| 1 | using System; | 
 
 
 
 
 | 2 | using System.Collections.Generic; | 
 
 
 
 
 | 3 | using Oni.Imaging; | 
 
 
 
 
 | 4 |  | 
 
 
 
 
 | 5 | namespace Oni.Akira | 
 
 
 
 
 | 6 | { | 
 
 
 
 
 | 7 | internal class PolygonMesh | 
 
 
 
 
 | 8 | { | 
 
 
 
 
 | 9 | private readonly MaterialLibrary materialLibrary; | 
 
 
 
 
 | 10 | private readonly List<Vector3> points = new List<Vector3>(); | 
 
 
 
 
 | 11 | private readonly List<Vector3> normals = new List<Vector3>(); | 
 
 
 
 
 | 12 | private readonly List<Vector2> texCoords = new List<Vector2>(); | 
 
 
 
 
 | 13 | private readonly List<Polygon> polygons = new List<Polygon>(); | 
 
 
 
 
 | 14 | private readonly List<Polygon> doors = new List<Polygon>(); | 
 
 
 
 
 | 15 | private readonly List<Room> rooms = new List<Room>(); | 
 
 
 
 
 | 16 | private readonly List<Polygon> ghosts = new List<Polygon>(); | 
 
 
 
 
 | 17 | private readonly List<Polygon> floors = new List<Polygon>(); | 
 
 
 
 
 | 18 | private bool hasDebugInfo; | 
 
 
 
 
 | 19 |  | 
 
 
 
 
 | 20 | public PolygonMesh(MaterialLibrary materialLibrary) | 
 
 
 
 
 | 21 | { | 
 
 
 
 
 | 22 | this.materialLibrary = materialLibrary; | 
 
 
 
 
 | 23 | } | 
 
 
 
 
 | 24 |  | 
 
 
 
 
 | 25 | public MaterialLibrary Materials => materialLibrary; | 
 
 
 
 
 | 26 |  | 
 
 
 
 
 | 27 | public List<Vector3> Points => points; | 
 
 
 
 
 | 28 | public List<Vector2> TexCoords => texCoords; | 
 
 
 
 
 | 29 | public List<Vector3> Normals => normals; | 
 
 
 
 
 | 30 | public List<Polygon> Polygons => polygons; | 
 
 
 
 
 | 31 | public List<Polygon> Doors => doors; | 
 
 
 
 
 | 32 | public List<Room> Rooms => rooms; | 
 
 
 
 
 | 33 | public List<Polygon> Floors => floors; | 
 
 
 
 
 | 34 | public List<Polygon> Ghosts => ghosts; | 
 
 
 
 
 | 35 |  | 
 
 
 
 
 | 36 | public bool HasDebugInfo | 
 
 
 
 
 | 37 | { | 
 
 
 
 
 | 38 | get { return hasDebugInfo; } | 
 
 
 
 
 | 39 | set { hasDebugInfo = value; } | 
 
 
 
 
 | 40 | } | 
 
 
 
 
 | 41 |  | 
 
 
 
 
 | 42 | public BoundingBox GetBoundingBox() => BoundingBox.CreateFromPoints(points); | 
 
 
 
 
 | 43 |  | 
 
 
 
 
 | 44 | public void DoLighting() | 
 
 
 
 
 | 45 | { | 
 
 
 
 
 | 46 | var ambientColor = new Vector3(0.6f, 0.6f, 0.6f); | 
 
 
 
 
 | 47 |  | 
 
 
 
 
 | 48 | var lightDir = new[] { | 
 
 
 
 
 | 49 | new Vector3(-0.526f, -0.573f, -0.627f), | 
 
 
 
 
 | 50 | new Vector3(0.719f, 0.342f, 0.604f), | 
 
 
 
 
 | 51 | new Vector3(0.454f, 0.766f, 0.454f) | 
 
 
 
 
 | 52 | }; | 
 
 
 
 
 | 53 |  | 
 
 
 
 
 | 54 | var lightColor = new[] { | 
 
 
 
 
 | 55 | new Vector3(1.0f, 1.0f, 1.0f), | 
 
 
 
 
 | 56 | new Vector3(1.0f, 1.0f, 1.0f), | 
 
 
 
 
 | 57 | new Vector3(1.0f, 1.0f, 1.0f) | 
 
 
 
 
 | 58 | }; | 
 
 
 
 
 | 59 |  | 
 
 
 
 
 | 60 | //if (importLights) | 
 
 
 
 
 | 61 | //{ | 
 
 
 
 
 | 62 | //    ambientColor = ambient; | 
 
 
 
 
 | 63 | //} | 
 
 
 
 
 | 64 |  | 
 
 
 
 
 | 65 | foreach (var polygon in polygons) | 
 
 
 
 
 | 66 | { | 
 
 
 
 
 | 67 | if (polygon.Colors != null) | 
 
 
 
 
 | 68 | continue; | 
 
 
 
 
 | 69 |  | 
 
 
 
 
 | 70 | var colors = new Color[polygon.VertexCount]; | 
 
 
 
 
 | 71 |  | 
 
 
 
 
 | 72 | if (polygon.NormalIndices != null) | 
 
 
 
 
 | 73 | { | 
 
 
 
 
 | 74 | for (int i = 0; i < colors.Length; i++) | 
 
 
 
 
 | 75 | { | 
 
 
 
 
 | 76 | var color = ambientColor; | 
 
 
 
 
 | 77 |  | 
 
 
 
 
 | 78 | for (int j = 0; j < lightDir.Length; j++) | 
 
 
 
 
 | 79 | { | 
 
 
 
 
 | 80 | float dot = Vector3.Dot(lightDir[j], normals[polygon.NormalIndices[i]]); | 
 
 
 
 
 | 81 | color += lightColor[j] * dot; | 
 
 
 
 
 | 82 | } | 
 
 
 
 
 | 83 |  | 
 
 
 
 
 | 84 | colors[i] = new Color(Vector3.Clamp(color, Vector3.Zero, Vector3.One)); | 
 
 
 
 
 | 85 | } | 
 
 
 
 
 | 86 | } | 
 
 
 
 
 | 87 | else | 
 
 
 
 
 | 88 | { | 
 
 
 
 
 | 89 | var color = ambientColor; | 
 
 
 
 
 | 90 |  | 
 
 
 
 
 | 91 | for (int j = 0; j < lightDir.Length; j++) | 
 
 
 
 
 | 92 | { | 
 
 
 
 
 | 93 | float dot = Vector3.Dot(lightDir[j], polygon.Plane.Normal); | 
 
 
 
 
 | 94 | color += lightColor[j] * dot; | 
 
 
 
 
 | 95 | } | 
 
 
 
 
 | 96 |  | 
 
 
 
 
 | 97 | for (int i = 0; i < colors.Length; i++) | 
 
 
 
 
 | 98 | colors[i] = new Color(Vector3.Clamp(color, Vector3.Zero, Vector3.One)); | 
 
 
 
 
 | 99 | } | 
 
 
 
 
 | 100 |  | 
 
 
 
 
 | 101 | polygon.Colors = colors; | 
 
 
 
 
 | 102 | } | 
 
 
 
 
 | 103 | } | 
 
 
 
 
 | 104 | } | 
 
 
 
 
 | 105 | } |