public NullMeshObject AppendMeshObject(NullPrimitiveType meshType, int triangleCount, int vertexCount, bool includingNormal, bool includeTangent, bool includingVertexColor) { NullMeshObject meshObject = new NullMeshObject(CurrentVersion, meshType, triangleCount, vertexCount, includingNormal, includeTangent, includingVertexColor); MeshObjectList.Add(meshObject); return(meshObject); }
public bool RemoveMeshObject(NullMeshObject deletingOne, bool destroySource = true) { bool res = MeshObjectList.Remove(deletingOne); if (res && destroySource) { deletingOne.Clear(); } return(true); }
public bool BuildIndexedPrimitives(List <NullMergeIndex> indexMapping) { if (mVertexPosArray == null) { return(false); } mVertexPosArray = NullMeshObject.ReCreateCompactData(mVertexPosArray, indexMapping); mNormalArray = NullMeshObject.ReCreateCompactData(mNormalArray, indexMapping); return(true); }
public bool BuildIndexedPrimitives(List <NullMergeIndex> indexMapping) { if (mUVArray.Count == 0) { return(false); } List <Vector2> newData = NullMeshObject.ReCreateCompactData(mUVArray, indexMapping); mUVArray = newData; return(true); }
public NullMeshObject AppendSkinObject(NullPrimitiveType meshType, int triangleCount, int vertexCount, bool includingNormal, bool includeTangent, bool includingVertexColor) { NullMeshObject mesh = null; switch (mWorkingMode) { case NullWorkingFlag.WF_SKELETON_MESHPIECE: mesh = mSkinObjectList.AppendMeshObject(meshType, triangleCount, vertexCount, includingNormal, includeTangent, includingVertexColor); mesh.SetMeshObjectHandle(mMeshObjectList.GetMeshObjectCount() + mSkinObjectList.GetMeshObjectIndex(mesh)); break; } return(mesh); }
public int GetMeshObjectIndex(NullMeshObject mesh) { int index = 0xffff; for (int i = 0; i < MeshObjectList.Count; i++) { if (mesh == MeshObjectList[i]) { index = i; break; } } return(index); }
public void DoAutoCenter(Vector3 center) { for (int i = 0; i < MeshObjectList.Count; i++) { NullMeshObject meshObject = MeshObjectList[i]; for (int j = 0; j < meshObject.GetVertexCount(); j++) { Vector3 v = Vector3.zero; meshObject.GetVertex(j, ref v); v -= center; meshObject.SetVertex(j, v); } } }
public void GetCenter(ref Vector3 result) { result = Vector3.zero; int totalCount = 0; for (int i = 0; i < MeshObjectList.Count; i++) { NullMeshObject meshObject = MeshObjectList[i]; meshObject.GetCenter(ref result); totalCount += meshObject.GetVertexCount(); } if (totalCount == 0) { return; } result = result * (1.0f / totalCount); }
public bool BuildIndexedPrimitives() { bool res = false; if (mMeshObjectList != null) { List <NullMergeIndex> indexMapping = new List <NullMergeIndex>(); for (int i = 0; i < mMeshObjectList.GetMeshObjectCount(); i++) { NullMeshObject meshObject = mMeshObjectList[i]; res |= meshObject.BuildIndexedPrimitives(indexMapping); if (meshObject.IsVertexAnimationMeshObject() && mVertexMorphAnimations != null) { for (int k = 0; k < mVertexMorphAnimations.GetAnimationCount(); k++) { NullVertexMorphAnimation animation = mVertexMorphAnimations[k]; for (int j = 0; j < animation.GetFrameCount(); j++) { NullVertexMorphAnimationFrame animationFrame = animation[j]; NullVertexMorphObject morphObject = animationFrame.FindMorphAnimationNodeByIndex(i); Assert.IsTrue(morphObject != null, ""); res |= morphObject.BuildIndexedPrimitives(indexMapping); } } } } } //try extract mesh-objects and skeleton-bindings if (mSkinObjectList != null) { for (int i = 0; i < mSkinObjectList.GetMeshObjectCount(); i++) { List <NullMergeIndex> indexMapping = new List <NullMergeIndex>(); NullMeshObject meshObject = mSkinObjectList[i]; res |= meshObject.BuildIndexedPrimitives(indexMapping); if (mSkeletonBinding != null && indexMapping.Count > 0) { NullSkeletonPiece skeletonPiece = mSkeletonBinding[i]; res |= skeletonPiece.BuildIndexedPrimitives(indexMapping); } } } return(res); }
protected bool RotateMeshObjects(NullMeshObjects meshObjects, float angle) { if (meshObjects == null || meshObjects.GetVertexCount() == 0) { return(false); } int triangleCount = meshObjects.GetTriangleCount(); if (triangleCount > 0) { //preparing data List <Vector3> vertices = new List <Vector3>(); List <Vector3> newVertices = new List <Vector3>(); for (int i = 0; i < meshObjects.GetMeshObjectCount(); i++) { NullMeshObject meshObject = meshObjects[i]; int count = meshObject.GetTriangleCount(); vertices.AddRange(meshObject.GetVertexData()); } //do rotate calculation Vector3RotateCalculation(angle, vertices, newVertices, false); //update mesh objects vertices int index = 0; for (int i = 0; i < meshObjects.GetMeshObjectCount(); i++) { NullMeshObject meshObject = meshObjects[i]; int count = meshObject.GetTriangleCount(); for (int j = 0; j < count; j++) { meshObject.SetVertex(j * 3 + 0, newVertices[index++]); meshObject.SetVertex(j * 3 + 1, newVertices[index++]); meshObject.SetVertex(j * 3 + 2, newVertices[index++]); } } //delete temp buffer vertices.Clear(); newVertices.Clear(); } return(true); }
private void CreateSkeletonMesh() { NullMeshFile meshFile = new NullMeshFile(NullWorkingFlag.WF_SKELETON_MESHPIECE); bool hadNormals = mVertexNormals.Length > 0; bool hadTangents = mVertexTangents.Length > 0; bool hadColors = mVertexColors.Length > 0; bool hadUv = mVertexuvs.Length > 0; NullMeshObject meshObject = meshFile.AppendSkinObject(NullPrimitiveType.MOT_INDEXED_PRIMITIVES, mVertexTriangles.Length, mVertexPoses.Length, true, true, true); NullUVGroup uvGroup = hadUv ? meshObject.GetOrCreateUVGroup(UVType.UVT_DEFAULT, mVertexPoses.Length) : null; int vertexCount = mVertexPoses.Length; for (int i = 0; i < vertexCount; ++i) { meshObject.SetVertex(i, mVertexPoses[i]); if (hadColors) { meshObject.SetVertexColor(i, Convert(mVertexColors[i])); } if (hadTangents) { meshObject.SetTangent(i, mVertexTangents[i]); } if (hadNormals) { meshObject.SetNormal(i, mVertexNormals[i]); } if (hadUv) { uvGroup.SetUV(i, mVertexuvs[i]); } } for (int i = 0; i < mVertexTriangles.Length; i += 3) { int i1 = mVertexTriangles[i]; int i2 = mVertexTriangles[i + 1]; int i3 = mVertexTriangles[i + 2]; meshObject.SetTriangleIndex(i, new Vector3Int(i1, i2, i3)); } // 骨骼数 NullNodeTree rootNode = meshFile.GetNodeTree(); ConvertNodeTree(mRootBone, rootNode, mBindposes, mBones); // 权重绑定 NullSkeletonBinding skeletonBinding = meshFile.GetSkeletonBinding(); int pieceCount = 1; // 对应子模型,现在只限制一个子模型 skeletonBinding.SetSkeletonName(mMesh.name); skeletonBinding.SetSkeletonBindingCount(pieceCount); for (int i = 0; i < pieceCount; ++i) { NullSkeletonPiece skeletonPiece = skeletonBinding[i]; skeletonPiece.SetPieceHandle(i); ConvertSkeletonPiece(skeletonPiece, mBoneweights); } string fileName = OutPutDir + "/" + Target.name + ".hxs"; using (NullMemoryStream stream = NullMemoryStream.WriteToFile(fileName)) { meshFile.SaveToStream(stream); } }
public bool ExtractToTriangles() { bool res = false; //try extract mesh-objects and vertex-morph animations if (mMeshObjectList != null) { for (int i = 0; i < mMeshObjectList.GetMeshObjectCount(); i++) { List <Vector3Int> originalFaceIndices = new List <Vector3Int>(); NullMeshObject meshObject = mMeshObjectList[i]; res |= meshObject.ExtractToTriangles(originalFaceIndices); if (meshObject.IsVertexAnimationMeshObject() && mVertexMorphAnimations != null) { for (int k = 0; k < mVertexMorphAnimations.GetAnimationCount(); k++) { NullVertexMorphAnimation animation = mVertexMorphAnimations[k]; for (int j = 0; j < animation.GetFrameCount(); j++) { NullVertexMorphAnimationFrame animationFrame = animation[j]; NullVertexMorphObject morphObject = animationFrame.FindMorphAnimationNodeByIndex(i); Assert.IsTrue(morphObject != null, ""); switch (meshObject.GetMeshObjectType()) { case NullPrimitiveType.MOT_INDEXED_PRIMITIVES: res |= morphObject.ExtractToTrianglesFromIndexedPrimitives(originalFaceIndices); break; //case NullPrimitiveType.MOT_TRIANGLE_STRIPS: // res |= morphObject.ExtractToTrianglesFromStrips(meshObject.GetTriangleCount()); // break; } } } } originalFaceIndices.Clear(); } } //try extract mesh-objects and skeleton-bindings if (mSkinObjectList != null) { for (int i = 0; i < mSkinObjectList.GetMeshObjectCount(); i++) { List <Vector3Int> originalFaceIndices = new List <Vector3Int>(); NullMeshObject meshObject = mSkinObjectList[i]; res |= meshObject.ExtractToTriangles(originalFaceIndices); if (mSkeletonBinding != null && mSkeletonBinding.GetSkeletonBindingCount() > 0) { NullSkeletonPiece skeletonPiece = mSkeletonBinding[i]; switch (meshObject.GetMeshObjectType()) { case NullPrimitiveType.MOT_INDEXED_PRIMITIVES: res |= skeletonPiece.ExtractToTrianglesFromIndexedPrimitives(originalFaceIndices); break; //case HexMeshObject::MOT_TRIANGLE_STRIPS: // res |= skeletonPiece.ExtractToTrianglesFromStrips(meshObject.GetTriangleCount()); // break; } } } } return(res); }
protected bool BuildTangentForMeshObjects(NullMeshObjects meshObjects, float thresHold, bool forceSmooth = false) { if (meshObjects == null || meshObjects.GetMeshObjectCount() == 0) { return(false); } int triangleCount = meshObjects.GetTriangleCount(); if (triangleCount > 0) { //preparing data List <Vector3> vertices = new List <Vector3>(); List <Vector2> uvs = new List <Vector2>(); List <Vector3> tangents = Make <Vector3>(triangleCount * 3); List <Vector3> binormals = Make <Vector3>(triangleCount * 3); List <byte> smoothGroups = Make <byte>(triangleCount); int realTriangleCount = 0; for (int i = 0; i < meshObjects.GetMeshObjectCount(); i++) { NullMeshObject meshObject = meshObjects[i]; if (meshObject.GetUVGroups().Count == 0 || meshObject.GetNormalData().Count == 0) { continue; } int count = meshObject.GetTriangleCount(); vertices.AddRange(meshObject.GetVertexData()); byte smoothGroup = meshObject.GetSmoothGroup(); if (forceSmooth && smoothGroup == 0) { smoothGroup = 1; } Set(smoothGroups, smoothGroup); NullUVGroup uvGroup = meshObject.GetUVGroup(UVType.UVT_NORMAL_MAP); if (uvGroup == null) { uvGroup = meshObject.GetUVGroup(UVType.UVT_DEFAULT); } uvs.AddRange(uvGroup.GetUVData()); realTriangleCount += count; } //do face-smoothing ComputeTengents(thresHold, vertices, realTriangleCount, smoothGroups, uvs, tangents, binormals); //update mesh objects normals for (int i = 0; i < meshObjects.GetMeshObjectCount(); i++) { NullMeshObject meshObject = meshObjects[i]; if (meshObject.GetUVGroups().Count == 0 || meshObject.GetNormalData().Count == 0) { continue; } meshObject.BuildTangentArray(); int count = meshObject.GetTriangleCount(); for (int j = 0; j < count; j++) { //set tangent meshObject.SetTangent(j * 3 + 0, tangents[j * 3]); meshObject.SetTangent(j * 3 + 1, tangents[j * 3 + 1]); meshObject.SetTangent(j * 3 + 2, tangents[j * 3 + 2]); //set binormal meshObject.SetBinormal(j * 3 + 0, binormals[j * 3]); meshObject.SetBinormal(j * 3 + 1, binormals[j * 3 + 1]); meshObject.SetBinormal(j * 3 + 2, binormals[j * 3 + 2]); } } //delete temp buffer vertices.Clear(); tangents.Clear(); binormals.Clear(); uvs.Clear(); smoothGroups.Clear(); } return(true); }