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Switch-Toolbox/Switch_Toolbox_Library/FileFormats/Assimp/AssimpSaver.cs
2019-05-02 19:52:49 -04:00

278 lines
11 KiB
C#

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
{
public List<string> BoneNames = new List<string>();
public void SaveFromModel(STGenericModel model, string FileName, List<STGenericTexture> Textures, STSkeleton skeleton = null, List<int> NodeArray = null)
{
Scene scene = new Scene();
scene.RootNode = new Node("RootNode");
SaveSkeleton(skeleton, scene.RootNode);
SaveMaterials(scene, model, FileName, Textures);
SaveMeshes(scene, model, skeleton, FileName, NodeArray);
SaveScene(FileName, scene);
}
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<int> 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<int> NodeArray)
{
Mesh mesh = new Mesh(genericObj.Text, PrimitiveType.Triangle);
mesh.MaterialIndex = genericObj.MaterialIndex;
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));
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<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] }));
mesh.TextureCoordinateChannels.SetValue(textureCoords0, 0);
return mesh;
}
private void SaveMaterials(Scene scene, STGenericModel model, string FileName, List<STGenericTexture> Textures)
{
string TextureExtension = ".png";
string TexturePath = System.IO.Path.GetDirectoryName(FileName);
foreach (var tex in Textures)
{
string path = System.IO.Path.Combine(TexturePath, tex.Text + TextureExtension);
var bitmap = tex.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);
}
}
}