示例#1
0
        private List <STGenericObject> CreateGenericObjects(string Name, library_geometries Geometries)
        {
            List <STGenericObject> objects = new List <STGenericObject>();

            foreach (var geom in Geometries.geometry)
            {
                var daeMesh = geom.Item as mesh;
                if (daeMesh == null)
                {
                    continue;
                }

                STGenericObject mesh = new STGenericObject();
                mesh.ObjectName = Name;

                foreach (var source in daeMesh.source)
                {
                    var float_array = source.Item as float_array;
                    if (float_array == null)
                    {
                        continue;
                    }
                }
                objects.Add(mesh);
            }
            return(objects);
        }
示例#2
0
        public STGenericObject CreateGenericObject(Node parentNode, Mesh msh, int Index, Matrix4 transform)
        {
            STGenericObject obj = new STGenericObject();

            obj.BoneIndex = 0;

            if (msh.MaterialIndex != -1)
            {
                obj.MaterialIndex = msh.MaterialIndex;
            }
            else
            {
                scene.Materials.Add(new Material()
                {
                    Name = msh.Name
                });
            }

            if (scene.Materials[msh.MaterialIndex].Name == "")
            {
                scene.Materials[msh.MaterialIndex].Name = msh.Name;
            }

            obj.HasPos     = msh.HasVertices;
            obj.HasNrm     = msh.HasNormals;
            obj.HasUv0     = msh.HasTextureCoords(0);
            obj.HasUv1     = msh.HasTextureCoords(1);
            obj.HasUv2     = msh.HasTextureCoords(2);
            obj.HasIndices = msh.HasBones;
            if (msh.HasBones && msh.BoneCount > 1)
            {
                obj.HasWeights = msh.Bones[0].HasVertexWeights;
            }

            obj.HasTans        = msh.HasTangentBasis;
            obj.HasBitans      = msh.HasTangentBasis;
            obj.HasVertColors  = msh.HasVertexColors(0);
            obj.HasVertColors2 = msh.HasVertexColors(1);

            obj.ObjectName = msh.Name;
            if (parentNode != null && msh.Name == string.Empty)
            {
                obj.ObjectName = parentNode.Name;
            }

            obj.boneList        = GetBoneList(msh);
            obj.VertexSkinCount = (byte)GetVertexSkinCount(msh);


            STGenericObject.LOD_Mesh lod = new STGenericObject.LOD_Mesh();
            lod.faces         = GetFaces(msh);
            lod.IndexFormat   = STIndexFormat.UInt16;
            lod.PrimativeType = STPrimitiveType.Triangles;
            lod.GenerateSubMesh();
            obj.lodMeshes.Add(lod);
            obj.vertices          = GetVertices(msh, transform, obj);
            obj.VertexBufferIndex = Index;

            return(obj);
        }
示例#3
0
        private static void SaveMesh(StringBuilder writer, STGenericObject mesh, STGenericMaterial mat, int VertexCount)
        {
            writer.AppendLine($"o {mesh.Text}");
            writer.AppendLine($"g {mesh.Text}");

            foreach (var v in mesh.vertices)
            {
                writer.AppendLine($"v {v.pos.X} {v.pos.Y} {v.pos.Z}");
                writer.AppendLine($"vn {v.nrm.X} {v.nrm.Y} {v.nrm.Z}");
                writer.AppendLine($"vt {v.uv0.X} {v.uv0.Y}");
            }

            if (mat != null)
            {
                writer.AppendLine($"usemtl {mat.Text}");
            }

            for (int i = 0; i < mesh.faces.Count; i++)
            {
                int[] indices = new int[3]
                {
                    mesh.faces[i++],
                    mesh.faces[i++],
                    mesh.faces[i]
                };

                writer.AppendLine($"f {indices[0] + VertexCount}/{indices[0] + VertexCount}/{indices[0] + VertexCount}" +
                                  $" {indices[1] + VertexCount}/{indices[1] + VertexCount}/{indices[1] + VertexCount}" +
                                  $" {indices[2] + VertexCount}/{indices[2] + VertexCount}/{indices[2] + VertexCount}");
            }

            VertexCount += mesh.vertices.Count;
        }
示例#4
0
 public static void Export(string FileName, ExportSettings settings, STGenericObject mesh)
 {
     Export(FileName, settings, new List <STGenericObject>()
     {
         mesh
     },
            new List <STGenericMaterial>(), new List <STGenericTexture>());
 }
示例#5
0
        public static void ExportMesh(string FileName, STGenericObject genericMesh)
        {
            string fileNoExt   = Path.GetFileNameWithoutExtension(FileName);
            string fileMtlPath = FileName.Replace("obj", "mtl");

            //Write mesh
            StringBuilder writer = new StringBuilder();

            SaveMesh(writer, genericMesh, null, 0);
            File.WriteAllText(FileName, writer.ToString());
        }
示例#6
0
        private static SELib.SEModelMesh SaveMesh(STGenericObject mesh)
        {
            var seMesh = new SELib.SEModelMesh();

            var MeshLevel = mesh.lodMeshes[mesh.DisplayLODIndex];

            for (int i = 0; i < MeshLevel.faces.Count; i++)
            {
                seMesh.AddFace((uint)MeshLevel.faces[i], (uint)MeshLevel.faces[i++], (uint)MeshLevel.faces[i++]);
            }
            return(seMesh);
        }
示例#7
0
        public void SaveFromObject(STGenericObject genericObject, string FileName)
        {
            Scene scene = new Scene();

            scene.RootNode = new Node("Root");

            var mesh = SaveMesh(genericObject, scene, 0, null, null);

            mesh.MaterialIndex = 0;
            scene.Meshes.Add(mesh);

            Material material = new Material();

            material.Name = "NewMaterial";
            scene.Materials.Add(material);

            SaveScene(FileName, scene, new List <STGenericObject>()
            {
                genericObject
            });
        }
示例#8
0
        private Mesh SaveMesh(STGenericObject genericObj, Scene scene, int index, STSkeleton skeleton, List <int> NodeArray)
        {
            //Assimp is weird so use mesh_# for the name. We'll change it back after save
            Mesh mesh = new Mesh($"mesh_{ index }", PrimitiveType.Triangle);

            if (genericObj.MaterialIndex < scene.MaterialCount && genericObj.MaterialIndex > 0)
            {
                mesh.MaterialIndex = genericObj.MaterialIndex;
            }
            else
            {
                mesh.MaterialIndex = 0;
            }

            List <Vector3D> textureCoords0 = new List <Vector3D>();
            List <Vector3D> textureCoords1 = new List <Vector3D>();
            List <Vector3D> textureCoords2 = new List <Vector3D>();
            List <Color4D>  vertexColors   = new List <Color4D>();

            int vertexID = 0;

            foreach (Vertex v in genericObj.vertices)
            {
                mesh.Vertices.Add(new Vector3D(v.pos.X, v.pos.Y, v.pos.Z));
                mesh.Normals.Add(new Vector3D(v.nrm.X, v.nrm.Y, v.nrm.Z));
                textureCoords0.Add(new Vector3D(v.uv0.X, v.uv0.Y, 0));
                textureCoords1.Add(new Vector3D(v.uv1.X, v.uv1.Y, 0));
                textureCoords2.Add(new Vector3D(v.uv2.X, v.uv2.Y, 0));
                vertexColors.Add(new Color4D(v.col.X, v.col.Y, v.col.Z, v.col.W));

                if (skeleton != null)
                {
                    for (int j = 0; j < v.boneIds.Count; j++)
                    {
                        if (j < genericObj.VertexSkinCount)
                        {
                            STBone STbone = null;
                            if (NodeArray != null)
                            {
                                //Get the bone via the node array and bone index from the vertex
                                STbone = skeleton.bones[NodeArray[v.boneIds[j]]];
                            }
                            else
                            {
                                STbone = skeleton.bones[v.boneIds[j]];
                            }

                            //Find the index of a bone. If it doesn't exist then we add it
                            int boneInd = mesh.Bones.FindIndex(x => x.Name == STbone.Text);

                            if (boneInd == -1)
                            {
                                var matrices = Toolbox.Library.IO.MatrixExenstion.CalculateInverseMatrix(STbone);

                                //Set the inverse matrix
                                Matrix4x4 transform = matrices.inverse.FromNumerics();

                                //Create a new assimp bone
                                Bone bone = new Bone();
                                bone.Name         = STbone.Text;
                                bone.OffsetMatrix = STbone.invert.ToMatrix4x4();
                                mesh.Bones.Add(bone);
                                BoneNames.Add(bone.Name);

                                boneInd = mesh.Bones.IndexOf(bone); //Set the index of the bone for the vertex weight
                            }

                            int MinWeightAmount = 0;

                            //Check if the max amount of weights is higher than the current bone id
                            if (v.boneWeights.Count > j && v.boneWeights[j] > MinWeightAmount)
                            {
                                if (v.boneWeights[j] <= 1)
                                {
                                    mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, v.boneWeights[j]));
                                }
                                else
                                {
                                    mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, 1));
                                }
                            }
                            else if (v.boneWeights.Count == 0 || v.boneWeights[j] > MinWeightAmount)
                            {
                                mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, 1));
                            }
                        }
                    }
                }


                vertexID++;
            }

            if (genericObj.lodMeshes.Count != 0)
            {
                List <int> faces = genericObj.lodMeshes[genericObj.DisplayLODIndex].faces;
                for (int f = 0; f < faces.Count; f++)
                {
                    mesh.Faces.Add(new Face(new int[] { faces[f++], faces[f++], faces[f] }));
                }
            }
            if (genericObj.PolygonGroups.Count != 0)
            {
                for (int p = 0; p < genericObj.PolygonGroups.Count; p++)
                {
                    var polygonGroup = genericObj.PolygonGroups[p];
                    for (int f = 0; f < polygonGroup.faces.Count; f++)
                    {
                        if (f < polygonGroup.faces.Count - 2)
                        {
                            mesh.Faces.Add(new Face(new int[] { polygonGroup.faces[f++], polygonGroup.faces[f++], polygonGroup.faces[f] }));
                        }
                    }
                }
            }

            mesh.TextureCoordinateChannels.SetValue(textureCoords0, 0);
            mesh.TextureCoordinateChannels.SetValue(textureCoords1, 1);
            mesh.TextureCoordinateChannels.SetValue(textureCoords2, 2);
            mesh.VertexColorChannels.SetValue(vertexColors, 0);

            return(mesh);
        }
示例#9
0
        public static void Export(string FileName, ExportSettings settings,
                                  List <STGenericObject> Meshes, List <STGenericMaterial> Materials,
                                  List <STGenericTexture> Textures, STSkeleton skeleton = null, List <int> NodeArray = null)
        {
            if (Materials == null)
            {
                Materials = new List <STGenericMaterial>();
            }
            if (skeleton != null && skeleton.BoneIndices != null)
            {
                NodeArray = skeleton.BoneIndices.ToList();
            }

            List <string> failedTextureExport = new List <string>();

            STProgressBar progressBar = new STProgressBar();

            progressBar.Task          = "Exporting Model...";
            progressBar.Value         = 0;
            progressBar.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
            progressBar.Show();
            progressBar.Refresh();

            if (settings.UseOldExporter)
            {
                AssimpSaver    saver = new AssimpSaver();
                STGenericModel model = new STGenericModel();
                model.Objects   = Meshes;
                model.Materials = Materials;
                saver.SaveFromModel(model, FileName, Textures, skeleton, NodeArray);
                return;
            }

            string TexturePath = System.IO.Path.GetDirectoryName(FileName);
            Dictionary <string, STGenericMaterial> MaterialRemapper = new Dictionary <string, STGenericMaterial>();

            using (ColladaWriter writer = new ColladaWriter(FileName, settings))
            {
                writer.WriteAsset();

                if (Materials.Count > 0)
                {
                    List <string> textureNames = new List <string>();
                    for (int i = 0; i < Textures?.Count; i++)
                    {
                        if (!textureNames.Contains(Textures[i].Text))
                        {
                            textureNames.Add(Textures[i].Text);
                        }

                        if (settings.ExportTextures)
                        {
                            progressBar.Task  = $"Exporting Texture {Textures[i].Text}";
                            progressBar.Value = ((i * 100) / Textures.Count);
                            progressBar.Refresh();

                            try
                            {
                                var bitmap = Textures[i].GetBitmap();
                                if (bitmap != null)
                                {
                                    if (settings.UseTextureChannelComponents)
                                    {
                                        bitmap = Textures[i].GetComponentBitmap(bitmap);
                                    }
                                    string textureName = Textures[i].Text;
                                    if (textureName.RemoveIllegaleFileNameCharacters() != textureName)
                                    {
                                        string properName = textureName.RemoveIllegaleFileNameCharacters();
                                        for (int m = 0; m < Materials?.Count; m++)
                                        {
                                            foreach (var tex in Materials[m].TextureMaps)
                                            {
                                                if (tex.Name == textureName)
                                                {
                                                    tex.Name = properName;
                                                }
                                            }
                                        }

                                        textureName = properName;
                                    }

                                    bitmap.Save($"{TexturePath}/{textureName}.png");
                                    bitmap.Dispose();

                                    GC.Collect();
                                }
                            }
                            catch (Exception ex) {
                                failedTextureExport.Add(Textures[i].Text);
                            }
                        }
                    }

                    List <Material> materials = new List <Material>();
                    foreach (var mat in Materials)
                    {
                        Material material = new Material();
                        material.Name = mat.Text;

                        if (!MaterialRemapper.ContainsKey(mat.Text))
                        {
                            MaterialRemapper.Add(mat.Text, mat);
                        }
                        else
                        {
                            string name = Utils.RenameDuplicateString(MaterialRemapper.Keys.ToList(), mat.Text);
                            MaterialRemapper.Add(name, mat);
                            material.Name = name;
                        }

                        materials.Add(material);

                        foreach (var tex in mat.TextureMaps)
                        {
                            TextureMap texMap = new TextureMap();
                            texMap.Name = tex.Name;
                            if (tex.Type == STGenericMatTexture.TextureType.Diffuse)
                            {
                                texMap.Type = PhongTextureType.diffuse;
                            }
                            else if (tex.Type == STGenericMatTexture.TextureType.Normal)
                            {
                                texMap.Type = PhongTextureType.bump;
                            }
                            else if (tex.Type == STGenericMatTexture.TextureType.Specular)
                            {
                                texMap.Type = PhongTextureType.specular;
                            }
                            else if (tex.Type == STGenericMatTexture.TextureType.Emission)
                            {
                                texMap.Type = PhongTextureType.emission;
                            }
                            else
                            {
                                continue; //Skip adding unknown types
                            }
                            if (tex.WrapModeS == STTextureWrapMode.Repeat)
                            {
                                texMap.WrapModeS = SamplerWrapMode.WRAP;
                            }
                            else if (tex.WrapModeS == STTextureWrapMode.Mirror)
                            {
                                texMap.WrapModeS = SamplerWrapMode.MIRROR;
                            }
                            else if (tex.WrapModeS == STTextureWrapMode.Clamp)
                            {
                                texMap.WrapModeS = SamplerWrapMode.CLAMP;
                            }


                            if (tex.WrapModeT == STTextureWrapMode.Repeat)
                            {
                                texMap.WrapModeT = SamplerWrapMode.WRAP;
                            }
                            else if (tex.WrapModeT == STTextureWrapMode.Mirror)
                            {
                                texMap.WrapModeT = SamplerWrapMode.MIRROR;
                            }
                            else if (tex.WrapModeT == STTextureWrapMode.Clamp)
                            {
                                texMap.WrapModeT = SamplerWrapMode.CLAMP;
                            }


                            //If no textures are saved, still keep images references
                            //So the user can still dump textures after
                            if (Textures?.Count == 0 && !textureNames.Contains(texMap.Name))
                            {
                                textureNames.Add($"{texMap.Name}");
                            }

                            material.Textures.Add(texMap);
                        }
                    }

                    writer.WriteLibraryImages(textureNames.ToArray());

                    writer.WriteLibraryMaterials(materials);
                    writer.WriteLibraryEffects(materials);
                }
                else
                {
                    writer.WriteLibraryImages();
                }

                if (skeleton != null)
                {
                    //Search for bones with rigging first
                    List <string> riggedBones = new List <string>();
                    if (settings.OnlyExportRiggedBones)
                    {
                        for (int i = 0; i < Meshes.Count; i++)
                        {
                            for (int v = 0; v < Meshes[i].vertices.Count; v++)
                            {
                                var vertex = Meshes[i].vertices[v];
                                for (int j = 0; j < vertex.boneIds.Count; j++)
                                {
                                    int id = -1;
                                    if (NodeArray != null && NodeArray.Count > vertex.boneIds[j])
                                    {
                                        id = NodeArray[vertex.boneIds[j]];
                                    }
                                    else
                                    {
                                        id = vertex.boneIds[j];
                                    }

                                    if (id < skeleton.bones.Count && id != -1)
                                    {
                                        riggedBones.Add(skeleton.bones[id].Text);
                                    }
                                }
                            }
                        }
                    }

                    foreach (var bone in skeleton.bones)
                    {
                        if (settings.OnlyExportRiggedBones && !riggedBones.Contains(bone.Text))
                        {
                            Console.WriteLine("Skipping " + bone.Text);
                            continue;
                        }

                        //Set the inverse matrix
                        var inverse   = skeleton.GetBoneTransform(bone).Inverted();
                        var transform = bone.GetTransform();

                        float[] Transform = new float[] {
                            transform.M11, transform.M21, transform.M31, transform.M41,
                            transform.M12, transform.M22, transform.M32, transform.M42,
                            transform.M13, transform.M23, transform.M33, transform.M43,
                            transform.M14, transform.M24, transform.M34, transform.M44
                        };

                        float[] InvTransform = new float[] {
                            inverse.M11, inverse.M21, inverse.M31, inverse.M41,
                            inverse.M12, inverse.M22, inverse.M32, inverse.M42,
                            inverse.M13, inverse.M23, inverse.M33, inverse.M43,
                            inverse.M14, inverse.M24, inverse.M34, inverse.M44
                        };

                        writer.AddJoint(bone.Text, bone.parentIndex == -1 ? "" :
                                        skeleton.bones[bone.parentIndex].Text, Transform, InvTransform,
                                        new float[3] {
                            bone.Position.X, bone.Position.Y, bone.Position.Z
                        },
                                        new float[3] {
                            bone.EulerRotation.X *Rad2Deg, bone.EulerRotation.Y *Rad2Deg, bone.EulerRotation.Z *Rad2Deg
                        },
                                        new float[3] {
                            bone.Scale.X, bone.Scale.Y, bone.Scale.Z
                        });
                    }
                }

                int meshIndex = 0;

                writer.StartLibraryGeometries();
                foreach (var mesh in Meshes)
                {
                    progressBar.Task  = $"Exporting Mesh {mesh.Text}";
                    progressBar.Value = ((meshIndex++ *100) / Meshes.Count);
                    progressBar.Refresh();

                    int[] IndexTable = null;
                    if (NodeArray != null)
                    {
                        IndexTable = NodeArray.ToArray();
                    }

                    writer.StartGeometry(mesh.Text);

                    if (mesh.MaterialIndex != -1 && Materials.Count > mesh.MaterialIndex)
                    {
                        writer.CurrentMaterial = Materials[mesh.MaterialIndex].Text;
                        Console.WriteLine($"MaterialIndex {mesh.MaterialIndex } {Materials[mesh.MaterialIndex].Text}");
                    }


                    if (settings.TransformColorUVs)
                    {
                        List <Vertex> transformedVertices = new List <Vertex>();
                        foreach (var poly in mesh.PolygonGroups)
                        {
                            var mat = poly.Material;
                            if (mat == null)
                            {
                                continue;
                            }

                            var faces = poly.GetDisplayFace();
                            for (int v = 0; v < poly.displayFaceSize; v += 3)
                            {
                                if (faces.Count < v + 2)
                                {
                                    break;
                                }

                                var diffuse = mat.TextureMaps.FirstOrDefault(x => x.Type == STGenericMatTexture.TextureType.Diffuse);
                                STTextureTransform transform = new STTextureTransform();
                                if (diffuse != null)
                                {
                                    transform = diffuse.Transform;
                                }

                                var vertexA = mesh.vertices[faces[v]];
                                var vertexB = mesh.vertices[faces[v + 1]];
                                var vertexC = mesh.vertices[faces[v + 2]];

                                if (!transformedVertices.Contains(vertexA))
                                {
                                    vertexA.uv0 = (vertexA.uv0 * transform.Scale) + transform.Translate;
                                    transformedVertices.Add(vertexA);
                                }
                                if (!transformedVertices.Contains(vertexB))
                                {
                                    vertexB.uv0 = (vertexB.uv0 * transform.Scale) + transform.Translate;
                                    transformedVertices.Add(vertexB);
                                }
                                if (!transformedVertices.Contains(vertexC))
                                {
                                    vertexC.uv0 = (vertexC.uv0 * transform.Scale) + transform.Translate;
                                    transformedVertices.Add(vertexC);
                                }
                            }
                        }
                    }

                    // collect sources
                    List <float>   Position    = new List <float>();
                    List <float>   Normal      = new List <float>();
                    List <float>   UV0         = new List <float>();
                    List <float>   UV1         = new List <float>();
                    List <float>   UV2         = new List <float>();
                    List <float>   UV3         = new List <float>();
                    List <float>   Color       = new List <float>();
                    List <float>   Color2      = new List <float>();
                    List <int[]>   BoneIndices = new List <int[]>();
                    List <float[]> BoneWeights = new List <float[]>();

                    bool HasNormals = false;
                    bool HasColors  = false;
                    bool HasColors2 = false;
                    bool HasUV0     = false;
                    bool HasUV1     = false;
                    bool HasUV2     = false;
                    bool HasBoneIds = false;

                    foreach (var vertex in mesh.vertices)
                    {
                        if (vertex.nrm != Vector3.Zero)
                        {
                            HasNormals = true;
                        }
                        if (vertex.col != Vector4.One && settings.UseVertexColors)
                        {
                            HasColors = true;
                        }
                        if (vertex.col2 != Vector4.One && settings.UseVertexColors)
                        {
                            HasColors2 = true;
                        }
                        if (vertex.uv0 != Vector2.Zero)
                        {
                            HasUV0 = true;
                        }
                        if (vertex.uv1 != Vector2.Zero)
                        {
                            HasUV1 = true;
                        }
                        if (vertex.uv2 != Vector2.Zero)
                        {
                            HasUV2 = true;
                        }
                        if (vertex.boneIds.Count > 0)
                        {
                            HasBoneIds = true;
                        }

                        Position.Add(vertex.pos.X); Position.Add(vertex.pos.Y); Position.Add(vertex.pos.Z);
                        Normal.Add(vertex.nrm.X); Normal.Add(vertex.nrm.Y); Normal.Add(vertex.nrm.Z);

                        if (settings.FlipTexCoordsVertical)
                        {
                            UV0.Add(vertex.uv0.X); UV0.Add(1 - vertex.uv0.Y);
                            UV1.Add(vertex.uv1.X); UV1.Add(1 - vertex.uv1.Y);
                            UV2.Add(vertex.uv2.X); UV2.Add(1 - vertex.uv2.Y);
                        }
                        else
                        {
                            UV0.Add(vertex.uv0.X); UV0.Add(vertex.uv0.Y);
                            UV1.Add(vertex.uv1.X); UV1.Add(vertex.uv1.Y);
                            UV2.Add(vertex.uv2.X); UV2.Add(vertex.uv2.Y);
                        }

                        Color.AddRange(new float[] { vertex.col.X, vertex.col.Y, vertex.col.Z, vertex.col.W });
                        Color2.AddRange(new float[] { vertex.col2.X, vertex.col2.Y, vertex.col2.Z, vertex.col2.W });

                        List <int>   bIndices = new List <int>();
                        List <float> bWeights = new List <float>();
                        for (int b = 0; b < vertex.boneIds.Count; b++)
                        {
                            if (b > mesh.VertexSkinCount - 1)
                            {
                                continue;
                            }

                            //Skip 0 weights
                            if (vertex.boneWeights.Count > b)
                            {
                                if (vertex.boneWeights[b] == 0)
                                {
                                    continue;
                                }
                            }

                            int index = -1;
                            if (IndexTable != null)
                            {
                                index = (int)IndexTable[vertex.boneIds[b]];
                            }
                            else
                            {
                                index = (int)vertex.boneIds[b];
                            }

                            //Only map for valid weights/indices
                            bool hasValidIndex  = index != -1 && index < skeleton?.bones.Count;
                            bool hasValidWeight = vertex.boneWeights.Count > b;
                            if (hasValidIndex)
                            {
                                bIndices.Add(index);
                            }

                            if (hasValidWeight && hasValidIndex)
                            {
                                bWeights.Add(vertex.boneWeights[b]);
                            }
                        }
                        //Rigid bodies with no direct bone indices
                        if (bIndices.Count == 0 && mesh.BoneIndex != -1)
                        {
                            HasBoneIds = true;
                            bIndices.Add(mesh.BoneIndex);
                            bWeights.Add(1);
                        }
                        //Bone indices with no weights directly mapped
                        if (bWeights.Count == 0 && bIndices.Count > 0)
                        {
                            bWeights.Add(1.0f);
                        }

                        BoneIndices.Add(bIndices.ToArray());
                        BoneWeights.Add(bWeights.ToArray());
                    }

                    List <TriangleList> triangleLists = new List <TriangleList>();
                    if (mesh.lodMeshes.Count > 0)
                    {
                        TriangleList triangleList = new TriangleList();
                        triangleLists.Add(triangleList);

                        var lodMesh = mesh.lodMeshes[mesh.DisplayLODIndex];

                        List <int> faces = new List <int>();
                        if (lodMesh.PrimativeType == STPrimitiveType.TrangleStrips)
                        {
                            faces = STGenericObject.ConvertTriangleStripsToTriangles(lodMesh.faces);
                        }
                        else
                        {
                            faces = lodMesh.faces;
                        }

                        for (int i = 0; i < faces.Count; i++)
                        {
                            triangleList.Indices.Add((uint)faces[i]);
                        }
                    }
                    if (mesh.PolygonGroups.Count > 0)
                    {
                        foreach (var group in mesh.PolygonGroups)
                        {
                            TriangleList triangleList = new TriangleList();

                            triangleLists.Add(triangleList);

                            STGenericMaterial material = new STGenericMaterial();

                            if (group.MaterialIndex != -1 && Materials.Count > group.MaterialIndex)
                            {
                                material = Materials[group.MaterialIndex];
                            }

                            if (group.Material != null)
                            {
                                material = group.Material;
                            }

                            if (MaterialRemapper.Values.Any(x => x == material))
                            {
                                var key = MaterialRemapper.FirstOrDefault(x => x.Value == material).Key;
                                triangleList.Material = key;
                            }
                            else if (material.Text != string.Empty)
                            {
                                triangleList.Material = material.Text;
                            }

                            List <int> faces = new List <int>();
                            if (group.PrimativeType == STPrimitiveType.TrangleStrips)
                            {
                                faces = STGenericObject.ConvertTriangleStripsToTriangles(group.faces);
                            }
                            else
                            {
                                faces = group.faces;
                            }

                            for (int i = 0; i < faces.Count; i++)
                            {
                                triangleList.Indices.Add((uint)faces[i]);
                            }
                        }
                    }

                    // write sources
                    writer.WriteGeometrySource(mesh.Text, SemanticType.POSITION, Position.ToArray(), triangleLists.ToArray());

                    if (HasNormals)
                    {
                        writer.WriteGeometrySource(mesh.Text, SemanticType.NORMAL, Normal.ToArray(), triangleLists.ToArray());
                    }

                    if (HasColors)
                    {
                        writer.WriteGeometrySource(mesh.Text, SemanticType.COLOR, Color.ToArray(), triangleLists.ToArray(), 0);
                    }

                    if (HasColors2)
                    {
                        writer.WriteGeometrySource(mesh.Text, SemanticType.COLOR, Color2.ToArray(), triangleLists.ToArray(), 1);
                    }

                    if (HasUV0)
                    {
                        writer.WriteGeometrySource(mesh.Text, SemanticType.TEXCOORD, UV0.ToArray(), triangleLists.ToArray(), 0);
                    }

                    if (HasUV1)
                    {
                        writer.WriteGeometrySource(mesh.Text, SemanticType.TEXCOORD, UV1.ToArray(), triangleLists.ToArray(), 1);
                    }

                    if (HasUV2)
                    {
                        writer.WriteGeometrySource(mesh.Text, SemanticType.TEXCOORD, UV2.ToArray(), triangleLists.ToArray(), 2);
                    }

                    if (HasBoneIds)
                    {
                        writer.AttachGeometryController(BoneIndices, BoneWeights);
                    }

                    writer.EndGeometryMesh();
                }
                writer.EndGeometrySection();
            }

            progressBar?.Close();

            if (!settings.SuppressConfirmDialog)
            {
                System.Windows.Forms.MessageBox.Show($"Exported {FileName} Successfuly!");
            }
        }
示例#10
0
        public List <Vertex> GetVertices(Mesh msh, Matrix4 transform, STGenericObject STobj)
        {
            Matrix4 NormalsTransform = Matrix4.CreateFromQuaternion(transform.ExtractRotation());

            List <Vertex> vertices = new List <Vertex>();

            for (int v = 0; v < msh.VertexCount; v++)
            {
                Vertex vert = new Vertex();

                if (msh.HasVertices)
                {
                    vert.pos = Vector3.TransformPosition(AssimpHelper.FromVector(msh.Vertices[v]), transform);
                }
                if (msh.HasNormals)
                {
                    vert.nrm = Vector3.TransformNormal(AssimpHelper.FromVector(msh.Normals[v]), NormalsTransform);
                }
                if (msh.HasTextureCoords(0))
                {
                    vert.uv0 = new Vector2(msh.TextureCoordinateChannels[0][v].X, msh.TextureCoordinateChannels[0][v].Y);
                }
                if (msh.HasTextureCoords(1))
                {
                    vert.uv1 = new Vector2(msh.TextureCoordinateChannels[1][v].X, msh.TextureCoordinateChannels[1][v].Y);
                }
                if (msh.HasTextureCoords(2))
                {
                    vert.uv2 = new Vector2(msh.TextureCoordinateChannels[2][v].X, msh.TextureCoordinateChannels[2][v].Y);
                }
                if (msh.HasTangentBasis)
                {
                    vert.tan = new Vector4(msh.Tangents[v].X, msh.Tangents[v].Y, msh.Tangents[v].Z, 1);
                }
                if (msh.HasVertexColors(0) && !isDae)
                {
                    vert.col = new Vector4(msh.VertexColorChannels[0][v].R, msh.VertexColorChannels[0][v].G, msh.VertexColorChannels[0][v].B, msh.VertexColorChannels[0][v].A);
                }
                if (msh.HasVertexColors(1) && !isDae)
                {
                    vert.col2 = new Vector4(msh.VertexColorChannels[1][v].R, msh.VertexColorChannels[1][v].G, msh.VertexColorChannels[1][v].B, msh.VertexColorChannels[1][v].A);
                }
                if (msh.HasTangentBasis)
                {
                    vert.bitan = new Vector4(msh.BiTangents[v].X, msh.BiTangents[v].Y, msh.BiTangents[v].Z, 1);
                }
                vertices.Add(vert);

                Console.WriteLine($"{msh.Name} COLOR { vert.col}");
            }
            if (msh.HasBones && msh.BoneCount > 1)
            {
                for (int i = 0; i < msh.BoneCount; i++)
                {
                    Bone bn = msh.Bones[i];
                    if (bn.HasVertexWeights)
                    {
                        foreach (VertexWeight w in bn.VertexWeights)
                        {
                            if (DaeHelper.IDMapToName.ContainsKey(bn.Name))
                            {
                                bn.Name = DaeHelper.IDMapToName[bn.Name];
                            }

                            vertices[w.VertexID].boneWeights.Add(w.Weight);
                            vertices[w.VertexID].boneNames.Add(bn.Name);

                            if (!BoneNames.Contains(bn.Name))
                            {
                                BoneNames.Add(bn.Name);
                            }
                        }
                    }
                }
            }

            return(vertices);
        }
示例#11
0
        public STGenericObject CreateGenericObject(SELib.SEModel seModel, SELib.SEModelMesh seMesh)
        {
            int Index = seModel.Meshes.IndexOf(seMesh);

            STGenericObject mesh = new STGenericObject();

            mesh.ObjectName = $"Mesh_{Index}";
            if (seMesh.MaterialReferenceIndicies.Count > 0)
            {
                mesh.MaterialIndex = seMesh.MaterialReferenceIndicies[0];
            }

            mesh.HasPos = true;
            for (int v = 0; v < seMesh.VertexCount; v++)
            {
                if (seMesh.Verticies[v].UVSets.Count > 0)
                {
                    mesh.HasUv0 = true;
                }
                if (seMesh.Verticies[v].Weights.Count > 0)
                {
                    mesh.HasIndices = true;
                    for (int w = 0; w < seMesh.Verticies[v].WeightCount; w++)
                    {
                        if (seMesh.Verticies[v].Weights[w].BoneWeight != 0)
                        {
                            mesh.HasWeights = true;
                        }
                    }
                }
                if (seMesh.Verticies[v].VertexColor != SELib.Utilities.Color.White)
                {
                    mesh.HasVertColors = true;
                }
                if (seMesh.Verticies[v].VertexNormal != SELib.Utilities.Vector3.Zero)
                {
                    mesh.HasNrm = true;
                }

                Vertex vertex = new Vertex();
                mesh.vertices.Add(vertex);

                vertex.pos = ToTKVector3(seMesh.Verticies[v].Position);
                vertex.nrm = ToTKVector3(seMesh.Verticies[v].VertexNormal);
                vertex.col = ToTKVector4(seMesh.Verticies[v].VertexColor);

                for (int u = 0; u < seMesh.Verticies[v].UVSetCount; u++)
                {
                    if (u == 0)
                    {
                        vertex.uv0 = ToTKVector2(seMesh.Verticies[v].UVSets[u]);
                    }
                    if (u == 1)
                    {
                        vertex.uv1 = ToTKVector2(seMesh.Verticies[v].UVSets[u]);
                    }
                    if (u == 2)
                    {
                        vertex.uv2 = ToTKVector2(seMesh.Verticies[v].UVSets[u]);
                    }
                }

                for (int w = 0; w < seMesh.Verticies[v].WeightCount; w++)
                {
                    //Get the bone name from the index. Indices for formats get set after the importer
                    string BoneName   = seModel.Bones[(int)seMesh.Verticies[v].Weights[w].BoneIndex].BoneName;
                    float  BoneWeight = seMesh.Verticies[v].Weights[w].BoneWeight;

                    vertex.boneNames.Add(BoneName);
                    vertex.boneWeights.Add(BoneWeight);
                }
            }



            mesh.lodMeshes = new List <STGenericObject.LOD_Mesh>();
            var lodMesh = new STGenericObject.LOD_Mesh();

            lodMesh.PrimativeType = STPrimitiveType.Triangles;
            mesh.lodMeshes.Add(lodMesh);
            for (int f = 0; f < seMesh.FaceCount; f++)
            {
                lodMesh.faces.Add((int)seMesh.Faces[f].FaceIndex1);
                lodMesh.faces.Add((int)seMesh.Faces[f].FaceIndex2);
                lodMesh.faces.Add((int)seMesh.Faces[f].FaceIndex3);
            }

            return(mesh);
        }
示例#12
0
        public static void Export(string FileName, ExportSettings settings,
                                  List <STGenericObject> Meshes, List <STGenericMaterial> Materials,
                                  List <STGenericTexture> Textures, STSkeleton skeleton = null, List <int> NodeArray = null)
        {
            if (Materials == null)
            {
                Materials = new List <STGenericMaterial>();
            }

            List <string> failedTextureExport = new List <string>();

            STProgressBar progressBar = new STProgressBar();

            progressBar.Task          = "Exporting Model...";
            progressBar.Value         = 0;
            progressBar.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
            progressBar.Show();
            progressBar.Refresh();

            if (settings.UseOldExporter)
            {
                AssimpSaver    saver = new AssimpSaver();
                STGenericModel model = new STGenericModel();
                model.Objects   = Meshes;
                model.Materials = Materials;
                saver.SaveFromModel(model, FileName, Textures, skeleton, NodeArray);
                return;
            }

            string TexturePath = System.IO.Path.GetDirectoryName(FileName);

            using (ColladaWriter writer = new ColladaWriter(FileName, settings))
            {
                writer.WriteAsset();

                if (Materials.Count > 0)
                {
                    List <string> textureNames = new List <string>();
                    for (int i = 0; i < Textures?.Count; i++)
                    {
                        textureNames.Add(Textures[i].Text);

                        if (settings.ExportTextures)
                        {
                            progressBar.Task  = $"Exporting Texture {Textures[i].Text}";
                            progressBar.Value = ((i * 100) / Textures.Count);
                            progressBar.Refresh();

                            try
                            {
                                var bitmap = Textures[i].GetBitmap();
                                if (bitmap != null)
                                {
                                    string textureName = Textures[i].Text;
                                    if (textureName.RemoveIllegaleFileNameCharacters() != textureName)
                                    {
                                        string properName = textureName.RemoveIllegaleFileNameCharacters();
                                        for (int m = 0; m < Materials?.Count; m++)
                                        {
                                            foreach (var tex in Materials[m].TextureMaps)
                                            {
                                                if (tex.Name == textureName)
                                                {
                                                    tex.Name = properName;
                                                }
                                            }
                                        }

                                        textureName = properName;
                                    }

                                    bitmap.Save($"{TexturePath}/{textureName}.png");
                                    bitmap.Dispose();

                                    GC.Collect();
                                }
                            }
                            catch (Exception ex) {
                                failedTextureExport.Add(Textures[i].Text);
                            }
                        }
                    }

                    List <Material> materials = new List <Material>();
                    foreach (var mat in Materials)
                    {
                        Material material = new Material();
                        material.Name = mat.Text;
                        materials.Add(material);

                        foreach (var tex in mat.TextureMaps)
                        {
                            TextureMap texMap = new TextureMap();
                            texMap.Name = tex.Name;
                            if (tex.Type == STGenericMatTexture.TextureType.Diffuse)
                            {
                                texMap.Type = PhongTextureType.diffuse;
                            }
                            else if (tex.Type == STGenericMatTexture.TextureType.Normal)
                            {
                                texMap.Type = PhongTextureType.bump;
                            }
                            else if (tex.Type == STGenericMatTexture.TextureType.Specular)
                            {
                                texMap.Type = PhongTextureType.specular;
                            }
                            else if (tex.Type == STGenericMatTexture.TextureType.Emission)
                            {
                                texMap.Type = PhongTextureType.emission;
                            }
                            else
                            {
                                continue; //Skip adding unknown types
                            }
                            if (tex.WrapModeS == STTextureWrapMode.Repeat)
                            {
                                texMap.WrapModeS = SamplerWrapMode.WRAP;
                            }
                            else if (tex.WrapModeS == STTextureWrapMode.Mirror)
                            {
                                texMap.WrapModeS = SamplerWrapMode.MIRROR;
                            }
                            else if (tex.WrapModeS == STTextureWrapMode.Clamp)
                            {
                                texMap.WrapModeS = SamplerWrapMode.CLAMP;
                            }


                            if (tex.WrapModeT == STTextureWrapMode.Repeat)
                            {
                                texMap.WrapModeT = SamplerWrapMode.WRAP;
                            }
                            else if (tex.WrapModeT == STTextureWrapMode.Mirror)
                            {
                                texMap.WrapModeT = SamplerWrapMode.MIRROR;
                            }
                            else if (tex.WrapModeT == STTextureWrapMode.Clamp)
                            {
                                texMap.WrapModeT = SamplerWrapMode.CLAMP;
                            }


                            //If no textures are saved, still keep images references
                            //So the user can still dump textures after
                            if (Textures?.Count == 0)
                            {
                                textureNames.Add($"{texMap.Name}");
                            }

                            material.Textures.Add(texMap);
                        }
                    }

                    writer.WriteLibraryImages(textureNames.ToArray());

                    writer.WriteLibraryMaterials(materials);
                    writer.WriteLibraryEffects(materials);
                }
                else
                {
                    writer.WriteLibraryImages();
                }

                if (skeleton != null)
                {
                    foreach (var bone in skeleton.bones)
                    {
                        //Set the inverse matrix
                        var inverse   = skeleton.GetBoneTransform(bone).Inverted();
                        var transform = bone.GetTransform();

                        float[] Transform = new float[] {
                            transform.M11, transform.M21, transform.M31, transform.M41,
                            transform.M12, transform.M22, transform.M32, transform.M42,
                            transform.M13, transform.M23, transform.M33, transform.M43,
                            transform.M14, transform.M24, transform.M34, transform.M44
                        };

                        float[] InvTransform = new float[] {
                            inverse.M11, inverse.M21, inverse.M31, inverse.M41,
                            inverse.M12, inverse.M22, inverse.M32, inverse.M42,
                            inverse.M13, inverse.M23, inverse.M33, inverse.M43,
                            inverse.M14, inverse.M24, inverse.M34, inverse.M44
                        };

                        writer.AddJoint(bone.Text, bone.parentIndex == -1 ? "" :
                                        skeleton.bones[bone.parentIndex].Text, Transform, InvTransform);
                    }
                }

                int meshIndex = 0;

                writer.StartLibraryGeometries();
                foreach (var mesh in Meshes)
                {
                    progressBar.Task  = $"Exporting Mesh {mesh.Text}";
                    progressBar.Value = ((meshIndex++ *100) / Meshes.Count);
                    progressBar.Refresh();

                    int[] IndexTable = null;
                    if (NodeArray != null)
                    {
                        IndexTable = NodeArray.ToArray();
                    }

                    writer.StartGeometry(mesh.Text);

                    if (mesh.MaterialIndex != -1 && Materials.Count > mesh.MaterialIndex)
                    {
                        writer.CurrentMaterial = Materials[mesh.MaterialIndex].Text;
                    }

                    // collect sources
                    List <float>   Position    = new List <float>();
                    List <float>   Normal      = new List <float>();
                    List <float>   UV0         = new List <float>();
                    List <float>   UV1         = new List <float>();
                    List <float>   UV2         = new List <float>();
                    List <float>   UV3         = new List <float>();
                    List <float>   Color       = new List <float>();
                    List <int[]>   BoneIndices = new List <int[]>();
                    List <float[]> BoneWeights = new List <float[]>();

                    bool HasNormals = false;
                    bool HasColors  = false;
                    bool HasUV0     = false;
                    bool HasUV1     = false;
                    bool HasUV2     = false;
                    bool HasBoneIds = false;

                    foreach (var vertex in mesh.vertices)
                    {
                        //Remove zero weights
                        if (settings.OptmizeZeroWeights)
                        {
                            float MaxWeight = 1;
                            for (int i = 0; i < 4; i++)
                            {
                                if (vertex.boneWeights.Count <= i)
                                {
                                    continue;
                                }

                                if (vertex.boneIds.Count < i + 1)
                                {
                                    vertex.boneWeights[i] = 0;
                                    MaxWeight             = 0;
                                }
                                else
                                {
                                    float weight = vertex.boneWeights[i];
                                    if (vertex.boneWeights.Count == i + 1)
                                    {
                                        weight = MaxWeight;
                                    }

                                    if (weight >= MaxWeight)
                                    {
                                        weight    = MaxWeight;
                                        MaxWeight = 0;
                                    }
                                    else
                                    {
                                        MaxWeight -= weight;
                                    }

                                    vertex.boneWeights[i] = weight;
                                }
                            }
                        }


                        if (vertex.nrm != Vector3.Zero)
                        {
                            HasNormals = true;
                        }
                        if (vertex.col != Vector4.One && settings.UseVertexColors)
                        {
                            HasColors = true;
                        }
                        if (vertex.uv0 != Vector2.Zero)
                        {
                            HasUV0 = true;
                        }
                        if (vertex.uv1 != Vector2.Zero)
                        {
                            HasUV1 = true;
                        }
                        if (vertex.uv2 != Vector2.Zero)
                        {
                            HasUV2 = true;
                        }
                        if (vertex.boneIds.Count > 0)
                        {
                            HasBoneIds = true;
                        }

                        Position.Add(vertex.pos.X); Position.Add(vertex.pos.Y); Position.Add(vertex.pos.Z);
                        Normal.Add(vertex.nrm.X); Normal.Add(vertex.nrm.Y); Normal.Add(vertex.nrm.Z);

                        if (settings.FlipTexCoordsVertical)
                        {
                            UV0.Add(vertex.uv0.X); UV0.Add(1 - vertex.uv0.Y);
                            UV1.Add(vertex.uv1.X); UV1.Add(1 - vertex.uv1.Y);
                            UV2.Add(vertex.uv2.X); UV2.Add(1 - vertex.uv2.Y);
                        }
                        else
                        {
                            UV0.Add(vertex.uv0.X); UV0.Add(vertex.uv0.Y);
                            UV1.Add(vertex.uv1.X); UV1.Add(vertex.uv1.Y);
                            UV2.Add(vertex.uv2.X); UV2.Add(vertex.uv2.Y);
                        }

                        Color.AddRange(new float[] { vertex.col.X, vertex.col.Y, vertex.col.Z, vertex.col.W });

                        List <int>   bIndices = new List <int>();
                        List <float> bWeights = new List <float>();
                        for (int b = 0; b < vertex.boneIds.Count; b++)
                        {
                            if (b > mesh.VertexSkinCount - 1)
                            {
                                continue;
                            }

                            if (vertex.boneWeights.Count > b)
                            {
                                if (vertex.boneWeights[b] == 0)
                                {
                                    continue;
                                }
                            }

                            int index = -1;
                            if (IndexTable != null)
                            {
                                index = (int)IndexTable[vertex.boneIds[b]];
                            }
                            else
                            {
                                index = (int)vertex.boneIds[b];
                            }

                            if (index != -1 && index < skeleton?.bones.Count)
                            {
                                bIndices.Add(index);
                            }

                            //Some models may only use indices (single bind, rigid skin)
                            if (vertex.boneWeights.Count > b)
                            {
                                bWeights.Add(vertex.boneWeights[b]);
                            }
                            else
                            {
                                bWeights.Add(1);
                            }
                        }

                        if (bIndices.Count == 0 && mesh.BoneIndex != -1)
                        {
                            HasBoneIds = true;
                            bIndices.Add(mesh.BoneIndex);
                            bWeights.Add(1);
                        }

                        BoneIndices.Add(bIndices.ToArray());
                        BoneWeights.Add(bWeights.ToArray());
                    }

                    List <TriangleList> triangleLists = new List <TriangleList>();
                    if (mesh.lodMeshes.Count > 0)
                    {
                        TriangleList triangleList = new TriangleList();
                        triangleLists.Add(triangleList);

                        var lodMesh = mesh.lodMeshes[mesh.DisplayLODIndex];

                        List <int> faces = new List <int>();
                        if (lodMesh.PrimativeType == STPrimitiveType.TrangleStrips)
                        {
                            faces = STGenericObject.ConvertTriangleStripsToTriangles(lodMesh.faces);
                        }
                        else
                        {
                            faces = lodMesh.faces;
                        }

                        for (int i = 0; i < faces.Count; i++)
                        {
                            triangleList.Indices.Add((uint)faces[i]);
                        }
                    }
                    if (mesh.PolygonGroups.Count > 0)
                    {
                        foreach (var group in mesh.PolygonGroups)
                        {
                            TriangleList triangleList = new TriangleList();

                            triangleLists.Add(triangleList);

                            if (group.MaterialIndex != -1 && Materials.Count > group.MaterialIndex)
                            {
                                triangleList.Material = Materials[group.MaterialIndex].Text;
                            }

                            List <int> faces = new List <int>();
                            if (group.PrimativeType == STPrimitiveType.TrangleStrips)
                            {
                                faces = STGenericObject.ConvertTriangleStripsToTriangles(group.faces);
                            }
                            else
                            {
                                faces = group.faces;
                            }

                            for (int i = 0; i < faces.Count; i++)
                            {
                                triangleList.Indices.Add((uint)faces[i]);
                            }
                        }
                    }

                    // write sources
                    writer.WriteGeometrySource(mesh.Text, SemanticType.POSITION, Position.ToArray(), triangleLists.ToArray());

                    if (HasNormals)
                    {
                        writer.WriteGeometrySource(mesh.Text, SemanticType.NORMAL, Normal.ToArray(), triangleLists.ToArray());
                    }

                    if (HasColors)
                    {
                        writer.WriteGeometrySource(mesh.Text, SemanticType.COLOR, Color.ToArray(), triangleLists.ToArray());
                    }

                    if (HasUV0)
                    {
                        writer.WriteGeometrySource(mesh.Text, SemanticType.TEXCOORD, UV0.ToArray(), triangleLists.ToArray(), 0);
                    }

                    if (HasUV1)
                    {
                        writer.WriteGeometrySource(mesh.Text, SemanticType.TEXCOORD, UV1.ToArray(), triangleLists.ToArray(), 1);
                    }

                    if (HasUV2)
                    {
                        writer.WriteGeometrySource(mesh.Text, SemanticType.TEXCOORD, UV2.ToArray(), triangleLists.ToArray(), 2);
                    }

                    if (HasBoneIds)
                    {
                        writer.AttachGeometryController(BoneIndices, BoneWeights);
                    }

                    writer.EndGeometryMesh();
                }
                writer.EndGeometrySection();
            }

            progressBar?.Close();

            if (!settings.SuppressConfirmDialog)
            {
                System.Windows.Forms.MessageBox.Show($"Exported {FileName} Successfuly!");
            }
        }