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 using System; | 
 
 
 
 
 
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 using System.Collections.Generic; | 
 
 
 
 
 
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 using Oni.Collections; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 namespace Oni.Dae | 
 
 
 
 
 
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 { | 
 
 
 
 
 
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     internal class FaceConverter | 
 
 
 
 
 
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     { | 
 
 
 
 
 
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         private Node root; | 
 
 
 
 
 
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         private int maxEdges = 3; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         public static void Triangulate(Node root) | 
 
 
 
 
 
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         { | 
 
 
 
 
 
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             var converter = new FaceConverter { | 
 
 
 
 
 
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                 root = root | 
 
 
 
 
 
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             }; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             converter.Convert(); | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         private void Convert() | 
 
 
 
 
 
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         { | 
 
 
 
 
 
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             ConvertNode(root); | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         private void ConvertNode(Node node) | 
 
 
 
 
 
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         { | 
 
 
 
 
 
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             foreach (var instance in node.Instances) | 
 
 
 
 
 
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                 ConvertInstance(instance); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             foreach (var child in node.Nodes) | 
 
 
 
 
 
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                 ConvertNode(child); | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         private void ConvertInstance(Instance instance) | 
 
 
 
 
 
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         { | 
 
 
 
 
 
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             var geometryInstance = instance as GeometryInstance; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             if (geometryInstance != null) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 ConvertGeometry(geometryInstance.Target); | 
 
 
 
 
 
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                 return; | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         private void ConvertGeometry(Geometry geometry) | 
 
 
 
 
 
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         { | 
 
 
 
 
 
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             foreach (var primitives in geometry.Primitives) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 if (primitives.PrimitiveType != MeshPrimitiveType.Polygons) | 
 
 
 
 
 
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                     continue; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 if (primitives.VertexCounts.All(c => c == 3)) | 
 
 
 
 
 
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                     continue; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 ConvertPolygons(geometry, primitives); | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         private void ConvertPolygons(Geometry geometry, MeshPrimitives primitives) | 
 
 
 
 
 
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         { | 
 
 
 
 
 
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             var positionInput = primitives.Inputs.FirstOrDefault(i => i.Semantic == Semantic.Position); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             if (positionInput == null) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 Console.Error.WriteLine("{0}: cannot find position input", geometry.Name); | 
 
 
 
 
 
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                 return; | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             var newFaces = new List<int>(primitives.VertexCounts.Count * 2); | 
 
 
 
 
 
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             var newVertexCounts = new List<int>(primitives.VertexCounts.Count * 2); | 
 
 
 
 
 
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             int voffset = 0; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             foreach (int vcount in primitives.VertexCounts) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 if (vcount < 3) | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     Console.Error.WriteLine("{0}: skipping bad face (line)", geometry.Name); | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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                 else if (vcount <= maxEdges) | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     for (int i = 0; i < vcount; i++) | 
 
 
 
 
 
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                         newFaces.Add(voffset + i); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                     newVertexCounts.Add(vcount); | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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                 else | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     ConvertPolygon(geometry, positionInput, voffset, vcount, newFaces, newVertexCounts); | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 voffset += vcount; | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             primitives.VertexCounts.Clear(); | 
 
 
 
 
 
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             primitives.VertexCounts.AddRange(newVertexCounts); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             var oldIndices = new int[primitives.Inputs.Count][]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             for (int i = 0; i < primitives.Inputs.Count; i++) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 var input = primitives.Inputs[i]; | 
 
 
 
 
 
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                 oldIndices[i] = input.Indices.ToArray(); | 
 
 
 
 
 
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                 input.Indices.Clear(); | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             for (int i = 0; i < primitives.Inputs.Count; i++) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 var ni = primitives.Inputs[i].Indices; | 
 
 
 
 
 
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                 var oi = oldIndices[i]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 foreach (int v in newFaces) | 
 
 
 
 
 
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                     ni.Add(oi[v]); | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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         private void ConvertPolygon(Geometry geometry, IndexedInput input, int offset, int vcount, List<int> newFaces, List<int> newVertexCounts) | 
 
 
 
 
 
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         { | 
 
 
 
 
 
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             var points = new Vector3[vcount]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             for (int i = 0; i < vcount; i++) | 
 
 
 
 
 
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                 points[i] = Dae.Source.ReadVector3(input.Source, input.Indices[offset + i]); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             int concave = -1; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             for (int i = 0; i < vcount; i++) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 Vector3 p0 = points[i]; | 
 
 
 
 
 
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                 Vector3 p1 = points[(i + 1) % vcount]; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 if (Vector3.Dot(p0, p1) < 0.0f) | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     concave = i; | 
 
 
 
 
 
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                     break; | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             if (concave == -1) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 for (int i = 0; i < vcount - 2; i++) | 
 
 
 
 
 
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                 { | 
 
 
 
 
 
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                     newFaces.Add(offset + 0); | 
 
 
 
 
 
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                     newFaces.Add(offset + 1 + i); | 
 
 
 
 
 
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                     newFaces.Add(offset + 2 + i); | 
 
 
 
 
 
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                     newVertexCounts.Add(3); | 
 
 
 
 
 
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                 } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 return; | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             if (vcount == 4) | 
 
 
 
 
 
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             { | 
 
 
 
 
 
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                 newFaces.Add(offset + concave); | 
 
 
 
 
 
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                 newFaces.Add(offset + (concave + 1) % vcount); | 
 
 
 
 
 
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                 newFaces.Add(offset + (concave + 2) % vcount); | 
 
 
 
 
 
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                 newVertexCounts.Add(3); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 newFaces.Add(offset + (concave + vcount - 1) % vcount); | 
 
 
 
 
 
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                 newFaces.Add(offset + (concave + vcount - 2) % vcount); | 
 
 
 
 
 
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                 newFaces.Add(offset + concave); | 
 
 
 
 
 
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                 newVertexCounts.Add(3); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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                 return; | 
 
 
 
 
 
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             } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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             Console.Error.WriteLine("{0}: skipping bad face (concave {1}-gon)", geometry.Name, vcount); | 
 
 
 
 
 
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         } | 
 
 
 
 
 
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     } | 
 
 
 
 
 
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 } |