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feat: custom gltf
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@@ -1,15 +0,0 @@
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namespace BlitzKit.CLI.Models
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{
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public class GLB
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{
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public GLB(MappedUObject obj)
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{
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var staticMaterials = obj.GetArray("StaticMaterials");
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foreach (var staticMaterial in staticMaterials)
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{
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Console.WriteLine(staticMaterial.GetAny("MaterialInterface"));
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}
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}
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}
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}
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@@ -0,0 +1,166 @@
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using System.Numerics;
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using CUE4Parse_Conversion.Materials;
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using CUE4Parse_Conversion.Meshes;
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using CUE4Parse_Conversion.Meshes.glTF;
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using CUE4Parse_Conversion.Meshes.PSK;
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using CUE4Parse.UE4.Assets.Exports.StaticMesh;
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using CUE4Parse.UE4.Objects.Core.Math;
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using CUE4Parse.UE4.Objects.Meshes;
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using SharpGLTF.Geometry;
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using SharpGLTF.Geometry.VertexTypes;
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using SharpGLTF.Materials;
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using SharpGLTF.Scenes;
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using SharpGLTF.Schema2;
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namespace BlitzKit.CLI.Models
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{
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using VERTEX = VertexPositionNormalTangent;
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public class MonoGltf
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{
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public MonoGltf(string name, UStaticMesh staticMesh)
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{
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staticMesh.TryConvert(out var convertedMesh);
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var lod =
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convertedMesh.LODs.Find(lod => !lod.SkipLod) ?? throw new Exception("Failed to find lod0");
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SceneBuilder sceneBuilder = new(name);
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MeshBuilder<VERTEX, VertexColorXTextureX, VertexEmpty> meshBuilder = new();
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MaterialBuilder materialBuilder = new(name);
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var primitive = meshBuilder.UsePrimitive(materialBuilder);
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foreach (var section in lod.Sections.Value)
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{
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for (int faceIndex = 0; faceIndex < section.NumFaces; faceIndex++)
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{
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var wedgeIndex = new int[3];
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for (var k = 0; k < wedgeIndex.Length; k++)
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{
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wedgeIndex[k] = lod.Indices.Value[section.FirstIndex + faceIndex * 3 + k];
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}
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var vertex1 = lod.Verts[wedgeIndex[0]];
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var vertex2 = lod.Verts[wedgeIndex[1]];
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var vertex3 = lod.Verts[wedgeIndex[2]];
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var (v1, v2, v3) = PrepareTris(vertex1, vertex2, vertex3);
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var (c1, c2, c3) = PrepareUVsAndTexCoords(lod, vertex1, vertex2, vertex3, wedgeIndex);
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primitive.AddTriangle((v1, c1), (v2, c2), (v3, c3));
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}
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}
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sceneBuilder.AddRigidMesh(meshBuilder, Matrix4x4.Identity);
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var model = sceneBuilder.ToGltf2();
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File.WriteAllBytes("../../temp/test.glb", model.WriteGLB());
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}
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private static (VERTEX, VERTEX, VERTEX) PrepareTris(
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CMeshVertex vert1,
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CMeshVertex vert2,
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CMeshVertex vert3
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)
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{
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VERTEX v1 = new(
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SwapYZ(vert1.Position * 0.01f),
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SwapYZAndNormalize((FVector)vert1.Normal),
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SwapYZAndNormalize((Vector4)vert1.Tangent)
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);
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VERTEX v2 = new(
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SwapYZ(vert2.Position * 0.01f),
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SwapYZAndNormalize((FVector)vert2.Normal),
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SwapYZAndNormalize((Vector4)vert2.Tangent)
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);
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VERTEX v3 = new(
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SwapYZ(vert3.Position * 0.01f),
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SwapYZAndNormalize((FVector)vert3.Normal),
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SwapYZAndNormalize((Vector4)vert3.Tangent)
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);
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return (v1, v2, v3);
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}
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public static FVector SwapYZ(FVector vec)
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{
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var res = new FVector(vec.X, vec.Z, vec.Y);
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return res;
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}
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public static FVector SwapYZAndNormalize(FVector vec)
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{
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var res = SwapYZ(vec);
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res.Normalize();
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return res;
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}
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public static Vector4 SwapYZAndNormalize(Vector4 vec)
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{
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return Vector4.Normalize(new Vector4(vec.X, vec.Z, vec.Y, vec.W));
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}
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public static (
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VertexColorXTextureX,
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VertexColorXTextureX,
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VertexColorXTextureX
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) PrepareUVsAndTexCoords(
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CBaseMeshLod lod,
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CMeshVertex vert1,
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CMeshVertex vert2,
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CMeshVertex vert3,
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int[] indices
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)
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{
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return PrepareUVsAndTexCoords(
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lod.VertexColors ?? new FColor[lod.NumVerts],
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vert1,
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vert2,
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vert3,
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lod.ExtraUV.Value,
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indices
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);
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}
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public static (
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VertexColorXTextureX,
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VertexColorXTextureX,
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VertexColorXTextureX
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) PrepareUVsAndTexCoords(
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FColor[] colors,
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CMeshVertex vert1,
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CMeshVertex vert2,
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CMeshVertex vert3,
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FMeshUVFloat[][] uvs,
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int[] indices
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)
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{
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var (uvs1, uvs2, uvs3) = PrepareUVs(vert1, vert2, vert3, uvs, indices);
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var c1 = new VertexColorXTextureX((Vector4)colors[indices[0]] / 255, uvs1);
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var c2 = new VertexColorXTextureX((Vector4)colors[indices[1]] / 255, uvs2);
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var c3 = new VertexColorXTextureX((Vector4)colors[indices[2]] / 255, uvs3);
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return (c1, c2, c3);
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}
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private static (List<Vector2>, List<Vector2>, List<Vector2>) PrepareUVs(
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CMeshVertex vert1,
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CMeshVertex vert2,
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CMeshVertex vert3,
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FMeshUVFloat[][] uvs,
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int[] indices
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)
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{
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var uvs1 = new List<Vector2>() { vert1.UV };
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var uvs2 = new List<Vector2>() { vert2.UV };
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var uvs3 = new List<Vector2>() { vert3.UV };
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foreach (var uv in uvs)
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{
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uvs1.Add(uv[indices[0]]);
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uvs2.Add(uv[indices[1]]);
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uvs3.Add(uv[indices[2]]);
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}
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return (uvs1, uvs2, uvs3);
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}
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}
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}
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