using System; using System.Collections.Generic; using System.IO; using Assimp; using Switch_Toolbox.Library; using Switch_Toolbox.Library.Animations; using Switch_Toolbox.Library.Rendering; using System.Windows.Forms; using System.Linq; namespace Switch_Toolbox.Library { public class AssimpSaver { private List ExtractedTextures = new List(); public List BoneNames = new List(); STProgressBar progressBar; public void SaveFromModel(STGenericModel model, string FileName, List Textures, STSkeleton skeleton = null, List NodeArray = null) { ExtractedTextures.Clear(); Scene scene = new Scene(); scene.RootNode = new Node("RootNode"); progressBar = new STProgressBar(); progressBar.Task = "Exorting Skeleton..."; progressBar.Value = 0; progressBar.StartPosition = FormStartPosition.CenterScreen; progressBar.Show(); progressBar.Refresh(); SaveSkeleton(skeleton, scene.RootNode); SaveMaterials(scene, model, FileName, Textures); progressBar.Task = "Exorting Meshes..."; progressBar.Value = 50; SaveMeshes(scene, model, skeleton, FileName, NodeArray); progressBar.Task = "Saving File..."; progressBar.Value = 80; SaveScene(FileName, scene, model); progressBar.Value = 100; progressBar.Close(); progressBar.Dispose(); } private void SaveScene(string FileName, Scene scene, STGenericModel model) { using (var v = new AssimpContext()) { string ext = System.IO.Path.GetExtension(FileName); string formatID = "collada"; if (ext == ".obj") formatID = "obj"; if (ext == ".3ds") formatID = "3ds"; if (ext == ".dae") formatID = "collada"; if (ext == ".ply") formatID = "ply"; bool ExportSuccessScene = v.ExportFile(scene, FileName, formatID, PostProcessSteps.FlipUVs); if (ExportSuccessScene) { WriteExtraSkinningInfo(FileName, scene, model); MessageBox.Show($"Exported {FileName} Successfuly!"); } else MessageBox.Show($"Failed to export {FileName}!"); } } private void SaveMeshes(Scene scene, STGenericModel model, STSkeleton skeleton, string FileName, List NodeArray) { int MeshIndex = 0; foreach (var obj in model.Nodes[0].Nodes) { var mesh = SaveMesh((STGenericObject)obj, MeshIndex, skeleton, NodeArray); scene.Meshes.Add(mesh); MeshIndex++; } Node geomNode = new Node(Path.GetFileNameWithoutExtension(FileName), scene.RootNode); for (int ob = 0; ob < scene.MeshCount; ob++) { geomNode.MeshIndices.Add(ob); } scene.RootNode.Children.Add(geomNode); } private Mesh SaveMesh(STGenericObject genericObj, int index, STSkeleton skeleton, List 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); mesh.MaterialIndex = genericObj.MaterialIndex; List textureCoords0 = new List(); List textureCoords1 = new List(); List textureCoords2 = new List(); List vertexColors = new List(); 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)); mesh.TextureCoordinateChannels[0] = textureCoords0; mesh.TextureCoordinateChannels[1] = textureCoords1; mesh.TextureCoordinateChannels[2] = textureCoords2; mesh.VertexColorChannels[0] = vertexColors; if (skeleton != null) { for (int j = 0; j < v.boneIds.Count; j++) { if (j < genericObj.VertexSkinCount) { //Get the bone via the node array and bone index from the vertex STBone STbone = skeleton.bones[NodeArray[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 = Switch_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++; } List 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] })); mesh.TextureCoordinateChannels.SetValue(textureCoords0, 0); return mesh; } //Extra skin data based on https://github.com/Sage-of-Mirrors/SuperBMD/blob/ce1061e9b5f57de112f1d12f6459b938594664a0/SuperBMDLib/source/Model.cs#L193 //Todo this doesn't quite work yet //Need to adjust all mesh name IDs so they are correct private void WriteExtraSkinningInfo(string FileName, Scene outScene, STGenericModel Model) { StreamWriter test = new StreamWriter(FileName + ".tmp"); StreamReader dae = File.OpenText(FileName); int geomIndex = 0; while (!dae.EndOfStream) { string line = dae.ReadLine(); if (line == " ") { AddControllerLibrary(outScene, test); test.WriteLine(line); test.Flush(); } else if (line.Contains("", $" sid=\"{ name }\" type=\"JOINT\">"); test.WriteLine(jointLine); test.Flush();*/ } else if (line.Contains("")) { foreach (Mesh mesh in outScene.Meshes) { test.WriteLine($" "); test.WriteLine($" "); test.WriteLine(" #skeleton_root"); test.WriteLine(" "); test.WriteLine(" "); test.WriteLine($" "); test.WriteLine(" "); test.WriteLine(" "); test.WriteLine(" "); test.WriteLine(" "); test.Flush(); } test.WriteLine(line); test.Flush(); } else if (line.Contains(" "); test.Flush(); geomIndex++; } else if (line.Contains("", ""); test.WriteLine(matLine); test.Flush(); } else { test.WriteLine(line); test.Flush(); } } test.Close(); dae.Close(); File.Copy(FileName + ".tmp", FileName, true); File.Delete(FileName + ".tmp"); } private void AddControllerLibrary(Scene scene, StreamWriter writer) { writer.WriteLine(" "); for (int i = 0; i < scene.MeshCount; i++) { Mesh curMesh = scene.Meshes[i]; curMesh.Name = curMesh.Name.Replace('_', '-'); writer.WriteLine($" "); writer.WriteLine($" "); WriteBindShapeMatrixToStream(writer); WriteJointNameArrayToStream(curMesh, writer); WriteInverseBindMatricesToStream(curMesh, writer); WriteSkinWeightsToStream(curMesh, writer); writer.WriteLine(" "); writer.WriteLine($" "); writer.WriteLine($" "); writer.WriteLine(" "); writer.Flush(); WriteVertexWeightsToStream(curMesh, writer); writer.WriteLine(" "); writer.WriteLine(" "); writer.Flush(); } writer.WriteLine(" "); writer.Flush(); } private void WriteJointNameArrayToStream(Mesh mesh, StreamWriter writer) { writer.WriteLine($" "); writer.WriteLine($" "); writer.Write(" "); foreach (Bone bone in mesh.Bones) { writer.Write($"{ bone.Name }"); if (bone != mesh.Bones.Last()) writer.Write(' '); else writer.Write('\n'); writer.Flush(); } writer.WriteLine(" "); writer.Flush(); writer.WriteLine(" "); writer.WriteLine($" "); writer.WriteLine(" "); writer.WriteLine(" "); writer.WriteLine(" "); writer.WriteLine(" "); writer.Flush(); } private void WriteInverseBindMatricesToStream(Mesh mesh, StreamWriter writer) { writer.WriteLine($" "); writer.WriteLine($" "); foreach (Bone bone in mesh.Bones) { Matrix4x4 ibm = bone.OffsetMatrix; ibm.Transpose(); writer.WriteLine($" {ibm.A1.ToString("F")} {ibm.A2.ToString("F")} {ibm.A3.ToString("F")} {ibm.A4.ToString("F")}"); writer.WriteLine($" {ibm.B1.ToString("F")} {ibm.B2.ToString("F")} {ibm.B3.ToString("F")} {ibm.B4.ToString("F")}"); writer.WriteLine($" {ibm.C1.ToString("F")} {ibm.C2.ToString("F")} {ibm.C3.ToString("F")} {ibm.C4.ToString("F")}"); writer.WriteLine($" {ibm.D1.ToString("F")} {ibm.D2.ToString("F")} {ibm.D3.ToString("F")} {ibm.D4.ToString("F")}"); if (bone != mesh.Bones.Last()) writer.WriteLine(""); } writer.WriteLine(" "); writer.Flush(); writer.WriteLine(" "); writer.WriteLine($" "); writer.WriteLine(" "); writer.WriteLine(" "); writer.WriteLine(" "); writer.WriteLine(" "); writer.Flush(); } private void WriteSkinWeightsToStream(Mesh mesh, StreamWriter writer) { int totalWeightCount = 0; foreach (Bone bone in mesh.Bones) { totalWeightCount += bone.VertexWeightCount; } writer.WriteLine($" "); writer.WriteLine($" "); writer.Write(" "); foreach (Bone bone in mesh.Bones) { foreach (VertexWeight weight in bone.VertexWeights) { writer.Write($"{ weight.Weight } "); } if (bone == mesh.Bones.Last()) writer.WriteLine(); } writer.WriteLine(" "); writer.Flush(); writer.WriteLine(" "); writer.WriteLine($" "); writer.WriteLine(" "); writer.WriteLine(" "); writer.WriteLine(" "); writer.WriteLine(" "); writer.Flush(); } private class RiggedWeight { public List Weights { get; private set; } public List BoneIndices { get; private set; } public int WeightCount { get; private set; } public RiggedWeight() { Weights = new List(); BoneIndices = new List(); } public void AddWeight(float weight, int boneIndex) { Weights.Add(weight); BoneIndices.Add(boneIndex); WeightCount++; } } private void WriteVertexWeightsToStream(Mesh mesh, StreamWriter writer) { List weights = new List(); Dictionary vertIDWeights = new Dictionary(); foreach (Bone bone in mesh.Bones) { foreach (VertexWeight weight in bone.VertexWeights) { weights.Add(weight.Weight); if (!vertIDWeights.ContainsKey(weight.VertexID)) vertIDWeights.Add(weight.VertexID, new RiggedWeight()); vertIDWeights[weight.VertexID].AddWeight(weight.Weight, mesh.Bones.IndexOf(bone)); } } writer.WriteLine($" "); writer.WriteLine($" "); writer.WriteLine($" "); writer.WriteLine(" "); writer.Write(" "); for (int i = 0; i < vertIDWeights.Count; i++) writer.Write($"{ vertIDWeights[i].WeightCount } "); writer.WriteLine("\n "); writer.WriteLine(" "); writer.Write(" "); for (int i = 0; i < vertIDWeights.Count; i++) { RiggedWeight curWeight = vertIDWeights[i]; for (int j = 0; j < curWeight.WeightCount; j++) { writer.Write($"{ curWeight.BoneIndices[j] } { weights.IndexOf(curWeight.Weights[j]) } "); } } writer.WriteLine("\n "); writer.WriteLine($" "); } private void WriteBindShapeMatrixToStream(StreamWriter writer) { writer.WriteLine(" "); writer.WriteLine(" 1 0 0 0"); writer.WriteLine(" 0 1 0 0"); writer.WriteLine(" 0 0 1 0"); writer.WriteLine(" 0 0 0 1"); writer.WriteLine(" "); writer.Flush(); } private void SaveMaterials(Scene scene, STGenericModel model, string FileName, List Textures) { string TextureExtension = ".png"; string TexturePath = System.IO.Path.GetDirectoryName(FileName); for (int i = 0; i < Textures.Count; i++) { string path = System.IO.Path.Combine(TexturePath, Textures[i].Text + TextureExtension); if (!ExtractedTextures.Contains(path)) { ExtractedTextures.Add(path); progressBar.Task = $"Exorting Texture {Textures[i].Text}"; progressBar.Value = ((i * 100) / Textures.Count); progressBar.Refresh(); var bitmap = Textures[i].GetBitmap(); bitmap.Save(path); bitmap.Dispose(); GC.Collect(); } } foreach (var mat in model.Nodes[1].Nodes) { var genericMat = (STGenericMaterial)mat; Material material = new Material(); material.Name = genericMat.Text; foreach (var tex in genericMat.TextureMaps) { int index = Textures.FindIndex(r => r.Text.Equals(tex.Name)); string path = System.IO.Path.Combine(TexturePath, tex.Name + TextureExtension); if (!File.Exists(path)) continue; if (tex.Type == STGenericMatTexture.TextureType.Diffuse) { TextureSlot slot2 = new TextureSlot(path, Assimp.TextureType.Diffuse, 0, Assimp.TextureMapping.FromUV, 0, 1.0f, Assimp.TextureOperation.Add, 0, 0, 0); material.AddMaterialTexture(ref slot2); break; TextureSlot slot = new TextureSlot(); slot.FilePath = path; slot.UVIndex = 0; slot.Flags = 0; slot.TextureIndex = 0; slot.BlendFactor = 1.0f; slot.Mapping = TextureMapping.FromUV; slot.Operation = TextureOperation.Add; slot.TextureType = TextureType.Diffuse; if (tex.Type == STGenericMatTexture.TextureType.Diffuse) slot.TextureType = TextureType.Diffuse; else if (tex.Type == STGenericMatTexture.TextureType.Normal) slot.TextureType = TextureType.Normals; else if (tex.Type == STGenericMatTexture.TextureType.Specular) slot.TextureType = TextureType.Specular; else if (tex.Type == STGenericMatTexture.TextureType.Emission) slot.TextureType = TextureType.Emissive; else if (tex.Type == STGenericMatTexture.TextureType.Light) { slot.TextureType = TextureType.Lightmap; slot.UVIndex = 2; } else if (tex.Type == STGenericMatTexture.TextureType.Shadow) { slot.TextureType = TextureType.Ambient; slot.UVIndex = 1; } else slot.TextureType = TextureType.Unknown; if (tex.wrapModeS == 0) slot.WrapModeU = TextureWrapMode.Wrap; else if (tex.wrapModeS == 1) slot.WrapModeU = TextureWrapMode.Mirror; else if (tex.wrapModeS == 2) slot.WrapModeU = TextureWrapMode.Clamp; else slot.WrapModeU = TextureWrapMode.Wrap; if (tex.wrapModeT == 0) slot.WrapModeV = TextureWrapMode.Wrap; else if (tex.wrapModeT == 1) slot.WrapModeV = TextureWrapMode.Mirror; else if (tex.wrapModeT == 2) slot.WrapModeV = TextureWrapMode.Clamp; else slot.WrapModeV = TextureWrapMode.Wrap; } } scene.Materials.Add(material); } } public void SaveFromObject(STGenericObject genericObject, string FileName) { Scene scene = new Scene(); scene.RootNode = new Node("Root"); var mesh = SaveMesh(genericObject,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 STGenericModel()); } private void SaveSkeleton(STSkeleton skeleton, Node parentNode) { Node root = new Node("skeleton_root"); parentNode.Children.Add(root); if (skeleton.bones.Count > 0) { Node boneNode = new Node(skeleton.bones[0].Text); boneNode.Transform = AssimpHelper.GetBoneMatrix(skeleton.bones[0]); root.Children.Add(boneNode); foreach (STBone child in skeleton.bones[0].GetChildren()) SaveBones(boneNode, child, skeleton); } } private void SaveBones(Node parentBone, STBone bone, STSkeleton skeleton) { Node boneNode = new Node(bone.Text); parentBone.Children.Add(boneNode); boneNode.Transform = AssimpHelper.GetBoneMatrix(bone); foreach (STBone child in bone.GetChildren()) SaveBones(boneNode, child, skeleton); } } }