mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-27 06:50:23 +00:00
480 lines
18 KiB
C#
480 lines
18 KiB
C#
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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foreach (Node child in parent.Children)
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BuildNode(child, ref world);
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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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STConsole.WriteLine($"Getting assimp texture slot {matTex.Name} Type {matTex.Type}");
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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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public const int BoneRotation = 0;
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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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int matchedBoneIndex = skeleton.bones.FindIndex(item => item.Name == node.Name);
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if (matchedBoneIndex < 0)
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{
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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($"-".Repeat(30));
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if (IsRoot)
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{
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bone.parentIndex = -1;
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transformMat = AssimpHelper.TKMatrix(world * Matrix4x4.FromRotationX(MathHelper.DegreesToRadians(BoneRotation)));
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}
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else
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{
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if (tempBoneNodes.Contains(node.Parent))
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bone.parentIndex = tempBoneNodes.IndexOf(node.Parent);
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}
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var scale = transformMat.ExtractScale();
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var rotation = transformMat.ExtractRotation();
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var position = transformMat.ExtractTranslation();
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var rotEular = AssimpHelper.ToEular(rotation);
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bone.position = new float[] { position.X, position.Y, position.Z };
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bone.scale = new float[] { scale.X, scale.Y, scale.Z };
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bone.rotation = new float[] { rotEular.X, rotEular.Y, rotEular.Z, 0 };
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}
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else
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{
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STConsole.WriteLine($"Duplicate node name found for bone {node.Name}!", Color.Red);
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}
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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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public List<int> GetFaces(Mesh msh)
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{
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List<int> faces = new List<int>();
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if (msh.HasFaces)
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{
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foreach (Face f in msh.Faces)
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{
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if (f.HasIndices)
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{
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foreach (int indx in f.Indices)
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faces.Add(indx);
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}
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}
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}
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return faces;
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}
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public List<string> GetBoneList(Mesh msh)
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{
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List<string> bones = new List<string>();
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foreach (Bone b in msh.Bones)
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{
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if (!bones.Contains(b.Name))
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bones.Add(b.Name);
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}
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return bones;
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}
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public int GetVertexSkinCount(Mesh msh)
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{
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List<int> indciesTotal = new List<int>();
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var blendIndexes = new List<List<int>>();
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var blendWeights = new List<List<float>>();
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int i;
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for (i = 0; i < msh.VertexCount; i++)
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{
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blendIndexes.Add(new List<int>());
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blendWeights.Add(new List<float>());
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}
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foreach (var bone in msh.Bones)
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{
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var bi = msh.Bones.IndexOf(bone);
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foreach (var vw in bone.VertexWeights)
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{
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blendIndexes[vw.VertexID].Add(bi);
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blendWeights[vw.VertexID].Add(vw.Weight);
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}
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}
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foreach (Bone b in msh.Bones)
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Console.WriteLine(b.VertexWeights.Count);
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if (msh.HasBones)
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return msh.Bones.Max(b => b.VertexWeightCount);
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return 0;
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}
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public List<Vertex> GetVertices(Mesh msh, Matrix4 transform, STGenericObject STobj)
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{
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List<Vertex> vertices = new List<Vertex>();
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for (int v = 0; v < msh.VertexCount; v++)
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{
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Vertex vert = new Vertex();
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if (msh.HasVertices)
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vert.pos = Vector3.TransformPosition(AssimpHelper.FromVector(msh.Vertices[v]), transform);
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if (msh.HasNormals)
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vert.nrm = Vector3.TransformNormal(AssimpHelper.FromVector(msh.Normals[v]), transform);
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if (msh.HasTextureCoords(0))
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vert.uv0 = new Vector2(msh.TextureCoordinateChannels[0][v].X, msh.TextureCoordinateChannels[0][v].Y);
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if (msh.HasTextureCoords(1))
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vert.uv1 = new Vector2(msh.TextureCoordinateChannels[1][v].X, msh.TextureCoordinateChannels[1][v].Y);
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if (msh.HasTextureCoords(2))
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vert.uv2 = new Vector2(msh.TextureCoordinateChannels[2][v].X, msh.TextureCoordinateChannels[2][v].Y);
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if (msh.HasTangentBasis)
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vert.tan = new Vector4(msh.Tangents[v].X, msh.Tangents[v].Y, msh.Tangents[v].Z, 1);
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if (msh.HasVertexColors(0))
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vert.col = new Vector4(msh.VertexColorChannels[0][v].R, msh.VertexColorChannels[0][v].G, msh.VertexColorChannels[0][v].B, msh.VertexColorChannels[0][v].A);
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if (msh.HasTangentBasis)
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vert.bitan = new Vector4(msh.BiTangents[v].X, msh.BiTangents[v].Y, msh.BiTangents[v].Z, 1);
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vertices.Add(vert);
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}
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if (msh.HasBones)
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{
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STConsole.WriteLine(msh.Name + " HasBones " + msh.HasBones);
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STConsole.WriteLine(msh.Name + " BoneCount " + msh.BoneCount);
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for (int i = 0; i < msh.BoneCount; i++)
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{
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Bone bn = msh.Bones[i];
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if (bn.HasVertexWeights)
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{
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foreach (VertexWeight w in bn.VertexWeights)
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{
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vertices[w.VertexID].boneWeights.Add(w.Weight);
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vertices[w.VertexID].boneNames.Add(bn.Name);
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BoneNames.Add(bn.Name);
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}
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}
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}
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}
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return vertices;
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}
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private Matrix4 FromAssimpMatrix(Matrix4x4 mat)
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{
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Vector3D scaling;
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Vector3D tranlation;
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Assimp.Quaternion rot;
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mat.Decompose(out scaling, out rot, out tranlation);
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Console.WriteLine($"rotQ " + rot);
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Matrix4 positionMat = Matrix4.CreateTranslation(AssimpHelper.FromVector(tranlation));
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Matrix4 rotQ = Matrix4.CreateFromQuaternion(AssimpHelper.TKQuaternion(rot));
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Matrix4 scaleMat = Matrix4.CreateScale(AssimpHelper.FromVector(scaling));
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Matrix4 matrixFinal = scaleMat * rotQ * positionMat;
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return matrixFinal;
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}
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}
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}
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