1 |
using System; |
2 |
using System.Collections.Generic; |
3 |
|
4 |
namespace Oni.Motoko |
5 |
{ |
6 |
internal class GeometryDaeWriter |
7 |
{ |
8 |
private readonly TextureDaeWriter textureWriter; |
9 |
|
10 |
public GeometryDaeWriter(TextureDaeWriter textureWriter) |
11 |
{ |
12 |
this.textureWriter = textureWriter; |
13 |
} |
14 |
|
15 |
public Dae.Node WriteNode(Geometry geometry, string name) |
16 |
{ |
17 |
var daeGeometryInstance = WriteGeometryInstance(geometry, name); |
18 |
|
19 |
return new Dae.Node |
20 |
{ |
21 |
Name = name, |
22 |
Instances = { daeGeometryInstance } |
23 |
}; |
24 |
} |
25 |
|
26 |
public Dae.GeometryInstance WriteGeometryInstance(Geometry geometry, string name) |
27 |
{ |
28 |
var daeGeometry = WriteGeometry(geometry, name); |
29 |
var daeGeometryInstance = new Dae.GeometryInstance(daeGeometry); |
30 |
|
31 |
if (geometry.Texture != null) |
32 |
{ |
33 |
var daeMaterial = textureWriter.WriteMaterial(geometry.Texture); |
34 |
|
35 |
daeGeometryInstance.Materials.Add(new Dae.MaterialInstance("default", daeMaterial) |
36 |
{ |
37 |
Bindings = { |
38 |
new Dae.MaterialBinding( |
39 |
semantic: "diffuse_TEXCOORD", |
40 |
input: daeGeometry.Primitives[0].Inputs.Find(i => i.Semantic == Dae.Semantic.TexCoord)) |
41 |
} |
42 |
}); |
43 |
} |
44 |
|
45 |
return daeGeometryInstance; |
46 |
} |
47 |
|
48 |
private Dae.Geometry WriteGeometry(Geometry geometry, string name) |
49 |
{ |
50 |
var points = geometry.Points; |
51 |
var normals = geometry.Normals; |
52 |
var texCoords = geometry.TexCoords; |
53 |
|
54 |
if (geometry.HasTransform) |
55 |
{ |
56 |
points = Vector3.Transform(points, ref geometry.Transform); |
57 |
normals = Vector3.TransformNormal(normals, ref geometry.Transform); |
58 |
} |
59 |
|
60 |
int[] pointMap; |
61 |
|
62 |
points = WeldPoints(points, out pointMap); |
63 |
|
64 |
var positionInput = new Dae.IndexedInput(Dae.Semantic.Position, new Dae.Source(points)); |
65 |
var normalInput = new Dae.IndexedInput(Dae.Semantic.Normal, new Dae.Source(normals)); |
66 |
var texCoordInput = new Dae.IndexedInput(Dae.Semantic.TexCoord, new Dae.Source(texCoords)); |
67 |
|
68 |
var primitives = new Dae.MeshPrimitives(Dae.MeshPrimitiveType.Polygons) |
69 |
{ |
70 |
MaterialSymbol = "default", |
71 |
Inputs = { positionInput, normalInput, texCoordInput } |
72 |
}; |
73 |
|
74 |
for (int triangleStart = 0; triangleStart < geometry.Triangles.Length; triangleStart += 3) |
75 |
{ |
76 |
primitives.VertexCounts.Add(3); |
77 |
|
78 |
for (int i = 0; i < 3; i++) |
79 |
{ |
80 |
int index = geometry.Triangles[triangleStart + i]; |
81 |
|
82 |
positionInput.Indices.Add(pointMap[index]); |
83 |
texCoordInput.Indices.Add(index); |
84 |
normalInput.Indices.Add(index); |
85 |
} |
86 |
} |
87 |
|
88 |
return new Dae.Geometry |
89 |
{ |
90 |
Name = name, |
91 |
Vertices = { positionInput }, |
92 |
Primitives = { primitives } |
93 |
}; |
94 |
} |
95 |
|
96 |
private static T[] WeldPoints<T>(T[] list, out int[] map) |
97 |
{ |
98 |
var indicesMap = new int[list.Length]; |
99 |
var index = new Dictionary<T, int>(list.Length); |
100 |
var result = new List<T>(list.Length); |
101 |
|
102 |
for (int i = 0; i < indicesMap.Length; i++) |
103 |
{ |
104 |
var v = list[i]; |
105 |
|
106 |
if (!index.TryGetValue(v, out indicesMap[i])) |
107 |
{ |
108 |
indicesMap[i] = result.Count; |
109 |
result.Add(v); |
110 |
index.Add(v, indicesMap[i]); |
111 |
} |
112 |
} |
113 |
|
114 |
map = indicesMap; |
115 |
|
116 |
return result.ToArray(); |
117 |
} |
118 |
} |
119 |
} |