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mirror of synced 2024-09-24 03:28:21 +02:00

Try to fix file excluding

This commit is contained in:
KillzXGaming 2019-11-16 10:35:29 -05:00
parent 2f59e3dc05
commit 69e45dcead
3 changed files with 653 additions and 2 deletions

1
.gitignore vendored
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@ -5,7 +5,6 @@ obj/
*GL_EditorFramework-master
*SuperBMD-master
*SuperBMD-link
*Assimp
*.resources
BrawlboxHelper/BrawlHelperTest2.cs
BrawlboxHelper/BrawlHelperTest2.zip

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@ -0,0 +1,652 @@
using System;
using System.Drawing;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using Assimp;
using OpenTK;
using Toolbox.Library.Rendering;
using System.Windows.Forms;
using Toolbox.Library.Animations;
using Toolbox.Library.Forms;
namespace Toolbox.Library
{
public class AssimpSaver
{
private List<string> ExtractedTextures = new List<string>();
public List<string> BoneNames = new List<string>();
STProgressBar progressBar;
public void SaveFromModel(STGenericModel model, string FileName, List<STGenericTexture> Textures, STSkeleton skeleton = null, List<int> NodeArray = null)
{
SaveFromModel(model.Objects.ToList(), model.Materials.ToList(), FileName, Textures, skeleton, NodeArray);
}
public void SaveFromModel(List<STGenericObject> Meshes, List<STGenericMaterial> Materials, string FileName, List<STGenericTexture> Textures, STSkeleton skeleton = null, List<int> NodeArray = null)
{
ExtractedTextures.Clear();
Scene scene = new Scene();
scene.RootNode = new Node("RootNode");
progressBar = new STProgressBar();
progressBar.Task = "Exporting Skeleton...";
progressBar.Value = 0;
progressBar.StartPosition = FormStartPosition.CenterScreen;
progressBar.Show();
progressBar.Refresh();
SaveSkeleton(skeleton, scene.RootNode);
SaveMaterials(scene, Materials, FileName, Textures);
progressBar.Task = "Exporting Meshes...";
progressBar.Value = 50;
SaveMeshes(scene, Meshes, skeleton, FileName, NodeArray);
progressBar.Task = "Saving File...";
progressBar.Value = 80;
SaveScene(FileName, scene, Meshes);
progressBar.Value = 100;
progressBar.Close();
progressBar.Dispose();
}
private void SaveScene(string FileName, Scene scene, List<STGenericObject> Meshes)
{
using (var v = new AssimpContext())
{
string ext = System.IO.Path.GetExtension(FileName);
string formatID = "collada";
if (ext == ".obj")
formatID = "obj";
if (ext == ".3ds")
formatID = "3ds";
if (ext == ".dae")
formatID = "collada";
if (ext == ".ply")
formatID = "ply";
bool ExportSuccessScene = v.ExportFile(scene, FileName, formatID, PostProcessSteps.FlipUVs);
if (ExportSuccessScene)
{
if (ext == ".dae")
WriteExtraSkinningInfo(FileName, scene, Meshes);
MessageBox.Show($"Exported {FileName} Successfuly!");
}
else
MessageBox.Show($"Failed to export {FileName}!");
}
}
private void SaveMeshes(Scene scene, List<STGenericObject> Meshes, STSkeleton skeleton, string FileName, List<int> NodeArray)
{
int MeshIndex = 0;
foreach (var obj in Meshes)
{
var mesh = SaveMesh((STGenericObject)obj, scene, MeshIndex++, skeleton, NodeArray);
scene.Meshes.Add(mesh);
}
Node geomNode = new Node(Path.GetFileNameWithoutExtension(FileName), scene.RootNode);
for (int ob = 0; ob < scene.MeshCount; ob++)
{
geomNode.MeshIndices.Add(ob);
// if (!scene.Meshes[ob].HasBones)
}
scene.RootNode.Children.Add(geomNode);
}
private Mesh SaveMesh(STGenericObject genericObj, Scene scene, int index, STSkeleton skeleton, List<int> NodeArray)
{
//Assimp is weird so use mesh_# for the name. We'll change it back after save
Mesh mesh = new Mesh($"mesh_{ index }", PrimitiveType.Triangle);
if (genericObj.MaterialIndex < scene.MaterialCount && genericObj.MaterialIndex > 0)
mesh.MaterialIndex = genericObj.MaterialIndex;
else
mesh.MaterialIndex = 0;
List<Vector3D> textureCoords0 = new List<Vector3D>();
List<Vector3D> textureCoords1 = new List<Vector3D>();
List<Vector3D> textureCoords2 = new List<Vector3D>();
List<Color4D> vertexColors = new List<Color4D>();
int vertexID = 0;
foreach (Vertex v in genericObj.vertices)
{
mesh.Vertices.Add(new Vector3D(v.pos.X, v.pos.Y, v.pos.Z));
mesh.Normals.Add(new Vector3D(v.nrm.X, v.nrm.Y, v.nrm.Z));
textureCoords0.Add(new Vector3D(v.uv0.X, v.uv0.Y, 0));
textureCoords1.Add(new Vector3D(v.uv1.X, v.uv1.Y, 0));
textureCoords2.Add(new Vector3D(v.uv2.X, v.uv2.Y, 0));
vertexColors.Add(new Color4D(v.col.X, v.col.Y, v.col.Z, v.col.W));
if (skeleton != null)
{
for (int j = 0; j < v.boneIds.Count; j++)
{
if (j < genericObj.VertexSkinCount)
{
STBone STbone = null;
if (NodeArray != null)
{
//Get the bone via the node array and bone index from the vertex
STbone = skeleton.bones[NodeArray[v.boneIds[j]]];
}
else
STbone = skeleton.bones[v.boneIds[j]];
//Find the index of a bone. If it doesn't exist then we add it
int boneInd = mesh.Bones.FindIndex(x => x.Name == STbone.Text);
if (boneInd == -1)
{
var matrices = Toolbox.Library.IO.MatrixExenstion.CalculateInverseMatrix(STbone);
//Set the inverse matrix
Matrix4x4 transform = matrices.inverse.FromNumerics();
//Create a new assimp bone
Bone bone = new Bone();
bone.Name = STbone.Text;
bone.OffsetMatrix = STbone.invert.ToMatrix4x4();
mesh.Bones.Add(bone);
BoneNames.Add(bone.Name);
boneInd = mesh.Bones.IndexOf(bone); //Set the index of the bone for the vertex weight
}
int MinWeightAmount = 0;
//Check if the max amount of weights is higher than the current bone id
if (v.boneWeights.Count > j && v.boneWeights[j] > MinWeightAmount)
{
if (v.boneWeights[j] <= 1)
mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, v.boneWeights[j]));
else
mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, 1));
}
else if (v.boneWeights.Count == 0 || v.boneWeights[j] > MinWeightAmount)
mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, 1));
}
}
}
vertexID++;
}
if (genericObj.lodMeshes.Count != 0)
{
List<int> faces = genericObj.lodMeshes[genericObj.DisplayLODIndex].faces;
for (int f = 0; f < faces.Count; f++)
mesh.Faces.Add(new Face(new int[] { faces[f++], faces[f++], faces[f] }));
}
if (genericObj.PolygonGroups.Count != 0)
{
for (int p = 0; p < genericObj.PolygonGroups.Count; p++)
{
var polygonGroup = genericObj.PolygonGroups[p];
for (int f = 0; f < polygonGroup.faces.Count; f++)
if (f < polygonGroup.faces.Count - 2)
mesh.Faces.Add(new Face(new int[] { polygonGroup.faces[f++], polygonGroup.faces[f++], polygonGroup.faces[f] }));
}
}
mesh.TextureCoordinateChannels.SetValue(textureCoords0, 0);
mesh.TextureCoordinateChannels.SetValue(textureCoords1, 1);
mesh.TextureCoordinateChannels.SetValue(textureCoords2, 2);
mesh.VertexColorChannels.SetValue(vertexColors, 0);
return mesh;
}
//Extra skin data based on https://github.com/Sage-of-Mirrors/SuperBMD/blob/ce1061e9b5f57de112f1d12f6459b938594664a0/SuperBMDLib/source/Model.cs#L193
//Todo this doesn't quite work yet
//Need to adjust all mesh name IDs so they are correct
private void WriteExtraSkinningInfo(string FileName, Scene outScene, List<STGenericObject> Meshes)
{
StreamWriter test = new StreamWriter(FileName + ".tmp");
StreamReader dae = File.OpenText(FileName);
int geomIndex = 0;
while (!dae.EndOfStream)
{
string line = dae.ReadLine();
/* if (line == " <library_visual_scenes>")
{
AddControllerLibrary(outScene, test);
test.WriteLine(line);
test.Flush();
}
else if (line.Contains("<node"))
{
// test.WriteLine(line);
// test.Flush();
string[] testLn = line.Split('\"');
string name = testLn[3];
string jointLine = line.Replace(">", $" sid=\"{ name }\" type=\"JOINT\">");
test.WriteLine(jointLine);
test.Flush();
}
else if (line.Contains("</visual_scene>"))
{
foreach (Mesh mesh in outScene.Meshes)
{
test.WriteLine($" <node id=\"{ mesh.Name }\" name=\"{ mesh.Name }\" type=\"NODE\">");
test.WriteLine($" <instance_controller url=\"#{ mesh.Name }-skin\">");
test.WriteLine(" <skeleton>#skeleton_root</skeleton>");
test.WriteLine(" <bind_material>");
test.WriteLine(" <technique_common>");
test.WriteLine($" <instance_material symbol=\"theresonlyone\" target=\"#m{ mesh.MaterialIndex }mat\" />");
test.WriteLine(" </technique_common>");
test.WriteLine(" </bind_material>");
test.WriteLine(" </instance_controller>");
test.WriteLine(" </node>");
test.Flush();
}
test.WriteLine(line);
test.Flush();
}*/
if (line.Contains("<geometry"))
{
string RealMeshName = Meshes[geomIndex].Text;
test.WriteLine($" <geometry id=\"meshId{ geomIndex }\" name=\"{ RealMeshName }\" > ");
test.Flush();
geomIndex++;
}
else
{
test.WriteLine(line);
test.Flush();
}
/* else if (line.Contains("<matrix"))
{
string matLine = line.Replace("<matrix>", "<matrix sid=\"matrix\">");
test.WriteLine(matLine);
test.Flush();
}*/
}
test.Close();
dae.Close();
File.Copy(FileName + ".tmp", FileName, true);
File.Delete(FileName + ".tmp");
}
private void AddControllerLibrary(Scene scene, StreamWriter writer)
{
writer.WriteLine(" <library_controllers>");
for (int i = 0; i < scene.MeshCount; i++)
{
Mesh curMesh = scene.Meshes[i];
curMesh.Name = curMesh.Name.Replace('_', '-');
writer.WriteLine($" <controller id=\"{ curMesh.Name }-skin\" name=\"{ curMesh.Name }Skin\">");
writer.WriteLine($" <skin source=\"#meshId{ i }\">");
WriteBindShapeMatrixToStream(writer);
WriteJointNameArrayToStream(curMesh, writer);
WriteInverseBindMatricesToStream(curMesh, writer);
WriteSkinWeightsToStream(curMesh, writer);
writer.WriteLine(" <joints>");
writer.WriteLine($" <input semantic=\"JOINT\" source=\"#{ curMesh.Name }-skin-joints-array\"></input>");
writer.WriteLine($" <input semantic=\"INV_BIND_MATRIX\" source=\"#{ curMesh.Name }-skin-bind_poses-array\"></input>");
writer.WriteLine(" </joints>");
writer.Flush();
WriteVertexWeightsToStream(curMesh, writer);
writer.WriteLine(" </skin>");
writer.WriteLine(" </controller>");
writer.Flush();
}
writer.WriteLine(" </library_controllers>");
writer.Flush();
}
private void WriteJointNameArrayToStream(Mesh mesh, StreamWriter writer)
{
writer.WriteLine($" <source id =\"{ mesh.Name }-skin-joints-array\">");
writer.WriteLine($" <Name_array id=\"{ mesh.Name }-skin-joints-array\" count=\"{ mesh.Bones.Count }\">");
writer.Write(" ");
foreach (Bone bone in mesh.Bones)
{
writer.Write($"{ bone.Name }");
if (bone != mesh.Bones.Last())
writer.Write(' ');
else
writer.Write('\n');
writer.Flush();
}
writer.WriteLine(" </Name_array>");
writer.Flush();
writer.WriteLine(" <technique_common>");
writer.WriteLine($" <accessor source=\"#{ mesh.Name }-skin-joints-array\" count=\"{ mesh.Bones.Count }\" stride=\"1\">");
writer.WriteLine(" <param name=\"JOINT\" type=\"Name\"></param>");
writer.WriteLine(" </accessor>");
writer.WriteLine(" </technique_common>");
writer.WriteLine(" </source>");
writer.Flush();
}
private void WriteInverseBindMatricesToStream(Mesh mesh, StreamWriter writer)
{
writer.WriteLine($" <source id =\"{ mesh.Name }-skin-bind_poses-array\">");
writer.WriteLine($" <float_array id=\"{ mesh.Name }-skin-bind_poses-array\" count=\"{ mesh.Bones.Count * 16 }\">");
foreach (Bone bone in mesh.Bones)
{
Matrix4x4 ibm = bone.OffsetMatrix;
ibm.Transpose();
writer.WriteLine($" {ibm.A1.ToString("F")} {ibm.A2.ToString("F")} {ibm.A3.ToString("F")} {ibm.A4.ToString("F")}");
writer.WriteLine($" {ibm.B1.ToString("F")} {ibm.B2.ToString("F")} {ibm.B3.ToString("F")} {ibm.B4.ToString("F")}");
writer.WriteLine($" {ibm.C1.ToString("F")} {ibm.C2.ToString("F")} {ibm.C3.ToString("F")} {ibm.C4.ToString("F")}");
writer.WriteLine($" {ibm.D1.ToString("F")} {ibm.D2.ToString("F")} {ibm.D3.ToString("F")} {ibm.D4.ToString("F")}");
if (bone != mesh.Bones.Last())
writer.WriteLine("");
}
writer.WriteLine(" </float_array>");
writer.Flush();
writer.WriteLine(" <technique_common>");
writer.WriteLine($" <accessor source=\"#{ mesh.Name }-skin-bind_poses-array\" count=\"{ mesh.Bones.Count }\" stride=\"16\">");
writer.WriteLine(" <param name=\"TRANSFORM\" type=\"float4x4\"></param>");
writer.WriteLine(" </accessor>");
writer.WriteLine(" </technique_common>");
writer.WriteLine(" </source>");
writer.Flush();
}
private void WriteSkinWeightsToStream(Mesh mesh, StreamWriter writer)
{
int totalWeightCount = 0;
foreach (Bone bone in mesh.Bones)
{
totalWeightCount += bone.VertexWeightCount;
}
writer.WriteLine($" <source id =\"{ mesh.Name }-skin-weights-array\">");
writer.WriteLine($" <float_array id=\"{ mesh.Name }-skin-weights-array\" count=\"{ totalWeightCount }\">");
writer.Write(" ");
foreach (Bone bone in mesh.Bones)
{
foreach (VertexWeight weight in bone.VertexWeights)
{
writer.Write($"{ weight.Weight } ");
}
if (bone == mesh.Bones.Last())
writer.WriteLine();
}
writer.WriteLine(" </float_array>");
writer.Flush();
writer.WriteLine(" <technique_common>");
writer.WriteLine($" <accessor source=\"#{ mesh.Name }-skin-weights-array\" count=\"{ totalWeightCount }\" stride=\"1\">");
writer.WriteLine(" <param name=\"WEIGHT\" type=\"float\"></param>");
writer.WriteLine(" </accessor>");
writer.WriteLine(" </technique_common>");
writer.WriteLine(" </source>");
writer.Flush();
}
private class RiggedWeight
{
public List<float> Weights { get; private set; }
public List<int> BoneIndices { get; private set; }
public int WeightCount { get; private set; }
public RiggedWeight()
{
Weights = new List<float>();
BoneIndices = new List<int>();
}
public void AddWeight(float weight, int boneIndex)
{
Weights.Add(weight);
BoneIndices.Add(boneIndex);
WeightCount++;
}
}
private void WriteVertexWeightsToStream(Mesh mesh, StreamWriter writer)
{
List<float> weights = new List<float>();
Dictionary<int, RiggedWeight> vertIDWeights = new Dictionary<int, RiggedWeight>();
foreach (Bone bone in mesh.Bones)
{
foreach (VertexWeight weight in bone.VertexWeights)
{
weights.Add(weight.Weight);
if (!vertIDWeights.ContainsKey(weight.VertexID))
vertIDWeights.Add(weight.VertexID, new RiggedWeight());
vertIDWeights[weight.VertexID].AddWeight(weight.Weight, mesh.Bones.IndexOf(bone));
}
}
writer.WriteLine($" <vertex_weights count=\"{ vertIDWeights.Count }\">");
writer.WriteLine($" <input semantic=\"JOINT\" source=\"#{ mesh.Name }-skin-joints-array\" offset=\"0\"></input>");
writer.WriteLine($" <input semantic=\"WEIGHT\" source=\"#{ mesh.Name }-skin-weights-array\" offset=\"1\"></input>");
writer.WriteLine(" <vcount>");
writer.Write(" ");
for (int i = 0; i < vertIDWeights.Count; i++)
writer.Write($"{ vertIDWeights[i].WeightCount } ");
writer.WriteLine("\n </vcount>");
writer.WriteLine(" <v>");
writer.Write(" ");
for (int i = 0; i < vertIDWeights.Count; i++)
{
RiggedWeight curWeight = vertIDWeights[i];
for (int j = 0; j < curWeight.WeightCount; j++)
{
writer.Write($"{ curWeight.BoneIndices[j] } { weights.IndexOf(curWeight.Weights[j]) } ");
}
}
writer.WriteLine("\n </v>");
writer.WriteLine($" </vertex_weights>");
}
private void WriteBindShapeMatrixToStream(StreamWriter writer)
{
writer.WriteLine(" <bind_shape_matrix>");
writer.WriteLine(" 1 0 0 0");
writer.WriteLine(" 0 1 0 0");
writer.WriteLine(" 0 0 1 0");
writer.WriteLine(" 0 0 0 1");
writer.WriteLine(" </bind_shape_matrix>");
writer.Flush();
}
private void SaveMaterials(Scene scene, List<STGenericMaterial> Materials, string FileName, List<STGenericTexture> Textures)
{
string TextureExtension = ".png";
string TexturePath = System.IO.Path.GetDirectoryName(FileName);
for (int i = 0; i < Textures.Count; i++)
{
string path = System.IO.Path.Combine(TexturePath, Textures[i].Text + TextureExtension);
if (!ExtractedTextures.Contains(path))
{
ExtractedTextures.Add(path);
progressBar.Task = $"Exporting Texture {Textures[i].Text}";
progressBar.Value = ((i * 100) / Textures.Count);
progressBar.Refresh();
var bitmap = Textures[i].GetBitmap();
bitmap.Save(path);
bitmap.Dispose();
GC.Collect();
}
}
if (Materials.Count == 0)
{
Material material = new Material();
material.Name = "New Material";
scene.Materials.Add(material);
return;
}
foreach (var mat in Materials)
{
var genericMat = (STGenericMaterial)mat;
Material material = new Material();
material.Name = genericMat.Text;
foreach (var tex in genericMat.TextureMaps)
{
int index = Textures.FindIndex(r => r.Text.Equals(tex.Name));
string path = System.IO.Path.Combine(TexturePath, tex.Name + TextureExtension);
if (!File.Exists(path))
continue;
TextureSlot slot2 = new TextureSlot(path, ConvertToAssimpTextureType(tex.Type), 0, TextureMapping.FromUV,
0, 1.0f, Assimp.TextureOperation.Add, ConvertToAssimpWrapType(tex.WrapModeS), ConvertToAssimpWrapType(tex.WrapModeT), 0);
material.AddMaterialTexture(ref slot2);
}
scene.Materials.Add(material);
}
}
private static Assimp.TextureWrapMode ConvertToAssimpWrapType(STTextureWrapMode type)
{
switch (type)
{
case STTextureWrapMode.Repeat: return TextureWrapMode.Wrap;
case STTextureWrapMode.Mirror: return TextureWrapMode.Mirror;
case STTextureWrapMode.Clamp: return TextureWrapMode.Clamp;
default:
return TextureWrapMode.Wrap;
}
}
private static Assimp.TextureType ConvertToAssimpTextureType(STGenericMatTexture.TextureType type)
{
switch (type)
{
case STGenericMatTexture.TextureType.Diffuse: return TextureType.Diffuse;
case STGenericMatTexture.TextureType.AO: return TextureType.Ambient;
case STGenericMatTexture.TextureType.Normal: return TextureType.Normals;
case STGenericMatTexture.TextureType.Light: return TextureType.Lightmap;
case STGenericMatTexture.TextureType.Emission: return TextureType.Emissive;
case STGenericMatTexture.TextureType.Specular: return TextureType.Specular;
default:
return TextureType.Unknown;
}
}
public void SaveFromObject(STGenericObject genericObject, string FileName)
{
Scene scene = new Scene();
scene.RootNode = new Node("Root");
var mesh = SaveMesh(genericObject, scene, 0, null, null);
mesh.MaterialIndex = 0;
scene.Meshes.Add(mesh);
Material material = new Material();
material.Name = "NewMaterial";
scene.Materials.Add(material);
SaveScene(FileName, scene, new List<STGenericObject>() { genericObject });
}
private void SaveSkeleton(STSkeleton skeleton, Node parentNode)
{
Node root = new Node("skeleton_root");
parentNode.Children.Add(root);
Console.WriteLine($"bones {skeleton.bones.Count}");
if (skeleton.bones.Count > 0)
{
foreach (var bone in skeleton.bones)
{
//Get each root bone and find children
if (bone.parentIndex == -1)
{
Node boneNode = new Node(bone.Text);
boneNode.Transform = AssimpHelper.GetBoneMatrix(bone);
root.Children.Add(boneNode);
foreach (STBone child in bone.GetChildren())
SaveBones(boneNode, child, skeleton);
}
}
}
}
private void SaveBones(Node parentBone, STBone bone, STSkeleton skeleton)
{
Node boneNode = new Node(bone.Text);
parentBone.Children.Add(boneNode);
boneNode.Transform = AssimpHelper.GetBoneMatrix(bone);
foreach (STBone child in bone.GetChildren())
SaveBones(boneNode, child, skeleton);
}
}
}

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@ -247,7 +247,7 @@
<Compile Include="Compression\Formats\Zlib.cs" />
<Compile Include="Config.cs" />
<Compile Include="Enums\CompressionType.cs" />
<Compile Include="FileFormats\Assimp\AssimpSaverOld.cs" />
<Compile Include="FileFormats\Assimp\AssimpSaver.cs" />
<Compile Include="FileFormats\DAE\ColladaWriter.cs" />
<Compile Include="FileFormats\DDS\RGBAPixelDecoder.cs" />
<Compile Include="FileSystem\VirtualFileTreeNode.cs" />