private (PrimitiveTopology, IEnumerable <int>) TransformPrimitive(MeshPrimitive primitive) { switch (primitive.DrawPrimitiveType) { case PrimitiveType.TRIANGLES: return(PrimitiveTopology.TriangleList, primitive.GetTriangleIndices().SelectMany(_ => new[] { _.Item1, _.Item2, _.Item3 })); case PrimitiveType.TRIANGLE_STRIP: return(PrimitiveTopology.TriangleList, primitive.GetTriangleIndices().SelectMany(_ => new[] { _.Item1, _.Item2, _.Item3 })); case PrimitiveType.TRIANGLE_FAN: return(PrimitiveTopology.TriangleList, primitive.GetTriangleIndices().SelectMany(_ => new[] { _.Item1, _.Item2, _.Item3 })); case PrimitiveType.POINTS: return(PrimitiveTopology.PointList, primitive.GetPointIndices()); case PrimitiveType.LINES: return(PrimitiveTopology.LineList, primitive.GetLineIndices().SelectMany(_ => new[] { _.Item1, _.Item2 })); case PrimitiveType.LINE_STRIP: return(PrimitiveTopology.LineList, primitive.GetLineIndices().SelectMany(_ => new[] { _.Item1, _.Item2 })); case PrimitiveType.LINE_LOOP: return(PrimitiveTopology.LineList, primitive.GetLineIndices().SelectMany(_ => new[] { _.Item1, _.Item2 })); default: throw new ArgumentOutOfRangeException(); } }
public MeshPrimitiveReader(MeshPrimitive srcPrim, bool doubleSided, MeshNormalsFallback fallbackNormals) { _Positions = srcPrim.GetVertexAccessor("POSITION")?.AsVector3Array(); _Normals = srcPrim.GetVertexAccessor("NORMAL")?.AsVector3Array(); if (_Normals == null) { _Normals = new XYZ[_Positions.Count]; for (int i = 0; i < _Normals.Count; ++i) { _Normals[i] = fallbackNormals.GetNormal(_Positions[i]); } } _Color0 = srcPrim.GetVertexAccessor("COLOR_0")?.AsColorArray(); _TexCoord0 = srcPrim.GetVertexAccessor("TEXCOORD_0")?.AsVector2Array(); _Joints0 = srcPrim.GetVertexAccessor("JOINTS_0")?.AsVector4Array(); _Joints1 = srcPrim.GetVertexAccessor("JOINTS_1")?.AsVector4Array(); _Weights0 = srcPrim.GetVertexAccessor("WEIGHTS_0")?.AsVector4Array(); _Weights1 = srcPrim.GetVertexAccessor("WEIGHTS_1")?.AsVector4Array(); if (_Joints0 == null || _Weights0 == null) { _Joints0 = _Joints1 = _Weights0 = _Weights1 = null; } if (_Joints1 == null || _Weights1 == null) { _Joints1 = _Weights1 = null; } if (_Weights0 != null) { _Weights0 = _Weights0.ToArray(); // isolate memory to prevent overwriting source glTF. for (int i = 0; i < _Weights0.Count; ++i) { var r = XYZW.Dot(_Weights0[i], XYZW.One); _Weights0[i] /= r; } } if (doubleSided) // Monogame's effect material does not support double sided materials, so we simulate it by adding reverse faces { var front = srcPrim.GetTriangleIndices(); var back = front.Select(item => (item.A, item.C, item.B)); _Triangles = front.Concat(back).ToArray(); } else { _Triangles = srcPrim.GetTriangleIndices().ToArray(); } }