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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 UnitConverter |
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{ |
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private Scene scene; |
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private float scale; |
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private Set<float[]> scaledValues; |
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|
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public static void Convert(Scene scene, float scale) |
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{ |
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var converter = new UnitConverter { |
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scene = scene, |
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scale = scale, |
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scaledValues = new Set<float[]>() |
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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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Convert(scene); |
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} |
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|
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private void Convert(Node node) |
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{ |
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foreach (var transform in node.Transforms) |
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Convert(transform); |
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|
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foreach (var instance in node.Instances) |
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Convert(instance); |
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|
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foreach (var child in node.Nodes) |
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Convert(child); |
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} |
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|
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private void Convert(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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Convert(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 Convert(Geometry geometry) |
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{ |
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foreach (var primitives in geometry.Primitives) |
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{ |
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// |
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// TODO: this assumes that position sources are not reused. |
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// |
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|
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foreach (var input in primitives.Inputs) |
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{ |
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if (input.Semantic == Semantic.Position) |
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Scale(input.Source.FloatData, input.Source.Stride); |
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} |
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} |
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} |
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|
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private void Convert(Transform transform) |
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{ |
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var translate = transform as TransformTranslate; |
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|
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if (translate != null) |
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{ |
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Scale(translate.Values, 3); |
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|
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if (translate.HasAnimations) |
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{ |
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for (int i = 0; i < translate.Animations.Length; i++) |
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{ |
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Sampler s = translate.Animations[i]; |
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translate.Animations[i] = s == null ? null : s.Scale(scale); |
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} |
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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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var matrix = transform as TransformMatrix; |
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|
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if (matrix != null) |
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{ |
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matrix.Values[3] *= scale; |
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matrix.Values[7] *= scale; |
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matrix.Values[11] *= scale; |
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|
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return; |
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} |
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} |
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|
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private void Scale(float[] values, int stride) |
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{ |
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if (!scaledValues.Add(values)) |
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return; |
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|
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for (int i = 0; i + stride - 1 < values.Length; i += stride) |
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{ |
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values[i + 0] *= scale; |
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values[i + 1] *= scale; |
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values[i + 2] *= scale; |
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} |
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} |
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} |
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} |