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using System; |
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using System.Collections.Generic; |
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|
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namespace Oni.Motoko |
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{ |
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internal static class GeometryDaeReader |
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{ |
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#region private struct Vertex |
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|
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private struct Vertex : IEquatable<Vertex> |
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{ |
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public readonly int PositionIndex; |
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public readonly int TexcoordIndex; |
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public readonly int NormalIndex; |
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|
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public Vertex(int pointIndex, int uvIndex, int normalIndex) |
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{ |
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PositionIndex = pointIndex; |
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TexcoordIndex = uvIndex; |
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NormalIndex = normalIndex; |
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} |
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|
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public static bool operator ==(Vertex v1, Vertex v2) => v1.Equals(v2); |
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|
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public static bool operator !=(Vertex v1, Vertex v2) => !v1.Equals(v2); |
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|
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public bool Equals(Vertex v) => PositionIndex == v.PositionIndex && TexcoordIndex == v.TexcoordIndex && NormalIndex == v.NormalIndex; |
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|
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public override bool Equals(object obj) => obj is Vertex && Equals((Vertex)obj); |
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|
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public override int GetHashCode() => PositionIndex ^ TexcoordIndex ^ NormalIndex; |
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} |
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|
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#endregion |
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|
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public static Geometry Read(Dae.Geometry daeGeometry) |
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{ |
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return Read(daeGeometry, false, false, 0.0f); |
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} |
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|
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public static IEnumerable<Geometry> Read(Dae.Node node, TextureImporter3 textureImporter) |
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{ |
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Dae.FaceConverter.Triangulate(node); |
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|
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foreach (var daeGeometryInstance in node.GeometryInstances) |
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{ |
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var daeGeometry = daeGeometryInstance.Target; |
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|
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var geometry = Read(daeGeometry, false, false, 0.0f); |
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geometry.Name = node.Name; |
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|
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if (textureImporter != null && daeGeometryInstance.Materials.Count > 0) |
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geometry.TextureName = textureImporter.AddMaterial(daeGeometryInstance.Materials[0].Target); |
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|
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yield return geometry; |
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} |
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} |
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|
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public static Geometry Read(Dae.Geometry daeGeometry, bool generateNormals, bool flatNormals, float shellOffset) |
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{ |
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if (daeGeometry.Primitives.Count > 1) |
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throw new NotSupportedException(string.Format("Geometry {0}: Multiple primitive groups per mesh are not supported", daeGeometry.Name)); |
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|
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var primitives = daeGeometry.Primitives[0]; |
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|
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if (primitives.PrimitiveType == Dae.MeshPrimitiveType.Lines || primitives.PrimitiveType == Dae.MeshPrimitiveType.LineStrips) |
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throw new NotSupportedException(string.Format("Geometry {0}: Line primitives are not supported", daeGeometry.Name)); |
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|
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var positionIndex = new Dictionary<Vector3, int>(); |
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var positions = new List<Vector3>(); |
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int[] positionIndices = null; |
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|
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var normalIndex = new Dictionary<Vector3, int>(); |
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var normals = new List<Vector3>(); |
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int[] normalIndices = null; |
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|
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var texCoordIndex = new Dictionary<Vector2, int>(); |
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var texCoords = new List<Vector2>(); |
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int[] texCoordIndices = null; |
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|
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foreach (var input in primitives.Inputs) |
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{ |
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switch (input.Semantic) |
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{ |
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case Dae.Semantic.Position: |
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positionIndices = RemoveDuplicates(input, positions, positionIndex, Dae.Source.ReadVector3); |
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break; |
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|
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case Dae.Semantic.Normal: |
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if (!generateNormals) |
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normalIndices = RemoveDuplicates(input, normals, normalIndex, Dae.Source.ReadVector3); |
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break; |
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|
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case Dae.Semantic.TexCoord: |
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texCoordIndices = RemoveDuplicates(input, texCoords, texCoordIndex, Dae.Source.ReadTexCoord); |
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break; |
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} |
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} |
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|
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if (texCoordIndices == null) |
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Console.WriteLine("Geometry {0} does not have texture coordinates", daeGeometry.Name); |
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|
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if (normalIndices == null) |
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generateNormals = true; |
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|
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Vector3[] generatedNormals = null; |
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|
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if (generateNormals || shellOffset != 0.0f) |
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generatedNormals = GenerateNormals(positions, positionIndices, flatNormals); |
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|
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if (generateNormals) |
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{ |
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normals = new List<Vector3>(generatedNormals); |
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normalIndices = positionIndices; |
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} |
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|
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int[] shellIndices = null; |
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|
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if (shellOffset != 0.0f) |
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{ |
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var shellNormals = generatedNormals; |
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|
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if (flatNormals) |
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shellNormals = GenerateNormals(positions, positionIndices, false); |
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|
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shellIndices = GenerateShell(positions, positionIndices, shellNormals, shellOffset); |
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} |
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|
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var triangles = new int[(shellIndices == null) ? positionIndices.Length : positionIndices.Length + shellIndices.Length]; |
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var vertices = new List<Vertex>(); |
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var vertexIndex = new Dictionary<Vertex, int>(); |
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|
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for (int i = 0; i < positionIndices.Length; i++) |
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{ |
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var vertex = new Vertex( |
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positionIndices[i], |
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(texCoordIndices != null) ? texCoordIndices[i] : -1, |
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(normalIndices != null) ? normalIndices[i] : -1); |
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|
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if (!vertexIndex.TryGetValue(vertex, out triangles[i])) |
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{ |
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triangles[i] = vertices.Count; |
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vertices.Add(vertex); |
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vertexIndex.Add(vertex, triangles[i]); |
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} |
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} |
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|
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if (shellIndices != null) |
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{ |
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for (int i = 0; i < shellIndices.Length; i++) |
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{ |
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var vertex = new Vertex(shellIndices[i], -1, -1); |
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int j = i + positionIndices.Length; |
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|
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if (!vertexIndex.TryGetValue(vertex, out triangles[j])) |
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{ |
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triangles[j] = vertices.Count; |
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vertices.Add(vertex); |
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vertexIndex.Add(vertex, triangles[j]); |
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} |
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} |
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} |
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|
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if (vertices.Count > 2048) |
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Console.Error.WriteLine("Warning: Geometry {0} has too many vertices ({1})", daeGeometry.Name, vertices.Count); |
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|
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var geometry = new Geometry |
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{ |
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Points = new Vector3[vertices.Count], |
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Normals = new Vector3[vertices.Count], |
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TexCoords = new Vector2[vertices.Count], |
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Triangles = triangles |
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}; |
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|
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for (int i = 0; i < vertices.Count; i++) |
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{ |
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geometry.Points[i] = positions[vertices[i].PositionIndex]; |
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|
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if (vertices[i].NormalIndex != -1) |
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geometry.Normals[i] = normals[vertices[i].NormalIndex]; |
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|
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if (vertices[i].TexcoordIndex != -1) |
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geometry.TexCoords[i] = texCoords[vertices[i].TexcoordIndex]; |
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} |
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|
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return geometry; |
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} |
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|
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private static int[] RemoveDuplicates<T>( |
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Dae.IndexedInput input, |
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List<T> list, |
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Dictionary<T, int> index, |
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Func<Dae.Source, int, T> elementReader) |
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{ |
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var indices = new int[input.Indices.Count]; |
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|
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for (int i = 0; i < indices.Length; i++) |
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{ |
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var v = elementReader(input.Source, input.Indices[i]); |
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|
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if (!index.TryGetValue(v, out indices[i])) |
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{ |
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indices[i] = list.Count; |
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list.Add(v); |
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index.Add(v, indices[i]); |
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} |
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} |
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|
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return indices; |
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} |
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|
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private static Vector3[] GenerateNormals(List<Vector3> positions, int[] triangleList, bool flatNormals) |
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{ |
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var autoNormals = new Vector3[positions.Count]; |
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|
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if (!flatNormals) |
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{ |
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for (int i = 0; i < triangleList.Length; i += 3) |
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{ |
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Vector3 p0 = positions[triangleList[i + 0]]; |
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Vector3 p1 = positions[triangleList[i + 1]]; |
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Vector3 p2 = positions[triangleList[i + 2]]; |
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|
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Vector3 e1 = p1 - p0; |
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Vector3 e2 = p2 - p0; |
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|
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Vector3 faceNormal = Vector3.Cross(e1, e2); |
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float weight = FMath.Atan2(faceNormal.Length(), Vector3.Dot(e1, e2)); |
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faceNormal = Vector3.Normalize(faceNormal) * weight; |
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|
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for (int j = 0; j < 3; j++) |
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autoNormals[triangleList[i + j]] += faceNormal; |
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} |
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|
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for (int i = 0; i < autoNormals.Length; i++) |
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autoNormals[i].Normalize(); |
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} |
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|
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return autoNormals; |
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} |
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|
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private static int[] GenerateShell(List<Vector3> positions, int[] positionIndices, Vector3[] normals, float offset) |
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{ |
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int positionCount = positions.Count; |
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|
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for (int i = 0; i < positionCount; i++) |
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positions.Add(positions[i] + normals[i] * offset); |
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|
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var shellIndices = new int[positionIndices.Length]; |
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|
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for (int i = 0; i < positionIndices.Length; i += 3) |
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{ |
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shellIndices[i + 0] = positionIndices[i + 2] + positionCount; |
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shellIndices[i + 1] = positionIndices[i + 1] + positionCount; |
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shellIndices[i + 2] = positionIndices[i + 0] + positionCount; |
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} |
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|
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return shellIndices; |
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} |
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} |
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} |