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Switch-Toolbox/Switch_Toolbox_Library/FileFormats/DAE/DAE.cs
KillzXGaming 9c3ac9ae9f Improve DAE exporting.
A brand new DAE exporter is now used built off the one used by Ploaj and Crossmod devs. This replaces the old assimp exporter which was very buggy.
The DAE exporter has many improvments such as multiple materials per mesh, node tree fixes, material improvements, and lots more.
Single binded bfres (only using a bone index) will now be rigged if exported as DAE.
More progress on CMB saving. It's almost done, still needs some adjustments.
Fixed GFMDL rigging on certain models (thanks to RTB's script to reference what controlled the bone type).
2019-11-15 19:27:03 -05:00

450 lines
18 KiB
C#

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;
namespace Toolbox.Library
{
public class DAE
{
public class ExportSettings
{
public bool FlipTexCoordsVertical = true;
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<STGenericObject>() { mesh },
new List<STGenericMaterial>(), new List<STGenericTexture>());
}
public static void Export(string FileName, ExportSettings settings, STGenericModel model, List<STGenericTexture> Textures, STSkeleton skeleton = null, List<int> NodeArray = null) {
Export(FileName, settings, model.Objects.ToList(), model.Materials.ToList(), Textures, skeleton, NodeArray);
}
public static void Export(string FileName, ExportSettings settings,
List<STGenericObject> Meshes, List<STGenericMaterial> Materials,
List<STGenericTexture> Textures, STSkeleton skeleton = null, List<int> NodeArray = null)
{
if (Materials == null)
Materials = new List<STGenericMaterial>();
string TexturePath = System.IO.Path.GetDirectoryName(FileName);
using (ColladaWriter writer = new ColladaWriter(FileName, settings))
{
writer.WriteAsset();
if (Materials.Count > 0)
{
List<string> textureNames = new List<string>();
for (int i = 0; i < Textures?.Count; i++)
{
textureNames.Add(Textures[i].Text);
if (settings.ExportTextures) {
var bitmap = Textures[i].GetBitmap();
bitmap.Save($"{TexturePath}/{Textures[i].Text}.png");
bitmap.Dispose();
GC.Collect();
}
}
List<Material> materials = new List<Material>();
foreach (var mat in Materials)
{
Material material = new Material();
material.Name = mat.Text;
materials.Add(material);
foreach (var tex in mat.TextureMaps)
{
TextureMap texMap = new TextureMap();
texMap.Name = tex.Name;
if (tex.Type == STGenericMatTexture.TextureType.Diffuse)
texMap.Type = PhongTextureType.diffuse;
else if (tex.Type == STGenericMatTexture.TextureType.Normal)
texMap.Type = PhongTextureType.bump;
else if (tex.Type == STGenericMatTexture.TextureType.Specular)
texMap.Type = PhongTextureType.specular;
else if (tex.Type == STGenericMatTexture.TextureType.Emission)
texMap.Type = PhongTextureType.emission;
else
continue; //Skip adding unknown types
if (tex.WrapModeS == STTextureWrapMode.Repeat)
texMap.WrapModeS = SamplerWrapMode.WRAP;
else if (tex.WrapModeS == STTextureWrapMode.Mirror)
texMap.WrapModeS = SamplerWrapMode.MIRROR;
else if (tex.WrapModeS == STTextureWrapMode.Clamp)
texMap.WrapModeS = SamplerWrapMode.CLAMP;
if (tex.WrapModeT == STTextureWrapMode.Repeat)
texMap.WrapModeT = SamplerWrapMode.WRAP;
else if (tex.WrapModeT == STTextureWrapMode.Mirror)
texMap.WrapModeT = SamplerWrapMode.MIRROR;
else if(tex.WrapModeT == STTextureWrapMode.Clamp)
texMap.WrapModeT = SamplerWrapMode.CLAMP;
//If no textures are saved, still keep images references
//So the user can still dump textures after
if (Textures?.Count == 0)
textureNames.Add($"{texMap.Name}");
material.Textures.Add(texMap);
}
}
writer.WriteLibraryImages(textureNames.ToArray());
writer.WriteLibraryMaterials(materials);
writer.WriteLibraryEffects(materials);
}
else
writer.WriteLibraryImages();
if (skeleton != null) {
foreach (var bone in skeleton.bones)
{
//Set the inverse matrix
// var inverse = skeleton.GetBoneTransform(bone).Inverted();
var transform = bone.GetTransform();
var inverse = Toolbox.Library.IO.MatrixExenstion.CalculateInverseMatrix(bone).inverse;
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);
}
}
writer.StartLibraryGeometries();
foreach (var mesh in Meshes)
{
int[] IndexTable = null;
if (NodeArray != null)
IndexTable = NodeArray.ToArray();
writer.StartGeometry(mesh.Text);
if (mesh.MaterialIndex != -1)
{
writer.CurrentMaterial = Materials[mesh.MaterialIndex].Text;
}
// collect sources
List<float> Position = new List<float>();
List<float> Normal = new List<float>();
List<float> UV0 = new List<float>();
List<float> UV1 = new List<float>();
List<float> UV2 = new List<float>();
List<float> UV3 = new List<float>();
List<float> Color = new List<float>();
List<int[]> BoneIndices = new List<int[]>();
List<float[]> BoneWeights = new List<float[]>();
bool HasNormals = false;
bool HasColors = 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) HasColors = 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 });
List<int> bIndices = new List<int>();
List<float> bWeights = new List<float>();
for (int b = 0; b < vertex.boneIds.Count; b++)
{
if (vertex.boneWeights.Count > b) {
if (vertex.boneWeights[b] == 0)
continue;
}
if (IndexTable != null)
bIndices.Add((int)IndexTable[vertex.boneIds[b]]);
else
bIndices.Add((int)vertex.boneIds[b]);
//Some models may only use indices (single bind, rigid skin)
if (vertex.boneWeights.Count > b)
bWeights.Add(vertex.boneWeights[b]);
else
bWeights.Add(1);
}
if (bIndices.Count == 0 && mesh.BoneIndex != -1) {
HasBoneIds = true;
bIndices.Add(mesh.BoneIndex);
bWeights.Add(1);
}
BoneIndices.Add(bIndices.ToArray());
BoneWeights.Add(bWeights.ToArray());
}
List<TriangleList> triangleLists = new List<TriangleList>();
if (mesh.lodMeshes.Count > 0)
{
TriangleList triangleList = new TriangleList();
triangleLists.Add(triangleList);
var lodMesh = mesh.lodMeshes[mesh.DisplayLODIndex];
for (int i = 0; i < lodMesh.faces.Count; i++)
triangleList.Indices.Add((uint)lodMesh.faces[i]);
}
if (mesh.PolygonGroups.Count > 0)
{
foreach (var group in mesh.PolygonGroups)
{
TriangleList triangleList = new TriangleList();
triangleLists.Add(triangleList);
if (group.MaterialIndex != -1)
triangleList.Material = Materials[group.MaterialIndex].Text;
for (int i = 0; i < group.faces.Count; i++)
triangleList.Indices.Add((uint)group.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());
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();
}
}
public List<STGenericObject> objects = new List<STGenericObject>();
public List<STGenericMaterial> materials = new List<STGenericMaterial>();
public STSkeleton skeleton;
public List<string> BoneNames = new List<string>();
public bool UseTransformMatrix = true;
Dictionary<string, Vertex> VertexSkinSources = new Dictionary<string, Vertex>();
Dictionary<string, Matrix4> MatrixSkinSources = new Dictionary<string, Matrix4>();
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_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 LoadVisualScenes(library_visual_scenes nodes)
{
}
private void LoadNodes(library_nodes nodes)
{
}
private void LoadControllers(library_controllers controllers)
{
}
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<STGenericObject> meshes, STSkeleton skeleton = null)
{
return false;
}
private List<STGenericObject> CreateGenericObjects(string Name, library_geometries Geometries)
{
List<STGenericObject> objects = new List<STGenericObject>();
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;
}
}
}