private void WriteMember(object memberValue, AttributeAccessor attribute, TypeDesc memberTypeDesc, object parent)
        {
            if (memberTypeDesc.IsAbstract)
            {
                return;
            }
            if (memberTypeDesc.IsArrayLike)
            {
                var      sb = new StringBuilder();
                TypeDesc arrayElementTypeDesc         = memberTypeDesc.ArrayElementTypeDesc;
                bool     canOptimizeWriteListSequence = CanOptimizeWriteListSequence(arrayElementTypeDesc);
                if (attribute.IsList)
                {
                    if (canOptimizeWriteListSequence)
                    {
                        Writer.WriteStartAttribute(null, attribute.Name, attribute.Form == XmlSchemaForm.Qualified ? attribute.Namespace : String.Empty);
                    }
                }

                if (memberValue != null)
                {
                    var         a = (IEnumerable)memberValue;
                    IEnumerator e = a.GetEnumerator();
                    bool        shouldAppendWhitespace = false;
                    if (e != null)
                    {
                        while (e.MoveNext())
                        {
                            object ai = e.Current;

                            if (attribute.IsList)
                            {
                                string stringValue;
                                if (attribute.Mapping is EnumMapping)
                                {
                                    stringValue = WriteEnumMethod((EnumMapping)attribute.Mapping, ai);
                                }
                                else
                                {
                                    if (!WritePrimitiveValue(arrayElementTypeDesc, ai, true, out stringValue))
                                    {
                                        // #10593: Add More Tests for Serialization Code
                                        Debug.Assert(ai is byte[]);
                                    }
                                }

                                // check to see if we can write values of the attribute sequentially
                                if (canOptimizeWriteListSequence)
                                {
                                    if (shouldAppendWhitespace)
                                    {
                                        Writer.WriteString(" ");
                                    }

                                    if (ai is byte[])
                                    {
                                        WriteValue((byte[])ai);
                                    }
                                    else
                                    {
                                        WriteValue(stringValue);
                                    }
                                }
                                else
                                {
                                    if (shouldAppendWhitespace)
                                    {
                                        sb.Append(" ");
                                    }

                                    sb.Append(stringValue);
                                }
                            }
                            else
                            {
                                WriteAttribute(ai, attribute, parent);
                            }

                            shouldAppendWhitespace = true;
                        }

                        if (attribute.IsList)
                        {
                            // check to see if we can write values of the attribute sequentially
                            if (canOptimizeWriteListSequence)
                            {
                                Writer.WriteEndAttribute();
                            }
                            else
                            {
                                if (sb.Length != 0)
                                {
                                    string ns = attribute.Form == XmlSchemaForm.Qualified ? attribute.Namespace : String.Empty;
                                    WriteAttribute(attribute.Name, ns, sb.ToString());
                                }
                            }
                        }
                    }
                }
            }
            else
            {
                WriteAttribute(memberValue, attribute, parent);
            }
        }
Beispiel #2
0
        protected virtual void BuildMeshAttributes(MeshPrimitive primitive, int meshID, int primitiveIndex)
        {
            if (_assetCache.MeshCache[meshID][primitiveIndex].MeshAttributes.Count == 0)
            {
                Dictionary <string, AttributeAccessor> attributeAccessors = new Dictionary <string, AttributeAccessor>(primitive.Attributes.Count + 1);
                foreach (var attributePair in primitive.Attributes)
                {
                    AttributeAccessor AttributeAccessor = new AttributeAccessor()
                    {
                        AccessorId = attributePair.Value,
                        Buffer     = _assetCache.BufferCache[attributePair.Value.Value.BufferView.Value.Buffer.Id]
                    };

                    attributeAccessors[attributePair.Key] = AttributeAccessor;
                }

                if (primitive.Indices != null)
                {
                    AttributeAccessor indexBuilder = new AttributeAccessor()
                    {
                        AccessorId = primitive.Indices,
                        Buffer     = _assetCache.BufferCache[primitive.Indices.Value.BufferView.Value.Buffer.Id]
                    };

                    attributeAccessors[SemanticProperties.INDICES] = indexBuilder;
                }

                GLTFHelpers.BuildMeshAttributes(ref attributeAccessors);

                // Flip vectors and triangles to the Unity coordinate system.
                if (attributeAccessors.ContainsKey(SemanticProperties.POSITION))
                {
                    NumericArray resultArray = attributeAccessors[SemanticProperties.POSITION].AccessorContent;
                    resultArray.AsVertices = GLTFUnityHelpers.FlipVectorArrayHandedness(resultArray.AsVertices);
                    attributeAccessors[SemanticProperties.POSITION].AccessorContent = resultArray;
                }
                if (attributeAccessors.ContainsKey(SemanticProperties.INDICES))
                {
                    NumericArray resultArray = attributeAccessors[SemanticProperties.INDICES].AccessorContent;
                    resultArray.AsTriangles = GLTFUnityHelpers.FlipFaces(resultArray.AsTriangles);
                    attributeAccessors[SemanticProperties.INDICES].AccessorContent = resultArray;
                }
                if (attributeAccessors.ContainsKey(SemanticProperties.NORMAL))
                {
                    NumericArray resultArray = attributeAccessors[SemanticProperties.NORMAL].AccessorContent;
                    resultArray.AsNormals = GLTFUnityHelpers.FlipVectorArrayHandedness(resultArray.AsNormals);
                    attributeAccessors[SemanticProperties.NORMAL].AccessorContent = resultArray;
                }
                // TexCoord goes from 0 to 3 to match GLTFHelpers.BuildMeshAttributes
                for (int i = 0; i < 4; i++)
                {
                    if (attributeAccessors.ContainsKey(SemanticProperties.TexCoord(i)))
                    {
                        NumericArray resultArray = attributeAccessors[SemanticProperties.TexCoord(i)].AccessorContent;
                        resultArray.AsTexcoords = GLTFUnityHelpers.FlipTexCoordArrayV(resultArray.AsTexcoords);
                        attributeAccessors[SemanticProperties.TexCoord(i)].AccessorContent = resultArray;
                    }
                }
                if (attributeAccessors.ContainsKey(SemanticProperties.TANGENT))
                {
                    NumericArray resultArray = attributeAccessors[SemanticProperties.TANGENT].AccessorContent;
                    resultArray.AsTangents = GLTFUnityHelpers.FlipVectorArrayHandedness(resultArray.AsTangents);
                    attributeAccessors[SemanticProperties.TANGENT].AccessorContent = resultArray;
                }

                _assetCache.MeshCache[meshID][primitiveIndex].MeshAttributes = attributeAccessors;
            }
        }