1
0
mirror of synced 2024-12-14 00:23:03 +01:00
Switch-Toolbox/Switch_Toolbox_Library/FileFormats/Assimp/Assimp.cs
2019-03-27 14:50:33 -04:00

756 lines
30 KiB
C#

using System;
using System.Drawing;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using Assimp;
using OpenTK;
using Switch_Toolbox.Library.Rendering;
using System.Windows.Forms;
using Switch_Toolbox.Library.Animations;
namespace Switch_Toolbox.Library
{
public class AssimpData
{
public Scene scene;
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 AssimpContext Importer = new AssimpContext();
public string[] GetSupportedImportFormats()
{
return Importer.GetSupportedImportFormats();
}
public AssimpData()
{
}
public void LoadFile(string FileName)
{
try
{
AssimpContext Importer = new AssimpContext();
STConsole.WriteLine($"Loading File {FileName}", Color.FromArgb(0, 255, 0));
var Flags = PostProcessSteps.Triangulate;
Flags |= PostProcessSteps.JoinIdenticalVertices;
Flags |= PostProcessSteps.FlipUVs;
Flags |= PostProcessSteps.LimitBoneWeights;
Flags |= PostProcessSteps.CalculateTangentSpace;
Flags |= PostProcessSteps.GenerateNormals;
scene = Importer.ImportFile(FileName, Flags);
LoadScene();
}
catch (Exception e)
{
if (e.ToString().Contains("Error loading unmanaged library from path"))
{
MessageBox.Show($"Failed to load assimp! Make sure you have Assimp32.dll next to the program!");
}
Console.WriteLine(e);
}
}
public void processNode()
{
Matrix4x4 identity = Matrix4x4.Identity;
if (scene.RootNode != null)
{
BuildNode(scene.RootNode, ref identity);
}
else
{
int Index = 0;
foreach (Mesh msh in scene.Meshes)
{
objects.Add(CreateGenericObject(msh, Index, Matrix4.Identity));
Index++;
}
}
}
private void BuildNode(Node parent, ref Matrix4x4 rootTransform)
{
Matrix4x4 trafo = parent.Transform;
Matrix4x4 world = trafo * rootTransform;
Matrix4 worldTK = AssimpHelper.TKMatrix(world);
foreach (int index in parent.MeshIndices)
objects.Add(CreateGenericObject(scene.Meshes[index], index, worldTK));
if (scene.HasMeshes && scene.Meshes.Any(x => x.HasBones))
{
foreach (Node child in parent.Children)
BuildNode(child, ref rootTransform);
}
else
{
foreach (Node child in parent.Children)
BuildNode(child, ref world);
}
}
public void LoadScene()
{
objects.Clear();
materials.Clear();
skeleton = new STSkeleton();
processNode();
var idenity = Matrix4x4.Identity;
BuildSkeletonNodes(scene.RootNode, BoneNames, skeleton, ref idenity);
skeleton.update();
skeleton.reset();
if (scene.HasMaterials)
{
foreach (Material mat in scene.Materials)
{
materials.Add(CreateGenericMaterial(mat));
}
}
foreach (Assimp.Animation animation in scene.Animations)
{
}
foreach (var tex in scene.Textures)
{
}
}
public Animations.Animation CreateGenericAnimation(Assimp.Animation animation)
{
Animations.Animation STanim = new Animations.Animation();
STanim.Text = animation.Name;
STanim.FrameCount = (int)animation.DurationInTicks;
//Load node animations
if (animation.HasNodeAnimations)
{
var _channels = new NodeAnimationChannel[animation.NodeAnimationChannelCount];
for (int i = 0; i < _channels.Length; i++)
{
_channels[i] = new NodeAnimationChannel();
}
}
//Load mesh animations
if (animation.HasMeshAnimations)
{
var _meshChannels = new MeshAnimationChannel[animation.MeshAnimationChannelCount];
for (int i = 0; i < _meshChannels.Length; i++)
{
_meshChannels[i] = new MeshAnimationChannel();
}
}
return STanim;
}
public STGenericMaterial CreateGenericMaterial(Material material)
{
STGenericMaterial mat = new STGenericMaterial();
mat.Text = material.Name;
TextureSlot tex;
if (material.GetMaterialTexture(TextureType.Diffuse, 0, out tex))
mat.TextureMaps.Add(CreateTextureSlot(tex, TextureType.Diffuse));
if (material.GetMaterialTexture(TextureType.Normals, 1, out tex))
mat.TextureMaps.Add(CreateTextureSlot(tex, TextureType.Normals));
if (material.GetMaterialTexture(TextureType.Specular, 1, out tex))
mat.TextureMaps.Add(CreateTextureSlot(tex, TextureType.Specular));
return mat;
}
private STGenericMatTexture CreateTextureSlot(TextureSlot tex, TextureType type)
{
var matTex = new STGenericMatTexture();
switch (type)
{
case TextureType.Diffuse:
matTex.Type = STGenericMatTexture.TextureType.Diffuse;
break;
case TextureType.Normals:
matTex.Type = STGenericMatTexture.TextureType.Normal;
break;
case TextureType.Lightmap:
matTex.Type = STGenericMatTexture.TextureType.Light;
break;
case TextureType.Emissive:
matTex.Type = STGenericMatTexture.TextureType.Emission;
break;
case TextureType.Specular:
matTex.Type = STGenericMatTexture.TextureType.Specular;
break;
case TextureType.Shininess:
matTex.Type = STGenericMatTexture.TextureType.Metalness;
break;
case TextureType.Opacity:
matTex.Type = STGenericMatTexture.TextureType.Transparency;
break;
case TextureType.Displacement:
break;
default:
matTex.Type = STGenericMatTexture.TextureType.Unknown;
break;
}
matTex.Name = System.IO.Path.GetFileNameWithoutExtension(tex.FilePath);
matTex.wrapModeS = SetWrapMode(tex.WrapModeU);
matTex.wrapModeT = SetWrapMode(tex.WrapModeV);
STConsole.WriteLine($"Getting assimp texture slot {matTex.Name} Type {matTex.Type}");
return matTex;
}
private int SetWrapMode(TextureWrapMode wrap)
{
switch (wrap)
{
case TextureWrapMode.Wrap:
return 0;
case TextureWrapMode.Mirror:
return 1;
case TextureWrapMode.Clamp:
return 2;
case TextureWrapMode.Decal:
return 0;
default:
return 0;
}
}
private void BuildSkeleton(Node root)
{
}
private void BuildSkeletonNodes(Node node, List<string> boneNames, STSkeleton skeleton, ref Matrix4x4 rootTransform)
{
Matrix4x4 trafo = node.Transform;
Matrix4x4 world = trafo * rootTransform;
Matrix4 worldTK = AssimpHelper.TKMatrix(world);
bool IsBone = boneNames.Contains(node.Name) && !boneNames.Contains(node.Parent.Name) ||
node.Name == "Skl_Root" || node.Name == "nw4f_root";
Console.WriteLine("node list " + node.Name + " " + IsBone);
short SmoothIndex = 0;
short RigidIndex = -1;
//Loop through all the bones. If the parent is not in the bone list, then it's Parent is the root
if (IsBone)
{
var idenity = Matrix4x4.Identity;
var Root = node.Parent;
CreateByNode(node, skeleton, SmoothIndex, RigidIndex, true, ref idenity);
}
else
{
foreach (Node child in node.Children)
BuildSkeletonNodes(child,boneNames, skeleton, ref world);
}
}
public const int BoneRotation = 0;
private List<Node> tempBoneNodes = new List<Node>();
private void CreateByNode(Node node, STSkeleton skeleton, short SmoothIndex, short RigidIndex, bool IsRoot, ref Assimp.Matrix4x4 rootTransform)
{
Matrix4x4 trafo = node.Transform;
Matrix4x4 world = trafo * rootTransform;
var transformMat = AssimpHelper.TKMatrix(world);
int matchedBoneIndex = skeleton.bones.FindIndex(item => item.Name == node.Name);
if (matchedBoneIndex < 0)
{
tempBoneNodes.Add(node);
STBone bone = new STBone();
bone.skeletonParent = skeleton;
skeleton.bones.Add(bone);
bone.Text = node.Name;
bone.SmoothMatrixIndex = (short)skeleton.bones.IndexOf(bone);
bone.RigidMatrixIndex = -1; //Todo calculate these
STConsole.WriteLine($"-".Repeat(30));
STConsole.WriteLine($"Processing Bone {bone.Text}");
STConsole.WriteLine($"SmoothMatrixIndex {bone.SmoothMatrixIndex}");
STConsole.WriteLine($"RigidMatrixIndex {bone.RigidMatrixIndex}");
STConsole.WriteLine($"Transform Matrix {transformMat}");
STConsole.WriteLine($"-".Repeat(30));
if (IsRoot)
{
bone.parentIndex = -1;
transformMat = AssimpHelper.TKMatrix(world * Matrix4x4.FromRotationX(MathHelper.DegreesToRadians(BoneRotation)));
}
else
{
if (tempBoneNodes.Contains(node.Parent))
bone.parentIndex = tempBoneNodes.IndexOf(node.Parent);
}
var scale = transformMat.ExtractScale();
var rotation = transformMat.ExtractRotation();
var position = transformMat.ExtractTranslation();
var rotEular = AssimpHelper.ToEular(rotation);
bone.position = new float[] { position.X, position.Y, position.Z };
bone.scale = new float[] { scale.X, scale.Y, scale.Z };
bone.rotation = new float[] { rotEular.X, rotEular.Y, rotEular.Z, 0 };
}
else
{
STConsole.WriteLine($"Duplicate node name found for bone {node.Name}!", Color.Red);
}
foreach (Node child in node.Children)
CreateByNode(child, skeleton, SmoothIndex, RigidIndex, false, ref rootTransform);
}
public STGenericObject CreateGenericObject(Mesh msh, int Index, Matrix4 transform)
{
STGenericObject obj = new STGenericObject();
if (msh.MaterialIndex != -1)
obj.MaterialIndex = msh.MaterialIndex;
else
scene.Materials.Add(new Material() { Name = msh.Name });
if (scene.Materials[msh.MaterialIndex].Name == "")
scene.Materials[msh.MaterialIndex].Name = msh.Name;
obj.HasPos = msh.HasVertices;
obj.HasNrm = msh.HasNormals;
obj.HasUv0 = msh.HasTextureCoords(0);
obj.HasUv1 = msh.HasTextureCoords(1);
obj.HasUv2 = msh.HasTextureCoords(2);
obj.HasIndices = msh.HasBones;
if (msh.HasBones)
obj.HasWeights = msh.Bones[0].HasVertexWeights;
obj.HasTans = msh.HasTangentBasis;
obj.HasBitans = msh.HasTangentBasis;
obj.HasVertColors = msh.HasVertexColors(0);
obj.ObjectName = msh.Name;
obj.boneList = GetBoneList(msh);
obj.VertexSkinCount = (byte)GetVertexSkinCount(msh);
STGenericObject.LOD_Mesh lod = new STGenericObject.LOD_Mesh();
lod.faces = GetFaces(msh);
lod.IndexFormat = STIndexFormat.UInt16;
lod.PrimitiveType = STPolygonType.Triangle;
lod.GenerateSubMesh();
obj.lodMeshes.Add(lod);
obj.vertices = GetVertices(msh, transform, obj);
obj.VertexBufferIndex = Index;
return obj;
}
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 = 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 = GetBoneMatrix(bone);
foreach (STBone child in bone.GetChildren())
SaveBones(boneNode, child, skeleton);
}
private Matrix4x4 GetBoneMatrix(STBone bone)
{
var pos = Matrix4x4.FromTranslation(new Vector3D(bone.position[0], bone.position[1], bone.position[2]));
var rotx = Matrix4x4.FromRotationX(bone.rotation[0]);
var roty = Matrix4x4.FromRotationY(bone.rotation[1]);
var rotz = Matrix4x4.FromRotationZ(bone.rotation[2]);
var sca = Matrix4x4.FromScaling(new Vector3D(bone.scale[0], bone.scale[1], bone.scale[2]));
return sca * (rotx * roty * rotz) * pos;
}
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);
int MeshIndex = 0;
foreach (var obj in model.Nodes[0].Nodes)
{
var genericObj = (STGenericObject)obj;
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;
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)
{
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
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);
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);
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();
}
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)
{
TextureSlot slot = new TextureSlot();
string path = System.IO.Path.Combine(TexturePath, tex.Name + TextureExtension);
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;
if (tex.wrapModeS == 1)
slot.WrapModeU = TextureWrapMode.Mirror;
if (tex.wrapModeS == 2)
slot.WrapModeU = TextureWrapMode.Clamp;
if (tex.wrapModeT == 0)
slot.WrapModeV = TextureWrapMode.Wrap;
if (tex.wrapModeT == 1)
slot.WrapModeV = TextureWrapMode.Mirror;
if (tex.wrapModeT == 2)
slot.WrapModeV = TextureWrapMode.Clamp;
else
{
slot.WrapModeU = TextureWrapMode.Wrap;
slot.WrapModeV = TextureWrapMode.Wrap;
}
material.AddMaterialTexture(ref slot);
}
scene.Materials.Add(material);
}
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.ValidateDataStructure))
MessageBox.Show($"Exported {FileName} Successfuly!");
else
MessageBox.Show($"Failed to export {FileName}!");
}
}
public void SaveFromObject(List<Vertex> vertices, List<int> faces, string MeshName, string FileName)
{
Scene scene = new Scene();
scene.RootNode = new Node("Root");
Mesh mesh = new Mesh(MeshName, PrimitiveType.Triangle);
List<Vector3D> textureCoords0 = new List<Vector3D>();
List<Vector3D> textureCoords1 = new List<Vector3D>();
List<Vector3D> textureCoords2 = new List<Vector3D>();
List<Color4D> vertexColors = new List<Color4D>();
foreach (Vertex v in 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;
}
for (int f = 0; f < faces.Count; f++)
{
mesh.Faces.Add(new Face(new int[] { faces[f++], faces[f++], faces[f] }));
}
mesh.MaterialIndex = 0;
mesh.TextureCoordinateChannels.SetValue(textureCoords0, 0);
scene.Meshes.Add(mesh);
Material material = new Material();
material.Name = "NewMaterial";
scene.Materials.Add(material);
using (var v = new AssimpContext())
{
v.ExportFile(scene, FileName, "obj");
}
}
public List<int> GetFaces(Mesh msh)
{
List<int> faces = new List<int>();
if (msh.HasFaces)
{
foreach (Face f in msh.Faces)
{
if (f.HasIndices)
{
foreach (int indx in f.Indices)
faces.Add(indx);
}
}
}
return faces;
}
public List<string> GetBoneList(Mesh msh)
{
List<string> bones = new List<string>();
foreach (Bone b in msh.Bones)
{
if (!bones.Contains(b.Name))
bones.Add(b.Name);
}
return bones;
}
public int GetVertexSkinCount(Mesh msh)
{
List<int> indciesTotal = new List<int>();
var blendIndexes = new List<List<int>>();
var blendWeights = new List<List<float>>();
int i;
for (i = 0; i < msh.VertexCount; i++)
{
blendIndexes.Add(new List<int>());
blendWeights.Add(new List<float>());
}
foreach (var bone in msh.Bones)
{
var bi = msh.Bones.IndexOf(bone);
foreach (var vw in bone.VertexWeights)
{
blendIndexes[vw.VertexID].Add(bi);
blendWeights[vw.VertexID].Add(vw.Weight);
}
}
foreach (Bone b in msh.Bones)
Console.WriteLine(b.VertexWeights.Count);
if (msh.HasBones)
return msh.Bones.Max(b => b.VertexWeightCount);
return 0;
}
public List<Vertex> GetVertices(Mesh msh, Matrix4 transform, STGenericObject STobj)
{
List<Vertex> vertices = new List<Vertex>();
for (int v = 0; v < msh.VertexCount; v++)
{
Vertex vert = new Vertex();
if (msh.HasVertices)
vert.pos = Vector3.TransformPosition(AssimpHelper.FromVector(msh.Vertices[v]), transform);
if (msh.HasNormals)
vert.nrm = Vector3.TransformNormal(AssimpHelper.FromVector(msh.Normals[v]), transform);
if (msh.HasTextureCoords(0))
vert.uv0 = new Vector2(msh.TextureCoordinateChannels[0][v].X, msh.TextureCoordinateChannels[0][v].Y);
if (msh.HasTextureCoords(1))
vert.uv1 = new Vector2(msh.TextureCoordinateChannels[1][v].X, msh.TextureCoordinateChannels[1][v].Y);
if (msh.HasTextureCoords(2))
vert.uv2 = new Vector2(msh.TextureCoordinateChannels[2][v].X, msh.TextureCoordinateChannels[2][v].Y);
if (msh.HasTangentBasis)
vert.tan = new Vector4(msh.Tangents[v].X, msh.Tangents[v].Y, msh.Tangents[v].Z, 1);
if (msh.HasVertexColors(0))
vert.col = new Vector4(msh.VertexColorChannels[0][v].R, msh.VertexColorChannels[0][v].G, msh.VertexColorChannels[0][v].B, msh.VertexColorChannels[0][v].A);
if (msh.HasTangentBasis)
vert.bitan = new Vector4(msh.BiTangents[v].X, msh.BiTangents[v].Y, msh.BiTangents[v].Z, 1);
vertices.Add(vert);
}
if (msh.HasBones)
{
for (int i = 0; i < msh.BoneCount; i++)
{
Bone bn = msh.Bones[i];
if (bn.HasVertexWeights)
{
foreach (VertexWeight w in bn.VertexWeights)
{
// vertices[w.VertexID].pos = Vector3.TransformPosition(vertices[w.VertexID].pos, AssimpHelper.TKMatrix(bn.OffsetMatrix));
vertices[w.VertexID].boneWeights.Add(w.Weight);
vertices[w.VertexID].boneNames.Add(bn.Name);
BoneNames.Add(bn.Name);
}
}
}
}
return vertices;
}
private Matrix4 FromAssimpMatrix(Matrix4x4 mat)
{
Vector3D scaling;
Vector3D tranlation;
Assimp.Quaternion rot;
mat.Decompose(out scaling, out rot, out tranlation);
Console.WriteLine($"rotQ " + rot);
Matrix4 positionMat = Matrix4.CreateTranslation(AssimpHelper.FromVector(tranlation));
Matrix4 rotQ = Matrix4.CreateFromQuaternion(AssimpHelper.TKQuaternion(rot));
Matrix4 scaleMat = Matrix4.CreateScale(AssimpHelper.FromVector(scaling));
Matrix4 matrixFinal = scaleMat * rotQ * positionMat;
return matrixFinal;
}
}
}