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