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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 class GeometryDaeWriter |
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{ |
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private readonly TextureDaeWriter textureWriter; |
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|
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public GeometryDaeWriter(TextureDaeWriter textureWriter) |
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{ |
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this.textureWriter = textureWriter; |
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} |
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|
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public Dae.Node WriteNode(Geometry geometry, string name) |
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{ |
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var daeGeometryInstance = WriteGeometryInstance(geometry, name); |
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|
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return new Dae.Node |
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{ |
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Name = name, |
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Instances = { daeGeometryInstance } |
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}; |
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} |
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|
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public Dae.GeometryInstance WriteGeometryInstance(Geometry geometry, string name) |
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{ |
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var daeGeometry = WriteGeometry(geometry, name); |
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var daeGeometryInstance = new Dae.GeometryInstance(daeGeometry); |
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|
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if (geometry.Texture != null) |
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{ |
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var daeMaterial = textureWriter.WriteMaterial(geometry.Texture); |
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|
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daeGeometryInstance.Materials.Add(new Dae.MaterialInstance("default", daeMaterial) |
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{ |
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Bindings = { |
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new Dae.MaterialBinding( |
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semantic: "diffuse_TEXCOORD", |
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input: daeGeometry.Primitives[0].Inputs.Find(i => i.Semantic == Dae.Semantic.TexCoord)) |
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} |
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}); |
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} |
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|
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return daeGeometryInstance; |
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} |
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|
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private Dae.Geometry WriteGeometry(Geometry geometry, string name) |
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{ |
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var points = geometry.Points; |
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var normals = geometry.Normals; |
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var texCoords = geometry.TexCoords; |
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|
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if (geometry.HasTransform) |
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{ |
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points = Vector3.Transform(points, ref geometry.Transform); |
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normals = Vector3.TransformNormal(normals, ref geometry.Transform); |
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} |
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|
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int[] pointMap; |
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|
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points = WeldPoints(points, out pointMap); |
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|
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var positionInput = new Dae.IndexedInput(Dae.Semantic.Position, new Dae.Source(points)); |
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var normalInput = new Dae.IndexedInput(Dae.Semantic.Normal, new Dae.Source(normals)); |
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var texCoordInput = new Dae.IndexedInput(Dae.Semantic.TexCoord, new Dae.Source(texCoords)); |
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|
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var primitives = new Dae.MeshPrimitives(Dae.MeshPrimitiveType.Polygons) |
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{ |
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MaterialSymbol = "default", |
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Inputs = { positionInput, normalInput, texCoordInput } |
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}; |
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|
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for (int triangleStart = 0; triangleStart < geometry.Triangles.Length; triangleStart += 3) |
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{ |
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primitives.VertexCounts.Add(3); |
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|
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for (int i = 0; i < 3; i++) |
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{ |
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int index = geometry.Triangles[triangleStart + i]; |
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|
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positionInput.Indices.Add(pointMap[index]); |
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texCoordInput.Indices.Add(index); |
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normalInput.Indices.Add(index); |
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} |
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} |
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|
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return new Dae.Geometry |
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{ |
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Name = name, |
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Vertices = { positionInput }, |
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Primitives = { primitives } |
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}; |
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} |
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|
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private static T[] WeldPoints<T>(T[] list, out int[] map) |
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{ |
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var indicesMap = new int[list.Length]; |
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var index = new Dictionary<T, int>(list.Length); |
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var result = new List<T>(list.Length); |
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|
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for (int i = 0; i < indicesMap.Length; i++) |
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{ |
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var v = list[i]; |
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|
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if (!index.TryGetValue(v, out indicesMap[i])) |
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{ |
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indicesMap[i] = result.Count; |
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result.Add(v); |
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index.Add(v, indicesMap[i]); |
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} |
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} |
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|
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map = indicesMap; |
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|
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return result.ToArray(); |
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} |
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} |
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} |