Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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using System;
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using System.Drawing;
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using System.IO;
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using System.Collections.Generic;
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using System.Linq;
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using Assimp;
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using OpenTK;
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using Switch_Toolbox.Library.Rendering;
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using System.Windows.Forms;
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using Switch_Toolbox.Library.Animations;
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namespace Switch_Toolbox.Library
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{
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public class AssimpData
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{
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public Scene scene;
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public List<STGenericObject> objects = new List<STGenericObject>();
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public List<STGenericMaterial> materials = new List<STGenericMaterial>();
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public STSkeleton skeleton;
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public List<string> BoneNames = new List<string>();
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public AssimpContext Importer = new AssimpContext();
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public string[] GetSupportedImportFormats()
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{
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return Importer.GetSupportedImportFormats();
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}
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public AssimpData()
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{
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}
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public void LoadFile(string FileName)
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{
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try
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{
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AssimpContext Importer = new AssimpContext();
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STConsole.WriteLine($"Loading File {FileName}", Color.FromArgb(0, 255, 0));
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var Flags = PostProcessSteps.Triangulate;
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Flags |= PostProcessSteps.JoinIdenticalVertices;
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Flags |= PostProcessSteps.FlipUVs;
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Flags |= PostProcessSteps.LimitBoneWeights;
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Flags |= PostProcessSteps.CalculateTangentSpace;
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Flags |= PostProcessSteps.GenerateNormals;
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scene = Importer.ImportFile(FileName, Flags);
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LoadScene();
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}
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catch (Exception e)
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{
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if (e.ToString().Contains("Error loading unmanaged library from path"))
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{
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MessageBox.Show($"Failed to load assimp! Make sure you have Assimp32.dll next to the program!");
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}
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Console.WriteLine(e);
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}
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}
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public void processNode()
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{
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Matrix4x4 identity = Matrix4x4.Identity;
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if (scene.RootNode != null)
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{
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BuildNode(scene.RootNode, ref identity);
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}
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else
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{
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int Index = 0;
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foreach (Mesh msh in scene.Meshes)
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{
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objects.Add(CreateGenericObject(msh, Index, Matrix4.Identity));
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Index++;
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}
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}
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}
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private void BuildNode(Node parent, ref Matrix4x4 rootTransform)
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{
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Matrix4x4 trafo = parent.Transform;
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Matrix4x4 world = trafo * rootTransform;
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Matrix4 worldTK = AssimpHelper.TKMatrix(world);
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foreach (int index in parent.MeshIndices)
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objects.Add(CreateGenericObject(scene.Meshes[index], index, worldTK));
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if (scene.HasMeshes && scene.Meshes.Any(x => x.HasBones))
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{
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foreach (Node child in parent.Children)
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BuildNode(child, ref rootTransform);
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}
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else
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{
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foreach (Node child in parent.Children)
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BuildNode(child, ref world);
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}
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}
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public void LoadScene()
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{
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objects.Clear();
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materials.Clear();
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skeleton = new STSkeleton();
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processNode();
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var idenity = Matrix4x4.Identity;
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BuildSkeletonNodes(scene.RootNode, BoneNames, skeleton, ref idenity);
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skeleton.update();
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skeleton.reset();
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if (scene.HasMaterials)
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{
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foreach (Material mat in scene.Materials)
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{
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materials.Add(CreateGenericMaterial(mat));
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}
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}
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foreach (Assimp.Animation animation in scene.Animations)
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{
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}
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foreach (var tex in scene.Textures)
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{
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}
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}
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public Animations.Animation CreateGenericAnimation(Assimp.Animation animation)
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{
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Animations.Animation STanim = new Animations.Animation();
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STanim.Text = animation.Name;
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STanim.FrameCount = (int)animation.DurationInTicks;
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//Load node animations
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if (animation.HasNodeAnimations)
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{
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var _channels = new NodeAnimationChannel[animation.NodeAnimationChannelCount];
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for (int i = 0; i < _channels.Length; i++)
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{
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_channels[i] = new NodeAnimationChannel();
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}
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}
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//Load mesh animations
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if (animation.HasMeshAnimations)
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{
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var _meshChannels = new MeshAnimationChannel[animation.MeshAnimationChannelCount];
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for (int i = 0; i < _meshChannels.Length; i++)
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{
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_meshChannels[i] = new MeshAnimationChannel();
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}
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}
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return STanim;
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}
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public STGenericMaterial CreateGenericMaterial(Material material)
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{
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STGenericMaterial mat = new STGenericMaterial();
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mat.Text = material.Name;
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TextureSlot tex;
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if (material.GetMaterialTexture(TextureType.Diffuse, 0, out tex))
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mat.TextureMaps.Add(CreateTextureSlot(tex, TextureType.Diffuse));
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if (material.GetMaterialTexture(TextureType.Normals, 1, out tex))
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mat.TextureMaps.Add(CreateTextureSlot(tex, TextureType.Normals));
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if (material.GetMaterialTexture(TextureType.Specular, 1, out tex))
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mat.TextureMaps.Add(CreateTextureSlot(tex, TextureType.Specular));
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return mat;
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}
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private STGenericMatTexture CreateTextureSlot(TextureSlot tex, TextureType type)
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{
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var matTex = new STGenericMatTexture();
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switch (type)
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{
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case TextureType.Diffuse:
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matTex.Type = STGenericMatTexture.TextureType.Diffuse;
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break;
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case TextureType.Normals:
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matTex.Type = STGenericMatTexture.TextureType.Normal;
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break;
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case TextureType.Lightmap:
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matTex.Type = STGenericMatTexture.TextureType.Light;
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break;
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case TextureType.Emissive:
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matTex.Type = STGenericMatTexture.TextureType.Emission;
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break;
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case TextureType.Specular:
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matTex.Type = STGenericMatTexture.TextureType.Specular;
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break;
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case TextureType.Shininess:
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matTex.Type = STGenericMatTexture.TextureType.Metalness;
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break;
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case TextureType.Opacity:
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matTex.Type = STGenericMatTexture.TextureType.Transparency;
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break;
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case TextureType.Displacement:
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break;
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default:
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matTex.Type = STGenericMatTexture.TextureType.Unknown;
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break;
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}
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matTex.Name = System.IO.Path.GetFileNameWithoutExtension(tex.FilePath);
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matTex.wrapModeS = SetWrapMode(tex.WrapModeU);
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matTex.wrapModeT = SetWrapMode(tex.WrapModeV);
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return matTex;
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}
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private int SetWrapMode(TextureWrapMode wrap)
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{
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switch (wrap)
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{
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case TextureWrapMode.Wrap:
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return 0;
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case TextureWrapMode.Mirror:
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return 1;
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case TextureWrapMode.Clamp:
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return 2;
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case TextureWrapMode.Decal:
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return 0;
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default:
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return 0;
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}
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}
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private void BuildSkeleton(Node root)
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{
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}
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private void BuildSkeletonNodes(Node node, List<string> boneNames, STSkeleton skeleton, ref Matrix4x4 rootTransform)
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{
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Matrix4x4 trafo = node.Transform;
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Matrix4x4 world = trafo * rootTransform;
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Matrix4 worldTK = AssimpHelper.TKMatrix(world);
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bool IsBone = boneNames.Contains(node.Name) && !boneNames.Contains(node.Parent.Name) ||
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node.Name == "Skl_Root" || node.Name == "nw4f_root";
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Console.WriteLine("node list " + node.Name + " " + IsBone);
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short SmoothIndex = 0;
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short RigidIndex = -1;
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//Loop through all the bones. If the parent is not in the bone list, then it's Parent is the root
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if (IsBone)
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{
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var idenity = Matrix4x4.Identity;
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var Root = node.Parent;
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CreateByNode(node, skeleton, SmoothIndex, RigidIndex, true, ref idenity);
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}
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else
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{
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foreach (Node child in node.Children)
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BuildSkeletonNodes(child,boneNames, skeleton, ref world);
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}
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}
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2019-03-23 22:53:05 +00:00
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public const int BoneRotation = 0;
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Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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private List<Node> tempBoneNodes = new List<Node>();
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private void CreateByNode(Node node, STSkeleton skeleton, short SmoothIndex, short RigidIndex, bool IsRoot, ref Assimp.Matrix4x4 rootTransform)
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{
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Matrix4x4 trafo = node.Transform;
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Matrix4x4 world = trafo * rootTransform;
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var transformMat = AssimpHelper.TKMatrix(world);
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tempBoneNodes.Add(node);
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STBone bone = new STBone();
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bone.skeletonParent = skeleton;
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skeleton.bones.Add(bone);
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bone.Text = node.Name;
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bone.SmoothMatrixIndex = (short)skeleton.bones.IndexOf(bone);
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bone.RigidMatrixIndex = -1; //Todo calculate these
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STConsole.WriteLine($"-".Repeat(30));
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STConsole.WriteLine($"Processing Bone {bone.Text}");
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STConsole.WriteLine($"SmoothMatrixIndex {bone.SmoothMatrixIndex}");
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STConsole.WriteLine($"RigidMatrixIndex {bone.RigidMatrixIndex}");
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STConsole.WriteLine($"Transform Matrix {transformMat}");
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STConsole.WriteLine($"-".Repeat(30));
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if (IsRoot)
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{
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bone.parentIndex = -1;
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transformMat = AssimpHelper.TKMatrix(world * Matrix4x4.FromRotationX(MathHelper.DegreesToRadians(BoneRotation)));
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}
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else
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{
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if (tempBoneNodes.Contains(node.Parent))
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bone.parentIndex = tempBoneNodes.IndexOf(node.Parent);
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}
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var scale = transformMat.ExtractScale();
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var rotation = transformMat.ExtractRotation();
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var position = transformMat.ExtractTranslation();
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var rotEular = AssimpHelper.ToEular(rotation);
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bone.position = new float[] { position.X, position.Y, position.Z };
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bone.scale = new float[] { scale.X, scale.Y, scale.Z };
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bone.rotation = new float[] { rotEular.X, rotEular.Y, rotEular.Z, 0 };
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foreach (Node child in node.Children)
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CreateByNode(child, skeleton, SmoothIndex, RigidIndex, false, ref rootTransform);
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}
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public STGenericObject CreateGenericObject(Mesh msh, int Index, Matrix4 transform)
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{
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STGenericObject obj = new STGenericObject();
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if (msh.MaterialIndex != -1)
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obj.MaterialIndex = msh.MaterialIndex;
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else
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scene.Materials.Add(new Material() { Name = msh.Name });
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if (scene.Materials[msh.MaterialIndex].Name == "")
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scene.Materials[msh.MaterialIndex].Name = msh.Name;
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obj.HasPos = msh.HasVertices;
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obj.HasNrm = msh.HasNormals;
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obj.HasUv0 = msh.HasTextureCoords(0);
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obj.HasUv1 = msh.HasTextureCoords(1);
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obj.HasUv2 = msh.HasTextureCoords(2);
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obj.HasIndices = msh.HasBones;
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if (msh.HasBones)
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obj.HasWeights = msh.Bones[0].HasVertexWeights;
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obj.HasTans = msh.HasTangentBasis;
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obj.HasBitans = msh.HasTangentBasis;
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obj.HasVertColors = msh.HasVertexColors(0);
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obj.ObjectName = msh.Name;
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obj.boneList = GetBoneList(msh);
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obj.VertexSkinCount = (byte)GetVertexSkinCount(msh);
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STGenericObject.LOD_Mesh lod = new STGenericObject.LOD_Mesh();
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lod.faces = GetFaces(msh);
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lod.IndexFormat = STIndexFormat.UInt16;
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lod.PrimitiveType = STPolygonType.Triangle;
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lod.GenerateSubMesh();
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obj.lodMeshes.Add(lod);
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obj.vertices = GetVertices(msh, transform, obj);
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obj.VertexBufferIndex = Index;
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return obj;
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}
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private void SaveSkeleton(STSkeleton skeleton, Node parentNode)
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{
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Node root = new Node("skeleton_root");
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parentNode.Children.Add(root);
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if (skeleton.bones.Count > 0)
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{
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Node boneNode = new Node(skeleton.bones[0].Text);
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boneNode.Transform = GetBoneMatrix(skeleton.bones[0]);
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root.Children.Add(boneNode);
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foreach (STBone child in skeleton.bones[0].GetChildren())
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SaveBones(boneNode, child, skeleton);
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}
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}
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private void SaveBones(Node parentBone, STBone bone, STSkeleton skeleton)
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{
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Node boneNode = new Node(bone.Text);
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parentBone.Children.Add(boneNode);
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boneNode.Transform = GetBoneMatrix(bone);
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foreach (STBone child in bone.GetChildren())
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SaveBones(boneNode, child, skeleton);
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}
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private Matrix4x4 GetBoneMatrix(STBone bone)
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{
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var pos = Matrix4x4.FromTranslation(new Vector3D(bone.position[0], bone.position[1], bone.position[2]));
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var rotx = Matrix4x4.FromRotationX(bone.rotation[0]);
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var roty = Matrix4x4.FromRotationY(bone.rotation[1]);
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var rotz = Matrix4x4.FromRotationZ(bone.rotation[2]);
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var sca = Matrix4x4.FromScaling(new Vector3D(bone.scale[0], bone.scale[1], bone.scale[2]));
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return sca * (rotx * roty * rotz) * pos;
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}
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public void SaveFromModel(STGenericModel model, string FileName, List<STGenericTexture> Textures, STSkeleton skeleton = null, List<int> NodeArray = null)
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{
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Scene scene = new Scene();
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scene.RootNode = new Node("RootNode");
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SaveSkeleton(skeleton, scene.RootNode);
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int MeshIndex = 0;
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foreach (var obj in model.Nodes[0].Nodes)
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{
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var genericObj = (STGenericObject)obj;
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Mesh mesh = new Mesh(genericObj.Text, PrimitiveType.Triangle);
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mesh.MaterialIndex = genericObj.MaterialIndex;
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List<Vector3D> textureCoords0 = new List<Vector3D>();
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List<Vector3D> textureCoords1 = new List<Vector3D>();
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List<Vector3D> textureCoords2 = new List<Vector3D>();
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List<Color4D> vertexColors = new List<Color4D>();
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int vertexID = 0;
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foreach (Vertex v in genericObj.vertices)
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{
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mesh.Vertices.Add(new Vector3D(v.pos.X, v.pos.Y, v.pos.Z));
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mesh.Normals.Add(new Vector3D(v.nrm.X, v.nrm.Y, v.nrm.Z));
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textureCoords0.Add(new Vector3D(v.uv0.X, v.uv0.Y, 0));
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textureCoords1.Add(new Vector3D(v.uv1.X, v.uv1.Y, 0));
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textureCoords2.Add(new Vector3D(v.uv2.X, v.uv2.Y, 0));
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vertexColors.Add(new Color4D(v.col.X, v.col.Y, v.col.Z, v.col.W));
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mesh.TextureCoordinateChannels[0] = textureCoords0;
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mesh.TextureCoordinateChannels[1] = textureCoords1;
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mesh.TextureCoordinateChannels[2] = textureCoords2;
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mesh.VertexColorChannels[0] = vertexColors;
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for (int j = 0; j < v.boneIds.Count; j++)
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{
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if (j < genericObj.VertexSkinCount)
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{
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//Get the bone via the node array and bone index from the vertex
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STBone STbone = skeleton.bones[NodeArray[v.boneIds[j]]];
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//Find the index of a bone. If it doesn't exist then we add it
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int boneInd = mesh.Bones.FindIndex(x => x.Name == STbone.Text);
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if (boneInd == -1)
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{
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var matrices = Switch_Toolbox.Library.IO.MatrixExenstion.CalculateInverseMatrix(STbone);
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//Set the inverse matrix
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Matrix4x4 transform = matrices.inverse.FromNumerics();
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//Create a new assimp bone
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Bone bone = new Bone();
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bone.Name = STbone.Text;
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bone.OffsetMatrix = transform;
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mesh.Bones.Add(bone);
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BoneNames.Add(bone.Name);
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boneInd = mesh.Bones.IndexOf(bone); //Set the index of the bone for the vertex weight
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}
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//Check if the max amount of weights is higher than the current bone id
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if (v.boneWeights.Count > j)
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{
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if (v.boneWeights[j] <= 1)
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mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, v.boneWeights[j]));
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else
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mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, 1));
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}
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else
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mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, 1));
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}
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}
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vertexID++;
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}
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List<int> faces = genericObj.lodMeshes[genericObj.DisplayLODIndex].faces;
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for (int f = 0; f < faces.Count; f++)
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mesh.Faces.Add(new Face(new int[] { faces[f++], faces[f++], faces[f] }));
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mesh.TextureCoordinateChannels.SetValue(textureCoords0, 0);
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scene.Meshes.Add(mesh);
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MeshIndex++;
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}
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Node geomNode = new Node(Path.GetFileNameWithoutExtension(FileName), scene.RootNode);
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for (int ob = 0; ob < scene.MeshCount; ob++)
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{
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geomNode.MeshIndices.Add(ob);
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}
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scene.RootNode.Children.Add(geomNode);
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string TextureExtension = ".png";
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string TexturePath = System.IO.Path.GetDirectoryName(FileName);
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foreach (var tex in Textures)
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{
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string path = System.IO.Path.Combine(TexturePath, tex.Text + TextureExtension);
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var bitmap = tex.GetBitmap();
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bitmap.Save(path);
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bitmap.Dispose();
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}
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foreach (var mat in model.Nodes[1].Nodes)
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{
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var genericMat = (STGenericMaterial)mat;
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Material material = new Material();
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material.Name = genericMat.Text;
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foreach (var tex in genericMat.TextureMaps)
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{
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TextureSlot slot = new TextureSlot();
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string path = System.IO.Path.Combine(TexturePath, tex.Name + TextureExtension);
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slot.FilePath = path;
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slot.UVIndex = 0;
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slot.Flags = 0;
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slot.TextureIndex = 0;
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slot.BlendFactor = 1.0f;
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slot.Mapping = TextureMapping.FromUV;
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slot.Operation = TextureOperation.Add;
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if (tex.Type == STGenericMatTexture.TextureType.Diffuse)
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slot.TextureType = TextureType.Diffuse;
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else if (tex.Type == STGenericMatTexture.TextureType.Normal)
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slot.TextureType = TextureType.Normals;
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else if (tex.Type == STGenericMatTexture.TextureType.Specular)
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slot.TextureType = TextureType.Specular;
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else if (tex.Type == STGenericMatTexture.TextureType.Emission)
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slot.TextureType = TextureType.Emissive;
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else if (tex.Type == STGenericMatTexture.TextureType.Light)
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{
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slot.TextureType = TextureType.Lightmap;
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slot.UVIndex = 2;
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}
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else if (tex.Type == STGenericMatTexture.TextureType.Shadow)
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{
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slot.TextureType = TextureType.Ambient;
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slot.UVIndex = 1;
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}
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else
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slot.TextureType = TextureType.Unknown;
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if (tex.wrapModeS == 0)
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slot.WrapModeU = TextureWrapMode.Wrap;
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if (tex.wrapModeS == 1)
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slot.WrapModeU = TextureWrapMode.Mirror;
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if (tex.wrapModeS == 2)
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slot.WrapModeU = TextureWrapMode.Clamp;
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if (tex.wrapModeT == 0)
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slot.WrapModeV = TextureWrapMode.Wrap;
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if (tex.wrapModeT == 1)
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slot.WrapModeV = TextureWrapMode.Mirror;
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if (tex.wrapModeT == 2)
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slot.WrapModeV = TextureWrapMode.Clamp;
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else
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{
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slot.WrapModeU = TextureWrapMode.Wrap;
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slot.WrapModeV = TextureWrapMode.Wrap;
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}
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material.AddMaterialTexture(ref slot);
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}
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scene.Materials.Add(material);
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}
|
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using (var v = new AssimpContext())
|
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|
|
|
{
|
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string ext = System.IO.Path.GetExtension(FileName);
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string formatID = "collada";
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|
|
if (ext == ".obj")
|
|
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|
|
formatID = "obj";
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|
|
if (ext == ".3ds")
|
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|
|
formatID = "3ds";
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|
|
if (ext == ".dae")
|
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|
|
formatID = "collada";
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|
|
if (ext == ".ply")
|
|
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|
|
formatID = "ply";
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|
|
if (v.ExportFile(scene, FileName, formatID, PostProcessSteps.FlipUVs | PostProcessSteps.ValidateDataStructure))
|
|
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|
|
MessageBox.Show($"Exported {FileName} Successfuly!");
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|
|
else
|
|
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|
|
MessageBox.Show($"Failed to export {FileName}!");
|
|
|
|
|
}
|
|
|
|
|
}
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|
public void SaveFromObject(List<Vertex> vertices, List<int> faces, string MeshName, string FileName)
|
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|
|
|
{
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|
Scene scene = new Scene();
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|
scene.RootNode = new Node("Root");
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|
|
Mesh mesh = new Mesh(MeshName, PrimitiveType.Triangle);
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|
List<Vector3D> textureCoords0 = new List<Vector3D>();
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|
List<Vector3D> textureCoords1 = new List<Vector3D>();
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|
List<Vector3D> textureCoords2 = new List<Vector3D>();
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|
List<Color4D> vertexColors = new List<Color4D>();
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|
|
foreach (Vertex v in vertices)
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|
|
{
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|
mesh.Vertices.Add(new Vector3D(v.pos.X, v.pos.Y, v.pos.Z));
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|
|
mesh.Normals.Add(new Vector3D(v.nrm.X, v.nrm.Y, v.nrm.Z));
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|
textureCoords0.Add(new Vector3D(v.uv0.X, v.uv0.Y, 0));
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|
textureCoords1.Add(new Vector3D(v.uv1.X, v.uv1.Y, 0));
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|
textureCoords2.Add(new Vector3D(v.uv2.X, v.uv2.Y, 0));
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|
vertexColors.Add(new Color4D(v.col.X, v.col.Y, v.col.Z, v.col.W));
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|
|
mesh.TextureCoordinateChannels[0] = textureCoords0;
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|
|
mesh.TextureCoordinateChannels[1] = textureCoords1;
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|
|
mesh.TextureCoordinateChannels[2] = textureCoords2;
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|
|
mesh.VertexColorChannels[0] = vertexColors;
|
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|
|
}
|
|
|
|
|
for (int f = 0; f < faces.Count; f++)
|
|
|
|
|
{
|
|
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|
|
mesh.Faces.Add(new Face(new int[] { faces[f++], faces[f++], faces[f] }));
|
|
|
|
|
}
|
|
|
|
|
mesh.MaterialIndex = 0;
|
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|
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|
|
mesh.TextureCoordinateChannels.SetValue(textureCoords0, 0);
|
|
|
|
|
scene.Meshes.Add(mesh);
|
|
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|
|
Material material = new Material();
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|
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|
|
material.Name = "NewMaterial";
|
|
|
|
|
scene.Materials.Add(material);
|
|
|
|
|
|
|
|
|
|
using (var v = new AssimpContext())
|
|
|
|
|
{
|
|
|
|
|
v.ExportFile(scene, FileName, "obj");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
public List<int> GetFaces(Mesh msh)
|
|
|
|
|
{
|
|
|
|
|
List<int> faces = new List<int>();
|
|
|
|
|
|
|
|
|
|
if (msh.HasFaces)
|
|
|
|
|
{
|
|
|
|
|
foreach (Face f in msh.Faces)
|
|
|
|
|
{
|
|
|
|
|
if (f.HasIndices)
|
|
|
|
|
{
|
|
|
|
|
foreach (int indx in f.Indices)
|
|
|
|
|
faces.Add(indx);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return faces;
|
|
|
|
|
}
|
|
|
|
|
public List<string> GetBoneList(Mesh msh)
|
|
|
|
|
{
|
|
|
|
|
List<string> bones = new List<string>();
|
|
|
|
|
foreach (Bone b in msh.Bones)
|
|
|
|
|
{
|
|
|
|
|
if (!bones.Contains(b.Name))
|
|
|
|
|
bones.Add(b.Name);
|
|
|
|
|
}
|
|
|
|
|
return bones;
|
|
|
|
|
}
|
|
|
|
|
public int GetVertexSkinCount(Mesh msh)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
List<int> indciesTotal = new List<int>();
|
|
|
|
|
|
|
|
|
|
var blendIndexes = new List<List<int>>();
|
|
|
|
|
var blendWeights = new List<List<float>>();
|
|
|
|
|
|
|
|
|
|
int i;
|
|
|
|
|
for (i = 0; i < msh.VertexCount; i++)
|
|
|
|
|
{
|
|
|
|
|
blendIndexes.Add(new List<int>());
|
|
|
|
|
blendWeights.Add(new List<float>());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
foreach (var bone in msh.Bones)
|
|
|
|
|
{
|
|
|
|
|
var bi = msh.Bones.IndexOf(bone);
|
|
|
|
|
foreach (var vw in bone.VertexWeights)
|
|
|
|
|
{
|
|
|
|
|
blendIndexes[vw.VertexID].Add(bi);
|
|
|
|
|
blendWeights[vw.VertexID].Add(vw.Weight);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
foreach (Bone b in msh.Bones)
|
|
|
|
|
Console.WriteLine(b.VertexWeights.Count);
|
|
|
|
|
|
|
|
|
|
if (msh.HasBones)
|
|
|
|
|
return msh.Bones.Max(b => b.VertexWeightCount);
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
public List<Vertex> GetVertices(Mesh msh, Matrix4 transform, STGenericObject STobj)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
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]), transform);
|
|
|
|
|
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))
|
|
|
|
|
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.HasTangentBasis)
|
|
|
|
|
vert.bitan = new Vector4(msh.BiTangents[v].X, msh.BiTangents[v].Y, msh.BiTangents[v].Z, 1);
|
|
|
|
|
vertices.Add(vert);
|
|
|
|
|
}
|
|
|
|
|
if (msh.HasBones)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < msh.BoneCount; i++)
|
|
|
|
|
{
|
|
|
|
|
Bone bn = msh.Bones[i];
|
|
|
|
|
if (bn.HasVertexWeights)
|
|
|
|
|
{
|
|
|
|
|
foreach (VertexWeight w in bn.VertexWeights)
|
|
|
|
|
{
|
|
|
|
|
// vertices[w.VertexID].pos = Vector3.TransformPosition(vertices[w.VertexID].pos, AssimpHelper.TKMatrix(bn.OffsetMatrix));
|
|
|
|
|
vertices[w.VertexID].boneWeights.Add(w.Weight);
|
|
|
|
|
vertices[w.VertexID].boneNames.Add(bn.Name);
|
|
|
|
|
BoneNames.Add(bn.Name);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return vertices;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private Matrix4 FromAssimpMatrix(Matrix4x4 mat)
|
|
|
|
|
{
|
|
|
|
|
Vector3D scaling;
|
|
|
|
|
Vector3D tranlation;
|
|
|
|
|
Assimp.Quaternion rot;
|
|
|
|
|
mat.Decompose(out scaling, out rot, out tranlation);
|
|
|
|
|
|
|
|
|
|
Console.WriteLine($"rotQ " + rot);
|
|
|
|
|
|
|
|
|
|
Matrix4 positionMat = Matrix4.CreateTranslation(AssimpHelper.FromVector(tranlation));
|
|
|
|
|
Matrix4 rotQ = Matrix4.CreateFromQuaternion(AssimpHelper.TKQuaternion(rot));
|
|
|
|
|
Matrix4 scaleMat = Matrix4.CreateScale(AssimpHelper.FromVector(scaling));
|
|
|
|
|
Matrix4 matrixFinal = scaleMat * rotQ * positionMat;
|
|
|
|
|
|
|
|
|
|
return matrixFinal;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|