[0].semantic       = "tc";
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input[0].input_semantic = "TEXCOORD";
            }



            //not working:
            // - vertex weights error out
            // - mesh comes out wrong

            //animclips
            //anims
        }
示例#22
0
    // return mesh id
    private string CreateMesh(Mesh mesh)
    {
        string id = "";

        if (meshLookup.TryGetValue(mesh, out id))
        {
            return(id);
        }
        var geometry = new geometry();

        geometries.Add(geometry);
        id          = CreateId();
        geometry.id = id;
        var m = new mesh();

        geometry.Item = m;

        m.source = new source[]
        {
            new source(), // position
            new source(), // normal
            new source(), // uvs
        };
        m.source[0].id = CreateId();
        var fa = new float_array();

        fa.id                                        = CreateId();
        fa.Values                                    = ToDoubleArray(mesh.vertices);
        fa.count                                     = (ulong)fa.Values.Length;
        m.source[0].Item                             = fa;
        m.source[0].technique_common                 = new sourceTechnique_common();
        m.source[0].technique_common.accessor        = new accessor();
        m.source[0].technique_common.accessor.count  = fa.count / 3;
        m.source[0].technique_common.accessor.source = "#" + fa.id;
        m.source[0].technique_common.accessor.stride = 3;
        m.source[0].technique_common.accessor.param  = new[]
        {
            new param(),
            new param(),
            new param()
        };
        m.source[0].technique_common.accessor.param[0].name = "X";
        m.source[0].technique_common.accessor.param[0].type = "float";
        m.source[0].technique_common.accessor.param[1].name = "Y";
        m.source[0].technique_common.accessor.param[1].type = "float";
        m.source[0].technique_common.accessor.param[2].name = "Z";
        m.source[0].technique_common.accessor.param[2].type = "float";

        m.source[1].id                               = CreateId();
        fa                                           = new float_array();
        fa.id                                        = CreateId();
        fa.Values                                    = ToDoubleArray(mesh.normals);
        fa.count                                     = (ulong)fa.Values.Length;
        m.source[1].Item                             = fa;
        m.source[1].technique_common                 = new sourceTechnique_common();
        m.source[1].technique_common.accessor        = new accessor();
        m.source[1].technique_common.accessor.count  = fa.count / 3;
        m.source[1].technique_common.accessor.source = "#" + fa.id;
        m.source[1].technique_common.accessor.stride = 3;
        m.source[1].technique_common.accessor.param  = new[]
        {
            new param(),
            new param(),
            new param()
        };
        m.source[1].technique_common.accessor.param[0].name = "X";
        m.source[1].technique_common.accessor.param[0].type = "float";
        m.source[1].technique_common.accessor.param[1].name = "Y";
        m.source[1].technique_common.accessor.param[1].type = "float";
        m.source[1].technique_common.accessor.param[2].name = "Z";
        m.source[1].technique_common.accessor.param[2].type = "float";
        m.source[2].id                               = CreateId();
        fa                                           = new float_array();
        fa.id                                        = CreateId();
        fa.Values                                    = ToDoubleArray(mesh.uv);
        fa.count                                     = (ulong)fa.Values.Length;
        m.source[2].Item                             = fa;
        m.source[2].technique_common                 = new sourceTechnique_common();
        m.source[2].technique_common.accessor        = new accessor();
        m.source[2].technique_common.accessor.count  = fa.count / 2;
        m.source[2].technique_common.accessor.source = "#" + fa.id;
        m.source[2].technique_common.accessor.stride = 2;
        m.source[2].technique_common.accessor.param  = new[]
        {
            new param(),
            new param()
        };
        m.source[2].technique_common.accessor.param[0].name = "X";
        m.source[2].technique_common.accessor.param[0].type = "float";
        m.source[2].technique_common.accessor.param[1].name = "Y";
        m.source[2].technique_common.accessor.param[1].type = "float";


        m.vertices       = new vertices();
        m.vertices.id    = CreateId();
        m.vertices.input = new InputLocal[]
        {
            new InputLocal(), // position
            new InputLocal(), // normal
            new InputLocal()  // uvs
        };
        m.vertices.input[0].semantic = "POSITION";
        m.vertices.input[0].source   = "#" + m.source[0].id;
        m.vertices.input[1].semantic = "NORMAL";
        m.vertices.input[1].source   = "#" + m.source[1].id;
        m.vertices.input[2].semantic = "TEXCOORD";
        m.vertices.input[2].source   = "#" + m.source[2].id;

        var triangles    = new List <int>();
        var stringWriter = new StringWriter();

        for (int i = 0; i < mesh.subMeshCount; i++)
        {
            var t = mesh.GetTriangles(i);
            triangles.AddRange(t);
            for (int j = 0; j < t.Length; j = j + 3)
            {
                stringWriter.Write("{0} ", t[j]);
                stringWriter.Write("{0} ", t[j + 1]);
                stringWriter.Write("{0} ", t[j + 2]);
            }
        }
        var tris = new triangles();

        tris.count    = (ulong)(triangles.Count / 3);
        tris.material = defaultMaterialName;
        tris.input    = new InputLocalOffset[]
        {
            new InputLocalOffset(),
            //new InputLocalOffset(),
            //new InputLocalOffset()
        };
        tris.input[0].offset   = 0;
        tris.input[0].semantic = "VERTEX";
        tris.input[0].source   = "#" + m.vertices.id;
        //           <input semantic="TEXCOORD" source="#Cube-mesh-map-0" offset="2" set="0"/>

        /*tris.input[1].offset = 1;
         * tris.input[1].semantic = "NORMAL";
         * tris.input[1].source= "#"+m.source[1].id;
         *
         * tris.input[2].offset = 2;
         * tris.input[2].semantic = "TEXCOORD";
         * tris.input[2].source= "#"+m.source[2].id;
         * tris.input[2].set = 0;
         * tris.input[2].setSpecified = true;*/
        tris.p  = stringWriter.ToString();
        m.Items = new object[]
        {
            tris
        };
        meshLookup[mesh] = id;
        return(id);
    }