public SMD(H3D Scene, int MdlIndex, int AnimIndex = -1) { int Index = 0; if (Scene == null || Scene.Models.Count == 0) { return; } if (MdlIndex != -1 && AnimIndex == -1) { H3DModel Mdl = Scene.Models[MdlIndex]; foreach (H3DBone Bone in Mdl.Skeleton) { SMDNode Node = new SMDNode() { Index = Index, Name = Bone.Name, ParentIndex = Bone.ParentIndex }; SMDBone B = new SMDBone() { NodeIndex = Index++, Translation = Bone.Translation, Rotation = Bone.Rotation }; Nodes.Add(Node); Skeleton.Add(B); } foreach (H3DMesh Mesh in Mdl.Meshes) { if (Mesh.Type == H3DMeshType.Silhouette) { continue; } PICAVertex[] Vertices = Mesh.GetVertices(); string MaterialName = Mdl.Materials[Mesh.MaterialIndex].Texture0Name; if (MaterialName.Equals("projection_dummy") && Mdl.Materials[Mesh.MaterialIndex].Texture1Name != null) { MaterialName = Mdl.Materials[Mesh.MaterialIndex].Texture1Name; } Meshes.Add(new SMDMesh() { MaterialName = MaterialName + ".png", Vertices = MeshTransform.GetVerticesList(Mdl.Skeleton, Mesh) }); } } }
public H3D ToH3D(string TextureSearchPath = null) { H3D Output = new H3D(); H3DModel Model = new H3DModel(); Model.Name = "Model"; ushort MaterialIndex = 0; if (Skeleton.Count > 0) { Model.Flags = H3DModelFlags.HasSkeleton; } Model.BoneScaling = H3DBoneScaling.Maya; Model.MeshNodesVisibility.Add(true); foreach (SMDMesh Mesh in Meshes) { Vector3 MinVector = new Vector3(); Vector3 MaxVector = new Vector3(); Dictionary <PICAVertex, int> Vertices = new Dictionary <PICAVertex, int>(); List <H3DSubMesh> SubMeshes = new List <H3DSubMesh>(); Queue <PICAVertex> VerticesQueue = new Queue <PICAVertex>(); foreach (PICAVertex Vertex in Mesh.Vertices) { VerticesQueue.Enqueue(Vertex); } while (VerticesQueue.Count > 2) { List <ushort> Indices = new List <ushort>(); List <ushort> BoneIndices = new List <ushort>(); int TriCount = VerticesQueue.Count / 3; while (TriCount-- > 0) { PICAVertex[] Triangle = new PICAVertex[3]; Triangle[0] = VerticesQueue.Dequeue(); Triangle[1] = VerticesQueue.Dequeue(); Triangle[2] = VerticesQueue.Dequeue(); List <ushort> TempIndices = new List <ushort>(); for (int Tri = 0; Tri < 3; Tri++) { PICAVertex Vertex = Triangle[Tri]; for (int i = 0; i < 4; i++) { ushort Index = (ushort)Vertex.Indices[i]; if (!(BoneIndices.Contains(Index) || TempIndices.Contains(Index))) { TempIndices.Add(Index); } } } if (BoneIndices.Count + TempIndices.Count > 20) { VerticesQueue.Enqueue(Triangle[0]); VerticesQueue.Enqueue(Triangle[1]); VerticesQueue.Enqueue(Triangle[2]); continue; } for (int Tri = 0; Tri < 3; Tri++) { PICAVertex Vertex = Triangle[Tri]; for (int Index = 0; Index < 4; Index++) { int BoneIndex = BoneIndices.IndexOf((ushort)Vertex.Indices[Index]); if (BoneIndex == -1) { BoneIndex = BoneIndices.Count; BoneIndices.Add((ushort)Vertex.Indices[Index]); } Vertex.Indices[Index] = BoneIndex; } if (Vertices.ContainsKey(Vertex)) { Indices.Add((ushort)Vertices[Vertex]); } else { Indices.Add((ushort)Vertices.Count); if (Vertex.Position.X < MinVector.X) { MinVector.X = Vertex.Position.X; } if (Vertex.Position.Y < MinVector.Y) { MinVector.Y = Vertex.Position.Y; } if (Vertex.Position.Z < MinVector.Z) { MinVector.Z = Vertex.Position.Z; } if (Vertex.Position.X > MaxVector.X) { MaxVector.X = Vertex.Position.X; } if (Vertex.Position.Y > MaxVector.Y) { MaxVector.Y = Vertex.Position.Y; } if (Vertex.Position.Z > MaxVector.Z) { MaxVector.Z = Vertex.Position.Z; } Vertices.Add(Vertex, Vertices.Count); } } } SubMeshes.Add(new H3DSubMesh() { Skinning = H3DSubMeshSkinning.Smooth, BoneIndicesCount = (ushort)BoneIndices.Count, BoneIndices = BoneIndices.ToArray(), Indices = Indices.ToArray() }); } List <PICAAttribute> Attributes = PICAAttribute.GetAttributes( PICAAttributeName.Position, PICAAttributeName.Normal, PICAAttributeName.Color, PICAAttributeName.TexCoord0, PICAAttributeName.BoneIndex, PICAAttributeName.BoneWeight); //Mesh H3DMesh M = new H3DMesh(Vertices.Keys, Attributes, SubMeshes) { Skinning = H3DMeshSkinning.Smooth, MeshCenter = (MinVector + MaxVector) * 0.5f, MaterialIndex = MaterialIndex }; //Material string TexName = Path.GetFileNameWithoutExtension(Mesh.MaterialName); string MatName = $"Mat{MaterialIndex++.ToString("D5")}_{TexName}"; H3DMaterial Material = H3DMaterial.GetSimpleMaterial(Model.Name, MatName, TexName); Model.Materials.Add(Material); if (TextureSearchPath != null && !Output.Textures.Contains(TexName)) { string TextureFile = Path.Combine(TextureSearchPath, Mesh.MaterialName); if (File.Exists(TextureFile)) { Output.Textures.Add(new H3DTexture(TextureFile)); } } M.UpdateBoolUniforms(Material); Model.AddMesh(M); } //Build Skeleton foreach (SMDBone Bone in Skeleton) { SMDNode Node = Nodes[Bone.NodeIndex]; Model.Skeleton.Add(new H3DBone() { Name = Node.Name, ParentIndex = (short)Node.ParentIndex, Translation = Bone.Translation, Rotation = Bone.Rotation, Scale = Vector3.One }); } //Calculate Absolute Inverse Transforms for all bones foreach (H3DBone Bone in Model.Skeleton) { Bone.CalculateTransform(Model.Skeleton); } Output.Models.Add(Model); Output.CopyMaterials(); return(Output); }