- Add Pilz.Drawing.Drawing3D.OpenGLFactory - Fix small bugs in Pilz.UI.PaintingControl
392 lines
15 KiB
VB.net
392 lines
15 KiB
VB.net
Imports System.IO
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Imports Assimp
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Imports Assimp.Unmanaged
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Namespace AssimpModule
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Public Class AssimpLoader
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Public Shared PathToAssimpLib32 As String = "Assimp32.dll"
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Public Shared PathToAssimpLib64 As String = "Assimp64.dll"
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Friend Shared Sub LoadAssimpLibs()
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If Not AssimpLibrary.Instance.IsLibraryLoaded Then
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AssimpLibrary.Instance.LoadLibrary(PathToAssimpLib32, PathToAssimpLib64)
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End If
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End Sub
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Public Shared Function FromFile(fileName As String, LoadMaterials As Boolean, UpAxis As UpAxis) As Object3D
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Dim LoadedImages As New Dictionary(Of String, Image)
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Dim newObj As New Object3D
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Dim daeMdl As Scene = Nothing
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Dim ac As New AssimpContext
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Dim channelIndicies As New Dictionary(Of Material, Integer)
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daeMdl = ac.ImportFile(fileName, PostProcessPreset.TargetRealTimeMaximumQuality Or PostProcessSteps.Triangulate)
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For Each et As EmbeddedTexture In daeMdl.Textures
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If et.HasCompressedData Then
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Dim newMat As New Material
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Dim ms As New MemoryStream(et.CompressedData)
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newMat.Image = Image.FromStream(ms)
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ms.Close()
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newObj.Materials.Add("tex_" & daeMdl.Textures.IndexOf(et), newMat)
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End If
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Next
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For Each mat As Assimp.Material In daeMdl.Materials
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Dim newMat As New Material
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Dim texSlot As TextureSlot? = Nothing
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Dim col4d As Color4D? = Nothing
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newMat.Opacity = mat.Opacity
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Select Case True
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Case mat.HasTextureNormal
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texSlot = mat.TextureNormal
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Case mat.HasTextureDiffuse
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texSlot = mat.TextureDiffuse
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Case mat.HasTextureAmbient
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texSlot = mat.TextureAmbient
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Case mat.HasTextureSpecular
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texSlot = mat.TextureSpecular
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End Select
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Select Case True
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Case mat.HasColorDiffuse
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col4d = mat.ColorDiffuse
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Case mat.HasColorAmbient
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col4d = mat.ColorAmbient
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Case mat.HasColorSpecular
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col4d = mat.ColorSpecular
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End Select
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If texSlot IsNot Nothing Then
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Dim filePath As String = texSlot.Value.FilePath
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If LoadMaterials Then
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If filePath <> "" Then
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Dim combiPath As String = Path.Combine(Path.GetDirectoryName(fileName), filePath)
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If File.Exists(combiPath) Then
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newMat.Image = LoadImage(combiPath, LoadedImages)
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ElseIf File.Exists(filePath) Then
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newMat.Image = LoadImage(filePath, LoadedImages)
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End If
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ElseIf texSlot.Value.TextureIndex > -1 AndAlso daeMdl.Textures.Count > texSlot.Value.TextureIndex Then
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Dim et As EmbeddedTexture = daeMdl.Textures(texSlot.Value.TextureIndex)
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If et.HasCompressedData Then
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Dim ms As New MemoryStream(et.CompressedData)
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newMat.Image = Image.FromStream(ms)
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ms.Close()
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End If
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End If
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End If
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channelIndicies.Add(newMat, texSlot.Value.UVIndex)
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End If
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If col4d IsNot Nothing Then
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newMat.Color = Color.FromArgb(col4d.Value.R * 255, col4d.Value.G * 255, col4d.Value.B * 255)
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End If
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newObj.Materials.Add(mat.Name, newMat)
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Next
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Dim newMesh As New Mesh
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newObj.Meshes.Add(newMesh)
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Dim dicVertices As New Dictionary(Of Vector3D, Vertex)
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Dim dicNormals As New Dictionary(Of Vector3D, Normal)
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Dim dicUVs As New Dictionary(Of Vector3D, UV)
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Dim dicVertexColors As New Dictionary(Of Color4D, VertexColor)
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For Each m As Assimp.Mesh In daeMdl.Meshes
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Dim curMat As Material
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If m.MaterialIndex > -1 AndAlso newObj.Materials.Count > m.MaterialIndex Then
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curMat = newObj.Materials.ElementAt(m.MaterialIndex).Value
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Else
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curMat = Nothing
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End If
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For Each n As Vector3D In m.Normals
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If Not dicNormals.ContainsKey(n) Then
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Dim newNormal As New Normal
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Select Case UpAxis
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Case UpAxis.Y
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newNormal.X = n.X
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newNormal.Y = n.Y
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newNormal.Z = n.Z
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Case UpAxis.Z
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newNormal.X = n.Y
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newNormal.Y = n.Z
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newNormal.Z = n.X
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End Select
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newMesh.Normals.Add(newNormal)
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dicNormals.Add(n, newNormal)
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End If
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Next
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For Each v As Vector3D In m.Vertices
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If Not dicVertices.ContainsKey(v) Then
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Dim newVert As New Vertex
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Select Case UpAxis
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Case UpAxis.Y
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newVert.X = v.X
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newVert.Y = v.Y
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newVert.Z = v.Z
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Case UpAxis.Z
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newVert.X = v.Y
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newVert.Y = v.Z
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newVert.Z = v.X
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End Select
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newMesh.Vertices.Add(newVert)
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dicVertices.Add(v, newVert)
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End If
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Next
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For Each uvList As List(Of Vector3D) In m.TextureCoordinateChannels
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For Each uv As Vector3D In uvList
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If Not dicUVs.ContainsKey(uv) Then
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Dim newUV As New UV
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newUV.U = uv.X
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newUV.V = uv.Y
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newMesh.UVs.Add(newUV)
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dicUVs.Add(uv, newUV)
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End If
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Next
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Next
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For Each vcList As List(Of Color4D) In m.VertexColorChannels
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For Each vc As Color4D In vcList
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If Not dicVertexColors.ContainsKey(vc) Then
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Dim newVC As New VertexColor
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newVC.R = vc.R
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newVC.G = vc.G
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newVC.B = vc.B
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newVC.A = vc.A
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newMesh.VertexColors.Add(newVC)
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dicVertexColors.Add(vc, newVC)
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End If
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Next
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Next
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For Each f As Assimp.Face In m.Faces
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If f.HasIndices Then
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Dim newFace As New Face With {.Material = curMat}
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For Each index As Integer In f.Indices
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If index > -1 Then
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Dim newPoint As New Point
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If m.HasVertices Then
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newPoint.Vertex = dicVertices(m.Vertices(index))
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End If
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If m.HasNormals Then
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newPoint.Normal = dicNormals(m.Normals(index))
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End If
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If curMat IsNot Nothing AndAlso channelIndicies.ContainsKey(curMat) Then
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Dim tkey As Integer = channelIndicies(curMat)
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If m.HasTextureCoords(tkey) Then
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newPoint.UV = dicUVs(m.TextureCoordinateChannels(tkey)(index))
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End If
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If m.HasVertexColors(tkey) Then
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newPoint.VertexColor = dicVertexColors(m.VertexColorChannels(tkey)(index))
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End If
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End If
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newFace.Points.Add(newPoint)
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End If
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Next
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If newFace.Points.Count = 3 Then
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newMesh.Faces.Add(newFace)
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End If
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End If
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Next
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Next
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Return newObj
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End Function
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Public Shared Sub ToFile(fileName As String, obj As Object3D)
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Dim mdl As New Scene
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Dim dicMatIndex As New Dictionary(Of Material, Integer)
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Dim texDir As String = ""
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If obj.Materials.Count > 0 Then
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texDir = Path.Combine(Path.GetDirectoryName(fileName), Path.GetFileNameWithoutExtension(fileName))
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If Not Directory.Exists(texDir) Then
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Directory.CreateDirectory(texDir)
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End If
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End If
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For Each kvp As KeyValuePair(Of String, Material) In obj.Materials
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Dim mat As New Assimp.Material
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mat.Name = If(kvp.Key <> "", kvp.Key, "_" & mdl.Materials.Count)
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mat.Opacity = mat.Opacity
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Dim texslot As New TextureSlot
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texslot.TextureIndex = mdl.Textures.Count
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texslot.TextureType = TextureType.Diffuse
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texslot.UVIndex = 0
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Dim ms As New MemoryStream
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kvp.Value.Image.Save(ms, Imaging.ImageFormat.Png)
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'Dim tex As New EmbeddedTexture("png", ms.GetBuffer)
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ms.Close()
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If kvp.Value.Image IsNot Nothing Then
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texslot.FilePath = Path.Combine(texDir, mat.Name & ".png")
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File.WriteAllBytes(texslot.FilePath, ms.GetBuffer)
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End If
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'mdl.Textures.Add(tex)
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mat.AddMaterialTexture(texslot)
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mdl.Materials.Add(mat)
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If kvp.Value.Color IsNot Nothing Then
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With kvp.Value.Color.Value
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mat.ColorDiffuse = New Color4D(.R / 255, .G / 255, .B / 255, 1)
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End With
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End If
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dicMatIndex.Add(kvp.Value, mdl.Materials.Count - 1)
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Next
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Dim dicTexMesh As New Dictionary(Of Material, Assimp.Mesh)
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Dim dicMeshDicVertIndex As New Dictionary(Of Assimp.Mesh, Dictionary(Of Vertex, Integer))
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Dim dicCounter As New Dictionary(Of Assimp.Mesh, Integer)
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For Each mesh As Mesh In obj.Meshes
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For Each f As Face In mesh.Faces
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Dim m As Assimp.Mesh
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If dicTexMesh.ContainsKey(f.Material) Then
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m = dicTexMesh(f.Material)
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Else
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m = New Assimp.Mesh("Mesh_" & mdl.MeshCount + 1)
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m.PrimitiveType = PrimitiveType.Triangle
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If dicMatIndex.ContainsKey(f.Material) Then
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m.MaterialIndex = dicMatIndex(f.Material)
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End If
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mdl.Meshes.Add(m)
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dicTexMesh.Add(f.Material, m)
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dicMeshDicVertIndex.Add(m, New Dictionary(Of Vertex, Integer))
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dicCounter.Add(m, 0)
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End If
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Dim newFace As New Assimp.Face
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For Each p As Point In f.Points
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newFace.Indices.Add(dicCounter(m))
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If p.Vertex IsNot Nothing Then
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Dim vert As New Vector3D
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vert.X = p.Vertex.X
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vert.Y = p.Vertex.Y
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vert.Z = p.Vertex.Z
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m.Vertices.Add(vert)
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Else
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m.Vertices.Add(New Vector3D(0, 0, 0))
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End If
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If p.Normal IsNot Nothing Then
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Dim norm As New Vector3D
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norm.X = p.Normal.X
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norm.Y = p.Normal.Y
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norm.Z = p.Normal.Z
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m.Normals.Add(norm)
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Else
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m.Normals.Add(New Vector3D(0, 0, 0))
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End If
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'If p.UV IsNot Nothing Then
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' Dim uv As New Vector3D
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' uv.X = p.UV.U
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' uv.Y = p.UV.V
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' m.TextureCoordinateChannels(0).Add(uv)
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'Else
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' m.TextureCoordinateChannels(0).Add(New Vector3D(0, 0, 0))
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'End If
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'If p.VertexColor IsNot Nothing Then
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' Dim vc As New Color4D
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' vc.R = p.VertexColor.R
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' vc.G = p.VertexColor.G
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' vc.B = p.VertexColor.B
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' vc.A = p.VertexColor.A
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' m.VertexColorChannels(0).Add(vc)
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'Else
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' m.VertexColorChannels(0).Add(New Color4D(0, 0, 0, 0))
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'End If
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dicCounter(m) += 1
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Next
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m.Faces.Add(newFace)
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Next
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Next
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'Add Root Node
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mdl.RootNode = New Node(Path.GetFileName(fileName))
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'Add Mesh Indicies
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For i As Integer = 0 To mdl.MeshCount - 1
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mdl.RootNode.MeshIndices.Add(i)
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Next
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Dim ac As New AssimpContext
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Dim formatID As String = ""
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Dim myExt As String = Path.GetExtension(fileName).ToLower.Substring(1)
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For Each efd As ExportFormatDescription In ac.GetSupportedExportFormats
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If myExt = efd.FileExtension Then
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formatID = efd.FormatId
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Exit For
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End If
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Next
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ac.ExportFile(mdl, fileName, formatID)
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End Sub
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Private Shared Function LoadImage(fileName As String, loadedImages As Dictionary(Of String, Image)) As Image
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If File.Exists(fileName) Then
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If loadedImages.ContainsKey(fileName) Then
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Return loadedImages(fileName)
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Else
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Dim fs As New FileStream(fileName, FileMode.Open, FileAccess.Read)
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Dim img As Image = Image.FromStream(fs)
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fs.Close()
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For Each kvp In loadedImages
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If IsTheSameAs(img, kvp.Value) Then
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Return kvp.Value
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End If
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Next
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loadedImages.Add(fileName, img)
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Return img
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End If
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End If
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Return Nothing
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End Function
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End Class
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End Namespace
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