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Evan Hemsley 2020-07-28 02:08:13 -07:00
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using System.Collections.Generic;
using System.IO;
using System.Numerics;
using Microsoft.Xna.Framework.Graphics;
namespace Smuggler
{
public static class Importer
{
public static Model ImportGLTF(GraphicsDevice graphicsDevice, Stream stream)
{
var sharpModel = SharpGLTF.Schema2.ModelRoot.ReadGLB(stream);
var meshes = new List<Mesh>();
foreach (var mesh in sharpModel.LogicalMeshes)
{
var meshParts = new List<MeshPart>();
foreach (var primitive in mesh.Primitives)
{
var positionAccessor = primitive.GetVertexAccessor("POSITION").AsVector3Array();
var normalAccessor = primitive.GetVertexAccessor("NORMAL").AsVector3Array();
var texcoordAccessor = primitive.GetVertexAccessor("TEXCOORD_0").AsVector2Array();
var indexAccessor = primitive.GetIndexAccessor().AsIndicesArray();
var positions = new Vector3[positionAccessor.Count];
var normals = new Vector3[normalAccessor.Count];
var texcoords = new Vector2[texcoordAccessor.Count];
var triangles = new List<Triangle>();
for (int i = 0; i < positions.Length; i++)
{
var position = positionAccessor[i];
positions[i] = new Vector3(-position.X, -position.Z, position.Y);
}
for (int i = 0; i < normals.Length; i++)
{
var normal = normalAccessor[i];
normals[i] = -new Vector3(normal.X, normal.Z, normal.Y);
}
foreach (var (a, b, c) in primitive.GetTriangleIndices())
{
triangles.Add(new Triangle(a, b, c));
}
var vertexBuffer = new VertexBuffer(
graphicsDevice,
typeof(VertexPositionNormalTexture),
positions.Length,
BufferUsage.WriteOnly
);
var indexBuffer = new IndexBuffer(
graphicsDevice,
IndexElementSize.ThirtyTwoBits,
indexAccessor.Count,
BufferUsage.WriteOnly
);
var vertices = new VertexPositionNormalTexture[primitive.IndexAccessor.Count];
var indices = new uint[primitive.IndexAccessor.Count];
var indexCounter = 0;
foreach (var index in primitive.GetIndices())
{
var position = positions[index];
var normal = normals[index];
var texcoord = texcoords[index];
indices[indexCounter] = index;
vertices[index] = new VertexPositionNormalTexture(
new Microsoft.Xna.Framework.Vector3(position.X, position.Y, position.Z),
new Microsoft.Xna.Framework.Vector3(normal.X, normal.Y, normal.Z),
new Microsoft.Xna.Framework.Vector2(texcoord.X, texcoord.Y)
);
indexCounter++;
}
indexBuffer.SetData(indices);
vertexBuffer.SetData(vertices);
meshParts.Add(
new MeshPart(
vertexBuffer,
indexBuffer,
triangles.ToArray(),
new BasicEffect(graphicsDevice)
)
);
}
meshes.Add(new Mesh(meshParts.ToArray()));
}
return new Model(meshes.ToArray());
}
}
}

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Mesh.cs Normal file
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Smuggler
{
public class Mesh
{
public MeshPart[] MeshParts { get; }
public Mesh(MeshPart[] meshParts)
{
MeshParts = meshParts;
}
public void Draw(GraphicsDevice graphicsDevice, Matrix world, Matrix view, Matrix projection)
{
foreach (var meshPart in MeshParts)
{
meshPart.Draw(graphicsDevice, world, view, projection);
}
}
}
}

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MeshPart.cs Normal file
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Smuggler
{
public class MeshPart
{
public IndexBuffer IndexBuffer { get; }
public VertexBuffer VertexBuffer { get; }
public Triangle[] Triangles { get; }
public BasicEffect Effect { get; }
public MeshPart(VertexBuffer vertexBuffer, IndexBuffer indexBuffer, Triangle[] triangles, BasicEffect effect)
{
VertexBuffer = vertexBuffer;
IndexBuffer = indexBuffer;
Triangles = triangles;
Effect = effect;
}
public void Draw(GraphicsDevice graphicsDevice, Matrix world, Matrix view, Matrix projection)
{
graphicsDevice.SetVertexBuffer(VertexBuffer);
graphicsDevice.Indices = IndexBuffer;
Effect.World = world;
Effect.View = view;
Effect.Projection = projection;
foreach (var pass in Effect.CurrentTechnique.Passes)
{
pass.Apply();
graphicsDevice.DrawIndexedPrimitives(
PrimitiveType.TriangleList,
0,
0,
VertexBuffer.VertexCount,
0,
Triangles.Length
);
}
}
}
}

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Model.cs Normal file
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Smuggler
{
public class Model
{
public Mesh[] Meshes { get; }
public Model(Mesh[] meshes)
{
Meshes = meshes;
}
public void Draw(GraphicsDevice graphicsDevice, Matrix world, Matrix view, Matrix projection)
{
foreach (var mesh in Meshes)
{
mesh.Draw(graphicsDevice, world, view, projection);
}
}
}
}

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README.md Normal file
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# Smuggler
A 3D model library for sneaking around the XNA content pipeline.

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Smuggler.csproj Normal file
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<RootNamespace>Smuggler</RootNamespace>
<Version>0.1.0</Version>
<Authors>Cassandra Lugo; Evan Hemsley</Authors>
<Copyright>Cassandra Lugo and Evan Hemsley 2020</Copyright>
<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
<AssemblyName>Smuggler</AssemblyName>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="SharpGLTF.Core" Version="1.0.0-alpha0018" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\FNA\FNA.Core.csproj"/>
</ItemGroup>
</Project>

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Triangle.cs Normal file
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namespace Smuggler
{
public struct Triangle
{
public int A { get; }
public int B { get; }
public int C { get; }
public Triangle(int a, int b, int c)
{
A = a;
B = b;
C = c;
}
}
}