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

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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;
using ColladaHelper;
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using OpenTK;
using Switch_Toolbox.Library.Rendering;
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namespace Switch_Toolbox.Library
{
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public class DAE : DAEHelper
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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>();
public bool LoadFile(string FileName)
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{
COLLADA collada = COLLADA.Load(FileName);
foreach (var item in collada.Items)
{
if (item is library_geometries)
{
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LoadGeometry((library_geometries)item);
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}
}
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return true;
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}
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private void SetControllers(COLLADA collada)
{
}
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private void LoadGeometry(library_geometries Geometries)
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{
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foreach (var geom in Geometries.geometry)
{
var mesh = geom.Item as mesh;
if (mesh == null)
continue;
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Console.WriteLine(geom.name);
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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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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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}
}