using System; using System.Collections.Generic; using System.IO; using Assimp; using Switch_Toolbox.Library; using Switch_Toolbox.Library.Animations; using Switch_Toolbox.Library.Rendering; using System.Windows.Forms; namespace Switch_Toolbox.Library { public class AssimpSaver { private List ExtractedTextures = new List(); public List BoneNames = new List(); STProgressBar progressBar; public void SaveFromModel(STGenericModel model, string FileName, List Textures, STSkeleton skeleton = null, List NodeArray = null) { ExtractedTextures.Clear(); Scene scene = new Scene(); scene.RootNode = new Node("RootNode"); progressBar = new STProgressBar(); progressBar.Task = "Exorting Skeleton..."; progressBar.Value = 0; progressBar.StartPosition = FormStartPosition.CenterScreen; progressBar.Show(); progressBar.Refresh(); SaveSkeleton(skeleton, scene.RootNode); SaveMaterials(scene, model, FileName, Textures); progressBar.Task = "Exorting Meshes..."; progressBar.Value = 50; SaveMeshes(scene, model, skeleton, FileName, NodeArray); progressBar.Task = "Saving File..."; progressBar.Value = 80; SaveScene(FileName, scene); progressBar.Value = 100; progressBar.Close(); progressBar.Dispose(); } private void SaveScene(string FileName, Scene scene) { 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)) MessageBox.Show($"Exported {FileName} Successfuly!"); else MessageBox.Show($"Failed to export {FileName}!"); } } private void SaveMeshes(Scene scene, STGenericModel model, STSkeleton skeleton, string FileName, List NodeArray) { int MeshIndex = 0; foreach (var obj in model.Nodes[0].Nodes) { var mesh = SaveMesh((STGenericObject)obj, skeleton, NodeArray); scene.Meshes.Add(mesh); MeshIndex++; } Node geomNode = new Node(Path.GetFileNameWithoutExtension(FileName), scene.RootNode); for (int ob = 0; ob < scene.MeshCount; ob++) { geomNode.MeshIndices.Add(ob); } scene.RootNode.Children.Add(geomNode); } private Mesh SaveMesh(STGenericObject genericObj, STSkeleton skeleton, List NodeArray) { Mesh mesh = new Mesh(genericObj.Text, PrimitiveType.Triangle); mesh.MaterialIndex = genericObj.MaterialIndex; List textureCoords0 = new List(); List textureCoords1 = new List(); List textureCoords2 = new List(); List vertexColors = new List(); 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)); mesh.TextureCoordinateChannels[0] = textureCoords0; mesh.TextureCoordinateChannels[1] = textureCoords1; mesh.TextureCoordinateChannels[2] = textureCoords2; mesh.VertexColorChannels[0] = vertexColors; if (skeleton != null) { for (int j = 0; j < v.boneIds.Count; j++) { if (j < genericObj.VertexSkinCount) { //Get the bone via the node array and bone index from the vertex STBone STbone = skeleton.bones[NodeArray[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 = Switch_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 = transform; mesh.Bones.Add(bone); BoneNames.Add(bone.Name); boneInd = mesh.Bones.IndexOf(bone); //Set the index of the bone for the vertex weight } //Check if the max amount of weights is higher than the current bone id if (v.boneWeights.Count > j && v.boneWeights[j] > 0) { 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] > 0) mesh.Bones[boneInd].VertexWeights.Add(new VertexWeight(vertexID, 1)); } } } vertexID++; } List 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] })); mesh.TextureCoordinateChannels.SetValue(textureCoords0, 0); return mesh; } private void SaveMaterials(Scene scene, STGenericModel model, string FileName, List 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 = $"Exorting Texture {Textures[i].Text}"; progressBar.Value = ((i * 100) / Textures.Count); progressBar.Refresh(); var bitmap = Textures[i].GetBitmap(); bitmap.Save(path); bitmap.Dispose(); GC.Collect(); } } foreach (var mat in model.Nodes[1].Nodes) { 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 slot = new TextureSlot(); slot.FilePath = path; slot.UVIndex = 0; slot.Flags = 0; slot.TextureIndex = 0; slot.BlendFactor = 1.0f; 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; else if (tex.wrapModeS == 1) slot.WrapModeU = TextureWrapMode.Mirror; else if (tex.wrapModeS == 2) slot.WrapModeU = TextureWrapMode.Clamp; else slot.WrapModeU = TextureWrapMode.Wrap; if (tex.wrapModeT == 0) slot.WrapModeV = TextureWrapMode.Wrap; else if (tex.wrapModeT == 1) slot.WrapModeV = TextureWrapMode.Mirror; else if (tex.wrapModeT == 2) slot.WrapModeV = TextureWrapMode.Clamp; else slot.WrapModeV = TextureWrapMode.Wrap; material.AddMaterialTexture(ref slot); } scene.Materials.Add(material); } } public void SaveFromObject(STGenericObject genericObject, string FileName) { Scene scene = new Scene(); scene.RootNode = new Node("Root"); var mesh = SaveMesh(genericObject, null, null); mesh.MaterialIndex = 0; scene.Meshes.Add(mesh); Material material = new Material(); material.Name = "NewMaterial"; scene.Materials.Add(material); SaveScene(FileName, scene); } private void SaveSkeleton(STSkeleton skeleton, Node parentNode) { Node root = new Node("skeleton_root"); parentNode.Children.Add(root); if (skeleton.bones.Count > 0) { Node boneNode = new Node(skeleton.bones[0].Text); boneNode.Transform = AssimpHelper.GetBoneMatrix(skeleton.bones[0]); root.Children.Add(boneNode); foreach (STBone child in skeleton.bones[0].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); } } }