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 using System; | 
 
 
 
 
 
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 using System.Collections.Generic; | 
 
 
 
 
 
 | 3 | 
 using Oni.Collections; | 
 
 
 
 
 
 | 4 | 
  | 
 
 
 
 
 
 | 5 | 
 namespace Oni.Dae | 
 
 
 
 
 
 | 6 | 
 { | 
 
 
 
 
 
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     internal class UnitConverter | 
 
 
 
 
 
 | 8 | 
     { | 
 
 
 
 
 
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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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 } |