示例#1
0
        /// <summary>
        /// Reads the index buffer data and converts it into a triangle list if necessary.
        /// </summary>
        /// <param name="reader">The mesh reader to use.</param>
        /// <param name="part">The mesh part to read.</param>
        /// <param name="resourceStream">A stream open on the resource data.</param>
        /// <returns>The index buffer converted into a triangle list.</returns>
        private static ushort[] ReadIndices(MeshReader reader, Mesh.Part part, Stream resourceStream)
        {
            // Use index buffer 0
            var indexBuffer = reader.IndexBuffers[0];

            if (indexBuffer == null)
            {
                throw new InvalidOperationException("Index buffer 0 is null");
            }

            // Read the indices
            var indexStream = reader.OpenIndexBufferStream(indexBuffer, resourceStream);

            indexStream.Position = part.FirstIndexOld;
            switch (indexBuffer.Format)
            {
            case IndexBufferFormat.TriangleList:
                return(indexStream.ReadIndices(part.IndexCountOld));

            case IndexBufferFormat.TriangleStrip:
                return(indexStream.ReadTriangleStrip(part.IndexCountOld));

            default:
                throw new InvalidOperationException("Unsupported index buffer type: " + indexBuffer.Format);
            }
        }
示例#2
0
        private static List <GenericVertex> ReadVertices(MeshReader reader, Stream resourceStream)
        {
            // Open a vertex reader on stream 0 (main vertex data)
            var mainBuffer = reader.VertexStreams[0];

            if (mainBuffer == null)
            {
                return(new List <GenericVertex>());
            }

            var vertexReader = reader.OpenVertexStream(mainBuffer, resourceStream);

            switch (reader.Mesh.Type)
            {
            case VertexType.Rigid:
                return(ReadRigidVertices(vertexReader, mainBuffer.Count));

            case VertexType.Skinned:
                return(ReadSkinnedVertices(vertexReader, mainBuffer.Count));

            case VertexType.DualQuat:
                return(ReadDualQuatVertices(vertexReader, mainBuffer.Count));

            case VertexType.World:
                return(ReadWorldVertices(vertexReader, mainBuffer.Count));

            default:
                throw new InvalidOperationException("Only Rigid, Skinned, DualQuat and World meshes are supported");
            }
        }
示例#3
0
        /// <summary>
        /// Writes mesh data to the .obj.
        /// </summary>
        /// <param name="reader">The mesh reader to use.</param>
        /// <param name="compressor">The vertex compressor to use.</param>
        /// <param name="resourceStream">A stream open on the resource data.</param>
        public void ExtractMesh(MeshReader reader, VertexCompressor compressor, Stream resourceStream)
        {
            // Read the vertex buffer and decompress each vertex
            var vertices = ReadVertices(reader, resourceStream);

            DecompressVertices(vertices, compressor);

            // Write out the vertices
            WriteVertices(vertices);

            // Read and write out the triangles for each part
            foreach (var part in reader.Mesh.Parts)
            {
                var indexes = ReadIndexes(reader, part, resourceStream);
                WriteTriangles(indexes);
            }
            _baseIndex += (uint)vertices.Count;
        }
示例#4
0
        private Assimp.Mesh ExtractMeshPartGeometry(int meshIndex, int partIndex)
        {
            // create new assimp mesh

            Assimp.Mesh mesh = new Assimp.Mesh();

            // Add support for multiple UV layers
            var textureCoordinateIndex = 0;

            mesh.UVComponentCount[textureCoordinateIndex] = 2;

            // prepare vertex extraction
            var meshReader       = new MeshReader(CacheContext.Version, RenderModel.Geometry.Meshes[meshIndex], RenderModelResourceDefinition);
            var vertexCompressor = new VertexCompressor(RenderModel.Geometry.Compression[0]);

            var geometryMesh = RenderModel.Geometry.Meshes[meshIndex];
            var geometryPart = geometryMesh.Parts[partIndex];

            mesh.MaterialIndex = geometryPart.MaterialIndex;

            // optimize this part to not load and decompress all mesh vertices everytime
            var vertices = ReadVertices(meshReader, RenderModelResourceStream);

            DecompressVertices(vertices, vertexCompressor);
            // get offset in the list of all vertices for the mesh
            var vertexOffset = GetPartVertexOffset(meshIndex, partIndex);

            //vertices = vertices.GetRange(vertexOffset, geometryPart.VertexCount);

            var indices = ReadIndices(meshReader, geometryPart, RenderModelResourceStream);

            var int_indices = indices.Select(b => (int)b).ToArray();

            var indexCount = indices.Length;

            if (indexCount == 0)
            {
                Console.WriteLine($"Failed to extract mesh, no indices.");
                return(null);
            }

            // set index list, maybe require adjustment for vertex buffer offset

            mesh.SetIndices(int_indices, 3);

            // build skeleton for each mesh (meh)

            // create a list of all the mesh bones available in the scene
            foreach (var node in RenderModel.Nodes)
            {
                Bone bone = new Bone();
                bone.Name         = CacheContext.GetString(node.Name);
                bone.OffsetMatrix = new Matrix4x4();
                mesh.Bones.Add(bone);
            }

            for (int i = vertexOffset; i < vertexOffset + geometryPart.VertexCount; i++)
            {
                var vertex = vertices[i];
                mesh.Vertices.Add(vertex.Position);

                if (vertex.Normal != null)
                {
                    mesh.Normals.Add(vertex.Normal);
                }

                if (vertex.TexCoords != null)
                {
                    mesh.TextureCoordinateChannels[textureCoordinateIndex].Add(vertex.TexCoords);
                }

                if (vertex.Tangents != null)
                {
                    mesh.Tangents.Add(vertex.Tangents);
                }

                if (vertex.Binormals != null)
                {
                    mesh.BiTangents.Add(vertex.Binormals);
                }

                if (vertex.Indices != null)
                {
                    for (int j = 0; j < vertex.Indices.Length; j++)
                    {
                        var       index            = vertex.Indices[j];
                        var       bone             = mesh.Bones[index];
                        Matrix4x4 inverseTransform = new Matrix4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);


                        var currentNode = BoneNodes[index];
                        while (currentNode != null)
                        {
                            Matrix4x4 inverse = (currentNode.Transform.DeepClone());
                            inverse.Inverse();
                            inverseTransform = inverse * inverseTransform;
                            currentNode      = currentNode.Parent;
                        }
                        bone.OffsetMatrix = inverseTransform;
                        bone.VertexWeights.Add(new VertexWeight(i - vertexOffset, vertex.Weights[j]));
                    }
                }

                // Add skinned mesh support and more
            }

            // create faces
            mesh.Faces.Clear();

            GenerateFaces(int_indices, vertexOffset, mesh.Faces);

            return(mesh);
        }
示例#5
0
        /// <summary>
        /// Writes mesh data to the .obj.
        /// </summary>
        /// <param name="reader">The mesh reader to use.</param>
        /// <param name="compressor">The vertex compressor to use.</param>
        /// <param name="resourceStream">A stream open on the resource data.</param>
        /// <param name="name">The name of the mesh.</param>
        public void ExtractMesh(MeshReader reader, VertexCompressor compressor, Stream resourceStream, string name = null)
        {
            var vertices = ReadVertices(reader, resourceStream);

            DecompressVertices(vertices, compressor);

            var indicesList = new List <ushort[]>();
            var indexCount  = 0;

            for (var i = 0; i < (reader?.Mesh?.Parts?.Count ?? -1); i++)
            {
                var part    = reader.Mesh.Parts[i];
                var indices = ReadIndices(reader, part, resourceStream);

                indicesList.Add(indices);

                if (part.IndexCountOld > 0)
                {
                    indexCount += indices.Length;
                }
            }

            if (indexCount == 0)
            {
                return;
            }

            foreach (var vertex in vertices)
            {
                _writer.WriteLine("v {0} {1} {2}", vertex.Position.I, vertex.Position.J, vertex.Position.K);
            }

            foreach (var vertex in vertices)
            {
                _writer.WriteLine("vn {0} {1} {2}", vertex.Normal.I, vertex.Normal.J, vertex.Normal.K);
            }

            foreach (var vertex in vertices)
            {
                _writer.WriteLine("vt {0} {1}", vertex.TexCoords.I, 1 - vertex.TexCoords.J);
            }

            var partIndex = 0;

            foreach (var indices in indicesList)
            {
                var triangles = GenerateTriangles(indices);

                if (triangles.Count() != 0)
                {
                    _writer.WriteLine($"g {name}_part_{partIndex++}");
                }

                foreach (var triangle in triangles)
                {
                    _writer.WriteLine(triangle);
                }
            }

            _baseIndex += (uint)vertices.Count;
        }