1021 lines
37 KiB
C#
1021 lines
37 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml;
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using System.IO;
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namespace Toolbox.Library.Collada
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{
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public class ColladaWriter : IDisposable
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{
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//Based around this nice Writer https://raw.githubusercontent.com/Ploaj/SSBHLib/master/CrossMod/IO/DAEWriter.cs
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//With adjustments and expanded usage.
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private XmlTextWriter Writer;
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private DAE.ExportSettings Settings;
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private DAE.Version Version;
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private List<Tuple<string, SemanticType, TriangleList[], int>> GeometrySources = new List<Tuple<string, SemanticType, TriangleList[], int>>();
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private Dictionary<string, int> AttributeIdList = new Dictionary<string, int>();
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private Dictionary<string, Tuple<List<int[]>, List<float[]>>> GeometryControllers = new Dictionary<string, Tuple<List<int[]>, List<float[]>>>();
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//Keep a dictionary of names and assigned id names
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private Dictionary<string, string> MeshIdList = new Dictionary<string, string>();
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private Dictionary<string, List<string>> MaterialIdList = new Dictionary<string, List<string>>();
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private Dictionary<string, string> MeshSkinIdList = new Dictionary<string, string>();
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private List<Joint> Joints = new List<Joint>();
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public string CurrentGeometryID;
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public string CurrentMaterial;
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public bool Optimize = false;
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public ColladaWriter(string fileName, DAE.ExportSettings settings)
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{
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Settings = settings;
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Version = settings.FileVersion;
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Writer = new XmlTextWriter(fileName, Encoding.UTF8)
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{
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Formatting = Formatting.Indented,
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Indentation = 2,
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};
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System.Globalization.CultureInfo customCulture = (System.Globalization.CultureInfo)System.Threading.Thread.CurrentThread.CurrentCulture.Clone();
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customCulture.NumberFormat.NumberDecimalSeparator = ".";
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System.Threading.Thread.CurrentThread.CurrentCulture = customCulture;
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WriteDAEHeader();
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}
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public void WriteDAEHeader()
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{
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Writer.WriteStartDocument();
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Writer.WriteStartElement("COLLADA");
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Writer.WriteAttributeString("xmlns", "http://www.collada.org/2005/11/COLLADASchema");
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Writer.WriteAttributeString("version", $"{Version.Major}.{Version.Minor}.{Version.Micro}");
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}
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public void WriteAsset()
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{
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Writer.WriteStartElement("asset");
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Writer.WriteEndElement();
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}
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public void WriteFileSettings()
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{
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Writer.WriteStartElement("asset");
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{
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Writer.WriteStartElement("contributor");
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Writer.WriteElementString("authoring_tool", System.Windows.Forms.Application.ProductName);
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Writer.WriteEndElement();
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Writer.WriteStartElement("created");
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Writer.WriteString(DateTime.UtcNow.ToString("s", System.Globalization.CultureInfo.InvariantCulture) + "Z");
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Writer.WriteEndElement();
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Writer.WriteStartElement("modified");
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Writer.WriteString(DateTime.UtcNow.ToString("s", System.Globalization.CultureInfo.InvariantCulture) + "Z");
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Writer.WriteEndElement();
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Writer.WriteStartElement("unit");
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if (Settings.Preset == ProgramPreset.MAX)
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{
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Writer.WriteAttributeString("meter", "1");
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Writer.WriteAttributeString("name", "centimeter");
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}
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else
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{
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Writer.WriteAttributeString("meter", "0.01");
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Writer.WriteAttributeString("name", "centimeter");
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}
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Writer.WriteEndElement();
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Writer.WriteStartElement("up_axis");
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Writer.WriteString("Y_UP");
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Writer.WriteEndElement();
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}
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Writer.WriteEndElement();
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}
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public void WriteLibraryImages(string[] textureNames = null)
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{
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Writer.WriteStartElement("library_images");
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for (int i = 0; i < textureNames?.Length; i++)
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{
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Writer.WriteStartElement("image");
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Writer.WriteAttributeString("id", textureNames[i]);
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Writer.WriteStartElement("init_from");
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Writer.WriteString($"{Settings.ImageFolder}{textureNames[i]}{Settings.ImageExtension}");
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Writer.WriteEndElement();
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Writer.WriteEndElement();
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}
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Writer.WriteEndElement();
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}
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public void WriteLibraryMaterials(List<Material> materials)
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{
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Writer.WriteStartElement("library_materials");
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for (int i = 0; i < materials?.Count; i++)
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{
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Writer.WriteStartElement("material");
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Writer.WriteAttributeString("id", materials[i].Name);
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Writer.WriteStartElement("instance_effect");
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Writer.WriteAttributeString("url", "#Effect_" + materials[i].Name);
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Writer.WriteEndElement();
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Writer.WriteEndElement();
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}
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Writer.WriteEndElement();
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}
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public void WriteLibraryEffects(List<Material> materials)
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{
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Writer.WriteStartElement("library_effects");
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for (int i = 0; i < materials?.Count; i++)
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{
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Writer.WriteStartElement("effect");
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Writer.WriteAttributeString("id", $"Effect_{materials[i].Name}");
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Writer.WriteStartElement("profile_COMMON");
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{
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for (int t = 0; t < materials[i].Textures.Count; t++)
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{
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var tex = materials[i].Textures[t];
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//Here we write 2 things. Surface then sampler info
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//Surface info
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Writer.WriteStartElement("newparam");
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Writer.WriteAttributeString("sid", $"surface_{materials[i].Name}-{tex.Type}");
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Writer.WriteStartElement("surface");
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Writer.WriteAttributeString("type", "2D");
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{
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Writer.WriteStartElement("init_from");
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Writer.WriteString(tex.Name);
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Writer.WriteEndElement();
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Writer.WriteStartElement("format");
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//Formats are uncompressed types.
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//Todo these should be adjusted for DDS
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Writer.WriteString("A8R8G8B8");
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Writer.WriteEndElement();
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}
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Writer.WriteEndElement();
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Writer.WriteEndElement();
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{
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//Sampler info
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Writer.WriteStartElement("newparam");
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Writer.WriteAttributeString("sid", $"sampler_{materials[i].Name}-{tex.Type}");
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Writer.WriteStartElement("sampler2D");
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Writer.WriteStartElement("source");
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Writer.WriteString($"surface_{materials[i].Name}-{tex.Type}");
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Writer.WriteEndElement();
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//Add sampler wrap modes
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Writer.WriteStartElement("wrap_s");
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Writer.WriteString(tex.WrapModeS.ToString());
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Writer.WriteEndElement();
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Writer.WriteStartElement("wrap_t");
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Writer.WriteString(tex.WrapModeT.ToString());
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Writer.WriteEndElement();
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Writer.WriteEndElement();
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Writer.WriteEndElement();
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}
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}
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//Now write texture info
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//Todo support PBR workflow
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Writer.WriteStartElement("technique");
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Writer.WriteAttributeString("sid", "common");
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Writer.WriteStartElement("phong");
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bool HasSpecular = false;
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bool HasEmission = false;
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bool HasDiffuse = false;
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for (int t = 0; t < materials[i].Textures.Count; t++)
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{
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var tex = materials[i].Textures[t];
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if (tex.Type == PhongTextureType.diffuse)
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HasDiffuse = true;
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if (tex.Type == PhongTextureType.emission)
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HasEmission = true;
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if (tex.Type == PhongTextureType.specular)
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HasSpecular = true;
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Writer.WriteStartElement($"{tex.Type}");
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Writer.WriteStartElement("texture");
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Writer.WriteAttributeString("texture", $"sampler_{materials[i].Name}-{tex.Type}");
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Writer.WriteAttributeString("texcoord", $"{tex.TextureChannel}");
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Writer.WriteEndElement();
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Writer.WriteEndElement();
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}
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if (!HasDiffuse)
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WriteMaterialColor("diffuse", new float[] { 1, 1, 1, 1 });
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if (!HasEmission)
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WriteMaterialColor("emission", new float[] { 0, 0, 0, 1 });
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if (!HasSpecular)
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WriteMaterialColor("specular", new float[] { 0, 0, 0, 1 });
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Writer.WriteEndElement();
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Writer.WriteEndElement();
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}
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Writer.WriteEndElement();
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Writer.WriteEndElement();
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}
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Writer.WriteEndElement();
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}
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public void WriteMaterialColor(string type, float[] color)
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{
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Writer.WriteStartElement(type);
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Writer.WriteStartElement("color");
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Writer.WriteAttributeString("sid", type);
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Writer.WriteString(string.Join(" ", color));
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Writer.WriteEndElement();
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Writer.WriteEndElement();
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}
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public void StartLibraryGeometries() {
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Writer.WriteStartElement("library_geometries");
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}
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public void StartGeometry(string name)
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{
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CurrentGeometryID = GetUniqueID($"{name}-mesh");
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MeshSkinIdList.Add(CurrentGeometryID, "");
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MeshIdList.Add(CurrentGeometryID, name);
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Writer.WriteStartElement("geometry");
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Writer.WriteAttributeString("id", CurrentGeometryID);
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Writer.WriteAttributeString("name", name);
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Writer.WriteStartElement("mesh");
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}
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private void OptimizeSource<T>(T[] values, TriangleList[] triangleLists, int stride, out T[] newValues, out TriangleList[] newIndices) where T : struct
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{
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var optimizedIndices = new List<uint>();
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var optimizedValues = new List<T>();
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// Use a special class to store values, so we can have the performance benefits of a dictionary.
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var vertexBank = new Dictionary<ValueContainer<T>, uint>();
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for (int t = 0; t < triangleLists.Length; t++)
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{
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for (int i = 0; i < triangleLists[t].Indices.Count; i++)
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{
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var vertexValues = new ValueContainer<T>(GetVertexValues(values, triangleLists[t].Indices.ToArray(), stride, i));
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if (!vertexBank.ContainsKey(vertexValues))
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{
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uint index = (uint)vertexBank.Count;
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optimizedIndices.Add(index);
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vertexBank.Add(vertexValues, index);
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optimizedValues.AddRange(vertexValues.Values);
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}
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else
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{
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optimizedIndices.Add(vertexBank[vertexValues]);
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}
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}
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triangleLists[t].Indices = optimizedIndices;
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}
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newIndices = triangleLists;
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newValues = optimizedValues.ToArray();
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}
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private static T[] GetVertexValues<T>(T[] values, uint[] indices, int stride, int i)
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{
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var vertexValues = new T[stride];
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for (int j = 0; j < stride; j++)
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vertexValues[j] = values[indices[i] * stride + j];
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return vertexValues;
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}
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public void WriteGeometrySource(string name, SemanticType semantic, float[] values, TriangleList[] indices, int set = -1)
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{
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int stride = GetStride(semantic);
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if (Optimize)
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OptimizeSource(values, indices, stride, out values, out indices);
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string sourceid = GetUniqueID(name + "-" + semantic.ToString().ToLower());
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Writer.WriteStartElement("source");
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Writer.WriteAttributeString("id", sourceid);
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Writer.WriteStartElement("float_array");
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string FloatArrayID = GetUniqueID(name + "-" + semantic.ToString().ToLower() + "-array");
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Writer.WriteAttributeString("id", FloatArrayID);
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Writer.WriteAttributeString("count", values.Length.ToString());
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Writer.WriteString(string.Join(" ", values));
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Writer.WriteEndElement();
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Writer.WriteStartElement("technique_common");
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{
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Writer.WriteStartElement("accessor");
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Writer.WriteAttributeString("source", $"#{FloatArrayID}");
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Writer.WriteAttributeString("count", (values.Length / stride).ToString());
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Writer.WriteAttributeString("stride", stride.ToString());
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if (semantic == SemanticType.NORMAL || semantic == SemanticType.POSITION)
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{
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WriteParam("X", "float");
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WriteParam("Y", "float");
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WriteParam("Z", "float");
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}
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if (semantic == SemanticType.TEXCOORD)
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{
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WriteParam("S", "float");
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WriteParam("T", "float");
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}
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if (semantic == SemanticType.COLOR)
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{
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WriteParam("R", "float");
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WriteParam("G", "float");
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WriteParam("B", "float");
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WriteParam("A", "float");
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}
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Writer.WriteEndElement();
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}
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Writer.WriteEndElement();
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Writer.WriteEndElement();
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GeometrySources.Add(new Tuple<string, SemanticType, TriangleList[], int>(sourceid, semantic, indices, set));
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}
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private int GetStride(SemanticType semantic) {
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if (semantic == SemanticType.COLOR)
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return 4;
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else if (semantic == SemanticType.TEXCOORD)
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return 2;
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else if (semantic == SemanticType.JOINT)
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return 1;
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else if (semantic == SemanticType.INV_BIND_MATRIX)
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return 16;
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else if (semantic == SemanticType.WEIGHT)
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return 1;
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else
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return 3;
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}
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private void WriteParam(string Name, string Type)
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{
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Writer.WriteStartElement("param");
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Writer.WriteAttributeString("name", Name);
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Writer.WriteAttributeString("type", Type);
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Writer.WriteEndElement();
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}
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public void EndGeometryMesh()
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{
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Tuple<string, SemanticType, TriangleList[], int> Position = null;
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foreach (var v in GeometrySources)
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{
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if (v.Item2 == SemanticType.POSITION)
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{
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Position = v;
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break;
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}
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}
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// can only write vertex information if there is at least position data
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if (Position != null)
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{
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// vertices
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string verticesid = GetUniqueID(Position.Item1.Replace("position", "vertex"));
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Writer.WriteStartElement("vertices");
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Writer.WriteAttributeString("id", verticesid);
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WriteInput(Position.Item2.ToString(), Position.Item1);
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Writer.WriteEndElement();
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List<string> triangleMaterials = new List<string>();
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// triangles
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int triIndex = 0;
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foreach (TriangleList triangleList in Position.Item3)
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{
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Writer.WriteStartElement("triangles");
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if (triangleList.Material != "")
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{
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Writer.WriteAttributeString("material", $"{triangleList.Material}");
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triangleMaterials.Add(triangleList.Material);
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}
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else if (CurrentMaterial != "")
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{
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Writer.WriteAttributeString("material", $"{CurrentMaterial}");
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triangleMaterials.Add(CurrentMaterial);
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CurrentMaterial = "";
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}
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Writer.WriteAttributeString("count", (triangleList.Indices.Count / 3).ToString());
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WriteInput("VERTEX", $"{verticesid}", 0);
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int offset = 1;
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foreach (var v in GeometrySources)
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if (v.Item2 != SemanticType.POSITION)
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{
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WriteInput(v.Item2.ToString(), $"{v.Item1}", offset++, v.Item4);
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}
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// write p
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StringBuilder p = new StringBuilder();
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for (int i = 0; i < triangleList.Indices.Count; i++)
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{
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p.Append(triangleList.Indices[i] + " ");
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foreach (var v in GeometrySources)
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if (v.Item2 != SemanticType.POSITION)
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p.Append(v.Item3[triIndex].Indices[i] + " ");
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}
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Writer.WriteStartElement("p");
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Writer.WriteString(p.ToString());
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Writer.WriteEndElement();
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Writer.WriteEndElement();
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triIndex++;
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}
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MaterialIdList.Add(CurrentGeometryID, triangleMaterials);
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}
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GeometrySources.Clear();
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Writer.WriteEndElement();
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Writer.WriteEndElement();
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}
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public void WriteInput(string semantic, string sourceid, int offset = -1, int set = -1)
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{
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Writer.WriteStartElement("input");
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Writer.WriteAttributeString("semantic", semantic);
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Writer.WriteAttributeString("source", $"#{sourceid}");
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if (offset != -1)
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Writer.WriteAttributeString("offset", offset.ToString());
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if (set != -1)
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Writer.WriteAttributeString("set", set.ToString());
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Writer.WriteEndElement();
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}
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/// <summary>
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/// A function for automatically creating and handling the controllers
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/// The Joints must be added before this function is used
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/// </summary>
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/// <param name="BoneIndices">A list of arrays of bone indices for each vertex</param>
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/// <param name="Weights">A list that contains an array of weights per vertex</param>
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public void AttachGeometryController(List<int[]> BoneIndices, List<float[]> Weights)
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{
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GeometryControllers.Add(CurrentGeometryID, new Tuple<List<int[]>, List<float[]>>(BoneIndices, Weights));
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}
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/// <summary>
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/// Ends Writing the Geometry Section
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/// </summary>
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public void EndGeometrySection()
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{
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Writer.WriteEndElement();
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if (Joints?.Count > 0)
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CreateControllerSection();
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CreateVisualNodeSection();
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}
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private void RecursivlyWriteJoints(Joint joint)
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{
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Writer.WriteStartElement("node");
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Writer.WriteAttributeString("id", $"Armature_{joint.Name}");
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Writer.WriteAttributeString("name", joint.Name);
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Writer.WriteAttributeString("sid", joint.Name);
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Writer.WriteAttributeString("type", "JOINT");
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Writer.WriteStartElement("matrix");
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Writer.WriteAttributeString("sid", "transform");
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Writer.WriteString(string.Join(" ", joint.Transform));
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Writer.WriteEndElement();
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foreach (var child in GetChildren(joint))
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{
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RecursivlyWriteJoints(child);
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}
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Writer.WriteEndElement();
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}
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private Joint[] GetChildren(Joint j)
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{
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int parentindex = Joints.IndexOf(j);
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List<Joint> Children = new List<Joint>();
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foreach (var child in Joints)
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{
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if (child.ParentIndex == parentindex)
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Children.Add(child);
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}
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return Children.ToArray();
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}
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/// <summary>
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/// Starts the library controller section
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/// </summary>
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public void BeginLibraryControllers()
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{
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Writer.WriteStartElement("library_controllers");
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}
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/// <summary>
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/// automatically generates the controller nodes
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/// </summary>
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private void CreateControllerSection()
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{
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BeginLibraryControllers();
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foreach (var v in GeometryControllers.Keys)
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{
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WriteLibraryController(v);
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}
|
|
|
|
EndLibraryControllers();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Adds a new joint to the default skeletal tree
|
|
/// </summary>
|
|
public void AddJoint(string name, string parentName, float[] Transform, float[] InvWorldTransform)
|
|
{
|
|
Joint j = new Joint();
|
|
j.Name = name;
|
|
j.Transform = Transform;
|
|
j.BindPose = InvWorldTransform;
|
|
foreach (var joint in Joints)
|
|
if (joint.Name.Equals(parentName))
|
|
j.ParentIndex = Joints.IndexOf(joint);
|
|
Joints.Add(j);
|
|
}
|
|
|
|
public void WriteLibraryController(string Name)
|
|
{
|
|
if (!GeometryControllers.ContainsKey(Name)) return;
|
|
|
|
var BoneWeight = GeometryControllers[Name];
|
|
string SkinID = $"Armature_{Name}";
|
|
MeshSkinIdList[Name] = SkinID;
|
|
|
|
Writer.WriteStartElement("controller");
|
|
Writer.WriteAttributeString("id", SkinID);
|
|
|
|
Writer.WriteStartElement("skin");
|
|
Writer.WriteAttributeString("source", $"#{Name}");
|
|
{
|
|
Writer.WriteStartElement("bind_shape_matrix");
|
|
Writer.WriteString("1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1");
|
|
Writer.WriteEndElement();
|
|
|
|
List<Joint> meshJoints = new List<Joint>();
|
|
List<int> indexTable = new List<int>();
|
|
|
|
//Go through each bone index and find each rigged joint the mesh uses
|
|
for (int i = 0; i < BoneWeight.Item1.Count; i++)
|
|
{
|
|
for (int j = 0; j < BoneWeight.Item1[i].Length; j++)
|
|
{
|
|
int index = BoneWeight.Item1[i][j];
|
|
if (index < Joints.Count && index != -1 && !meshJoints.Contains(Joints[index]))
|
|
meshJoints.Add(Joints[index]);
|
|
}
|
|
}
|
|
|
|
//Create a lookup table to find the joint list from all the joints that get indexed
|
|
for (int i = 0; i < Joints.Count; i++)
|
|
{
|
|
indexTable.Add(meshJoints.IndexOf(Joints[i]));
|
|
}
|
|
|
|
object[] BoneNames = new string[meshJoints.Count];
|
|
object[] InvBinds = new object[meshJoints.Count * 16];
|
|
for (int i = 0; i < BoneNames.Length; i++)
|
|
{
|
|
BoneNames[i] = meshJoints[i].Name;
|
|
for (int j = 0; j < 16; j++)
|
|
{
|
|
InvBinds[i * 16 + j] = meshJoints[i].BindPose[j];
|
|
}
|
|
}
|
|
|
|
var Weights = new List<object>();
|
|
var WeightIndices = new List<int>();
|
|
foreach (var v in BoneWeight.Item2)
|
|
{
|
|
foreach (var w in v)
|
|
{
|
|
int index = Weights.IndexOf(w);
|
|
|
|
if (index == -1)
|
|
{
|
|
WeightIndices.Add(Weights.Count);
|
|
Weights.Add(w);
|
|
}
|
|
else
|
|
{
|
|
WeightIndices.Add(index);
|
|
}
|
|
}
|
|
}
|
|
string Jointid = WriteSkinSource(Name, SemanticType.JOINT, BoneNames);
|
|
string Bindid = WriteSkinSource(Name, SemanticType.INV_BIND_MATRIX, InvBinds);
|
|
string Weightid = WriteSkinSource(Name, SemanticType.WEIGHT, Weights.ToArray());
|
|
|
|
|
|
Writer.WriteStartElement("joints");
|
|
WriteInput(SemanticType.JOINT.ToString(), Jointid);
|
|
WriteInput(SemanticType.INV_BIND_MATRIX.ToString(), Bindid);
|
|
Writer.WriteEndElement();
|
|
|
|
Writer.WriteStartElement("vertex_weights");
|
|
Writer.WriteAttributeString("count", BoneWeight.Item1.Count.ToString());
|
|
WriteInput(SemanticType.JOINT.ToString(), Jointid, 0);
|
|
WriteInput(SemanticType.WEIGHT.ToString(), Weightid, 1);
|
|
|
|
// now writing out the counts and such...
|
|
//vcount
|
|
{
|
|
StringBuilder values = new StringBuilder();
|
|
foreach (var v in BoneWeight.Item1)
|
|
{
|
|
values.Append($"{v.Length} ");
|
|
}
|
|
Writer.WriteStartElement("vcount");
|
|
Writer.WriteString(values.ToString());
|
|
Writer.WriteEndElement();
|
|
}
|
|
|
|
//v
|
|
{
|
|
StringBuilder values = new StringBuilder();
|
|
int weightindexcount = 0;
|
|
for (int i = 0; i < BoneWeight.Item1.Count; i++)
|
|
{
|
|
for (int j = 0; j < BoneWeight.Item1[i].Length; j++)
|
|
{
|
|
values.Append($"{indexTable[BoneWeight.Item1[i][j]]} {WeightIndices[weightindexcount++]} ");
|
|
}
|
|
}
|
|
Writer.WriteStartElement("v");
|
|
Writer.WriteString(values.ToString());
|
|
Writer.WriteEndElement();
|
|
}
|
|
|
|
Writer.WriteEndElement();
|
|
}
|
|
|
|
Writer.WriteEndElement();
|
|
Writer.WriteEndElement();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes a skin source accessor for the current skin controller
|
|
/// </summary>
|
|
/// <param name="Name"></param>
|
|
/// <param name="Semantic"></param>
|
|
/// <param name="Values"></param>
|
|
/// <returns>the id of the newly created skin source</returns>
|
|
public string WriteSkinSource(string Name, SemanticType Semantic, object[] Values)
|
|
{
|
|
int Stride = GetStride(Semantic);
|
|
|
|
string sourceid = GetUniqueID(Name + "-" + Semantic.ToString().ToLower());
|
|
Writer.WriteStartElement("source");
|
|
Writer.WriteAttributeString("id", sourceid);
|
|
|
|
Writer.WriteStartElement(Semantic == SemanticType.JOINT ? "Name_array" : "float_array");
|
|
string FloatArrayID = GetUniqueID(Name + "-" + Semantic.ToString().ToLower() + "-array");
|
|
Writer.WriteAttributeString("id", FloatArrayID);
|
|
Writer.WriteAttributeString("count", Values.Length.ToString());
|
|
Writer.WriteString(string.Join(" ", Values));
|
|
Writer.WriteEndElement();
|
|
|
|
Writer.WriteStartElement("technique_common");
|
|
{
|
|
Writer.WriteStartElement("accessor");
|
|
Writer.WriteAttributeString("source", $"#{FloatArrayID}");
|
|
Writer.WriteAttributeString("count", (Values.Length / Stride).ToString());
|
|
Writer.WriteAttributeString("stride", Stride.ToString());
|
|
if (Semantic == SemanticType.JOINT)
|
|
{
|
|
WriteParam("JOINT", "name");
|
|
}
|
|
if (Semantic == SemanticType.INV_BIND_MATRIX)
|
|
{
|
|
WriteParam("TRANSFORM", "float4x4");
|
|
}
|
|
if (Semantic == SemanticType.WEIGHT)
|
|
{
|
|
WriteParam("WEIGHT", "float");
|
|
}
|
|
Writer.WriteEndElement();
|
|
}
|
|
Writer.WriteEndElement();
|
|
|
|
Writer.WriteEndElement();
|
|
|
|
return sourceid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ends the Library Controller Section
|
|
/// </summary>
|
|
public void EndLibraryControllers()
|
|
{
|
|
Writer.WriteEndElement();
|
|
}
|
|
|
|
|
|
|
|
public void BeginVisualNodeSection()
|
|
{
|
|
Writer.WriteStartElement("library_visual_scenes");
|
|
Writer.WriteStartElement("visual_scene");
|
|
Writer.WriteAttributeString("id", "Scene");
|
|
Writer.WriteAttributeString("name", "Scene");
|
|
}
|
|
|
|
public void CreateVisualNodeSection()
|
|
{
|
|
BeginVisualNodeSection();
|
|
Writer.WriteStartElement("node");
|
|
Writer.WriteAttributeString("id", "Armature");
|
|
Writer.WriteAttributeString("name", "Armature");
|
|
Writer.WriteAttributeString("type", "NODE");
|
|
|
|
Writer.WriteStartElement("matrix");
|
|
Writer.WriteAttributeString("sid", "transform");
|
|
Writer.WriteString("1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1");
|
|
Writer.WriteEndElement();
|
|
|
|
foreach (var joint in Joints)
|
|
if (joint.ParentIndex == -1)
|
|
RecursivlyWriteJoints(joint);
|
|
|
|
Writer.WriteEndElement();
|
|
|
|
// write geometry nodes
|
|
|
|
foreach (var m in MeshSkinIdList)
|
|
{
|
|
Writer.WriteStartElement("node");
|
|
Writer.WriteAttributeString("id", MeshIdList[m.Key]);
|
|
Writer.WriteAttributeString("name", MeshIdList[m.Key]);
|
|
Writer.WriteAttributeString("type", "NODE");
|
|
|
|
if (m.Value.Equals(""))
|
|
{
|
|
Writer.WriteStartElement("instance_geometry");
|
|
Writer.WriteAttributeString("url", $"#{m.Key}");
|
|
Writer.WriteAttributeString("name", MeshIdList[m.Key]);
|
|
Writer.WriteEndElement();
|
|
}
|
|
else
|
|
{
|
|
Writer.WriteStartElement("instance_controller");
|
|
Writer.WriteAttributeString("url", $"#{m.Value}");
|
|
Writer.WriteStartElement("skeleton");
|
|
Writer.WriteString("#Armature_" + Joints[0].Name);
|
|
Writer.WriteEndElement();
|
|
if (MaterialIdList.ContainsKey(m.Key))
|
|
{
|
|
Writer.WriteStartElement("bind_material");
|
|
Writer.WriteStartElement("technique_common");
|
|
foreach (var mat in MaterialIdList[m.Key])
|
|
{
|
|
Writer.WriteStartElement("instance_material");
|
|
Writer.WriteAttributeString("symbol", mat);
|
|
Writer.WriteAttributeString("target", "#" + mat);
|
|
Writer.WriteEndElement();
|
|
|
|
WriteChannel(0);
|
|
WriteChannel(1);
|
|
WriteChannel(2);
|
|
}
|
|
Writer.WriteEndElement();
|
|
Writer.WriteEndElement();
|
|
}
|
|
Writer.WriteEndElement();
|
|
}
|
|
|
|
|
|
Writer.WriteEndElement();
|
|
}
|
|
|
|
EndVisualNodeSection();
|
|
}
|
|
|
|
public void WriteChannel(int index)
|
|
{
|
|
Writer.WriteStartElement("bind_vertex_input");
|
|
Writer.WriteAttributeString("semantic", $"CHANNEL{index}");
|
|
Writer.WriteAttributeString("input_semantic", "TEXCOORD");
|
|
Writer.WriteAttributeString("input_set", index.ToString());
|
|
Writer.WriteEndElement();
|
|
}
|
|
|
|
public void WriteNode(string Name)
|
|
{
|
|
Writer.WriteStartElement("node");
|
|
Writer.WriteAttributeString("id", Name);
|
|
Writer.WriteAttributeString("name", Name);
|
|
Writer.WriteAttributeString("type", "NODE");
|
|
Writer.WriteEndElement();
|
|
}
|
|
|
|
public void EndVisualNodeSection()
|
|
{
|
|
Writer.WriteEndElement();
|
|
Writer.WriteEndElement();
|
|
|
|
Writer.WriteStartElement("scene");
|
|
Writer.WriteStartElement("instance_visual_scene");
|
|
Writer.WriteAttributeString("url", "#Scene");
|
|
Writer.WriteEndElement();
|
|
Writer.WriteEndElement();
|
|
}
|
|
|
|
public string GetUniqueID(string id)
|
|
{
|
|
if (AttributeIdList.ContainsKey(id))
|
|
{
|
|
AttributeIdList[id]++;
|
|
return $"{id}_{AttributeIdList[id]}";//
|
|
}
|
|
else
|
|
{
|
|
AttributeIdList.Add(id, 0);
|
|
return id;
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Writer?.WriteEndElement();
|
|
Writer?.WriteEndDocument();
|
|
Writer?.Close();
|
|
}
|
|
|
|
private static void WriteFloats(object[] values)
|
|
{
|
|
|
|
}
|
|
|
|
private class ValueContainer<T> : IEquatable<ValueContainer<T>> where T : struct
|
|
{
|
|
public T[] Values { get; }
|
|
private readonly int hashCode;
|
|
|
|
public ValueContainer(T[] values)
|
|
{
|
|
Values = values;
|
|
hashCode = ((System.Collections.IStructuralEquatable)Values).GetHashCode(EqualityComparer<T>.Default);
|
|
}
|
|
|
|
public override bool Equals(object obj)
|
|
{
|
|
return Equals(obj as ValueContainer<T>);
|
|
}
|
|
|
|
public bool Equals(ValueContainer<T> other)
|
|
{
|
|
// Compare precalculated hash first for performance reasons.
|
|
// The entire sequence needs to be compared to resolve collisions.
|
|
return other != null && hashCode == other.hashCode && Enumerable.SequenceEqual(Values, other.Values);
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
return hashCode;
|
|
}
|
|
}
|
|
}
|
|
|
|
public class Material
|
|
{
|
|
public string Name { get; set; }
|
|
|
|
public List<TextureMap> Textures = new List<TextureMap>();
|
|
}
|
|
|
|
public class Geometry
|
|
{
|
|
public string Name { get; set; }
|
|
|
|
public Material Material { get; set; }
|
|
|
|
public List<float> Position = new List<float>();
|
|
public List<float> Normal = new List<float>();
|
|
public List<float> UV0 = new List<float>();
|
|
public List<float> UV1 = new List<float>();
|
|
public List<float> UV2 = new List<float>();
|
|
public List<float> UV3 = new List<float>();
|
|
public List<float> Color = new List<float>();
|
|
public List<int[]> BoneIndices = new List<int[]>();
|
|
public List<float[]> BoneWeights = new List<float[]>();
|
|
|
|
public bool HasNormals = false;
|
|
public bool HasUV0 = false;
|
|
public bool HasUV1 = false;
|
|
public bool HasUV2 = false;
|
|
public bool HasUV3 = false;
|
|
public bool HasColors = false;
|
|
public bool HasBoneIndices = false;
|
|
public bool HasWeights = false;
|
|
}
|
|
|
|
public enum PhongTextureType
|
|
{
|
|
diffuse,
|
|
specular,
|
|
emission,
|
|
bump,
|
|
}
|
|
|
|
public enum TEXCOORD
|
|
{
|
|
CHANNEL0,
|
|
CHANNEL1,
|
|
CHANNEL2,
|
|
CHANNEL3,
|
|
}
|
|
|
|
public enum SemanticType
|
|
{
|
|
None,
|
|
POSITION,
|
|
VERTEX,
|
|
NORMAL,
|
|
TEXCOORD,
|
|
COLOR,
|
|
WEIGHT,
|
|
JOINT,
|
|
INV_BIND_MATRIX,
|
|
TEXTANGENT,
|
|
TEXBINORMAL
|
|
}
|
|
|
|
public enum ProgramPreset
|
|
{
|
|
NONE,
|
|
MAX,
|
|
MAYA,
|
|
BLENDER,
|
|
}
|
|
|
|
public enum SamplerWrapMode
|
|
{
|
|
NONE,
|
|
WRAP,
|
|
MIRROR,
|
|
CLAMP,
|
|
BORDER,
|
|
}
|
|
|
|
public class TextureMap
|
|
{
|
|
public TEXCOORD TextureChannel { get; set; }
|
|
public string Name { get; set; }
|
|
public PhongTextureType Type { get; set; }
|
|
|
|
public SamplerWrapMode WrapModeS = SamplerWrapMode.WRAP;
|
|
public SamplerWrapMode WrapModeT = SamplerWrapMode.WRAP;
|
|
|
|
public TextureMap()
|
|
{
|
|
TextureChannel = TEXCOORD.CHANNEL0;
|
|
Type = PhongTextureType.diffuse;
|
|
Name = "";
|
|
}
|
|
}
|
|
|
|
public class TriangleList
|
|
{
|
|
public string Material = "";
|
|
public List<uint> Indices = new List<uint>();
|
|
}
|
|
|
|
public class Joint
|
|
{
|
|
public string Name;
|
|
public int ParentIndex = -1;
|
|
public float[] Transform;
|
|
public float[] BindPose;
|
|
}
|
|
}
|