mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-23 13:03:15 +00:00
746 lines
29 KiB
C#
746 lines
29 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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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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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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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;
|
|
slot.Operation = TextureOperation.Add;
|
|
|
|
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;
|
|
if (tex.wrapModeS == 1)
|
|
slot.WrapModeU = TextureWrapMode.Mirror;
|
|
if (tex.wrapModeS == 2)
|
|
slot.WrapModeU = TextureWrapMode.Clamp;
|
|
if (tex.wrapModeT == 0)
|
|
slot.WrapModeV = TextureWrapMode.Wrap;
|
|
if (tex.wrapModeT == 1)
|
|
slot.WrapModeV = TextureWrapMode.Mirror;
|
|
if (tex.wrapModeT == 2)
|
|
slot.WrapModeV = TextureWrapMode.Clamp;
|
|
else
|
|
{
|
|
slot.WrapModeU = TextureWrapMode.Wrap;
|
|
slot.WrapModeV = TextureWrapMode.Wrap;
|
|
}
|
|
|
|
material.AddMaterialTexture(ref slot);
|
|
}
|
|
scene.Materials.Add(material);
|
|
}
|
|
|
|
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";
|
|
|
|
if (v.ExportFile(scene, FileName, formatID, PostProcessSteps.FlipUVs | PostProcessSteps.ValidateDataStructure))
|
|
MessageBox.Show($"Exported {FileName} Successfuly!");
|
|
else
|
|
MessageBox.Show($"Failed to export {FileName}!");
|
|
}
|
|
}
|
|
public void SaveFromObject(List<Vertex> vertices, List<int> faces, string MeshName, string FileName)
|
|
{
|
|
Scene scene = new Scene();
|
|
scene.RootNode = new Node("Root");
|
|
|
|
Mesh mesh = new Mesh(MeshName, PrimitiveType.Triangle);
|
|
|
|
List<Vector3D> textureCoords0 = new List<Vector3D>();
|
|
List<Vector3D> textureCoords1 = new List<Vector3D>();
|
|
List<Vector3D> textureCoords2 = new List<Vector3D>();
|
|
List<Color4D> vertexColors = new List<Color4D>();
|
|
|
|
foreach (Vertex v in 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;
|
|
}
|
|
for (int f = 0; f < faces.Count; f++)
|
|
{
|
|
mesh.Faces.Add(new Face(new int[] { faces[f++], faces[f++], faces[f] }));
|
|
}
|
|
mesh.MaterialIndex = 0;
|
|
|
|
mesh.TextureCoordinateChannels.SetValue(textureCoords0, 0);
|
|
scene.Meshes.Add(mesh);
|
|
|
|
Material material = new Material();
|
|
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;
|
|
}
|
|
}
|
|
}
|