Switch-Toolbox/Switch_Toolbox_Library/FileFormats/DAE/DAE.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Collada141;
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using System.Runtime.InteropServices;
using System.Diagnostics;
using System.Globalization;
using System.Xml;
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using OpenTK;
using Toolbox.Library.Rendering;
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using Toolbox.Library.Collada;
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namespace Toolbox.Library
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{
public class DAE
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{
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public class ExportSettings
{
public bool FlipTexCoordsVertical = true;
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public Version FileVersion = new Version();
public ProgramPreset Preset = ProgramPreset.NONE;
public bool ExportTextures = true;
public string ImageExtension = ".png";
public string ImageFolder = "";
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}
public class Version
{
public int Major = 1;
public int Minor = 4;
public int Micro = 1;
}
public static void Export(string FileName, ExportSettings settings, STGenericObject mesh)
{
Export(FileName, settings, new List<STGenericObject>() { mesh },
new List<STGenericMaterial>(), new List<STGenericTexture>());
}
public static void Export(string FileName, ExportSettings settings, STGenericModel model, List<STGenericTexture> Textures, STSkeleton skeleton = null, List<int> NodeArray = null) {
Export(FileName, settings, model.Objects.ToList(), model.Materials.ToList(), Textures, skeleton, NodeArray);
}
public static void Export(string FileName, ExportSettings settings,
List<STGenericObject> Meshes, List<STGenericMaterial> Materials,
List<STGenericTexture> Textures, STSkeleton skeleton = null, List<int> NodeArray = null)
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{
if (Materials == null)
Materials = new List<STGenericMaterial>();
string TexturePath = System.IO.Path.GetDirectoryName(FileName);
using (ColladaWriter writer = new ColladaWriter(FileName, settings))
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{
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) {
var bitmap = Textures[i].GetBitmap();
bitmap.Save($"{TexturePath}/{Textures[i].Text}.png");
bitmap.Dispose();
GC.Collect();
}
}
List<Material> materials = new List<Material>();
foreach (var mat in Materials)
{
Material material = new Material();
material.Name = mat.Text;
materials.Add(material);
foreach (var tex in mat.TextureMaps)
{
TextureMap texMap = new TextureMap();
texMap.Name = tex.Name;
if (tex.Type == STGenericMatTexture.TextureType.Diffuse)
texMap.Type = PhongTextureType.diffuse;
else if (tex.Type == STGenericMatTexture.TextureType.Normal)
texMap.Type = PhongTextureType.bump;
else if (tex.Type == STGenericMatTexture.TextureType.Specular)
texMap.Type = PhongTextureType.specular;
else if (tex.Type == STGenericMatTexture.TextureType.Emission)
texMap.Type = PhongTextureType.emission;
else
continue; //Skip adding unknown types
if (tex.WrapModeS == STTextureWrapMode.Repeat)
texMap.WrapModeS = SamplerWrapMode.WRAP;
else if (tex.WrapModeS == STTextureWrapMode.Mirror)
texMap.WrapModeS = SamplerWrapMode.MIRROR;
else if (tex.WrapModeS == STTextureWrapMode.Clamp)
texMap.WrapModeS = SamplerWrapMode.CLAMP;
if (tex.WrapModeT == STTextureWrapMode.Repeat)
texMap.WrapModeT = SamplerWrapMode.WRAP;
else if (tex.WrapModeT == STTextureWrapMode.Mirror)
texMap.WrapModeT = SamplerWrapMode.MIRROR;
else if(tex.WrapModeT == STTextureWrapMode.Clamp)
texMap.WrapModeT = SamplerWrapMode.CLAMP;
//If no textures are saved, still keep images references
//So the user can still dump textures after
if (Textures?.Count == 0)
textureNames.Add($"{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();
var inverse = Toolbox.Library.IO.MatrixExenstion.CalculateInverseMatrix(bone).inverse;
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);
}
}
writer.StartLibraryGeometries();
foreach (var mesh in Meshes)
{
int[] IndexTable = null;
if (NodeArray != null)
IndexTable = NodeArray.ToArray();
writer.StartGeometry(mesh.Text);
if (mesh.MaterialIndex != -1)
{
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)
{
if (vertex.nrm != Vector3.Zero) HasNormals = true;
if (vertex.col != Vector4.One) 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 (vertex.boneWeights.Count > b) {
if (vertex.boneWeights[b] == 0)
continue;
}
if (IndexTable != null)
bIndices.Add((int)IndexTable[vertex.boneIds[b]]);
else
bIndices.Add((int)vertex.boneIds[b]);
//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];
for (int i = 0; i < lodMesh.faces.Count; i++)
triangleList.Indices.Add((uint)lodMesh.faces[i]);
}
if (mesh.PolygonGroups.Count > 0)
{
foreach (var group in mesh.PolygonGroups)
{
TriangleList triangleList = new TriangleList();
triangleLists.Add(triangleList);
if (group.MaterialIndex != -1)
triangleList.Material = Materials[group.MaterialIndex].Text;
for (int i = 0; i < group.faces.Count; i++)
triangleList.Indices.Add((uint)group.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);
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writer.EndGeometryMesh();
}
writer.EndGeometrySection();
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}
}
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public List<STGenericObject> objects = new List<STGenericObject>();
public List<STGenericMaterial> materials = new List<STGenericMaterial>();
public STSkeleton skeleton;
public List<string> BoneNames = new List<string>();
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public bool UseTransformMatrix = true;
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Dictionary<string, Vertex> VertexSkinSources = new Dictionary<string, Vertex>();
Dictionary<string, Matrix4> MatrixSkinSources = new Dictionary<string, Matrix4>();
private Matrix4 GlobalTransform = Matrix4.Identity;
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public bool LoadFile(string FileName)
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{
GlobalTransform = Matrix4.Identity;
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COLLADA collada = COLLADA.Load(FileName);
//Check axis up
if (collada.asset != null)
{
switch (collada.asset.up_axis)
{
case UpAxisType.X_UP:
GlobalTransform = Matrix4.CreateRotationX(90);
break;
case UpAxisType.Y_UP:
GlobalTransform = Matrix4.CreateRotationY(90);
break;
case UpAxisType.Z_UP:
GlobalTransform = Matrix4.CreateRotationZ(90);
break;
}
if (collada.asset.unit != null)
{
var amount = collada.asset.unit.meter;
var type = collada.asset.unit.name;
if (type == "meter")
{
}
else if (type == "centimeter")
{
}
}
}
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foreach (var item in collada.Items)
{
if (item is library_geometries)
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LoadGeometry((library_geometries)item);
if (item is library_images)
LoadImages((library_images)item);
if (item is library_controllers)
LoadControllers((library_controllers)item);
if (item is library_nodes)
LoadNodes((library_nodes)item);
if (item is library_visual_scenes)
LoadVisualScenes((library_visual_scenes)item);
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}
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return true;
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}
private void LoadVisualScenes(library_visual_scenes nodes)
{
}
private void LoadNodes(library_nodes nodes)
{
}
private void LoadControllers(library_controllers controllers)
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{
}
private void LoadMaterials(library_materials materials)
{
}
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private void LoadImages(library_images images)
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{
}
private void LoadGeometry(library_geometries geometries)
{
foreach (var geom in geometries.geometry)
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{
var mesh = geom.Item as mesh;
if (mesh == null)
continue;
foreach (var source in mesh.source)
{
var float_array = source.Item as float_array;
if (float_array == null)
continue;
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Console.Write("Geometry {0} source {1} : ", geom.id, source.id);
foreach (var mesh_source_value in float_array.Values)
Console.Write("{0} ", mesh_source_value);
Console.WriteLine();
}
}
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}
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public bool ExportFile(string FileName, List<STGenericObject> meshes, STSkeleton skeleton = null)
{
return false;
}
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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;
}
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}
}