Created
March 2, 2019 12:13
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/// <summary> | |
/// Converts the given MDX model into an Assimp representation. | |
/// </summary> | |
/// <param name="model">The model.</param> | |
/// <returns>The Assimp representation.</returns> | |
public static Scene FromMDX(MDX model) | |
{ | |
var scene = new Scene(); | |
var rootNode = new Node(); | |
scene.RootNode = rootNode; | |
var modelNode = new Node(model.Name, rootNode); | |
rootNode.Children.Add(modelNode); | |
var defaultMaterial = new Material(); | |
scene.Materials.Add(defaultMaterial); | |
foreach (var skin in model.Skins) | |
{ | |
var skinNode = new Node($"LOD_{model.Skins.ToList().IndexOf(skin)}", modelNode); | |
modelNode.Children.Add(skinNode); | |
var skinVerts = skin.VertexIndices.Select(i => model.Vertices[i]).ToArray(); | |
foreach (var section in skin.Sections) | |
{ | |
var mesh = new Mesh(); | |
scene.Meshes.Add(mesh); | |
mesh.MaterialIndex = scene.Materials.IndexOf(defaultMaterial); | |
var modelBones = model.Bones.Skip(section.StartBoneIndex).Take(section.BoneCount); | |
foreach (var modelBone in modelBones) | |
{ | |
var bone = new Bone(); | |
// TODO: Calculate offset matrices | |
mesh.Bones.Add(bone); | |
} | |
var batchNode = new Node($"Section_{skin.Sections.ToList().IndexOf(section)}", skinNode); | |
skinNode.Children.Add(batchNode); | |
batchNode.MeshIndices.Add(scene.Meshes.IndexOf(mesh)); | |
var skinVertexIndexes = new Span<ushort> | |
( | |
skin.VertexIndices.ToArray(), | |
section.StartVertexIndex, | |
section.VertexCount | |
).ToArray(); | |
mesh.UVComponentCount[0] = 2; | |
mesh.UVComponentCount[1] = 2; | |
for (int i = 0; i < skinVertexIndexes.Length; ++i) | |
{ | |
var localIndex = skinVertexIndexes[i]; | |
var vertex = skinVerts[localIndex]; | |
mesh.Vertices.Add(new Vector3D(vertex.Position.X, vertex.Position.Y, vertex.Position.Z)); | |
mesh.Normals.Add(new Vector3D(vertex.Normal.X, vertex.Normal.Y, vertex.Normal.Z)); | |
mesh.TextureCoordinateChannels[0].Add(new Vector3D(vertex.UV1.X, vertex.UV1.Y, 0.0f)); | |
mesh.TextureCoordinateChannels[1].Add(new Vector3D(vertex.UV2.X, vertex.UV2.Y, 0.0f)); | |
if (mesh.HasBones) | |
{ | |
for (int boneAttributeIndex = 0; boneAttributeIndex < 4; ++boneAttributeIndex) | |
{ | |
var bone = mesh.Bones[vertex.BoneIndices[boneAttributeIndex]]; | |
var weight = vertex.BoneWeights[boneAttributeIndex]; | |
bone.VertexWeights.Add(new VertexWeight(i, weight)); | |
} | |
} | |
} | |
var triangleIndexes = new Span<ushort> | |
( | |
skin.Triangles.ToArray(), | |
section.StartTriangleIndex, | |
section.TriangleCount | |
).ToArray(); | |
mesh.SetIndices(triangleIndexes.Select(i => (int)i).ToArray(), 3); | |
} | |
} | |
return scene; | |
} |
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