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using System; |
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using System.Collections.Generic; |
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using System.Globalization; |
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using System.IO; |
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using Oni.Collections; |
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using Oni.Imaging; |
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|
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namespace Oni.Akira |
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{ |
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internal class RoomDaeWriter |
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{ |
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#region Private data |
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private readonly PolygonMesh source; |
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private DaeSceneBuilder world; |
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|
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private static readonly string[] objectTypeNames = new[] { |
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"", |
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"char", |
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"patr", |
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"door", |
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"flag", |
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"furn", |
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"", |
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"", |
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"part", |
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"pwru", |
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"sndg", |
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"trgv", |
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"weap", |
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"trig", |
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"turr", |
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"cons", |
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"cmbt", |
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"mele", |
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"neut" |
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}; |
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|
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#endregion |
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|
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#region private class DaePolygon |
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|
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private class DaePolygon |
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{ |
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private readonly Polygon source; |
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private readonly Material material; |
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private readonly int[] pointIndices; |
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private readonly int[] texCoordIndices; |
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private readonly int[] colorIndices; |
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|
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public DaePolygon(Polygon source, int[] pointIndices, int[] texCoordIndices, int[] colorIndices) |
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{ |
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this.source = source; |
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this.material = source.Material; |
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this.pointIndices = pointIndices; |
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this.texCoordIndices = texCoordIndices; |
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this.colorIndices = colorIndices; |
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} |
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|
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public DaePolygon(Material material, int[] pointIndices, int[] texCoordIndices) |
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{ |
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this.material = material; |
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this.pointIndices = pointIndices; |
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this.texCoordIndices = texCoordIndices; |
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} |
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|
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public Polygon Source => source; |
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public Material Material => material; |
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|
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public int[] PointIndices => pointIndices; |
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public int[] TexCoordIndices => texCoordIndices; |
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public int[] ColorIndices => colorIndices; |
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} |
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|
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#endregion |
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#region private class DaeMeshBuilder |
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|
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private class DaeMeshBuilder |
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{ |
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private readonly List<DaePolygon> polygons = new List<DaePolygon>(); |
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private readonly List<Vector3> points = new List<Vector3>(); |
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private readonly Dictionary<Vector3, int> uniquePoints = new Dictionary<Vector3, int>(); |
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private readonly List<Vector2> texCoords = new List<Vector2>(); |
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private readonly Dictionary<Vector2, int> uniqueTexCoords = new Dictionary<Vector2, int>(); |
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private readonly List<Color> colors = new List<Color>(); |
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private readonly Dictionary<Color, int> uniqueColors = new Dictionary<Color, int>(); |
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private string name; |
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private Vector3 translation; |
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private Dae.Geometry geometry; |
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|
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public DaeMeshBuilder(string name) |
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{ |
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this.name = name; |
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} |
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|
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public string Name |
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{ |
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get { return name; } |
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set { name = value; } |
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} |
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|
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public Vector3 Translation => translation; |
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|
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public void ResetTransform() |
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{ |
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// |
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// Attempt to un-bake the translation of the furniture |
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// |
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|
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Vector3 center = BoundingSphere.CreateFromPoints(points).Center; |
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|
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BoundingBox bbox = BoundingBox.CreateFromPoints(points); |
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center.Y = bbox.Min.Y; |
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|
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translation = center; |
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|
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for (int i = 0; i < points.Count; i++) |
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points[i] -= center; |
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} |
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|
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public void AddPolygon(Polygon polygon) |
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{ |
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polygons.Add(new DaePolygon( |
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polygon, |
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Remap(polygon.Mesh.Points, polygon.PointIndices, points, uniquePoints), |
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null, |
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null)); |
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} |
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|
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public IEnumerable<Polygon> Polygons => from p in polygons |
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where p.Source != null |
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select p.Source; |
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|
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private static int[] Remap<T>(IList<T> values, int[] indices, List<T> list, Dictionary<T, int> unique) where T : struct |
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{ |
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var result = new int[indices.Length]; |
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|
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for (int i = 0; i < indices.Length; i++) |
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result[i] = AddUnique(list, unique, values[indices[i]]); |
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|
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return result; |
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} |
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|
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private static int[] Remap<T>(IList<T> values, List<T> list, Dictionary<T, int> unique) where T : struct |
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{ |
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var result = new int[values.Count]; |
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|
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for (int i = 0; i < values.Count; i++) |
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result[i] = AddUnique(list, unique, values[i]); |
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|
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return result; |
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} |
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|
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private static int AddUnique<T>(List<T> list, Dictionary<T, int> unique, T value) where T : struct |
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{ |
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int index; |
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|
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if (!unique.TryGetValue(value, out index)) |
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{ |
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index = list.Count; |
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unique.Add(value, index); |
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list.Add(value); |
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} |
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|
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return index; |
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} |
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|
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public void Build() |
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{ |
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var positionSource = new Dae.Source(points); |
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var primitives = new Dae.MeshPrimitives(Dae.MeshPrimitiveType.Polygons); |
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var posInput = new Dae.IndexedInput(Dae.Semantic.Position, positionSource); |
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|
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primitives.Inputs.Add(posInput); |
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|
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foreach (var poly in polygons) |
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{ |
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primitives.VertexCounts.Add(poly.PointIndices.Length); |
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|
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posInput.Indices.AddRange(poly.PointIndices); |
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} |
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|
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geometry = new Dae.Geometry |
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{ |
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Name = Name + "_geo", |
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Vertices = { new Dae.Input(Dae.Semantic.Position, positionSource) }, |
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Primitives = { primitives } |
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}; |
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} |
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|
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public Dae.Geometry Geometry |
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{ |
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get |
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{ |
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return geometry; |
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} |
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} |
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} |
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|
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#endregion |
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#region private class DaeSceneBuilder |
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|
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private class DaeSceneBuilder |
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{ |
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private readonly Dae.Scene scene; |
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private readonly Dictionary<string, DaeMeshBuilder> nameMeshBuilder; |
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private readonly List<DaeMeshBuilder> meshBuilders; |
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private readonly Dictionary<Material, Dae.Material> materials; |
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private string imagesFolder = "images"; |
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|
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public DaeSceneBuilder() |
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{ |
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scene = new Dae.Scene(); |
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nameMeshBuilder = new Dictionary<string, DaeMeshBuilder>(StringComparer.Ordinal); |
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meshBuilders = new List<DaeMeshBuilder>(); |
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materials = new Dictionary<Material, Dae.Material>(); |
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} |
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|
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public string ImagesFolder |
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{ |
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get { return imagesFolder; } |
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set { imagesFolder = value; } |
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} |
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|
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public DaeMeshBuilder GetMeshBuilder(string name) |
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{ |
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DaeMeshBuilder result; |
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|
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if (!nameMeshBuilder.TryGetValue(name, out result)) |
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{ |
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result = new DaeMeshBuilder(name); |
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nameMeshBuilder.Add(name, result); |
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meshBuilders.Add(result); |
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} |
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|
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return result; |
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} |
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|
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public IEnumerable<DaeMeshBuilder> MeshBuilders |
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{ |
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get { return meshBuilders; } |
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} |
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|
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public Dae.Material GetMaterial(Material material) |
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{ |
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Dae.Material result; |
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|
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if (!materials.TryGetValue(material, out result)) |
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{ |
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result = new Dae.Material(); |
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materials.Add(material, result); |
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} |
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|
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return result; |
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} |
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|
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public void Build() |
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{ |
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BuildNodes(); |
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BuildMaterials(); |
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} |
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|
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private void BuildNodes() |
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{ |
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foreach (var meshBuilder in meshBuilders) |
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{ |
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meshBuilder.Build(); |
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|
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var inst = new Dae.GeometryInstance(meshBuilder.Geometry); |
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|
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var node = new Dae.Node(); |
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node.Name = meshBuilder.Name; |
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node.Instances.Add(inst); |
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|
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if (meshBuilder.Translation != Vector3.Zero) |
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node.Transforms.Add(new Dae.TransformTranslate(meshBuilder.Translation)); |
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|
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scene.Nodes.Add(node); |
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} |
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} |
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|
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private void BuildMaterials() |
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{ |
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foreach (KeyValuePair<Material, Dae.Material> pair in materials) |
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{ |
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var material = pair.Key; |
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|
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var image = new Dae.Image |
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{ |
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FilePath = "./" + GetImageFileName(material).Replace('\\', '/'), |
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Name = material.Name + "_img" |
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}; |
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|
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var effectSurface = new Dae.EffectSurface(image); |
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|
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var effectSampler = new Dae.EffectSampler(effectSurface) |
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{ |
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//WrapS = texture.WrapU ? Dae.EffectSamplerWrap.Wrap : Dae.EffectSamplerWrap.None, |
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//WrapT = texture.WrapV ? Dae.EffectSamplerWrap.Wrap : Dae.EffectSamplerWrap.None |
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}; |
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|
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var effectTexture = new Dae.EffectTexture(effectSampler, "diffuse_TEXCOORD"); |
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|
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var effect = new Dae.Effect |
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{ |
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Name = material.Name + "_fx", |
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AmbientValue = Vector4.One, |
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SpecularValue = Vector4.Zero, |
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DiffuseValue = effectTexture, |
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TransparentValue = material.Image.HasAlpha ? effectTexture : null, |
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Parameters = { |
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new Dae.EffectParameter("surface", effectSurface), |
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new Dae.EffectParameter("sampler", effectSampler) |
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} |
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}; |
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|
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var daeMaterial = pair.Value; |
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daeMaterial.Name = material.Name; |
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daeMaterial.Effect = effect; |
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} |
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} |
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|
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private string GetImageFileName(Material material) |
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{ |
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if (material.IsMarker) |
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return Path.Combine("markers", material.Name + ".tga"); |
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|
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return Path.Combine(imagesFolder, material.Name + ".tga"); |
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} |
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|
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public void Write(string filePath) |
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{ |
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string outputDirPath = Path.GetDirectoryName(filePath); |
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|
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foreach (var material in materials.Keys) |
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TgaWriter.Write(material.Image, Path.Combine(outputDirPath, GetImageFileName(material))); |
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|
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Dae.Writer.WriteFile(filePath, scene); |
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} |
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} |
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|
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#endregion |
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|
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public static void Write(PolygonMesh mesh, string filePath) |
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{ |
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var writer = new RoomDaeWriter(mesh); |
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writer.WriteGeometry(); |
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writer.world.Write(filePath); |
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} |
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|
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private RoomDaeWriter(PolygonMesh source) |
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{ |
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this.source = source; |
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} |
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|
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private void WriteGeometry() |
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{ |
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world = new DaeSceneBuilder(); |
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|
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for (int i = 0; i < source.Polygons.Count; i++) |
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{ |
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var polygon = source.Polygons[i]; |
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|
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var name = string.Format(CultureInfo.InvariantCulture, "floor_{0}", i); |
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var meshBuilder = world.GetMeshBuilder(name); |
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meshBuilder.AddPolygon(polygon); |
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} |
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|
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foreach (var meshBuilder in world.MeshBuilders) |
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{ |
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meshBuilder.ResetTransform(); |
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} |
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|
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world.Build(); |
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} |
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} |
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} |