1 | using System;
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2 | using System.Collections.Generic;
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3 | using Oni.Collections;
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4 |
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5 | namespace Oni.Dae
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6 | {
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7 | internal class UnitConverter
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8 | {
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9 | private Scene scene;
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10 | private float scale;
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11 | private Set<float[]> scaledValues;
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12 |
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13 | public static void Convert(Scene scene, float scale)
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14 | {
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15 | var converter = new UnitConverter {
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16 | scene = scene,
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17 | scale = scale,
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18 | scaledValues = new Set<float[]>()
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19 | };
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20 |
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21 | converter.Convert();
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22 | }
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23 |
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24 | private void Convert()
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25 | {
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26 | Convert(scene);
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27 | }
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28 |
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29 | private void Convert(Node node)
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30 | {
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31 | foreach (var transform in node.Transforms)
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32 | Convert(transform);
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33 |
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34 | foreach (var instance in node.Instances)
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35 | Convert(instance);
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36 |
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37 | foreach (var child in node.Nodes)
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38 | Convert(child);
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39 | }
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40 |
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41 | private void Convert(Instance instance)
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42 | {
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43 | var geometryInstance = instance as GeometryInstance;
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44 |
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45 | if (geometryInstance != null)
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46 | {
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47 | Convert(geometryInstance.Target);
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48 | return;
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49 | }
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50 | }
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51 |
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52 | private void Convert(Geometry geometry)
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53 | {
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54 | foreach (var primitives in geometry.Primitives)
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55 | {
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56 | //
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57 | // TODO: this assumes that position sources are not reused.
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58 | //
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59 |
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60 | foreach (var input in primitives.Inputs)
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61 | {
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62 | if (input.Semantic == Semantic.Position)
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63 | Scale(input.Source.FloatData, input.Source.Stride);
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64 | }
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65 | }
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66 | }
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67 |
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68 | private void Convert(Transform transform)
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69 | {
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70 | var translate = transform as TransformTranslate;
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71 |
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72 | if (translate != null)
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73 | {
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74 | Scale(translate.Values, 3);
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75 |
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76 | if (translate.HasAnimations)
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77 | {
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78 | for (int i = 0; i < translate.Animations.Length; i++)
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79 | {
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80 | Sampler s = translate.Animations[i];
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81 | translate.Animations[i] = s == null ? null : s.Scale(scale);
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82 | }
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83 | }
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84 |
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85 | return;
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86 | }
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87 |
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88 | var matrix = transform as TransformMatrix;
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89 |
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90 | if (matrix != null)
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91 | {
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92 | matrix.Values[3] *= scale;
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93 | matrix.Values[7] *= scale;
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94 | matrix.Values[11] *= scale;
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95 |
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96 | return;
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97 | }
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98 | }
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99 |
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100 | private void Scale(float[] values, int stride)
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101 | {
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102 | if (!scaledValues.Add(values))
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103 | return;
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104 |
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105 | for (int i = 0; i + stride - 1 < values.Length; i += stride)
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106 | {
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107 | values[i + 0] *= scale;
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108 | values[i + 1] *= scale;
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109 | values[i + 2] *= scale;
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110 | }
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111 | }
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112 | }
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113 | }
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