public ColladaScene(COLLADA collada, DAE.ImportSettings settings)
            {
                Settings    = settings;
                geometries  = FindLibraryItem <library_geometries>(collada.Items);
                images      = FindLibraryItem <library_images>(collada.Items);
                scenes      = FindLibraryItem <library_visual_scenes>(collada.Items);
                effects     = FindLibraryItem <library_effects>(collada.Items);
                controllers = FindLibraryItem <library_controllers>(collada.Items);
                materials   = FindLibraryItem <library_materials>(collada.Items);

                if (collada.asset != null)
                {
                    UpAxisType = collada.asset.up_axis;
                    UintSize   = collada.asset.unit;
                }
            }
示例#2
0
            public ColladaScene(COLLADA collada, DAE.ImportSettings settings)
            {
                Settings    = settings;
                geometries  = FindLibraryItem <library_geometries>(collada.Items);
                images      = FindLibraryItem <library_images>(collada.Items);
                scenes      = FindLibraryItem <library_visual_scenes>(collada.Items);
                effects     = FindLibraryItem <library_effects>(collada.Items);
                controllers = FindLibraryItem <library_controllers>(collada.Items);
                materials   = FindLibraryItem <library_materials>(collada.Items);

                if (effects != null)
                {
                    for (int i = 0; i < effects.effect.Length; i++)
                    {
                        effectLookup.Add(effects.effect[i].id, effects.effect[i]);
                    }
                }

                if (collada.asset != null)
                {
                    UpAxisType = collada.asset.up_axis;
                    UintSize   = collada.asset.unit;
                }
            }
示例#3
0
 private void LoadControllers(library_controllers controllers)
 {
 }
示例#4
0
文件: Root.cs 项目: xenogenesi/lslib
        public void ExportToCollada(string outputPath)
        {
            var collada     = new COLLADA();
            var asset       = new asset();
            var contributor = new assetContributor();

            if (ArtToolInfo != null)
            {
                contributor.authoring_tool = ArtToolInfo.FromArtToolName;
            }
            else
            {
                contributor.authoring_tool = "LSLib COLLADA Exporter v" + Common.LibraryVersion();
            }
            asset.contributor = new assetContributor[] { contributor };
            asset.created     = DateTime.Now;
            asset.modified    = DateTime.Now;
            asset.unit        = new assetUnit();
            asset.unit.name   = "meter";
            // TODO: Handle up vector, etc. properly?
            if (ArtToolInfo != null)
            {
                asset.unit.meter = ArtToolInfo.UnitsPerMeter;
            }
            else
            {
                asset.unit.meter = 1;
            }
            asset.up_axis = UpAxisType.Y_UP;
            collada.asset = asset;

            var geometries  = new List <geometry>();
            var controllers = new List <controller>();
            var geomNodes   = new List <node>();

            ExportModels(geometries, controllers, geomNodes);

            var animations     = new List <animation>();
            var animationClips = new List <animation_clip>();

            if (Animations != null)
            {
                foreach (var anim in Animations)
                {
                    var anims = anim.ExportAnimations();
                    animations.AddRange(anims);
                    var clip = new animation_clip();
                    clip.id           = anim.Name + "_Animation";
                    clip.name         = anim.Name;
                    clip.start        = 0.0;
                    clip.end          = anim.Duration;
                    clip.endSpecified = true;

                    var animInstances = new List <InstanceWithExtra>();
                    foreach (var animChannel in anims)
                    {
                        var instance = new InstanceWithExtra();
                        instance.url = "#" + animChannel.id;
                        animInstances.Add(instance);
                    }

                    clip.instance_animation = animInstances.ToArray();
                    animationClips.Add(clip);
                }
            }

            var rootElements = new List <object>();

            if (animations.Count > 0)
            {
                var animationLib = new library_animations();
                animationLib.animation = animations.ToArray();
                rootElements.Add(animationLib);
            }

            if (animationClips.Count > 0)
            {
                var animationClipLib = new library_animation_clips();
                animationClipLib.animation_clip = animationClips.ToArray();
                rootElements.Add(animationClipLib);
            }

            if (geometries.Count > 0)
            {
                var geometryLib = new library_geometries();
                geometryLib.geometry = geometries.ToArray();
                rootElements.Add(geometryLib);
            }

            if (controllers.Count > 0)
            {
                var controllerLib = new library_controllers();
                controllerLib.controller = controllers.ToArray();
                rootElements.Add(controllerLib);
            }

            var visualScenes = new library_visual_scenes();
            var visualScene  = new visual_scene();

            visualScene.id   = "DefaultVisualScene";
            visualScene.name = "unnamed";

            visualScene.node          = geomNodes.ToArray();
            visualScenes.visual_scene = new visual_scene[] { visualScene };

            var visualSceneInstance = new InstanceWithExtra();

            visualSceneInstance.url = "#DefaultVisualScene";
            rootElements.Add(visualScenes);

            var scene = new COLLADAScene();

            scene.instance_visual_scene = visualSceneInstance;
            collada.scene = scene;

            collada.Items = rootElements.ToArray();

            collada.Save(outputPath);
        }
示例#5
0
        public static controller FindControllerFromNode(instance_controller instance_controller, library_controllers controllers)
        {
            string mesh_id = instance_controller.url.Trim('#');

            return(Array.Find(controllers.controller, x => x.id == mesh_id));
        }
示例#6
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);
        }