278 lines
11 KiB
C#
278 lines
11 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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namespace Switch_Toolbox.Library
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{
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public class AssimpSaver
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{
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public List<string> BoneNames = new List<string>();
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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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Scene scene = new Scene();
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scene.RootNode = new Node("RootNode");
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SaveSkeleton(skeleton, scene.RootNode);
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SaveMaterials(scene, model, FileName, Textures);
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SaveMeshes(scene, model, skeleton, FileName, NodeArray);
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SaveScene(FileName, scene);
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}
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private void SaveScene(string FileName, Scene scene)
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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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if (v.ExportFile(scene, FileName, formatID, PostProcessSteps.FlipUVs))
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MessageBox.Show($"Exported {FileName} Successfuly!");
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else
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MessageBox.Show($"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 = transform;
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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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//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] > 0)
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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] > 0)
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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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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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foreach (var tex in Textures)
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{
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string path = System.IO.Path.Combine(TexturePath, tex.Text + TextureExtension);
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var bitmap = tex.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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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));
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string path = System.IO.Path.Combine(TexturePath, tex.Name + TextureExtension);
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if (!File.Exists(path))
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continue;
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TextureSlot slot = new TextureSlot();
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slot.FilePath = path;
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slot.UVIndex = 0;
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slot.Flags = 0;
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slot.TextureIndex = 0;
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slot.BlendFactor = 1.0f;
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slot.Mapping = TextureMapping.FromUV;
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slot.Operation = TextureOperation.Add;
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if (tex.Type == STGenericMatTexture.TextureType.Diffuse)
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slot.TextureType = TextureType.Diffuse;
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else if (tex.Type == STGenericMatTexture.TextureType.Normal)
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slot.TextureType = TextureType.Normals;
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else if (tex.Type == STGenericMatTexture.TextureType.Specular)
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slot.TextureType = TextureType.Specular;
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else if (tex.Type == STGenericMatTexture.TextureType.Emission)
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slot.TextureType = TextureType.Emissive;
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else if (tex.Type == STGenericMatTexture.TextureType.Light)
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{
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slot.TextureType = TextureType.Lightmap;
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slot.UVIndex = 2;
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}
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else if (tex.Type == STGenericMatTexture.TextureType.Shadow)
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{
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slot.TextureType = TextureType.Ambient;
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slot.UVIndex = 1;
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}
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else
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slot.TextureType = TextureType.Unknown;
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if (tex.wrapModeS == 0)
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slot.WrapModeU = TextureWrapMode.Wrap;
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else if (tex.wrapModeS == 1)
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slot.WrapModeU = TextureWrapMode.Mirror;
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else if (tex.wrapModeS == 2)
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slot.WrapModeU = TextureWrapMode.Clamp;
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else
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slot.WrapModeU = TextureWrapMode.Wrap;
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if (tex.wrapModeT == 0)
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slot.WrapModeV = TextureWrapMode.Wrap;
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else if (tex.wrapModeT == 1)
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slot.WrapModeV = TextureWrapMode.Mirror;
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else if (tex.wrapModeT == 2)
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slot.WrapModeV = TextureWrapMode.Clamp;
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else
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slot.WrapModeV = TextureWrapMode.Wrap;
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material.AddMaterialTexture(ref slot);
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}
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scene.Materials.Add(material);
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}
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}
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public void SaveFromObject(STGenericObject genericObject, string FileName)
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{
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Scene scene = new Scene();
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scene.RootNode = new Node("Root");
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var mesh = SaveMesh(genericObject, null, null);
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mesh.MaterialIndex = 0;
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scene.Meshes.Add(mesh);
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Material material = new Material();
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material.Name = "NewMaterial";
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scene.Materials.Add(material);
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SaveScene(FileName, scene);
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}
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private void SaveSkeleton(STSkeleton skeleton, Node parentNode)
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{
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Node root = new Node("skeleton_root");
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parentNode.Children.Add(root);
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if (skeleton.bones.Count > 0)
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{
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Node boneNode = new Node(skeleton.bones[0].Text);
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boneNode.Transform = AssimpHelper.GetBoneMatrix(skeleton.bones[0]);
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root.Children.Add(boneNode);
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foreach (STBone child in skeleton.bones[0].GetChildren())
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SaveBones(boneNode, child, skeleton);
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}
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}
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private void SaveBones(Node parentBone, STBone bone, STSkeleton skeleton)
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{
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Node boneNode = new Node(bone.Text);
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parentBone.Children.Add(boneNode);
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boneNode.Transform = AssimpHelper.GetBoneMatrix(bone);
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foreach (STBone child in bone.GetChildren())
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SaveBones(boneNode, child, skeleton);
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}
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}
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}
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