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@@ -4,7 +4,6 @@ using System.IO;
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using System.Linq;
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using System.Runtime.Serialization.Json;
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using System.Windows.Forms;
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-using BabylonExport.Core.Exporters.FBX;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using SkinnedModel;
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@@ -186,8 +185,17 @@ namespace BabylonExport.Core.Exporters.XNA
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var material = exportedMaterials.First(m => m.Name == part.Effect.GetHashCode().ToString());
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var indices = new ushort[part.PrimitiveCount * 3];
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+
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part.IndexBuffer.GetData(part.StartIndex * 2, indices, 0, indices.Length);
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-
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+ for (int ib = 0; ib < indices.Length; ib += 3) // reverse winding of triangles Needed for Right-Left Coordinate System
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+ {
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+ ushort ti;
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+ ti = indices[ib];
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+ indices[ib] = indices[ib + 2];
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+ indices[ib + 2] = ti;
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+ }
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+
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+
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if (part.VertexBuffer.VertexDeclaration.VertexStride >= PositionNormalTexturedWeights.Stride)
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{
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var mesh = new Mesh<PositionNormalTexturedWeights>(material);
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@@ -196,15 +204,19 @@ namespace BabylonExport.Core.Exporters.XNA
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part.VertexBuffer.GetData(part.VertexOffset * part.VertexBuffer.VertexDeclaration.VertexStride, vertices, 0, vertices.Length, part.VertexBuffer.VertexDeclaration.VertexStride);
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for (int index = 0; index < vertices.Length; index++)
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- {
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+ {
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vertices[index].TextureCoordinates.Y = 1.0f - vertices[index].TextureCoordinates.Y;
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+ // Negate Position.Z & Normal.Z -- Needed for Right-Left Coordinate System
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+ vertices[index].Position.Z = -vertices[index].Position.Z;
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+ vertices[index].Normal.Z = -vertices[index].Normal.Z;
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}
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-
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- mesh.AddPart(indexName.ToString(), vertices.ToList(), indices.Select(i => (int)i).ToList());
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+ // Prefix MeshName to MeshParts -- MeshName#MeshPartIndex
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+ mesh.AddPart(modelMesh.Name+"#"+indexName.ToString(), vertices.ToList(), indices.Select(i => (int)i).ToList());
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mesh.CreateBabylonMesh(scene, proxyID, skeleton);
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}
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else
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{
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+ if (part.VertexBuffer.VertexDeclaration.VertexStride < 32) return; // Error: Not a PositionNormalTextured mesh!
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var mesh = new Mesh<PositionNormalTextured>(material);
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var vertices = new PositionNormalTextured[part.NumVertices];
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part.VertexBuffer.GetData(part.VertexOffset * part.VertexBuffer.VertexDeclaration.VertexStride, vertices, 0, vertices.Length, part.VertexBuffer.VertexDeclaration.VertexStride);
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@@ -212,9 +224,13 @@ namespace BabylonExport.Core.Exporters.XNA
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for (int index = 0; index < vertices.Length; index++)
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{
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vertices[index].TextureCoordinates.Y = 1.0f - vertices[index].TextureCoordinates.Y;
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+ // Negate Position.Z & Normal.Z -- Needed for Right-Left Coordinate System
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+ vertices[index].Position.Z = -vertices[index].Position.Z;
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+ vertices[index].Normal.Z = -vertices[index].Normal.Z;
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}
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- mesh.AddPart(indexName.ToString(), vertices.ToList(), indices.Select(i => (int)i).ToList());
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+ // Prefix MeshName to MeshParts -- MeshName#MeshPartIndex
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+ mesh.AddPart(modelMesh.Name + "#" + indexName.ToString(), vertices.ToList(), indices.Select(i => (int)i).ToList());
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mesh.CreateBabylonMesh(scene, proxyID, skeleton);
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}
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@@ -225,7 +241,7 @@ namespace BabylonExport.Core.Exporters.XNA
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void ParseEffect(Effect effect, BabylonScene scene)
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{
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var material = new StandardMaterial(effect.GetHashCode().ToString());
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-
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+
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exportedMaterials.Add(material);
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var basicEffect = effect as BasicEffect;
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