Beispiel #1
0
        private static void initData(SoftwareMesh softwareMesh, bool loadColors, bool loadUVs, bool loadNormals, out List<BufferLayoutElement> elements, out float[] vertices, out int[] indices)
        {
            // get position float size
            int posFloatCount = 0;
            var posElementType = BufferLayoutElementTypes.Vector3;
            switch (softwareMesh.Dimensions)
            {
                case 2:
                    posElementType = BufferLayoutElementTypes.Vector2;
                    posFloatCount = 2;
                    break;

                case 3:
                    posElementType = BufferLayoutElementTypes.Vector3;
                    posFloatCount = 3;
                    break;
            }

            // get vertex float size and create layout
            elements = new List<BufferLayoutElement>();
            int vertFloatCount = 0, posCount = 0, colorCount = 0, normalCount = 0, uvCount = 0;
            foreach (var key in softwareMesh.VertexComponentKeys)
            {
                switch (key.Key)
                {
                    case VertexComponentKeyTypes.Positions:
                        elements.Add(new BufferLayoutElement(posElementType, BufferLayoutElementUsages.Position, 0, posCount, vertFloatCount));
                        vertFloatCount += posFloatCount;
                        ++posCount;
                        break;
                }
            }

            foreach (var key in softwareMesh.TriangleComponentKeys)
            {
                switch (key.Key)
                {
                    case TriangleComponentKeyTypes.ColorComponents:
                        if (loadColors)
                        {
                            elements.Add(new BufferLayoutElement(BufferLayoutElementTypes.Vector4, BufferLayoutElementUsages.Color, 0, colorCount, vertFloatCount));
                            vertFloatCount += 4;
                            ++colorCount;
                        }
                        break;

                    case TriangleComponentKeyTypes.NormalComponents:
                        if (loadNormals)
                        {
                            elements.Add(new BufferLayoutElement(BufferLayoutElementTypes.Vector3, BufferLayoutElementUsages.Normal, 0, normalCount, vertFloatCount));
                            vertFloatCount += 3;
                            ++normalCount;
                        }
                        break;

                    case TriangleComponentKeyTypes.UVComponents:
                        if (loadUVs)
                        {
                            elements.Add(new BufferLayoutElement(BufferLayoutElementTypes.Vector2, BufferLayoutElementUsages.UV, 0, uvCount, vertFloatCount));
                            vertFloatCount += 2;
                            ++uvCount;
                        }
                        break;
                }
            }

            // create vertex buffer
            var meshProcessor = new HardwareMeshProcessor(softwareMesh, loadColors, loadUVs, loadNormals);
            vertices = new float[meshProcessor.Verticies.Count * vertFloatCount];
            int vi = 0;
            foreach (var vertex in meshProcessor.Verticies)
            {
                int posIndex = 0, colorIndex = 0, normIndex = 0, uvIndex = 0;
                foreach (var element in elements)
                {
                    switch (element.Usage)
                    {
                        case BufferLayoutElementUsages.Position:
                            vertices[vi] = vertex.Positions[posIndex].X;
                            vertices[vi+1] = vertex.Positions[posIndex].Y;
                            if (posFloatCount == 3) vertices[vi+2] = vertex.Positions[posIndex].Z;
                            vi += posFloatCount;
                            ++posIndex;
                            break;

                        case BufferLayoutElementUsages.Color:
                            if (loadColors)
                            {
                                vertices[vi] = vertex.Colors[uvIndex].X;
                                vertices[vi+1] = vertex.Colors[uvIndex].Y;
                                vi += 4;
                                ++colorIndex;
                            }
                            break;

                        case BufferLayoutElementUsages.Normal:
                            if (loadNormals)
                            {
                                vertices[vi] = vertex.Normals[normIndex].X;
                                vertices[vi+1] = vertex.Normals[normIndex].Y;
                                vertices[vi+2] = vertex.Normals[normIndex].Z;
                                vi += 3;
                                ++normIndex;
                            }
                            break;

                        case BufferLayoutElementUsages.UV:
                            if (loadUVs)
                            {
                                vertices[vi] = vertex.UVs[uvIndex].X;
                                vertices[vi+1] = vertex.UVs[uvIndex].Y;
                                vi += 2;
                                ++uvIndex;
                            }
                            break;
                    }
                }
            }

            // create index buffer
            indices = new int[meshProcessor.Triangles.Count * 3];
            int ti = 0;
            foreach (var triangle in meshProcessor.Triangles)
            {
                indices[ti] = triangle.Verticies[0].Index;
                indices[ti+1] = triangle.Verticies[1].Index;
                indices[ti+2] = triangle.Verticies[2].Index;
                ti += 3;
            }
        }
        public HardwareMeshProcessor(SoftwareMesh mesh, bool loadColors, bool loadUVs, bool loadNormals)
        {
            this.mesh = mesh;

            // get vertex component types
            positions = new List<Vector3[]>();
            foreach (var key in mesh.VertexComponentKeys)
            {
                switch (key.Key)
                {
                    case VertexComponentKeyTypes.Positions:
                        var vertexComponents = mesh.VetexComponents[key.Value];
                        if (vertexComponents.GetType() == typeof(Vector3[]))
                        {
                            positions.Add((Vector3[])vertexComponents);
                        }
                        else if (vertexComponents.GetType() == typeof(Vector2[]))
                        {
                            var verts = (Vector2[])vertexComponents;
                            var newVerts = new Vector3[verts.Length];
                            for (int i = 0; i != verts.Length; ++i) newVerts[i] = new Vector3(verts[i].X, verts[i].Y, 0);
                            positions.Add(newVerts);
                        }
                        else
                        {
                            Debug.ThrowError("HardwareMeshProcessor", "Unsuported VectorComponent type");
                        }
                        break;
                }
            }

            // get triangle component types
            if (loadColors) colorComponents = new List<TriangleColorComponent[]>();
            if (loadNormals) normalComponents = new List<TriangleNormalComponent[]>();
            if (loadUVs) uvComponents = new List<TriangleUVComponent[]>();
            foreach (var key in mesh.TriangleComponentKeys)
            {
                switch (key.Key)
                {
                    case TriangleComponentKeyTypes.ColorComponents:
                        if (loadColors) colorComponents.Add((TriangleColorComponent[])mesh.TriangleComponents[key.Value]);
                        break;

                    case TriangleComponentKeyTypes.NormalComponents:
                        if (loadNormals) normalComponents.Add((TriangleNormalComponent[])mesh.TriangleComponents[key.Value]);
                        break;

                    case TriangleComponentKeyTypes.UVComponents:
                        if (loadUVs) uvComponents.Add((TriangleUVComponent[])mesh.TriangleComponents[key.Value]);
                        break;
                }
            }

            // create triangles with there own verticies
            Verticies = new LinkedList<VertexProcessor>();
            Triangles = new List<TriangleProcessor>();
            foreach (var triangle in mesh.Triangles)
            {
                var newTriangle = new TriangleProcessor(triangle, this, loadColors, loadUVs, loadNormals);
            }

            // process (remove duplicate verticies from triangles)
            const float tolerance = .002f;
            int count = Triangles.Count-1, count2 = Triangles.Count;
            for (int i = 0; i != count; ++i)
            {
                for (int vi = 0; vi != 3; ++vi)
                {
                    var vertex = Triangles[i].Verticies[vi];
                    for (int i2 = i+1; i2 != count2; ++i2)
                    {
                        for (int vi2 = 0; vi2 != 3; ++vi2)
                        {
                            var vertex2 = Triangles[i2].Verticies[vi2];
                            if (vertex == vertex2) continue;

                            // position tolerance
                            bool canRemoveVertex = true;
                            for (int pi = 0; pi != vertex.Positions.Length; ++pi)
                            {
                                if (!vertex.Positions[pi].AproxEqualsBox(vertex2.Positions[pi], tolerance))
                                {
                                    canRemoveVertex = false;
                                    break;
                                }
                            }

                            // color tolerance
                            if (canRemoveVertex && loadColors)
                            {
                                for (int pi = 0; pi != vertex.Colors.Length; ++pi)
                                {
                                    if (!vertex.Colors[pi].AproxEqualsBox(vertex2.Colors[pi], tolerance))
                                    {
                                        canRemoveVertex = false;
                                        break;
                                    }
                                }
                            }

                            // normal tolerance
                            if (canRemoveVertex && loadNormals)
                            {
                                for (int pi = 0; pi != vertex.Normals.Length; ++pi)
                                {
                                    if (!vertex.Normals[pi].AproxEqualsBox(vertex2.Normals[pi], tolerance))
                                    {
                                        canRemoveVertex = false;
                                        break;
                                    }
                                }
                            }

                            // uv tolerance
                            if (canRemoveVertex && loadUVs)
                            {
                                for (int pi = 0; pi != vertex.UVs.Length; ++pi)
                                {
                                    if (!vertex.UVs[pi].AproxEqualsBox(vertex2.UVs[pi], tolerance))
                                    {
                                        canRemoveVertex = false;
                                        break;
                                    }
                                }
                            }

                            // remove vertex
                            if (canRemoveVertex)
                            {
                                Verticies.Remove(vertex2);
                                Triangles[i2].Verticies[vi2] = vertex;
                            }
                        }
                    }
                }
            }

            // process (set vertex indicies)
            int index = 0;
            foreach (var vertex in Verticies)
            {
                vertex.Index = index;
                ++index;
            }
        }
Beispiel #3
0
        public static void Write(BinaryWriter writer, SoftwareModel softwareModel, SoftwareMesh softwareMesh, bool loadColors, bool loadUVs, bool loadNormals)
        {
            List<BufferLayoutElement> elements;
            float[] vertices;
            int[] indices;
            initData(softwareMesh, loadColors, loadUVs, loadNormals, out elements, out vertices, out indices);

            // name
            writer.Write(softwareMesh.Name);

            // material
            int materialIndex = -1;
            if (softwareMesh.Material != null)
            {
                for (int i = 0; i != softwareModel.Materials.Count; ++i)
                {
                    if (softwareMesh.Material == softwareModel.Materials[i])
                    {
                        materialIndex = i;
                        break;
                    }
                }
            }
            writer.Write(materialIndex);

            // elements
            writer.Write(elements.Count);
            foreach (var element in elements)
            {
                writer.Write((int)element.Type);
                writer.Write((int)element.Usage);
                writer.Write(element.StreamIndex);
                writer.Write(element.UsageIndex);
                writer.Write(element.FloatOffset);
            }

            // vertices
            writer.Write(vertices.Length);
            foreach (var vertex in vertices)
            {
                writer.Write(vertex);
            }

            // indices
            writer.Write(indices.Length);
            foreach (var index in indices)
            {
                writer.Write(index);
            }
        }