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