[1114] | 1 | using System;
|
---|
| 2 | using System.Collections.Generic;
|
---|
| 3 |
|
---|
| 4 | namespace Oni.Motoko
|
---|
| 5 | {
|
---|
| 6 | internal static class GeometryDaeReader
|
---|
| 7 | {
|
---|
| 8 | #region private struct Vertex
|
---|
| 9 |
|
---|
| 10 | private struct Vertex : IEquatable<Vertex>
|
---|
| 11 | {
|
---|
| 12 | public readonly int PositionIndex;
|
---|
| 13 | public readonly int TexcoordIndex;
|
---|
| 14 | public readonly int NormalIndex;
|
---|
| 15 |
|
---|
| 16 | public Vertex(int pointIndex, int uvIndex, int normalIndex)
|
---|
| 17 | {
|
---|
| 18 | PositionIndex = pointIndex;
|
---|
| 19 | TexcoordIndex = uvIndex;
|
---|
| 20 | NormalIndex = normalIndex;
|
---|
| 21 | }
|
---|
| 22 |
|
---|
| 23 | public static bool operator ==(Vertex v1, Vertex v2) => v1.Equals(v2);
|
---|
| 24 |
|
---|
| 25 | public static bool operator !=(Vertex v1, Vertex v2) => !v1.Equals(v2);
|
---|
| 26 |
|
---|
| 27 | public bool Equals(Vertex v) => PositionIndex == v.PositionIndex && TexcoordIndex == v.TexcoordIndex && NormalIndex == v.NormalIndex;
|
---|
| 28 |
|
---|
| 29 | public override bool Equals(object obj) => obj is Vertex && Equals((Vertex)obj);
|
---|
| 30 |
|
---|
| 31 | public override int GetHashCode() => PositionIndex ^ TexcoordIndex ^ NormalIndex;
|
---|
| 32 | }
|
---|
| 33 |
|
---|
| 34 | #endregion
|
---|
| 35 |
|
---|
| 36 | public static Geometry Read(Dae.Geometry daeGeometry)
|
---|
| 37 | {
|
---|
| 38 | return Read(daeGeometry, false, false, 0.0f);
|
---|
| 39 | }
|
---|
| 40 |
|
---|
| 41 | public static IEnumerable<Geometry> Read(Dae.Node node, TextureImporter3 textureImporter)
|
---|
| 42 | {
|
---|
| 43 | Dae.FaceConverter.Triangulate(node);
|
---|
| 44 |
|
---|
| 45 | foreach (var daeGeometryInstance in node.GeometryInstances)
|
---|
| 46 | {
|
---|
| 47 | var daeGeometry = daeGeometryInstance.Target;
|
---|
| 48 |
|
---|
| 49 | var geometry = Read(daeGeometry, false, false, 0.0f);
|
---|
| 50 | geometry.Name = node.Name;
|
---|
| 51 |
|
---|
| 52 | if (textureImporter != null && daeGeometryInstance.Materials.Count > 0)
|
---|
| 53 | geometry.TextureName = textureImporter.AddMaterial(daeGeometryInstance.Materials[0].Target);
|
---|
| 54 |
|
---|
| 55 | yield return geometry;
|
---|
| 56 | }
|
---|
| 57 | }
|
---|
| 58 |
|
---|
| 59 | public static Geometry Read(Dae.Geometry daeGeometry, bool generateNormals, bool flatNormals, float shellOffset)
|
---|
| 60 | {
|
---|
| 61 | if (daeGeometry.Primitives.Count > 1)
|
---|
| 62 | throw new NotSupportedException(string.Format("Geometry {0}: Multiple primitive groups per mesh are not supported", daeGeometry.Name));
|
---|
| 63 |
|
---|
| 64 | var primitives = daeGeometry.Primitives[0];
|
---|
| 65 |
|
---|
| 66 | if (primitives.PrimitiveType == Dae.MeshPrimitiveType.Lines || primitives.PrimitiveType == Dae.MeshPrimitiveType.LineStrips)
|
---|
| 67 | throw new NotSupportedException(string.Format("Geometry {0}: Line primitives are not supported", daeGeometry.Name));
|
---|
| 68 |
|
---|
| 69 | var positionIndex = new Dictionary<Vector3, int>();
|
---|
| 70 | var positions = new List<Vector3>();
|
---|
| 71 | int[] positionIndices = null;
|
---|
| 72 |
|
---|
| 73 | var normalIndex = new Dictionary<Vector3, int>();
|
---|
| 74 | var normals = new List<Vector3>();
|
---|
| 75 | int[] normalIndices = null;
|
---|
| 76 |
|
---|
| 77 | var texCoordIndex = new Dictionary<Vector2, int>();
|
---|
| 78 | var texCoords = new List<Vector2>();
|
---|
| 79 | int[] texCoordIndices = null;
|
---|
| 80 |
|
---|
| 81 | foreach (var input in primitives.Inputs)
|
---|
| 82 | {
|
---|
| 83 | switch (input.Semantic)
|
---|
| 84 | {
|
---|
| 85 | case Dae.Semantic.Position:
|
---|
| 86 | positionIndices = RemoveDuplicates(input, positions, positionIndex, Dae.Source.ReadVector3);
|
---|
| 87 | break;
|
---|
| 88 |
|
---|
| 89 | case Dae.Semantic.Normal:
|
---|
| 90 | if (!generateNormals)
|
---|
| 91 | normalIndices = RemoveDuplicates(input, normals, normalIndex, Dae.Source.ReadVector3);
|
---|
| 92 | break;
|
---|
| 93 |
|
---|
| 94 | case Dae.Semantic.TexCoord:
|
---|
| 95 | texCoordIndices = RemoveDuplicates(input, texCoords, texCoordIndex, Dae.Source.ReadTexCoord);
|
---|
| 96 | break;
|
---|
| 97 | }
|
---|
| 98 | }
|
---|
| 99 |
|
---|
| 100 | if (texCoordIndices == null)
|
---|
| 101 | Console.WriteLine("Geometry {0} does not have texture coordinates", daeGeometry.Name);
|
---|
| 102 |
|
---|
| 103 | if (normalIndices == null)
|
---|
| 104 | generateNormals = true;
|
---|
| 105 |
|
---|
| 106 | Vector3[] generatedNormals = null;
|
---|
| 107 |
|
---|
| 108 | if (generateNormals || shellOffset != 0.0f)
|
---|
| 109 | generatedNormals = GenerateNormals(positions, positionIndices, flatNormals);
|
---|
| 110 |
|
---|
| 111 | if (generateNormals)
|
---|
| 112 | {
|
---|
| 113 | normals = new List<Vector3>(generatedNormals);
|
---|
| 114 | normalIndices = positionIndices;
|
---|
| 115 | }
|
---|
| 116 |
|
---|
| 117 | int[] shellIndices = null;
|
---|
| 118 |
|
---|
| 119 | if (shellOffset != 0.0f)
|
---|
| 120 | {
|
---|
| 121 | var shellNormals = generatedNormals;
|
---|
| 122 |
|
---|
| 123 | if (flatNormals)
|
---|
| 124 | shellNormals = GenerateNormals(positions, positionIndices, false);
|
---|
| 125 |
|
---|
| 126 | shellIndices = GenerateShell(positions, positionIndices, shellNormals, shellOffset);
|
---|
| 127 | }
|
---|
| 128 |
|
---|
| 129 | var triangles = new int[(shellIndices == null) ? positionIndices.Length : positionIndices.Length + shellIndices.Length];
|
---|
| 130 | var vertices = new List<Vertex>();
|
---|
| 131 | var vertexIndex = new Dictionary<Vertex, int>();
|
---|
| 132 |
|
---|
| 133 | for (int i = 0; i < positionIndices.Length; i++)
|
---|
| 134 | {
|
---|
| 135 | var vertex = new Vertex(
|
---|
| 136 | positionIndices[i],
|
---|
| 137 | (texCoordIndices != null) ? texCoordIndices[i] : -1,
|
---|
| 138 | (normalIndices != null) ? normalIndices[i] : -1);
|
---|
| 139 |
|
---|
| 140 | if (!vertexIndex.TryGetValue(vertex, out triangles[i]))
|
---|
| 141 | {
|
---|
| 142 | triangles[i] = vertices.Count;
|
---|
| 143 | vertices.Add(vertex);
|
---|
| 144 | vertexIndex.Add(vertex, triangles[i]);
|
---|
| 145 | }
|
---|
| 146 | }
|
---|
| 147 |
|
---|
| 148 | if (shellIndices != null)
|
---|
| 149 | {
|
---|
| 150 | for (int i = 0; i < shellIndices.Length; i++)
|
---|
| 151 | {
|
---|
| 152 | var vertex = new Vertex(shellIndices[i], -1, -1);
|
---|
| 153 | int j = i + positionIndices.Length;
|
---|
| 154 |
|
---|
| 155 | if (!vertexIndex.TryGetValue(vertex, out triangles[j]))
|
---|
| 156 | {
|
---|
| 157 | triangles[j] = vertices.Count;
|
---|
| 158 | vertices.Add(vertex);
|
---|
| 159 | vertexIndex.Add(vertex, triangles[j]);
|
---|
| 160 | }
|
---|
| 161 | }
|
---|
| 162 | }
|
---|
| 163 |
|
---|
| 164 | if (vertices.Count > 2048)
|
---|
| 165 | Console.Error.WriteLine("Warning: Geometry {0} has too many vertices ({1})", daeGeometry.Name, vertices.Count);
|
---|
| 166 |
|
---|
| 167 | var geometry = new Geometry
|
---|
| 168 | {
|
---|
| 169 | Points = new Vector3[vertices.Count],
|
---|
| 170 | Normals = new Vector3[vertices.Count],
|
---|
| 171 | TexCoords = new Vector2[vertices.Count],
|
---|
| 172 | Triangles = triangles
|
---|
| 173 | };
|
---|
| 174 |
|
---|
| 175 | for (int i = 0; i < vertices.Count; i++)
|
---|
| 176 | {
|
---|
| 177 | geometry.Points[i] = positions[vertices[i].PositionIndex];
|
---|
| 178 |
|
---|
| 179 | if (vertices[i].NormalIndex != -1)
|
---|
| 180 | geometry.Normals[i] = normals[vertices[i].NormalIndex];
|
---|
| 181 |
|
---|
| 182 | if (vertices[i].TexcoordIndex != -1)
|
---|
| 183 | geometry.TexCoords[i] = texCoords[vertices[i].TexcoordIndex];
|
---|
| 184 | }
|
---|
| 185 |
|
---|
| 186 | return geometry;
|
---|
| 187 | }
|
---|
| 188 |
|
---|
| 189 | private static int[] RemoveDuplicates<T>(
|
---|
| 190 | Dae.IndexedInput input,
|
---|
| 191 | List<T> list,
|
---|
| 192 | Dictionary<T, int> index,
|
---|
| 193 | Func<Dae.Source, int, T> elementReader)
|
---|
| 194 | {
|
---|
| 195 | var indices = new int[input.Indices.Count];
|
---|
| 196 |
|
---|
| 197 | for (int i = 0; i < indices.Length; i++)
|
---|
| 198 | {
|
---|
| 199 | var v = elementReader(input.Source, input.Indices[i]);
|
---|
| 200 |
|
---|
| 201 | if (!index.TryGetValue(v, out indices[i]))
|
---|
| 202 | {
|
---|
| 203 | indices[i] = list.Count;
|
---|
| 204 | list.Add(v);
|
---|
| 205 | index.Add(v, indices[i]);
|
---|
| 206 | }
|
---|
| 207 | }
|
---|
| 208 |
|
---|
| 209 | return indices;
|
---|
| 210 | }
|
---|
| 211 |
|
---|
| 212 | private static Vector3[] GenerateNormals(List<Vector3> positions, int[] triangleList, bool flatNormals)
|
---|
| 213 | {
|
---|
| 214 | var autoNormals = new Vector3[positions.Count];
|
---|
| 215 |
|
---|
| 216 | if (!flatNormals)
|
---|
| 217 | {
|
---|
| 218 | for (int i = 0; i < triangleList.Length; i += 3)
|
---|
| 219 | {
|
---|
| 220 | Vector3 p0 = positions[triangleList[i + 0]];
|
---|
| 221 | Vector3 p1 = positions[triangleList[i + 1]];
|
---|
| 222 | Vector3 p2 = positions[triangleList[i + 2]];
|
---|
| 223 |
|
---|
| 224 | Vector3 e1 = p1 - p0;
|
---|
| 225 | Vector3 e2 = p2 - p0;
|
---|
| 226 |
|
---|
| 227 | Vector3 faceNormal = Vector3.Cross(e1, e2);
|
---|
| 228 | float weight = FMath.Atan2(faceNormal.Length(), Vector3.Dot(e1, e2));
|
---|
| 229 | faceNormal = Vector3.Normalize(faceNormal) * weight;
|
---|
| 230 |
|
---|
| 231 | for (int j = 0; j < 3; j++)
|
---|
| 232 | autoNormals[triangleList[i + j]] += faceNormal;
|
---|
| 233 | }
|
---|
| 234 |
|
---|
| 235 | for (int i = 0; i < autoNormals.Length; i++)
|
---|
| 236 | autoNormals[i].Normalize();
|
---|
| 237 | }
|
---|
| 238 |
|
---|
| 239 | return autoNormals;
|
---|
| 240 | }
|
---|
| 241 |
|
---|
| 242 | private static int[] GenerateShell(List<Vector3> positions, int[] positionIndices, Vector3[] normals, float offset)
|
---|
| 243 | {
|
---|
| 244 | int positionCount = positions.Count;
|
---|
| 245 |
|
---|
| 246 | for (int i = 0; i < positionCount; i++)
|
---|
| 247 | positions.Add(positions[i] + normals[i] * offset);
|
---|
| 248 |
|
---|
| 249 | var shellIndices = new int[positionIndices.Length];
|
---|
| 250 |
|
---|
| 251 | for (int i = 0; i < positionIndices.Length; i += 3)
|
---|
| 252 | {
|
---|
| 253 | shellIndices[i + 0] = positionIndices[i + 2] + positionCount;
|
---|
| 254 | shellIndices[i + 1] = positionIndices[i + 1] + positionCount;
|
---|
| 255 | shellIndices[i + 2] = positionIndices[i + 0] + positionCount;
|
---|
| 256 | }
|
---|
| 257 |
|
---|
| 258 | return shellIndices;
|
---|
| 259 | }
|
---|
| 260 | }
|
---|
| 261 | }
|
---|