示例#1
0
        /// <summary>
        /// Generates a cube model.
        /// </summary>
        /// <returns>The cube model.</returns>
        public Model GenerateCube()
        {
            Model m = new Model("cube")
            {
                Engine   = this,
                Skinned  = true,
                ModelMin = new BEPUutilities.Vector3(-1, -1, -1),
                ModelMax = new BEPUutilities.Vector3(1, 1, 1)
            };
            ModelMesh mm = new ModelMesh("cube");

            mm.vbo.Prepare();
            TextureCoordinates tc = new TextureCoordinates();

            mm.vbo.AddSide(Location.UnitX, tc, offs: true);
            mm.vbo.AddSide(Location.UnitY, tc, offs: true);
            mm.vbo.AddSide(Location.UnitZ, tc, offs: true);
            mm.vbo.AddSide(-Location.UnitX, tc, offs: true);
            mm.vbo.AddSide(-Location.UnitY, tc, offs: true);
            mm.vbo.AddSide(-Location.UnitZ, tc, offs: true);
            m.Original = new Model3D();
            Model3DMesh m3m = new Model3DMesh()
            {
                Name = "cube"
            };

            m3m.Indices       = new List <int>(mm.vbo.Indices.ConvertAll((u) => (int)u));
            m3m.Vertices      = new List <BEPUutilities.Vector3>(mm.vbo.Vertices.ConvertAll((o) => o.ToLocation().ToBVector()));
            m3m.TexCoords     = new List <BEPUutilities.Vector2>(mm.vbo.TexCoords.ConvertAll((o) => new BEPUutilities.Vector2(o.X, o.Y)));
            m3m.Normals       = new List <BEPUutilities.Vector3>(mm.vbo.Normals.ConvertAll((o) => o.ToLocation().ToBVector()));
            m.Original.Meshes = new List <Model3DMesh>()
            {
                m3m
            };
            mm.vbo.GenerateVBO();
            mm.VBOGenned = true;
            m.Meshes.Add(mm);
            return(m);
        }
        /// <summary>
        /// Generates a cube model.
        /// </summary>
        /// <returns>The cube model.</returns>
        public Model GenerateCube()
        {
            Model m = new Model("cube")
            {
                Engine   = this,
                Skinned  = true,
                ModelMin = new BEPUutilities.Vector3(-1, -1, -1),
                ModelMax = new BEPUutilities.Vector3(1, 1, 1)
            };
            ModelMesh mm = new ModelMesh("cube");

            Renderable.ListBuilder builder = new Renderable.ListBuilder();
            builder.Prepare();
            TextureCoordinates tc = new TextureCoordinates();

            builder.AddSide(Location.UnitX, tc, offs: true);
            builder.AddSide(Location.UnitY, tc, offs: true);
            builder.AddSide(Location.UnitZ, tc, offs: true);
            builder.AddSide(-Location.UnitX, tc, offs: true);
            builder.AddSide(-Location.UnitY, tc, offs: true);
            builder.AddSide(-Location.UnitZ, tc, offs: true);
            m.Original = new Model3D();
            Model3DMesh m3m = new Model3DMesh()
            {
                Name = "cube"
            };

            m3m.Indices       = builder.Indices.ToArray();
            m3m.Vertices      = builder.Vertices.ConvertAll((o) => o.ToLocation().ToBVector()).ToArray();
            m3m.TexCoords     = builder.TexCoords.ConvertAll((o) => new BEPUutilities.Vector2(o.X, o.Y)).ToArray();
            m3m.Normals       = builder.Normals.ConvertAll((o) => o.ToLocation().ToBVector()).ToArray();
            m.Original.Meshes = new Model3DMesh[] { m3m };
            mm.BaseRenderable.GenerateVBO(builder);
            m.AddMesh(mm);
            return(m);
        }
示例#3
0
        /// <summary>
        /// Converts a core Scene to a renderable model.
        /// </summary>
        /// <param name="scene">The backing model.</param>
        /// <param name="name">The name to use.</param>
        /// <param name="engine">The animation engine.</param>
        /// <returns>The model.</returns>
        public Model FromScene(Model3D scene, string name, AnimationEngine engine)
        {
            if (scene.Meshes.Count == 0)
            {
                throw new Exception("Scene has no meshes! (" + name + ")");
            }
            Model model = new Model(name)
            {
                Engine   = this,
                Original = scene,
                Root     = Convert(scene.MatrixA)
            };

            foreach (Model3DMesh mesh in scene.Meshes)
            {
                if (mesh.Name.ToLowerFast().Contains("collision") || mesh.Name.ToLowerFast().Contains("norender"))
                {
                    continue;
                }
                ModelMesh modmesh = new ModelMesh(mesh.Name);
                modmesh.vbo.Prepare();
                bool hastc = mesh.TexCoords.Count == mesh.Vertices.Count;
                bool hasn  = mesh.Normals.Count == mesh.Vertices.Count;
                if (!hasn)
                {
                    SysConsole.Output(OutputType.WARNING, "Mesh has no normals! (" + name + ")");
                }
                if (!hastc)
                {
                    SysConsole.Output(OutputType.WARNING, "Mesh has no texcoords! (" + name + ")");
                }
                for (int i = 0; i < mesh.Vertices.Count; i++)
                {
                    BEPUutilities.Vector3 vertex = mesh.Vertices[i];
                    modmesh.vbo.Vertices.Add(new Vector3((float)vertex.X, (float)vertex.Y, (float)vertex.Z));
                    if (!hastc)
                    {
                        modmesh.vbo.TexCoords.Add(new Vector3(0, 0, 0));
                    }
                    else
                    {
                        modmesh.vbo.TexCoords.Add(new Vector3((float)mesh.TexCoords[i].X, 1 - (float)mesh.TexCoords[i].Y, 0));
                    }
                    if (!hasn)
                    {
                        modmesh.vbo.Normals.Add(new Vector3(0f, 0f, 1f));
                    }
                    else
                    {
                        modmesh.vbo.Normals.Add(new Vector3((float)mesh.Normals[i].X, (float)mesh.Normals[i].Y, (float)mesh.Normals[i].Z));
                    }
                    modmesh.vbo.Colors.Add(new Vector4(1, 1, 1, 1)); // TODO: From the mesh?
                }
                for (int i = 0; i < mesh.Indices.Count; i++)
                {
                    modmesh.vbo.Indices.Add((uint)mesh.Indices[i]);
                }
                int bc = mesh.Bones.Count;
                if (bc > 200)
                {
                    SysConsole.Output(OutputType.WARNING, "Mesh has " + bc + " bones! (" + name + ")");
                    bc = 200;
                }
                modmesh.vbo.BoneIDs      = new Vector4[modmesh.vbo.Vertices.Count].ToList();
                modmesh.vbo.BoneWeights  = new Vector4[modmesh.vbo.Vertices.Count].ToList();
                modmesh.vbo.BoneIDs2     = new Vector4[modmesh.vbo.Vertices.Count].ToList();
                modmesh.vbo.BoneWeights2 = new Vector4[modmesh.vbo.Vertices.Count].ToList();
                int[] pos = new int[modmesh.vbo.Vertices.Count];
                for (int i = 0; i < bc; i++)
                {
                    for (int x = 0; x < mesh.Bones[i].Weights.Count; x++)
                    {
                        int   IDa     = mesh.Bones[i].IDs[x];
                        float Weighta = (float)mesh.Bones[i].Weights[x];
                        int   spot    = pos[IDa]++;
                        if (spot > 7)
                        {
                            //SysConsole.Output(OutputType.WARNING, "Too many bones influencing " + vw.VertexID + "!");
                            ForceSet(modmesh.vbo.BoneWeights, IDa, 3, modmesh.vbo.BoneWeights[IDa][3] + Weighta);
                        }
                        else if (spot > 3)
                        {
                            ForceSet(modmesh.vbo.BoneIDs2, IDa, spot - 4, i);
                            ForceSet(modmesh.vbo.BoneWeights2, IDa, spot - 4, Weighta);
                        }
                        else
                        {
                            ForceSet(modmesh.vbo.BoneIDs, IDa, spot, i);
                            ForceSet(modmesh.vbo.BoneWeights, IDa, spot, Weighta);
                        }
                    }
                }
                model.Meshes.Add(modmesh);
            }
            model.RootNode = new ModelNode()
            {
                Parent = null, Name = scene.RootNode.Name.ToLowerFast()
            };
            List <ModelNode> allNodes = new List <ModelNode>();

            PopulateChildren(model.RootNode, scene.RootNode, model, engine, allNodes);
            for (int i = 0; i < model.Meshes.Count; i++)
            {
                for (int x = 0; x < scene.Meshes[i].Bones.Count; x++)
                {
                    ModelNode nodet = null;
                    string    nl    = scene.Meshes[i].Bones[x].Name.ToLowerFast();
                    for (int n = 0; n < allNodes.Count; n++)
                    {
                        if (allNodes[n].Name == nl)
                        {
                            nodet = allNodes[n];
                            break;
                        }
                    }
                    ModelBone mb = new ModelBone()
                    {
                        Offset = Convert(scene.Meshes[i].Bones[x].MatrixA)
                    };
                    nodet.Bones.Add(mb);
                    model.Meshes[i].Bones.Add(mb);
                }
            }
            return(model);
        }