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Switch-Toolbox/Switch_Toolbox_Library/FileFormats/DAE/ColladaWriter.cs
2019-11-16 13:48:06 -05:00

1021 lines
37 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml;
using System.IO;
namespace Toolbox.Library.Collada
{
public class ColladaWriter : IDisposable
{
//Based around this nice Writer https://raw.githubusercontent.com/Ploaj/SSBHLib/master/CrossMod/IO/DAEWriter.cs
//With adjustments and expanded usage.
private XmlTextWriter Writer;
private DAE.ExportSettings Settings;
private DAE.Version Version;
private List<Tuple<string, SemanticType, TriangleList[], int>> GeometrySources = new List<Tuple<string, SemanticType, TriangleList[], int>>();
private Dictionary<string, int> AttributeIdList = new Dictionary<string, int>();
private Dictionary<string, Tuple<List<int[]>, List<float[]>>> GeometryControllers = new Dictionary<string, Tuple<List<int[]>, List<float[]>>>();
//Keep a dictionary of names and assigned id names
private Dictionary<string, string> MeshIdList = new Dictionary<string, string>();
private Dictionary<string, List<string>> MaterialIdList = new Dictionary<string, List<string>>();
private Dictionary<string, string> MeshSkinIdList = new Dictionary<string, string>();
private List<Joint> Joints = new List<Joint>();
public string CurrentGeometryID;
public string CurrentMaterial;
public bool Optimize = false;
public ColladaWriter(string fileName, DAE.ExportSettings settings)
{
Settings = settings;
Version = settings.FileVersion;
Writer = new XmlTextWriter(fileName, Encoding.UTF8)
{
Formatting = Formatting.Indented,
Indentation = 2,
};
System.Globalization.CultureInfo customCulture = (System.Globalization.CultureInfo)System.Threading.Thread.CurrentThread.CurrentCulture.Clone();
customCulture.NumberFormat.NumberDecimalSeparator = ".";
System.Threading.Thread.CurrentThread.CurrentCulture = customCulture;
WriteDAEHeader();
}
public void WriteDAEHeader()
{
Writer.WriteStartDocument();
Writer.WriteStartElement("COLLADA");
Writer.WriteAttributeString("xmlns", "http://www.collada.org/2005/11/COLLADASchema");
Writer.WriteAttributeString("version", $"{Version.Major}.{Version.Minor}.{Version.Micro}");
}
public void WriteAsset()
{
Writer.WriteStartElement("asset");
Writer.WriteEndElement();
}
public void WriteFileSettings()
{
Writer.WriteStartElement("asset");
{
Writer.WriteStartElement("contributor");
Writer.WriteElementString("authoring_tool", System.Windows.Forms.Application.ProductName);
Writer.WriteEndElement();
Writer.WriteStartElement("created");
Writer.WriteString(DateTime.UtcNow.ToString("s", System.Globalization.CultureInfo.InvariantCulture) + "Z");
Writer.WriteEndElement();
Writer.WriteStartElement("modified");
Writer.WriteString(DateTime.UtcNow.ToString("s", System.Globalization.CultureInfo.InvariantCulture) + "Z");
Writer.WriteEndElement();
Writer.WriteStartElement("unit");
if (Settings.Preset == ProgramPreset.MAX)
{
Writer.WriteAttributeString("meter", "1");
Writer.WriteAttributeString("name", "centimeter");
}
else
{
Writer.WriteAttributeString("meter", "0.01");
Writer.WriteAttributeString("name", "centimeter");
}
Writer.WriteEndElement();
Writer.WriteStartElement("up_axis");
Writer.WriteString("Y_UP");
Writer.WriteEndElement();
}
Writer.WriteEndElement();
}
public void WriteLibraryImages(string[] textureNames = null)
{
Writer.WriteStartElement("library_images");
for (int i = 0; i < textureNames?.Length; i++)
{
Writer.WriteStartElement("image");
Writer.WriteAttributeString("id", textureNames[i]);
Writer.WriteStartElement("init_from");
Writer.WriteString($"{Settings.ImageFolder}{textureNames[i]}{Settings.ImageExtension}");
Writer.WriteEndElement();
Writer.WriteEndElement();
}
Writer.WriteEndElement();
}
public void WriteLibraryMaterials(List<Material> materials)
{
Writer.WriteStartElement("library_materials");
for (int i = 0; i < materials?.Count; i++)
{
Writer.WriteStartElement("material");
Writer.WriteAttributeString("id", materials[i].Name);
Writer.WriteStartElement("instance_effect");
Writer.WriteAttributeString("url", "#Effect_" + materials[i].Name);
Writer.WriteEndElement();
Writer.WriteEndElement();
}
Writer.WriteEndElement();
}
public void WriteLibraryEffects(List<Material> materials)
{
Writer.WriteStartElement("library_effects");
for (int i = 0; i < materials?.Count; i++)
{
Writer.WriteStartElement("effect");
Writer.WriteAttributeString("id", $"Effect_{materials[i].Name}");
Writer.WriteStartElement("profile_COMMON");
{
for (int t = 0; t < materials[i].Textures.Count; t++)
{
var tex = materials[i].Textures[t];
//Here we write 2 things. Surface then sampler info
//Surface info
Writer.WriteStartElement("newparam");
Writer.WriteAttributeString("sid", $"surface_{materials[i].Name}-{tex.Type}");
Writer.WriteStartElement("surface");
Writer.WriteAttributeString("type", "2D");
{
Writer.WriteStartElement("init_from");
Writer.WriteString(tex.Name);
Writer.WriteEndElement();
Writer.WriteStartElement("format");
//Formats are uncompressed types.
//Todo these should be adjusted for DDS
Writer.WriteString("A8R8G8B8");
Writer.WriteEndElement();
}
Writer.WriteEndElement();
Writer.WriteEndElement();
{
//Sampler info
Writer.WriteStartElement("newparam");
Writer.WriteAttributeString("sid", $"sampler_{materials[i].Name}-{tex.Type}");
Writer.WriteStartElement("sampler2D");
Writer.WriteStartElement("source");
Writer.WriteString($"surface_{materials[i].Name}-{tex.Type}");
Writer.WriteEndElement();
//Add sampler wrap modes
Writer.WriteStartElement("wrap_s");
Writer.WriteString(tex.WrapModeS.ToString());
Writer.WriteEndElement();
Writer.WriteStartElement("wrap_t");
Writer.WriteString(tex.WrapModeT.ToString());
Writer.WriteEndElement();
Writer.WriteEndElement();
Writer.WriteEndElement();
}
}
//Now write texture info
//Todo support PBR workflow
Writer.WriteStartElement("technique");
Writer.WriteAttributeString("sid", "common");
Writer.WriteStartElement("phong");
bool HasSpecular = false;
bool HasEmission = false;
bool HasDiffuse = false;
for (int t = 0; t < materials[i].Textures.Count; t++)
{
var tex = materials[i].Textures[t];
if (tex.Type == PhongTextureType.diffuse)
HasDiffuse = true;
if (tex.Type == PhongTextureType.emission)
HasEmission = true;
if (tex.Type == PhongTextureType.specular)
HasSpecular = true;
Writer.WriteStartElement($"{tex.Type}");
Writer.WriteStartElement("texture");
Writer.WriteAttributeString("texture", $"sampler_{materials[i].Name}-{tex.Type}");
Writer.WriteAttributeString("texcoord", $"{tex.TextureChannel}");
Writer.WriteEndElement();
Writer.WriteEndElement();
}
if (!HasDiffuse)
WriteMaterialColor("diffuse", new float[] { 1, 1, 1, 1 });
if (!HasEmission)
WriteMaterialColor("emission", new float[] { 0, 0, 0, 1 });
if (!HasSpecular)
WriteMaterialColor("specular", new float[] { 0, 0, 0, 1 });
Writer.WriteEndElement();
Writer.WriteEndElement();
}
Writer.WriteEndElement();
Writer.WriteEndElement();
}
Writer.WriteEndElement();
}
public void WriteMaterialColor(string type, float[] color)
{
Writer.WriteStartElement(type);
Writer.WriteStartElement("color");
Writer.WriteAttributeString("sid", type);
Writer.WriteString(string.Join(" ", color));
Writer.WriteEndElement();
Writer.WriteEndElement();
}
public void StartLibraryGeometries() {
Writer.WriteStartElement("library_geometries");
}
public void StartGeometry(string name)
{
CurrentGeometryID = GetUniqueID($"{name}-mesh");
MeshSkinIdList.Add(CurrentGeometryID, "");
MeshIdList.Add(CurrentGeometryID, name);
Writer.WriteStartElement("geometry");
Writer.WriteAttributeString("id", CurrentGeometryID);
Writer.WriteAttributeString("name", name);
Writer.WriteStartElement("mesh");
}
private void OptimizeSource<T>(T[] values, TriangleList[] triangleLists, int stride, out T[] newValues, out TriangleList[] newIndices) where T : struct
{
var optimizedIndices = new List<uint>();
var optimizedValues = new List<T>();
// Use a special class to store values, so we can have the performance benefits of a dictionary.
var vertexBank = new Dictionary<ValueContainer<T>, uint>();
for (int t = 0; t < triangleLists.Length; t++)
{
for (int i = 0; i < triangleLists[t].Indices.Count; i++)
{
var vertexValues = new ValueContainer<T>(GetVertexValues(values, triangleLists[t].Indices.ToArray(), stride, i));
if (!vertexBank.ContainsKey(vertexValues))
{
uint index = (uint)vertexBank.Count;
optimizedIndices.Add(index);
vertexBank.Add(vertexValues, index);
optimizedValues.AddRange(vertexValues.Values);
}
else
{
optimizedIndices.Add(vertexBank[vertexValues]);
}
}
triangleLists[t].Indices = optimizedIndices;
}
newIndices = triangleLists;
newValues = optimizedValues.ToArray();
}
private static T[] GetVertexValues<T>(T[] values, uint[] indices, int stride, int i)
{
var vertexValues = new T[stride];
for (int j = 0; j < stride; j++)
vertexValues[j] = values[indices[i] * stride + j];
return vertexValues;
}
public void WriteGeometrySource(string name, SemanticType semantic, float[] values, TriangleList[] indices, int set = -1)
{
int stride = GetStride(semantic);
if (Optimize)
OptimizeSource(values, indices, stride, out values, out indices);
string sourceid = GetUniqueID(name + "-" + semantic.ToString().ToLower());
Writer.WriteStartElement("source");
Writer.WriteAttributeString("id", sourceid);
Writer.WriteStartElement("float_array");
string FloatArrayID = GetUniqueID(name + "-" + semantic.ToString().ToLower() + "-array");
Writer.WriteAttributeString("id", FloatArrayID);
Writer.WriteAttributeString("count", values.Length.ToString());
Writer.WriteString(string.Join(" ", values));
Writer.WriteEndElement();
Writer.WriteStartElement("technique_common");
{
Writer.WriteStartElement("accessor");
Writer.WriteAttributeString("source", $"#{FloatArrayID}");
Writer.WriteAttributeString("count", (values.Length / stride).ToString());
Writer.WriteAttributeString("stride", stride.ToString());
if (semantic == SemanticType.NORMAL || semantic == SemanticType.POSITION)
{
WriteParam("X", "float");
WriteParam("Y", "float");
WriteParam("Z", "float");
}
if (semantic == SemanticType.TEXCOORD)
{
WriteParam("S", "float");
WriteParam("T", "float");
}
if (semantic == SemanticType.COLOR)
{
WriteParam("R", "float");
WriteParam("G", "float");
WriteParam("B", "float");
WriteParam("A", "float");
}
Writer.WriteEndElement();
}
Writer.WriteEndElement();
Writer.WriteEndElement();
GeometrySources.Add(new Tuple<string, SemanticType, TriangleList[], int>(sourceid, semantic, indices, set));
}
private int GetStride(SemanticType semantic) {
if (semantic == SemanticType.COLOR)
return 4;
else if (semantic == SemanticType.TEXCOORD)
return 2;
else if (semantic == SemanticType.JOINT)
return 1;
else if (semantic == SemanticType.INV_BIND_MATRIX)
return 16;
else if (semantic == SemanticType.WEIGHT)
return 1;
else
return 3;
}
private void WriteParam(string Name, string Type)
{
Writer.WriteStartElement("param");
Writer.WriteAttributeString("name", Name);
Writer.WriteAttributeString("type", Type);
Writer.WriteEndElement();
}
public void EndGeometryMesh()
{
Tuple<string, SemanticType, TriangleList[], int> Position = null;
foreach (var v in GeometrySources)
{
if (v.Item2 == SemanticType.POSITION)
{
Position = v;
break;
}
}
// can only write vertex information if there is at least position data
if (Position != null)
{
// vertices
string verticesid = GetUniqueID(Position.Item1.Replace("position", "vertex"));
Writer.WriteStartElement("vertices");
Writer.WriteAttributeString("id", verticesid);
WriteInput(Position.Item2.ToString(), Position.Item1);
Writer.WriteEndElement();
List<string> triangleMaterials = new List<string>();
// triangles
int triIndex = 0;
foreach (TriangleList triangleList in Position.Item3)
{
Writer.WriteStartElement("triangles");
if (triangleList.Material != "")
{
Writer.WriteAttributeString("material", $"{triangleList.Material}");
triangleMaterials.Add(triangleList.Material);
}
else if (CurrentMaterial != "")
{
Writer.WriteAttributeString("material", $"{CurrentMaterial}");
triangleMaterials.Add(CurrentMaterial);
CurrentMaterial = "";
}
Writer.WriteAttributeString("count", (triangleList.Indices.Count / 3).ToString());
WriteInput("VERTEX", $"{verticesid}", 0);
int offset = 1;
foreach (var v in GeometrySources)
if (v.Item2 != SemanticType.POSITION)
{
WriteInput(v.Item2.ToString(), $"{v.Item1}", offset++, v.Item4);
}
// write p
StringBuilder p = new StringBuilder();
for (int i = 0; i < triangleList.Indices.Count; i++)
{
p.Append(triangleList.Indices[i] + " ");
foreach (var v in GeometrySources)
if (v.Item2 != SemanticType.POSITION)
p.Append(v.Item3[triIndex].Indices[i] + " ");
}
Writer.WriteStartElement("p");
Writer.WriteString(p.ToString());
Writer.WriteEndElement();
Writer.WriteEndElement();
triIndex++;
}
MaterialIdList.Add(CurrentGeometryID, triangleMaterials);
}
GeometrySources.Clear();
Writer.WriteEndElement();
Writer.WriteEndElement();
}
public void WriteInput(string semantic, string sourceid, int offset = -1, int set = -1)
{
Writer.WriteStartElement("input");
Writer.WriteAttributeString("semantic", semantic);
Writer.WriteAttributeString("source", $"#{sourceid}");
if (offset != -1)
Writer.WriteAttributeString("offset", offset.ToString());
if (set != -1)
Writer.WriteAttributeString("set", set.ToString());
Writer.WriteEndElement();
}
/// <summary>
/// A function for automatically creating and handling the controllers
/// The Joints must be added before this function is used
/// </summary>
/// <param name="BoneIndices">A list of arrays of bone indices for each vertex</param>
/// <param name="Weights">A list that contains an array of weights per vertex</param>
public void AttachGeometryController(List<int[]> BoneIndices, List<float[]> Weights)
{
GeometryControllers.Add(CurrentGeometryID, new Tuple<List<int[]>, List<float[]>>(BoneIndices, Weights));
}
/// <summary>
/// Ends Writing the Geometry Section
/// </summary>
public void EndGeometrySection()
{
Writer.WriteEndElement();
if (Joints?.Count > 0)
CreateControllerSection();
CreateVisualNodeSection();
}
private void RecursivlyWriteJoints(Joint joint)
{
Writer.WriteStartElement("node");
Writer.WriteAttributeString("id", $"Armature_{joint.Name}");
Writer.WriteAttributeString("name", joint.Name);
Writer.WriteAttributeString("sid", joint.Name);
Writer.WriteAttributeString("type", "JOINT");
Writer.WriteStartElement("matrix");
Writer.WriteAttributeString("sid", "transform");
Writer.WriteString(string.Join(" ", joint.Transform));
Writer.WriteEndElement();
foreach (var child in GetChildren(joint))
{
RecursivlyWriteJoints(child);
}
Writer.WriteEndElement();
}
private Joint[] GetChildren(Joint j)
{
int parentindex = Joints.IndexOf(j);
List<Joint> Children = new List<Joint>();
foreach (var child in Joints)
{
if (child.ParentIndex == parentindex)
Children.Add(child);
}
return Children.ToArray();
}
/// <summary>
/// Starts the library controller section
/// </summary>
public void BeginLibraryControllers()
{
Writer.WriteStartElement("library_controllers");
}
/// <summary>
/// automatically generates the controller nodes
/// </summary>
private void CreateControllerSection()
{
BeginLibraryControllers();
foreach (var v in GeometryControllers.Keys)
{
WriteLibraryController(v);
}
EndLibraryControllers();
}
/// <summary>
/// Adds a new joint to the default skeletal tree
/// </summary>
public void AddJoint(string name, string parentName, float[] Transform, float[] InvWorldTransform)
{
Joint j = new Joint();
j.Name = name;
j.Transform = Transform;
j.BindPose = InvWorldTransform;
foreach (var joint in Joints)
if (joint.Name.Equals(parentName))
j.ParentIndex = Joints.IndexOf(joint);
Joints.Add(j);
}
public void WriteLibraryController(string Name)
{
if (!GeometryControllers.ContainsKey(Name)) return;
var BoneWeight = GeometryControllers[Name];
string SkinID = $"Armature_{Name}";
MeshSkinIdList[Name] = SkinID;
Writer.WriteStartElement("controller");
Writer.WriteAttributeString("id", SkinID);
Writer.WriteStartElement("skin");
Writer.WriteAttributeString("source", $"#{Name}");
{
Writer.WriteStartElement("bind_shape_matrix");
Writer.WriteString("1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1");
Writer.WriteEndElement();
List<Joint> meshJoints = new List<Joint>();
List<int> indexTable = new List<int>();
//Go through each bone index and find each rigged joint the mesh uses
for (int i = 0; i < BoneWeight.Item1.Count; i++)
{
for (int j = 0; j < BoneWeight.Item1[i].Length; j++)
{
int index = BoneWeight.Item1[i][j];
if (index < Joints.Count && index != -1 && !meshJoints.Contains(Joints[index]))
meshJoints.Add(Joints[index]);
}
}
//Create a lookup table to find the joint list from all the joints that get indexed
for (int i = 0; i < Joints.Count; i++)
{
indexTable.Add(meshJoints.IndexOf(Joints[i]));
}
object[] BoneNames = new string[meshJoints.Count];
object[] InvBinds = new object[meshJoints.Count * 16];
for (int i = 0; i < BoneNames.Length; i++)
{
BoneNames[i] = meshJoints[i].Name;
for (int j = 0; j < 16; j++)
{
InvBinds[i * 16 + j] = meshJoints[i].BindPose[j];
}
}
var Weights = new List<object>();
var WeightIndices = new List<int>();
foreach (var v in BoneWeight.Item2)
{
foreach (var w in v)
{
int index = Weights.IndexOf(w);
if (index == -1)
{
WeightIndices.Add(Weights.Count);
Weights.Add(w);
}
else
{
WeightIndices.Add(index);
}
}
}
string Jointid = WriteSkinSource(Name, SemanticType.JOINT, BoneNames);
string Bindid = WriteSkinSource(Name, SemanticType.INV_BIND_MATRIX, InvBinds);
string Weightid = WriteSkinSource(Name, SemanticType.WEIGHT, Weights.ToArray());
Writer.WriteStartElement("joints");
WriteInput(SemanticType.JOINT.ToString(), Jointid);
WriteInput(SemanticType.INV_BIND_MATRIX.ToString(), Bindid);
Writer.WriteEndElement();
Writer.WriteStartElement("vertex_weights");
Writer.WriteAttributeString("count", BoneWeight.Item1.Count.ToString());
WriteInput(SemanticType.JOINT.ToString(), Jointid, 0);
WriteInput(SemanticType.WEIGHT.ToString(), Weightid, 1);
// now writing out the counts and such...
//vcount
{
StringBuilder values = new StringBuilder();
foreach (var v in BoneWeight.Item1)
{
values.Append($"{v.Length} ");
}
Writer.WriteStartElement("vcount");
Writer.WriteString(values.ToString());
Writer.WriteEndElement();
}
//v
{
StringBuilder values = new StringBuilder();
int weightindexcount = 0;
for (int i = 0; i < BoneWeight.Item1.Count; i++)
{
for (int j = 0; j < BoneWeight.Item1[i].Length; j++)
{
values.Append($"{indexTable[BoneWeight.Item1[i][j]]} {WeightIndices[weightindexcount++]} ");
}
}
Writer.WriteStartElement("v");
Writer.WriteString(values.ToString());
Writer.WriteEndElement();
}
Writer.WriteEndElement();
}
Writer.WriteEndElement();
Writer.WriteEndElement();
}
/// <summary>
/// Writes a skin source accessor for the current skin controller
/// </summary>
/// <param name="Name"></param>
/// <param name="Semantic"></param>
/// <param name="Values"></param>
/// <returns>the id of the newly created skin source</returns>
public string WriteSkinSource(string Name, SemanticType Semantic, object[] Values)
{
int Stride = GetStride(Semantic);
string sourceid = GetUniqueID(Name + "-" + Semantic.ToString().ToLower());
Writer.WriteStartElement("source");
Writer.WriteAttributeString("id", sourceid);
Writer.WriteStartElement(Semantic == SemanticType.JOINT ? "Name_array" : "float_array");
string FloatArrayID = GetUniqueID(Name + "-" + Semantic.ToString().ToLower() + "-array");
Writer.WriteAttributeString("id", FloatArrayID);
Writer.WriteAttributeString("count", Values.Length.ToString());
Writer.WriteString(string.Join(" ", Values));
Writer.WriteEndElement();
Writer.WriteStartElement("technique_common");
{
Writer.WriteStartElement("accessor");
Writer.WriteAttributeString("source", $"#{FloatArrayID}");
Writer.WriteAttributeString("count", (Values.Length / Stride).ToString());
Writer.WriteAttributeString("stride", Stride.ToString());
if (Semantic == SemanticType.JOINT)
{
WriteParam("JOINT", "name");
}
if (Semantic == SemanticType.INV_BIND_MATRIX)
{
WriteParam("TRANSFORM", "float4x4");
}
if (Semantic == SemanticType.WEIGHT)
{
WriteParam("WEIGHT", "float");
}
Writer.WriteEndElement();
}
Writer.WriteEndElement();
Writer.WriteEndElement();
return sourceid;
}
/// <summary>
/// Ends the Library Controller Section
/// </summary>
public void EndLibraryControllers()
{
Writer.WriteEndElement();
}
public void BeginVisualNodeSection()
{
Writer.WriteStartElement("library_visual_scenes");
Writer.WriteStartElement("visual_scene");
Writer.WriteAttributeString("id", "Scene");
Writer.WriteAttributeString("name", "Scene");
}
public void CreateVisualNodeSection()
{
BeginVisualNodeSection();
Writer.WriteStartElement("node");
Writer.WriteAttributeString("id", "Armature");
Writer.WriteAttributeString("name", "Armature");
Writer.WriteAttributeString("type", "NODE");
Writer.WriteStartElement("matrix");
Writer.WriteAttributeString("sid", "transform");
Writer.WriteString("1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1");
Writer.WriteEndElement();
foreach (var joint in Joints)
if (joint.ParentIndex == -1)
RecursivlyWriteJoints(joint);
Writer.WriteEndElement();
// write geometry nodes
foreach (var m in MeshSkinIdList)
{
Writer.WriteStartElement("node");
Writer.WriteAttributeString("id", MeshIdList[m.Key]);
Writer.WriteAttributeString("name", MeshIdList[m.Key]);
Writer.WriteAttributeString("type", "NODE");
if (m.Value.Equals(""))
{
Writer.WriteStartElement("instance_geometry");
Writer.WriteAttributeString("url", $"#{m.Key}");
Writer.WriteAttributeString("name", MeshIdList[m.Key]);
Writer.WriteEndElement();
}
else
{
Writer.WriteStartElement("instance_controller");
Writer.WriteAttributeString("url", $"#{m.Value}");
Writer.WriteStartElement("skeleton");
Writer.WriteString("#Armature_" + Joints[0].Name);
Writer.WriteEndElement();
if (MaterialIdList.ContainsKey(m.Key))
{
Writer.WriteStartElement("bind_material");
Writer.WriteStartElement("technique_common");
foreach (var mat in MaterialIdList[m.Key])
{
Writer.WriteStartElement("instance_material");
Writer.WriteAttributeString("symbol", mat);
Writer.WriteAttributeString("target", "#" + mat);
Writer.WriteEndElement();
WriteChannel(0);
WriteChannel(1);
WriteChannel(2);
}
Writer.WriteEndElement();
Writer.WriteEndElement();
}
Writer.WriteEndElement();
}
Writer.WriteEndElement();
}
EndVisualNodeSection();
}
public void WriteChannel(int index)
{
Writer.WriteStartElement("bind_vertex_input");
Writer.WriteAttributeString("semantic", $"CHANNEL{index}");
Writer.WriteAttributeString("input_semantic", "TEXCOORD");
Writer.WriteAttributeString("input_set", index.ToString());
Writer.WriteEndElement();
}
public void WriteNode(string Name)
{
Writer.WriteStartElement("node");
Writer.WriteAttributeString("id", Name);
Writer.WriteAttributeString("name", Name);
Writer.WriteAttributeString("type", "NODE");
Writer.WriteEndElement();
}
public void EndVisualNodeSection()
{
Writer.WriteEndElement();
Writer.WriteEndElement();
Writer.WriteStartElement("scene");
Writer.WriteStartElement("instance_visual_scene");
Writer.WriteAttributeString("url", "#Scene");
Writer.WriteEndElement();
Writer.WriteEndElement();
}
public string GetUniqueID(string id)
{
if (AttributeIdList.ContainsKey(id))
{
AttributeIdList[id]++;
return $"{id}_{AttributeIdList[id]}";//
}
else
{
AttributeIdList.Add(id, 0);
return id;
}
}
public void Dispose()
{
Writer?.WriteEndElement();
Writer?.WriteEndDocument();
Writer?.Close();
}
private static void WriteFloats(object[] values)
{
}
private class ValueContainer<T> : IEquatable<ValueContainer<T>> where T : struct
{
public T[] Values { get; }
private readonly int hashCode;
public ValueContainer(T[] values)
{
Values = values;
hashCode = ((System.Collections.IStructuralEquatable)Values).GetHashCode(EqualityComparer<T>.Default);
}
public override bool Equals(object obj)
{
return Equals(obj as ValueContainer<T>);
}
public bool Equals(ValueContainer<T> other)
{
// Compare precalculated hash first for performance reasons.
// The entire sequence needs to be compared to resolve collisions.
return other != null && hashCode == other.hashCode && Enumerable.SequenceEqual(Values, other.Values);
}
public override int GetHashCode()
{
return hashCode;
}
}
}
public class Material
{
public string Name { get; set; }
public List<TextureMap> Textures = new List<TextureMap>();
}
public class Geometry
{
public string Name { get; set; }
public Material Material { get; set; }
public List<float> Position = new List<float>();
public List<float> Normal = new List<float>();
public List<float> UV0 = new List<float>();
public List<float> UV1 = new List<float>();
public List<float> UV2 = new List<float>();
public List<float> UV3 = new List<float>();
public List<float> Color = new List<float>();
public List<int[]> BoneIndices = new List<int[]>();
public List<float[]> BoneWeights = new List<float[]>();
public bool HasNormals = false;
public bool HasUV0 = false;
public bool HasUV1 = false;
public bool HasUV2 = false;
public bool HasUV3 = false;
public bool HasColors = false;
public bool HasBoneIndices = false;
public bool HasWeights = false;
}
public enum PhongTextureType
{
diffuse,
specular,
emission,
bump,
}
public enum TEXCOORD
{
CHANNEL0,
CHANNEL1,
CHANNEL2,
CHANNEL3,
}
public enum SemanticType
{
None,
POSITION,
VERTEX,
NORMAL,
TEXCOORD,
COLOR,
WEIGHT,
JOINT,
INV_BIND_MATRIX,
TEXTANGENT,
TEXBINORMAL
}
public enum ProgramPreset
{
NONE,
MAX,
MAYA,
BLENDER,
}
public enum SamplerWrapMode
{
NONE,
WRAP,
MIRROR,
CLAMP,
BORDER,
}
public class TextureMap
{
public TEXCOORD TextureChannel { get; set; }
public string Name { get; set; }
public PhongTextureType Type { get; set; }
public SamplerWrapMode WrapModeS = SamplerWrapMode.WRAP;
public SamplerWrapMode WrapModeT = SamplerWrapMode.WRAP;
public TextureMap()
{
TextureChannel = TEXCOORD.CHANNEL0;
Type = PhongTextureType.diffuse;
Name = "";
}
}
public class TriangleList
{
public string Material = "";
public List<uint> Indices = new List<uint>();
}
public class Joint
{
public string Name;
public int ParentIndex = -1;
public float[] Transform;
public float[] BindPose;
}
}