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