mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 06:20:24 +00:00
659 lines
28 KiB
C#
659 lines
28 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Collada141;
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using System.Runtime.InteropServices;
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using System.Diagnostics;
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using System.Globalization;
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using System.Xml;
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using OpenTK;
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using Toolbox.Library.Rendering;
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using Toolbox.Library.Collada;
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using Toolbox.Library.IO;
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namespace Toolbox.Library
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{
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public class DAE
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{
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public class ExportSettings
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{
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public bool SuppressConfirmDialog = false;
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public bool OptmizeZeroWeights = true;
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public bool UseOldExporter = false;
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public bool UseVertexColors = true;
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public bool FlipTexCoordsVertical = true;
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public bool OnlyExportRiggedBones = false;
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public bool UseTextureChannelComponents = true;
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public bool TransformColorUVs = false;
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public bool AddLeafBones = false;
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public Version FileVersion = new Version();
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public ProgramPreset Preset = ProgramPreset.NONE;
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public bool ExportTextures = true;
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public string ImageExtension = ".png";
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public string ImageFolder = "";
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}
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public class Version
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{
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public int Major = 1;
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public int Minor = 4;
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public int Micro = 1;
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}
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public static void Export(string FileName, ExportSettings settings, STGenericObject mesh)
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{
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Export(FileName, settings, new List<STGenericObject>() { mesh },
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new List<STGenericMaterial>(), new List<STGenericTexture>());
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}
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public static void Export(string FileName, ExportSettings settings, STGenericModel model, List<STGenericTexture> Textures, STSkeleton skeleton = null, List<int> NodeArray = null) {
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Export(FileName, settings, model.Objects.ToList(), model.Materials.ToList(), Textures, skeleton, NodeArray);
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}
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public static void Export(string FileName, ExportSettings settings,
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List<STGenericObject> Meshes, List<STGenericMaterial> Materials,
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List<STGenericTexture> Textures, STSkeleton skeleton = null, List<int> NodeArray = null)
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{
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if (Materials == null)
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Materials = new List<STGenericMaterial>();
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if (skeleton != null && skeleton.BoneIndices != null)
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NodeArray = skeleton.BoneIndices.ToList();
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List<string> failedTextureExport = new List<string>();
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STProgressBar progressBar = new STProgressBar();
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progressBar.Task = "Exporting Model...";
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progressBar.Value = 0;
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progressBar.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
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progressBar.Show();
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progressBar.Refresh();
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if (settings.UseOldExporter)
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{
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AssimpSaver saver = new AssimpSaver();
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STGenericModel model = new STGenericModel();
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model.Objects = Meshes;
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model.Materials = Materials;
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saver.SaveFromModel(model, FileName, Textures, skeleton, NodeArray);
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return;
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}
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string TexturePath = System.IO.Path.GetDirectoryName(FileName);
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Dictionary<string, STGenericMaterial> MaterialRemapper = new Dictionary<string, STGenericMaterial>();
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using (ColladaWriter writer = new ColladaWriter(FileName, settings))
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{
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writer.WriteAsset();
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if (Materials.Count > 0)
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{
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List<string> textureNames = new List<string>();
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for (int i = 0; i < Textures?.Count; i++)
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{
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if (!textureNames.Contains(Textures[i].Text))
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textureNames.Add(Textures[i].Text);
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if (settings.ExportTextures) {
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progressBar.Task = $"Exporting Texture {Textures[i].Text}";
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progressBar.Value = ((i * 100) / Textures.Count);
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progressBar.Refresh();
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try
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{
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var bitmap = Textures[i].GetBitmap();
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if (bitmap != null)
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{
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if (settings.UseTextureChannelComponents)
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bitmap = Textures[i].GetComponentBitmap(bitmap);
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string textureName = Textures[i].Text;
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if (textureName.RemoveIllegaleFileNameCharacters() != textureName)
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{
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string properName = textureName.RemoveIllegaleFileNameCharacters();
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for (int m = 0; m < Materials?.Count; m++)
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{
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foreach (var tex in Materials[m].TextureMaps)
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{
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if (tex.Name == textureName)
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tex.Name = properName;
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}
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}
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textureName = properName;
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}
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bitmap.Save($"{TexturePath}/{textureName}.png");
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bitmap.Dispose();
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GC.Collect();
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}
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}
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catch (Exception ex) {
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failedTextureExport.Add(Textures[i].Text);
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}
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}
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}
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List<Material> materials = new List<Material>();
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foreach (var mat in Materials)
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{
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Material material = new Material();
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material.Name = mat.Text;
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if (!MaterialRemapper.ContainsKey(mat.Text))
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{
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MaterialRemapper.Add(mat.Text, mat);
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}
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else
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{
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string name = Utils.RenameDuplicateString(MaterialRemapper.Keys.ToList(), mat.Text);
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MaterialRemapper.Add(name, mat);
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material.Name = name;
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}
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materials.Add(material);
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foreach (var tex in mat.TextureMaps)
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{
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TextureMap texMap = new TextureMap();
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texMap.Name = tex.Name;
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if (tex.Type == STGenericMatTexture.TextureType.Diffuse)
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texMap.Type = PhongTextureType.diffuse;
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else if (tex.Type == STGenericMatTexture.TextureType.Normal)
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texMap.Type = PhongTextureType.bump;
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else if (tex.Type == STGenericMatTexture.TextureType.Specular)
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texMap.Type = PhongTextureType.specular;
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else if (tex.Type == STGenericMatTexture.TextureType.Emission)
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texMap.Type = PhongTextureType.emission;
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else
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continue; //Skip adding unknown types
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if (tex.WrapModeS == STTextureWrapMode.Repeat)
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texMap.WrapModeS = SamplerWrapMode.WRAP;
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else if (tex.WrapModeS == STTextureWrapMode.Mirror)
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texMap.WrapModeS = SamplerWrapMode.MIRROR;
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else if (tex.WrapModeS == STTextureWrapMode.Clamp)
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texMap.WrapModeS = SamplerWrapMode.CLAMP;
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if (tex.WrapModeT == STTextureWrapMode.Repeat)
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texMap.WrapModeT = SamplerWrapMode.WRAP;
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else if (tex.WrapModeT == STTextureWrapMode.Mirror)
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texMap.WrapModeT = SamplerWrapMode.MIRROR;
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else if(tex.WrapModeT == STTextureWrapMode.Clamp)
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texMap.WrapModeT = SamplerWrapMode.CLAMP;
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//If no textures are saved, still keep images references
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//So the user can still dump textures after
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if (Textures?.Count == 0 && !textureNames.Contains(texMap.Name))
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textureNames.Add($"{texMap.Name}");
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material.Textures.Add(texMap);
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}
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}
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writer.WriteLibraryImages(textureNames.ToArray());
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writer.WriteLibraryMaterials(materials);
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writer.WriteLibraryEffects(materials);
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}
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else
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writer.WriteLibraryImages();
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if (skeleton != null) {
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//Search for bones with rigging first
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List<string> riggedBones = new List<string>();
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if (settings.OnlyExportRiggedBones)
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{
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for (int i = 0; i < Meshes.Count; i++)
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{
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for (int v = 0; v < Meshes[i].vertices.Count; v++)
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{
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var vertex = Meshes[i].vertices[v];
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for (int j = 0; j < vertex.boneIds.Count; j++)
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{
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int id = -1;
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if (NodeArray != null && NodeArray.Count > vertex.boneIds[j]) {
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id = NodeArray[vertex.boneIds[j]];
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}
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else
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id = vertex.boneIds[j];
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if (id < skeleton.bones.Count && id != -1)
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riggedBones.Add(skeleton.bones[id].Text);
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}
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}
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}
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}
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foreach (var bone in skeleton.bones)
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{
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if (settings.OnlyExportRiggedBones && !riggedBones.Contains(bone.Text))
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{
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Console.WriteLine("Skipping " + bone.Text);
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continue;
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}
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//Set the inverse matrix
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var inverse = skeleton.GetBoneTransform(bone).Inverted();
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var transform = bone.GetTransform();
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float[] Transform = new float[] {
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transform.M11, transform.M21, transform.M31, transform.M41,
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transform.M12, transform.M22, transform.M32, transform.M42,
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transform.M13, transform.M23, transform.M33, transform.M43,
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transform.M14, transform.M24, transform.M34, transform.M44
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};
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float[] InvTransform = new float[] {
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inverse.M11, inverse.M21, inverse.M31, inverse.M41,
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inverse.M12, inverse.M22, inverse.M32, inverse.M42,
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inverse.M13, inverse.M23, inverse.M33, inverse.M43,
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inverse.M14, inverse.M24, inverse.M34, inverse.M44
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};
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writer.AddJoint(bone.Text, bone.parentIndex == -1 ? "" :
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skeleton.bones[bone.parentIndex].Text, Transform, InvTransform,
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new float[3] { bone.Position.X, bone.Position.Y, bone.Position.Z },
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new float[3] { bone.EulerRotation.X, bone.EulerRotation.Y, bone.EulerRotation.Z },
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new float[3] { bone.Scale.X, bone.Scale.Y, bone.Scale.Z });
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}
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}
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int meshIndex = 0;
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writer.StartLibraryGeometries();
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foreach (var mesh in Meshes)
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{
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progressBar.Task = $"Exporting Mesh {mesh.Text}";
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progressBar.Value = ((meshIndex++ * 100) / Meshes.Count);
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progressBar.Refresh();
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int[] IndexTable = null;
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if (NodeArray != null)
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IndexTable = NodeArray.ToArray();
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writer.StartGeometry(mesh.Text);
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if (mesh.MaterialIndex != -1 && Materials.Count > mesh.MaterialIndex)
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{
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writer.CurrentMaterial = Materials[mesh.MaterialIndex].Text;
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Console.WriteLine($"MaterialIndex {mesh.MaterialIndex } {Materials[mesh.MaterialIndex].Text}");
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}
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if (settings.TransformColorUVs)
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{
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List<Vertex> transformedVertices = new List<Vertex>();
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foreach (var poly in mesh.PolygonGroups)
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{
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var mat = poly.Material;
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if (mat == null) continue;
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var faces = poly.GetDisplayFace();
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for (int v = 0; v < poly.displayFaceSize; v += 3)
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{
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if (faces.Count < v + 2)
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break;
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var diffuse = mat.TextureMaps.FirstOrDefault(x => x.Type == STGenericMatTexture.TextureType.Diffuse);
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STTextureTransform transform = new STTextureTransform();
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if (diffuse != null)
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transform = diffuse.Transform;
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var vertexA = mesh.vertices[faces[v]];
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var vertexB = mesh.vertices[faces[v+1]];
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var vertexC = mesh.vertices[faces[v+2]];
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if (!transformedVertices.Contains(vertexA)) {
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vertexA.uv0 = (vertexA.uv0 * transform.Scale) + transform.Translate;
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transformedVertices.Add(vertexA);
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}
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if (!transformedVertices.Contains(vertexB)) {
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vertexB.uv0 = (vertexB.uv0 * transform.Scale) + transform.Translate;
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transformedVertices.Add(vertexB);
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}
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if (!transformedVertices.Contains(vertexC)) {
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vertexC.uv0 = (vertexC.uv0 * transform.Scale) + transform.Translate;
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transformedVertices.Add(vertexC);
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}
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}
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}
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}
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// collect sources
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List<float> Position = new List<float>();
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List<float> Normal = new List<float>();
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List<float> UV0 = new List<float>();
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List<float> UV1 = new List<float>();
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List<float> UV2 = new List<float>();
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List<float> UV3 = new List<float>();
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List<float> Color = new List<float>();
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List<float> Color2 = new List<float>();
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List<int[]> BoneIndices = new List<int[]>();
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List<float[]> BoneWeights = new List<float[]>();
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bool HasNormals = false;
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bool HasColors = false;
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bool HasColors2 = false;
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bool HasUV0 = false;
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bool HasUV1 = false;
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bool HasUV2 = false;
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bool HasBoneIds = false;
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foreach (var vertex in mesh.vertices)
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{
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if (vertex.nrm != Vector3.Zero) HasNormals = true;
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if (vertex.col != Vector4.One && settings.UseVertexColors) HasColors = true;
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if (vertex.col2 != Vector4.One && settings.UseVertexColors) HasColors2 = true;
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if (vertex.uv0 != Vector2.Zero) HasUV0 = true;
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if (vertex.uv1 != Vector2.Zero) HasUV1 = true;
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if (vertex.uv2 != Vector2.Zero) HasUV2 = true;
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if (vertex.boneIds.Count > 0) HasBoneIds = true;
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Position.Add(vertex.pos.X); Position.Add(vertex.pos.Y); Position.Add(vertex.pos.Z);
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Normal.Add(vertex.nrm.X); Normal.Add(vertex.nrm.Y); Normal.Add(vertex.nrm.Z);
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if (settings.FlipTexCoordsVertical)
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{
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UV0.Add(vertex.uv0.X); UV0.Add(1 - vertex.uv0.Y);
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UV1.Add(vertex.uv1.X); UV1.Add(1 - vertex.uv1.Y);
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UV2.Add(vertex.uv2.X); UV2.Add(1 - vertex.uv2.Y);
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}
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else
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{
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UV0.Add(vertex.uv0.X); UV0.Add(vertex.uv0.Y);
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UV1.Add(vertex.uv1.X); UV1.Add(vertex.uv1.Y);
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UV2.Add(vertex.uv2.X); UV2.Add(vertex.uv2.Y);
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}
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Color.AddRange(new float[] { vertex.col.X, vertex.col.Y, vertex.col.Z, vertex.col.W });
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Color2.AddRange(new float[] { vertex.col2.X, vertex.col2.Y, vertex.col2.Z, vertex.col2.W });
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List<int> bIndices = new List<int>();
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List<float> bWeights = new List<float>();
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for (int b = 0; b < vertex.boneIds.Count; b++)
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{
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if (b > mesh.VertexSkinCount - 1)
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continue;
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//Skip 0 weights
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if (vertex.boneWeights.Count > b) {
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if (vertex.boneWeights[b] == 0)
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continue;
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}
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int index = -1;
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if (IndexTable != null)
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index = (int)IndexTable[vertex.boneIds[b]];
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else
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index = (int)vertex.boneIds[b];
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//Only map for valid weights/indices
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bool hasValidIndex = index != -1 && index < skeleton?.bones.Count;
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bool hasValidWeight = vertex.boneWeights.Count > b;
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if (hasValidIndex)
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bIndices.Add(index);
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if (hasValidWeight && hasValidIndex)
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bWeights.Add(vertex.boneWeights[b]);
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}
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//Rigid bodies with no direct bone indices
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if (bIndices.Count == 0 && mesh.BoneIndex != -1) {
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HasBoneIds = true;
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bIndices.Add(mesh.BoneIndex);
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bWeights.Add(1);
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}
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//Bone indices with no weights directly mapped
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if (bWeights.Count == 0 && bIndices.Count > 0)
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{
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bWeights.Add(1.0f);
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}
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BoneIndices.Add(bIndices.ToArray());
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BoneWeights.Add(bWeights.ToArray());
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}
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List<TriangleList> triangleLists = new List<TriangleList>();
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if (mesh.lodMeshes.Count > 0)
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{
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TriangleList triangleList = new TriangleList();
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triangleLists.Add(triangleList);
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var lodMesh = mesh.lodMeshes[mesh.DisplayLODIndex];
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List<int> faces = new List<int>();
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if (lodMesh.PrimativeType == STPrimitiveType.TrangleStrips)
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faces = STGenericObject.ConvertTriangleStripsToTriangles(lodMesh.faces);
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else
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faces = lodMesh.faces;
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for (int i = 0; i < faces.Count; i++)
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triangleList.Indices.Add((uint)faces[i]);
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}
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if (mesh.PolygonGroups.Count > 0)
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{
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foreach (var group in mesh.PolygonGroups)
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{
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TriangleList triangleList = new TriangleList();
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triangleLists.Add(triangleList);
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STGenericMaterial material = new STGenericMaterial();
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if (group.MaterialIndex != -1 && Materials.Count > group.MaterialIndex)
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material = Materials[group.MaterialIndex];
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if (group.Material != null)
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material = group.Material;
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if (MaterialRemapper.Values.Any(x => x == material))
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{
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var key = MaterialRemapper.FirstOrDefault(x => x.Value == material).Key;
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triangleList.Material = key;
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}
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else if (material.Text != string.Empty)
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triangleList.Material = material.Text;
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List<int> faces = new List<int>();
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if (group.PrimativeType == STPrimitiveType.TrangleStrips)
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faces = STGenericObject.ConvertTriangleStripsToTriangles(group.faces);
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else
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faces = group.faces;
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for (int i = 0; i < faces.Count; i++)
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triangleList.Indices.Add((uint)faces[i]);
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}
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}
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// write sources
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writer.WriteGeometrySource(mesh.Text, SemanticType.POSITION, Position.ToArray(), triangleLists.ToArray());
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if (HasNormals)
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writer.WriteGeometrySource(mesh.Text, SemanticType.NORMAL, Normal.ToArray(), triangleLists.ToArray());
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if (HasColors)
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writer.WriteGeometrySource(mesh.Text, SemanticType.COLOR, Color.ToArray(), triangleLists.ToArray(), 0);
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if (HasColors2)
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writer.WriteGeometrySource(mesh.Text, SemanticType.COLOR, Color2.ToArray(), triangleLists.ToArray(), 1);
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if (HasUV0)
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writer.WriteGeometrySource(mesh.Text, SemanticType.TEXCOORD, UV0.ToArray(), triangleLists.ToArray(), 0);
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if (HasUV1)
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writer.WriteGeometrySource(mesh.Text, SemanticType.TEXCOORD, UV1.ToArray(), triangleLists.ToArray(), 1);
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if (HasUV2)
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writer.WriteGeometrySource(mesh.Text, SemanticType.TEXCOORD, UV2.ToArray(), triangleLists.ToArray(), 2);
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if (HasBoneIds)
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writer.AttachGeometryController(BoneIndices, BoneWeights);
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writer.EndGeometryMesh();
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}
|
|
writer.EndGeometrySection();
|
|
}
|
|
|
|
progressBar?.Close();
|
|
|
|
if (!settings.SuppressConfirmDialog)
|
|
System.Windows.Forms.MessageBox.Show($"Exported {FileName} successfully!");
|
|
}
|
|
|
|
|
|
|
|
public List<STGenericObject> objects = new List<STGenericObject>();
|
|
public List<STGenericMaterial> materials = new List<STGenericMaterial>();
|
|
public STSkeleton skeleton;
|
|
public List<string> BoneNames = new List<string>();
|
|
|
|
public bool UseTransformMatrix = true;
|
|
|
|
Dictionary<string, Vertex> VertexSkinSources = new Dictionary<string, Vertex>();
|
|
Dictionary<string, Matrix4> MatrixSkinSources = new Dictionary<string, Matrix4>();
|
|
|
|
private Matrix4 GlobalTransform = Matrix4.Identity;
|
|
public bool LoadFile(string FileName)
|
|
{
|
|
GlobalTransform = Matrix4.Identity;
|
|
|
|
COLLADA collada = COLLADA.Load(FileName);
|
|
|
|
|
|
//Check axis up
|
|
if (collada.asset != null)
|
|
{
|
|
switch (collada.asset.up_axis)
|
|
{
|
|
case UpAxisType.X_UP:
|
|
GlobalTransform = Matrix4.CreateRotationX(90);
|
|
break;
|
|
case UpAxisType.Y_UP:
|
|
GlobalTransform = Matrix4.CreateRotationY(90);
|
|
break;
|
|
case UpAxisType.Z_UP:
|
|
GlobalTransform = Matrix4.CreateRotationZ(90);
|
|
break;
|
|
}
|
|
|
|
if (collada.asset.unit != null)
|
|
{
|
|
var amount = collada.asset.unit.meter;
|
|
var type = collada.asset.unit.name;
|
|
if (type == "meter")
|
|
{
|
|
|
|
}
|
|
else if (type == "centimeter")
|
|
{
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var item in collada.Items)
|
|
{
|
|
if (item is library_controllers)
|
|
LoadControllers((library_controllers)item);
|
|
if (item is library_geometries)
|
|
LoadGeometry((library_geometries)item);
|
|
if (item is library_images)
|
|
LoadImages((library_images)item);
|
|
if (item is library_controllers)
|
|
LoadControllers((library_controllers)item);
|
|
if (item is library_nodes)
|
|
LoadNodes((library_nodes)item);
|
|
if (item is library_visual_scenes)
|
|
LoadVisualScenes((library_visual_scenes)item);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void LoadControllers(library_controllers controllers)
|
|
{
|
|
|
|
}
|
|
|
|
private void LoadVisualScenes(library_visual_scenes nodes)
|
|
{
|
|
|
|
}
|
|
|
|
private void LoadNodes(library_nodes nodes)
|
|
{
|
|
|
|
}
|
|
|
|
private void LoadMaterials(library_materials materials)
|
|
{
|
|
|
|
}
|
|
|
|
private void LoadImages(library_images images)
|
|
{
|
|
|
|
}
|
|
|
|
private void LoadGeometry(library_geometries geometries)
|
|
{
|
|
foreach (var geom in geometries.geometry)
|
|
{
|
|
var mesh = geom.Item as mesh;
|
|
if (mesh == null)
|
|
continue;
|
|
|
|
foreach (var source in mesh.source)
|
|
{
|
|
var float_array = source.Item as float_array;
|
|
if (float_array == null)
|
|
continue;
|
|
|
|
Console.Write("Geometry {0} source {1} : ", geom.id, source.id);
|
|
foreach (var mesh_source_value in float_array.Values)
|
|
Console.Write("{0} ", mesh_source_value);
|
|
Console.WriteLine();
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool ExportFile(string FileName, List<STGenericObject> meshes, STSkeleton skeleton = null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
private List<STGenericObject> CreateGenericObjects(string Name, library_geometries Geometries)
|
|
{
|
|
List<STGenericObject> objects = new List<STGenericObject>();
|
|
foreach (var geom in Geometries.geometry)
|
|
{
|
|
var daeMesh = geom.Item as mesh;
|
|
if (daeMesh == null)
|
|
continue;
|
|
|
|
STGenericObject mesh = new STGenericObject();
|
|
mesh.ObjectName = Name;
|
|
|
|
foreach (var source in daeMesh.source)
|
|
{
|
|
var float_array = source.Item as float_array;
|
|
if (float_array == null)
|
|
continue;
|
|
}
|
|
objects.Add(mesh);
|
|
}
|
|
return objects;
|
|
}
|
|
}
|
|
}
|