157ff75b79
Models can be cycled in the same editor. The active one now gets properly set. You can adjust the combo box to preview multiple models in the scene. Fixed a bug where some models would project on the top of the screen as duplicates.
608 lines
24 KiB
C#
608 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using Assimp;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.Animations;
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using Switch_Toolbox.Library.Rendering;
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using System.Windows.Forms;
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using System.Linq;
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namespace Switch_Toolbox.Library
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{
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public class AssimpSaver
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{
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private List<string> ExtractedTextures = new List<string>();
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public List<string> BoneNames = new List<string>();
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STProgressBar progressBar;
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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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ExtractedTextures.Clear();
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Scene scene = new Scene();
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scene.RootNode = new Node("RootNode");
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progressBar = new STProgressBar();
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progressBar.Task = "Exorting Skeleton...";
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progressBar.Value = 0;
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progressBar.StartPosition = FormStartPosition.CenterScreen;
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progressBar.Show();
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progressBar.Refresh();
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SaveSkeleton(skeleton, scene.RootNode);
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SaveMaterials(scene, model, FileName, Textures);
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progressBar.Task = "Exorting Meshes...";
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progressBar.Value = 50;
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SaveMeshes(scene, model, skeleton, FileName, NodeArray);
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progressBar.Task = "Saving File...";
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progressBar.Value = 80;
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SaveScene(FileName, scene, model);
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progressBar.Value = 100;
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progressBar.Close();
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progressBar.Dispose();
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}
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private void SaveScene(string FileName, Scene scene, STGenericModel model)
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{
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using (var v = new AssimpContext())
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{
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string ext = System.IO.Path.GetExtension(FileName);
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string formatID = "collada";
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if (ext == ".obj")
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formatID = "obj";
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if (ext == ".3ds")
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formatID = "3ds";
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if (ext == ".dae")
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formatID = "collada";
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if (ext == ".ply")
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formatID = "ply";
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bool ExportSuccessScene = v.ExportFile(scene, FileName, formatID, PostProcessSteps.FlipUVs);
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if (ExportSuccessScene)
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{
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// WriteExtraSkinningInfo(FileName, scene, model);
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MessageBox.Show($"Exported {FileName} Successfuly!");
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}
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else
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MessageBox.Show($"Failed to export {FileName}!");
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}
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}
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private void SaveMeshes(Scene scene, STGenericModel model, STSkeleton skeleton, string FileName, List<int> NodeArray)
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{
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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 mesh = SaveMesh((STGenericObject)obj, skeleton, NodeArray);
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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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}
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private Mesh SaveMesh(STGenericObject genericObj, STSkeleton skeleton, List<int> NodeArray)
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{
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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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if (skeleton != null)
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{
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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 = STbone.invert.ToMatrix4x4();
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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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int MinWeightAmount = 0;
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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 && v.boneWeights[j] > MinWeightAmount)
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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 if (v.boneWeights.Count == 0 || v.boneWeights[j] > MinWeightAmount)
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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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}
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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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return mesh;
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}
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//Extra skin data based on https://github.com/Sage-of-Mirrors/SuperBMD/blob/ce1061e9b5f57de112f1d12f6459b938594664a0/SuperBMDLib/source/Model.cs#L193
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//Todo this doesn't quite work yet
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//Need to adjust all mesh name IDs so they are correct
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private void WriteExtraSkinningInfo(string FileName, Scene outScene, STGenericModel Model)
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{
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StreamWriter test = new StreamWriter(FileName + ".tmp");
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StreamReader dae = File.OpenText(FileName);
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while (!dae.EndOfStream)
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{
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string line = dae.ReadLine();
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if (line == " <library_visual_scenes>")
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{
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AddControllerLibrary(outScene, test);
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test.WriteLine(line);
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test.Flush();
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}
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else if (line.Contains("<node"))
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{
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string[] testLn = line.Split('\"');
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string name = testLn[3];
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string jointLine = line.Replace(">", $" sid=\"{ name }\" type=\"JOINT\">");
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test.WriteLine(jointLine);
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test.Flush();
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}
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if (line.Contains("</visual_scene>"))
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{
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int index = 0;
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foreach (Mesh mesh in outScene.Meshes)
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{
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test.WriteLine($" <node id=\"{ mesh.Name }\" name=\"{ mesh.Name }\" type=\"NODE\">");
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test.WriteLine($" <instance_controller url=\"#{ mesh.Name }-skin\">");
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test.WriteLine(" <skeleton>#skeleton_root</skeleton>");
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test.WriteLine(" <bind_material>");
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test.WriteLine(" <technique_common>");
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test.WriteLine($" <instance_material symbol=\"theresonlyone\" target=\"#m{ mesh.MaterialIndex }mat\" />");
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test.WriteLine(" </technique_common>");
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test.WriteLine(" </bind_material>");
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test.WriteLine(" </instance_controller>");
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test.WriteLine(" </node>");
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test.Flush();
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index++;
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}
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test.WriteLine(line);
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test.Flush();
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}
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else if (line.Contains("<matrix"))
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{
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string matLine = line.Replace("<matrix>", "<matrix sid=\"matrix\">");
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test.WriteLine(matLine);
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test.Flush();
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}
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else
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{
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test.WriteLine(line);
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test.Flush();
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}
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}
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test.Close();
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dae.Close();
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File.Copy(FileName + ".tmp", FileName, true);
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File.Delete(FileName + ".tmp");
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}
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private void AddControllerLibrary(Scene scene, StreamWriter writer)
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{
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writer.WriteLine(" <library_controllers>");
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for (int i = 0; i < scene.MeshCount; i++)
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{
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Mesh curMesh = scene.Meshes[i];
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curMesh.Name = curMesh.Name.Replace('_', '-');
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writer.WriteLine($" <controller id=\"{ curMesh.Name }-skin\" name=\"{ curMesh.Name }Skin\">");
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writer.WriteLine($" <skin source=\"#meshId{ i }\">");
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WriteBindShapeMatrixToStream(writer);
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WriteJointNameArrayToStream(curMesh, writer);
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WriteInverseBindMatricesToStream(curMesh, writer);
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WriteSkinWeightsToStream(curMesh, writer);
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writer.WriteLine(" <joints>");
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writer.WriteLine($" <input semantic=\"JOINT\" source=\"#{ curMesh.Name }-skin-joints-array\"></input>");
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writer.WriteLine($" <input semantic=\"INV_BIND_MATRIX\" source=\"#{ curMesh.Name }-skin-bind_poses-array\"></input>");
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writer.WriteLine(" </joints>");
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writer.Flush();
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WriteVertexWeightsToStream(curMesh, writer);
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writer.WriteLine(" </skin>");
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writer.WriteLine(" </controller>");
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writer.Flush();
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}
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writer.WriteLine(" </library_controllers>");
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writer.Flush();
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}
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private void WriteJointNameArrayToStream(Mesh mesh, StreamWriter writer)
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{
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writer.WriteLine($" <source id =\"{ mesh.Name }-skin-joints-array\">");
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writer.WriteLine($" <Name_array id=\"{ mesh.Name }-skin-joints-array\" count=\"{ mesh.Bones.Count }\">");
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writer.Write(" ");
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foreach (Bone bone in mesh.Bones)
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{
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writer.Write($"{ bone.Name }");
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if (bone != mesh.Bones.Last())
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writer.Write(' ');
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else
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writer.Write('\n');
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writer.Flush();
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}
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writer.WriteLine(" </Name_array>");
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writer.Flush();
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writer.WriteLine(" <technique_common>");
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writer.WriteLine($" <accessor source=\"#{ mesh.Name }-skin-joints-array\" count=\"{ mesh.Bones.Count }\" stride=\"1\">");
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writer.WriteLine(" <param name=\"JOINT\" type=\"Name\"></param>");
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writer.WriteLine(" </accessor>");
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writer.WriteLine(" </technique_common>");
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writer.WriteLine(" </source>");
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writer.Flush();
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}
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private void WriteInverseBindMatricesToStream(Mesh mesh, StreamWriter writer)
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{
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writer.WriteLine($" <source id =\"{ mesh.Name }-skin-bind_poses-array\">");
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writer.WriteLine($" <float_array id=\"{ mesh.Name }-skin-bind_poses-array\" count=\"{ mesh.Bones.Count * 16 }\">");
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foreach (Bone bone in mesh.Bones)
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{
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Matrix4x4 ibm = bone.OffsetMatrix;
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ibm.Transpose();
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writer.WriteLine($" {ibm.A1.ToString("F")} {ibm.A2.ToString("F")} {ibm.A3.ToString("F")} {ibm.A4.ToString("F")}");
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writer.WriteLine($" {ibm.B1.ToString("F")} {ibm.B2.ToString("F")} {ibm.B3.ToString("F")} {ibm.B4.ToString("F")}");
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writer.WriteLine($" {ibm.C1.ToString("F")} {ibm.C2.ToString("F")} {ibm.C3.ToString("F")} {ibm.C4.ToString("F")}");
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writer.WriteLine($" {ibm.D1.ToString("F")} {ibm.D2.ToString("F")} {ibm.D3.ToString("F")} {ibm.D4.ToString("F")}");
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if (bone != mesh.Bones.Last())
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writer.WriteLine("");
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}
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writer.WriteLine(" </float_array>");
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writer.Flush();
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writer.WriteLine(" <technique_common>");
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writer.WriteLine($" <accessor source=\"#{ mesh.Name }-skin-bind_poses-array\" count=\"{ mesh.Bones.Count }\" stride=\"16\">");
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writer.WriteLine(" <param name=\"TRANSFORM\" type=\"float4x4\"></param>");
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writer.WriteLine(" </accessor>");
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writer.WriteLine(" </technique_common>");
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writer.WriteLine(" </source>");
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writer.Flush();
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}
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private void WriteSkinWeightsToStream(Mesh mesh, StreamWriter writer)
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{
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int totalWeightCount = 0;
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foreach (Bone bone in mesh.Bones)
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{
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totalWeightCount += bone.VertexWeightCount;
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}
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writer.WriteLine($" <source id =\"{ mesh.Name }-skin-weights-array\">");
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writer.WriteLine($" <float_array id=\"{ mesh.Name }-skin-weights-array\" count=\"{ totalWeightCount }\">");
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writer.Write(" ");
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foreach (Bone bone in mesh.Bones)
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{
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foreach (VertexWeight weight in bone.VertexWeights)
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{
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writer.Write($"{ weight.Weight } ");
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}
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if (bone == mesh.Bones.Last())
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writer.WriteLine();
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}
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writer.WriteLine(" </float_array>");
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writer.Flush();
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writer.WriteLine(" <technique_common>");
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writer.WriteLine($" <accessor source=\"#{ mesh.Name }-skin-weights-array\" count=\"{ totalWeightCount }\" stride=\"1\">");
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writer.WriteLine(" <param name=\"WEIGHT\" type=\"float\"></param>");
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writer.WriteLine(" </accessor>");
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writer.WriteLine(" </technique_common>");
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writer.WriteLine(" </source>");
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writer.Flush();
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}
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private class RiggedWeight
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{
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public List<float> Weights { get; private set; }
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public List<int> BoneIndices { get; private set; }
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public int WeightCount { get; private set; }
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public RiggedWeight()
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{
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Weights = new List<float>();
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BoneIndices = new List<int>();
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}
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public void AddWeight(float weight, int boneIndex)
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{
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Weights.Add(weight);
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BoneIndices.Add(boneIndex);
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WeightCount++;
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}
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}
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private void WriteVertexWeightsToStream(Mesh mesh, StreamWriter writer)
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{
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List<float> weights = new List<float>();
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Dictionary<int, RiggedWeight> vertIDWeights = new Dictionary<int, RiggedWeight>();
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foreach (Bone bone in mesh.Bones)
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{
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foreach (VertexWeight weight in bone.VertexWeights)
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{
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weights.Add(weight.Weight);
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if (!vertIDWeights.ContainsKey(weight.VertexID))
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vertIDWeights.Add(weight.VertexID, new RiggedWeight());
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vertIDWeights[weight.VertexID].AddWeight(weight.Weight, mesh.Bones.IndexOf(bone));
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}
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}
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writer.WriteLine($" <vertex_weights count=\"{ vertIDWeights.Count }\">");
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writer.WriteLine($" <input semantic=\"JOINT\" source=\"#{ mesh.Name }-skin-joints-array\" offset=\"0\"></input>");
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writer.WriteLine($" <input semantic=\"WEIGHT\" source=\"#{ mesh.Name }-skin-weights-array\" offset=\"1\"></input>");
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writer.WriteLine(" <vcount>");
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writer.Write(" ");
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for (int i = 0; i < vertIDWeights.Count; i++)
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writer.Write($"{ vertIDWeights[i].WeightCount } ");
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writer.WriteLine("\n </vcount>");
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writer.WriteLine(" <v>");
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writer.Write(" ");
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for (int i = 0; i < vertIDWeights.Count; i++)
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{
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RiggedWeight curWeight = vertIDWeights[i];
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for (int j = 0; j < curWeight.WeightCount; j++)
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{
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writer.Write($"{ curWeight.BoneIndices[j] } { weights.IndexOf(curWeight.Weights[j]) } ");
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}
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}
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writer.WriteLine("\n </v>");
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writer.WriteLine($" </vertex_weights>");
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}
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private void WriteBindShapeMatrixToStream(StreamWriter writer)
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{
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writer.WriteLine(" <bind_shape_matrix>");
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writer.WriteLine(" 1 0 0 0");
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writer.WriteLine(" 0 1 0 0");
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writer.WriteLine(" 0 0 1 0");
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writer.WriteLine(" 0 0 0 1");
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writer.WriteLine(" </bind_shape_matrix>");
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writer.Flush();
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}
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private void SaveMaterials(Scene scene, STGenericModel model, string FileName, List<STGenericTexture> Textures)
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{
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string TextureExtension = ".png";
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string TexturePath = System.IO.Path.GetDirectoryName(FileName);
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for (int i = 0; i < Textures.Count; i++)
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{
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string path = System.IO.Path.Combine(TexturePath, Textures[i].Text + TextureExtension);
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if (!ExtractedTextures.Contains(path))
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{
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ExtractedTextures.Add(path);
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progressBar.Task = $"Exorting Texture {Textures[i].Text}";
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progressBar.Value = ((i * 100) / Textures.Count);
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progressBar.Refresh();
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var bitmap = Textures[i].GetBitmap();
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bitmap.Save(path);
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bitmap.Dispose();
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GC.Collect();
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}
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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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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, new STGenericModel());
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|