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; }
public List<animation> ExportTransform(IList<Keyframe> keyframes, string name, string target) { var anims = new List<animation>(); var inputs = new List<InputLocal>(); var outputs = new List<float>(keyframes.Count * 16); foreach (var keyframe in keyframes) { var transform = Matrix4.Identity; if (keyframe.hasRotation) transform *= Matrix4.CreateFromQuaternion(keyframe.rotation.Inverted()); if (keyframe.hasScaleShear) { var scaleShear = Matrix4.Identity; for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) scaleShear[i, j] = keyframe.scaleShear[i, j]; } transform *= scaleShear; } if (keyframe.hasTranslation) { transform[0, 3] += keyframe.translation[0]; transform[1, 3] += keyframe.translation[1]; transform[2, 3] += keyframe.translation[2]; } for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) outputs.Add(transform[i, j]); } } var interpolations = new List<string>(keyframes.Count); for (int i = 0; i < keyframes.Count; i++) { // TODO: Add control point estimation code and add in/out tangents for Bezier //interpolations.Add("BEZIER"); interpolations.Add("LINEAR"); } var knots = new List<float>(keyframes.Count); foreach (var keyframe in keyframes) { knots.Add(keyframe.time); } /* * Fix up animations that have only one keyframe by adding another keyframe at * the end of the animation. * (This mainly applies to DaIdentity and DnConstant32f) */ if (keyframes.Count == 1) { knots.Add(ParentAnimation.Duration); for (int i = 0; i < 16; i++) outputs.Add(outputs[i]); interpolations.Add(interpolations[0]); } var knotsSource = ColladaUtils.MakeFloatSource(name, "inputs", new string[] { "TIME" }, knots.ToArray()); var knotsInput = new InputLocal(); knotsInput.semantic = "INPUT"; knotsInput.source = "#" + knotsSource.id; inputs.Add(knotsInput); var outSource = ColladaUtils.MakeFloatSource(name, "outputs", new string[] { "TRANSFORM" }, outputs.ToArray(), 16, "float4x4"); var outInput = new InputLocal(); outInput.semantic = "OUTPUT"; outInput.source = "#" + outSource.id; inputs.Add(outInput); var interpSource = ColladaUtils.MakeNameSource(name, "interpolations", new string[] { "INTERPOLATION" }, interpolations.ToArray()); var interpInput = new InputLocal(); interpInput.semantic = "INTERPOLATION"; interpInput.source = "#" + interpSource.id; inputs.Add(interpInput); var sampler = new sampler(); sampler.id = name + "_sampler"; sampler.input = inputs.ToArray(); var channel = new channel(); channel.source = "#" + sampler.id; channel.target = target; var animation = new animation(); animation.id = name; animation.name = name; var animItems = new List<object>(); animItems.Add(knotsSource); animItems.Add(outSource); animItems.Add(interpSource); animItems.Add(sampler); animItems.Add(channel); animation.Items = animItems.ToArray(); anims.Add(animation); return anims; }
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; }