Sample code:
var parser = new OpenMetaverse.ImportExport.ColladaLoader();
var prims = parser.Load(o.FileName);
if (prims != null && prims.Count > 0)
{
var uploader = new OpenMetaverse.ImportExport.ModelUploader(client, prims);
uploader.PrepareUpload();
}
Note that PrepareUpload performs the upload as well in this initial stage.
TODO:
* Image upload
* Support for quads in addition to triangles
534 lines
19 KiB
C#
534 lines
19 KiB
C#
/*
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* Copyright (c) 2006-2014, openmetaverse.org
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.org nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using System.IO;
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using System.Xml;
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using System.Xml.Serialization;
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using OpenMetaverse.Rendering;
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using OpenMetaverse.StructuredData;
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using OpenMetaverse.Http;
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namespace OpenMetaverse.ImportExport
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{
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public class ColladaLoader
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{
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COLLADA Model;
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static XmlSerializer Serializer = null;
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List<Node> Nodes;
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List<ModelMaterial> Materials;
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class Node
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{
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public Matrix4 Transform = Matrix4.Identity;
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public string Name;
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public string ID;
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public string MeshID;
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}
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public List<ModelPrim> Load(string filename)
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{
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try
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{
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// Create an instance of the XmlSerializer specifying type and namespace.
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if (Serializer == null)
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{
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Serializer = new XmlSerializer(typeof(COLLADA));
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}
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// A FileStream is needed to read the XML document.
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FileStream fs = new FileStream(filename, FileMode.Open);
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XmlReader reader = XmlReader.Create(fs);
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Model = (COLLADA)Serializer.Deserialize(reader);
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fs.Close();
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return Parse();
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}
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catch (Exception ex)
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{
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Logger.Log("Failed parsing collada file: " + ex.Message, Helpers.LogLevel.Error, ex);
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return new List<ModelPrim>();
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}
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}
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ModelMaterial ExtractMaterial(object diffuse)
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{
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ModelMaterial ret = new ModelMaterial();
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if (diffuse is common_color_or_texture_typeColor)
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{
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var col = (common_color_or_texture_typeColor)diffuse;
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ret.DiffuseColor = new Color4((float)col.Values[0], (float)col.Values[1], (float)col.Values[2], (float)col.Values[3]);
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}
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else if (diffuse is common_color_or_texture_typeTexture)
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{
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var tex = (common_color_or_texture_typeTexture)diffuse;
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ret.Texture = tex.texcoord;
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}
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return ret;
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}
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void ParseMaterials()
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{
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if (Model == null) return;
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Materials = new List<ModelMaterial>();
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// Material -> effect mapping
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Dictionary<string, string> matEffect = new Dictionary<string, string>();
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List<ModelMaterial> tmpEffects = new List<ModelMaterial>();
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// Image ID -> filename mapping
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Dictionary<string, string> imgMap = new Dictionary<string, string>();
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foreach (var item in Model.Items)
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{
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if (item is library_images)
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{
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var images = (library_images)item;
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if (images.image != null)
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{
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foreach (var image in images.image)
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{
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var img = (image)image;
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string ID = img.id;
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if (img.Item is string)
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{
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imgMap[ID] = (string)img.Item;
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}
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}
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}
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}
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}
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foreach (var item in Model.Items)
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{
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if (item is library_materials)
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{
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var materials = (library_materials)item;
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if (materials.material != null)
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{
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foreach (var material in materials.material)
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{
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var ID = material.id;
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if (material.instance_effect != null)
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{
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if (!string.IsNullOrEmpty(material.instance_effect.url))
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{
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matEffect[material.instance_effect.url.Substring(1)] = ID;
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}
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}
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}
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}
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}
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}
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foreach (var item in Model.Items)
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{
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if (item is library_effects)
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{
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var effects = (library_effects)item;
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if (effects.effect != null)
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{
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foreach (var effect in effects.effect)
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{
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string ID = effect.id;
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foreach (var effItem in effect.Items)
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{
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if (effItem is effectFx_profile_abstractProfile_COMMON)
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{
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var teq = ((effectFx_profile_abstractProfile_COMMON)effItem).technique;
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if (teq != null)
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{
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if (teq.Item is effectFx_profile_abstractProfile_COMMONTechniquePhong)
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{
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var shader = (effectFx_profile_abstractProfile_COMMONTechniquePhong)teq.Item;
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if (shader.diffuse != null)
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{
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var material = ExtractMaterial(shader.diffuse.Item);
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material.ID = ID;
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tmpEffects.Add(material);
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}
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}
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else if (teq.Item is effectFx_profile_abstractProfile_COMMONTechniqueLambert)
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{
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var shader = (effectFx_profile_abstractProfile_COMMONTechniqueLambert)teq.Item;
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if (shader.diffuse != null)
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{
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var material = ExtractMaterial(shader.diffuse.Item);
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material.ID = ID;
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tmpEffects.Add(material);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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foreach (var effect in tmpEffects)
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{
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if (matEffect.ContainsKey(effect.ID))
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{
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effect.ID = matEffect[effect.ID];
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if (!string.IsNullOrEmpty(effect.Texture))
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{
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if (imgMap.ContainsKey(effect.Texture))
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{
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effect.Texture = imgMap[effect.Texture];
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}
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}
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Materials.Add(effect);
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}
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}
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}
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void ParseVisualScene()
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{
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Nodes = new List<Node>();
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if (Model == null) return;
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foreach (var item in Model.Items)
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{
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if (item is library_visual_scenes)
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{
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var scene = ((library_visual_scenes)item).visual_scene[0];
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foreach (var node in scene.node)
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{
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Node n = new Node();
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n.ID = node.id;
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// Try finding matrix
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foreach (var i in node.Items)
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{
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if (i is matrix)
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{
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var m = (matrix)i;
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for (int a = 0; a < 4; a++)
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for (int b = 0; b < 4; b++)
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{
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n.Transform[b, a] = (float)m.Values[a * 4 + b];
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}
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}
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}
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// Find geopmetry and material
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if (node.instance_geometry != null && node.instance_geometry.Length > 0)
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{
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var instGeom = node.instance_geometry[0];
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if (!string.IsNullOrEmpty(instGeom.url))
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{
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n.MeshID = instGeom.url.Substring(1);
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}
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}
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Nodes.Add(n);
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}
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}
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}
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}
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List<ModelPrim> Parse()
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{
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var Prims = new List<ModelPrim>();
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float DEG_TO_RAD = 0.017453292519943295769236907684886f;
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if (Model == null) return Prims;
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Matrix4 tranform = Matrix4.Identity;
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UpAxisType upAxis = UpAxisType.Y_UP;
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var asset = Model.asset;
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if (asset != null)
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{
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upAxis = asset.up_axis;
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if (asset.unit != null)
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{
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float meter = (float)asset.unit.meter;
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tranform[0, 0] = meter;
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tranform[1, 1] = meter;
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tranform[2, 2] = meter;
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}
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}
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Matrix4 rotation = Matrix4.Identity;
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if (upAxis == UpAxisType.X_UP)
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{
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rotation = Matrix4.CreateFromEulers(0.0f, 90.0f * DEG_TO_RAD, 0.0f);
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}
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else if (upAxis == UpAxisType.Y_UP)
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{
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rotation = Matrix4.CreateFromEulers(90.0f * DEG_TO_RAD, 0.0f, 0.0f);
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}
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rotation = rotation * tranform;
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tranform = rotation;
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ParseVisualScene();
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ParseMaterials();
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foreach (var item in Model.Items)
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{
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if (item is library_geometries)
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{
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var geometries = (library_geometries)item;
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foreach (var geo in geometries.geometry)
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{
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var mesh = geo.Item as mesh;
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if (mesh == null) continue;
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var prim = new ModelPrim();
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prim.ID = geo.id;
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Prims.Add(prim);
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Matrix4 primTranform = tranform;
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var node = Nodes.Find(n => n.MeshID == prim.ID);
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if (node != null)
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{
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primTranform = primTranform * node.Transform;
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}
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AddPositions(mesh, prim, primTranform);
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foreach (var mitem in mesh.Items)
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{
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if (mitem is polylist)
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{
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AddFacesFromPolyList((polylist)mitem, mesh, prim);
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}
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}
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prim.CreateAsset(UUID.Zero);
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}
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}
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}
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return Prims;
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}
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source FindSource(source[] sources, string id)
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{
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id = id.Substring(1);
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foreach (var src in sources)
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{
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if (src.id == id)
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return src;
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}
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return null;
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}
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void AddPositions(mesh mesh, ModelPrim prim, Matrix4 transform)
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{
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prim.Positions = new List<Vector3>();
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source posSrc = FindSource(mesh.source, mesh.vertices.input[0].source);
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double[] posVals = ((float_array)posSrc.Item).Values;
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for (int i = 0; i < posVals.Length / 3; i++)
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{
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Vector3 pos = new Vector3((float)posVals[i * 3], (float)posVals[i * 3 + 1], (float)posVals[i * 3 + 2]);
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pos = Vector3.Transform(pos, transform);
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prim.Positions.Add(pos);
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}
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prim.BoundMin = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
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prim.BoundMax = new Vector3(float.MinValue, float.MinValue, float.MinValue);
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foreach (var pos in prim.Positions)
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{
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if (pos.X > prim.BoundMax.X) prim.BoundMax.X = pos.X;
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if (pos.Y > prim.BoundMax.Y) prim.BoundMax.Y = pos.Y;
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if (pos.Z > prim.BoundMax.Z) prim.BoundMax.Z = pos.Z;
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if (pos.X < prim.BoundMin.X) prim.BoundMin.X = pos.X;
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if (pos.Y < prim.BoundMin.Y) prim.BoundMin.Y = pos.Y;
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if (pos.Z < prim.BoundMin.Z) prim.BoundMin.Z = pos.Z;
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}
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prim.Scale = prim.BoundMax - prim.BoundMin;
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prim.Position = prim.BoundMin + (prim.Scale / 2);
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// Fit vertex positions into identity cube -0.5 .. 0.5
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for (int i = 0; i < prim.Positions.Count; i++)
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{
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Vector3 pos = prim.Positions[i];
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pos = new Vector3(
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prim.Scale.X == 0 ? 0 : ((pos.X - prim.BoundMin.X) / prim.Scale.X) - 0.5f,
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prim.Scale.Y == 0 ? 0 : ((pos.Y - prim.BoundMin.Y) / prim.Scale.Y) - 0.5f,
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prim.Scale.Z == 0 ? 0 : ((pos.Z - prim.BoundMin.Z) / prim.Scale.Z) - 0.5f
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);
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prim.Positions[i] = pos;
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}
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}
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int[] StrToArray(string s)
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{
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string[] vals = Regex.Split(s.Trim(), @"\s+");
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int[] ret = new int[vals.Length];
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for (int i = 0; i < ret.Length; i++)
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{
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int.TryParse(vals[i], out ret[i]);
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}
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return ret;
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}
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void AddFacesFromPolyList(polylist list, mesh mesh, ModelPrim prim)
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{
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string material = list.material;
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source posSrc = null;
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source normalSrc = null;
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source uvSrc = null;
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ulong stride = 0;
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int posOffset = -1;
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int norOffset = -1;
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int uvOffset = -1;
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foreach (var inp in list.input)
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{
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stride = Math.Max(stride, inp.offset);
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if (inp.semantic == "VERTEX")
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{
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posSrc = FindSource(mesh.source, mesh.vertices.input[0].source);
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posOffset = (int)inp.offset;
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}
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else if (inp.semantic == "NORMAL")
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{
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normalSrc = FindSource(mesh.source, inp.source);
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norOffset = (int)inp.offset;
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}
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else if (inp.semantic == "TEXCOORD")
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{
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uvSrc = FindSource(mesh.source, inp.source);
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uvOffset = (int)inp.offset;
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}
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}
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stride += 1;
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if (posSrc == null) return;
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var vcount = StrToArray(list.vcount);
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var idx = StrToArray(list.p);
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Vector3[] normals = null;
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if (normalSrc != null)
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{
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var norVal = ((float_array)normalSrc.Item).Values;
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normals = new Vector3[norVal.Length / 3];
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for (int i = 0; i < normals.Length; i++)
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{
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normals[i] = new Vector3((float)norVal[i * 3 + 0], (float)norVal[i * 3 + 1], (float)norVal[i * 3 + 2]);
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}
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}
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Vector2[] uvs = null;
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if (uvSrc != null)
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{
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var uvVal = ((float_array)uvSrc.Item).Values;
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uvs = new Vector2[uvVal.Length / 2];
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for (int i = 0; i < uvs.Length; i++)
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{
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uvs[i] = new Vector2((float)uvVal[i * 2 + 0], (float)uvVal[i * 2 + 1]);
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}
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}
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ModelFace face = new ModelFace();
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face.MaterialID = list.material;
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ModelMaterial mat = Materials.Find(m => m.ID == face.MaterialID);
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if (mat != null)
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{
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face.Material = mat;
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}
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int curIdx = 0;
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for (int i = 0; i < vcount.Length; i++)
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{
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var npoly = vcount[i];
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if (npoly != 3)
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{
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throw new InvalidDataException("Only triangulated meshes supported");
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}
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int v1i = idx[curIdx + posOffset + (int)stride * 0];
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int v2i = idx[curIdx + posOffset + (int)stride * 1];
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int v3i = idx[curIdx + posOffset + (int)stride * 2];
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Vertex v1 = new Vertex();
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Vertex v2 = new Vertex();
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Vertex v3 = new Vertex();
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v1.Position = prim.Positions[v1i];
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v2.Position = prim.Positions[v2i];
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v3.Position = prim.Positions[v3i];
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if (normals != null)
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{
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v1.Normal = normals[idx[curIdx + norOffset + (int)stride * 0]];
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v2.Normal = normals[idx[curIdx + norOffset + (int)stride * 1]];
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v3.Normal = normals[idx[curIdx + norOffset + (int)stride * 2]];
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}
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if (uvs != null)
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{
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v1.TexCoord = uvs[idx[curIdx + uvOffset + (int)stride * 0]];
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v2.TexCoord = uvs[idx[curIdx + uvOffset + (int)stride * 1]];
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v3.TexCoord = uvs[idx[curIdx + uvOffset + (int)stride * 2]];
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}
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face.AddVertex(v1);
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face.AddVertex(v2);
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face.AddVertex(v3);
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curIdx += (int)stride * npoly;
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}
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prim.Faces.Add(face);
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}
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}
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}
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