override public List <List <Property> > ApplySpecialProperties(ModelGroup test, List <List <Property> > combos) { // Adding a line to show the version being set in the empty set model and the extension model var currentVersion = properties.Find(e => e.name == Propertyname.Version_Current); combos[0].Add(currentVersion); combos[5].Add(currentVersion); // Replace the full set with the 'Version + Fake Feature' set var setToAdd = ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.Version), properties.Find(e => e.name == Propertyname.Description_AtRoot)); combos[1] = (setToAdd); // Show if each model is expected to load or not var willLoad = properties.Find(e => e.name == Propertyname.ModelShouldLoad_InCurrent); var willLoadInFuture = properties.Find(e => e.name == Propertyname.ModelShouldLoad_InFuture); var wontLoad = properties.Find(e => e.name == Propertyname.ModelShouldLoad_No); combos[0].Add(willLoad); combos[1].Add(willLoad); combos[2].Add(willLoad); combos[3].Add(willLoad); combos[4].Add(willLoadInFuture); combos[5].Add(wontLoad); return(combos); }
public Compatibility(List <string> imageList) : base(imageList) { modelGroupName = ModelGroupName.Compatibility; onlyBinaryProperties = false; noPrerequisite = false; noSampleImages = true; properties = new List <Property> { new Property(Propertyname.MinVersion, "2.1"), new Property(Propertyname.Version, "2.1", group: 1), new Property(Propertyname.Version_Current, "2.0", group: 1), new Property(Propertyname.Description_AtRoot, "Light object added at root", group: 2), new Property(Propertyname.Description_InProperty, "Light property added to node object", group: 2), new Property(Propertyname.Description_WithFallback, "Alpha mode updated with a new enum value, and a fallback value", group: 2), new Property(Propertyname.Description_RequiresVersion, "Requires a specific version or higher", group: 2), new Property(Propertyname.Description_ExtensionRequired, "Extension required", group: 2), new Property(Propertyname.ModelShouldLoad_InCurrent, ":white_check_mark:", group: 3), new Property(Propertyname.ModelShouldLoad_InFuture, "Only in version 2.1 or higher", group: 3), new Property(Propertyname.ModelShouldLoad_No, ":x:", group: 3), }; specialProperties = new List <Property> { new Property(Propertyname.AlphaMode_Blend, glTFLoader.Schema.Material.AlphaModeEnum.BLEND), }; specialCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.Description_RequiresVersion), properties.Find(e => e.name == Propertyname.Version), properties.Find(e => e.name == Propertyname.MinVersion))); specialCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.Version), properties.Find(e => e.name == Propertyname.Description_WithFallback), specialProperties.Find(e => e.name == Propertyname.AlphaMode_Blend))); specialCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.Version), properties.Find(e => e.name == Propertyname.Description_InProperty))); removeCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.MinVersion))); removeCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.Version))); removeCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.Version_Current))); removeCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.Description_AtRoot))); removeCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.Description_InProperty))); removeCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.Description_WithFallback))); removeCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.Description_RequiresVersion))); removeCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.ModelShouldLoad_InCurrent))); removeCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.ModelShouldLoad_InFuture))); removeCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.ModelShouldLoad_No))); }
public Material_SpecularGlossiness(List <string> textures, List <string> figures) : base(textures, figures) { modelGroupName = ModelGroupName.Material_SpecularGlossiness; onlyBinaryProperties = false; var diffuseTexture = new Runtime.Image { Uri = textures.Find(e => e.Contains("Diffuse_Plane")) }; var specularGlossinessTexture = new Runtime.Image { Uri = textures.Find(e => e.Contains("SpecularGlossiness_Plane")) }; var baseColorTexture = new Runtime.Image { Uri = textures.Find(e => e.Contains("BaseColor_X")) }; usedTextures.Add(diffuseTexture); usedTextures.Add(specularGlossinessTexture); usedTextures.Add(baseColorTexture); var colorCoord = new List <Vector4>() { new Vector4(0.0f, 0.0f, 1.0f, 0.8f), new Vector4(1.0f, 0.0f, 0.0f, 0.8f), new Vector4(0.0f, 0.0f, 1.0f, 0.8f), new Vector4(1.0f, 0.0f, 0.0f, 0.8f) }; requiredProperty = new List <Property> { new Property(Propertyname.ExtensionUsed_SpecularGlossiness, "Specular Glossiness", group: 3), new Property(Propertyname.BaseColorTexture, baseColorTexture) }; properties = new List <Property> { new Property(Propertyname.VertexColor_Vector3_Float, colorCoord, group: 2), new Property(Propertyname.DiffuseTexture, diffuseTexture), new Property(Propertyname.DiffuseFactor, new Vector4(0.2f, 0.2f, 0.2f, 0.8f)), new Property(Propertyname.SpecularFactor, new Vector3(0.4f, 0.4f, 0.4f), group: 1), new Property(Propertyname.SpecularFactor_Override, new Vector3(0.0f, 0.0f, 0.0f), group: 1), new Property(Propertyname.GlossinessFactor, 0.3f), new Property(Propertyname.SpecularGlossinessTexture, specularGlossinessTexture), }; specialCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.DiffuseFactor), properties.Find(e => e.name == Propertyname.DiffuseTexture))); specialCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.SpecularGlossinessTexture), properties.Find(e => e.name == Propertyname.SpecularFactor))); specialCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.SpecularGlossinessTexture), properties.Find(e => e.name == Propertyname.GlossinessFactor))); removeCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.SpecularFactor_Override))); }
public Material(List <string> textures, List <string> figures) : base(textures, figures) { modelGroupName = ModelGroupName.Material; onlyBinaryProperties = false; noPrerequisite = false; Runtime.Image emissiveTexture = new Runtime.Image { Uri = textures.Find(e => e.Contains("Emissive_Plane")) }; Runtime.Image normalTexture = new Runtime.Image { Uri = textures.Find(e => e.Contains("Normal_Plane")) }; Runtime.Image occlusionTexture = new Runtime.Image { Uri = textures.Find(e => e.Contains("Occlusion_Plane")) }; usedTextures.Add(emissiveTexture); usedTextures.Add(normalTexture); usedTextures.Add(occlusionTexture); List <Vector3> planeNormals = new List <Vector3>() { new Vector3(0.0f, 0.0f, 1.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(0.0f, 0.0f, 1.0f) }; requiredProperty = new List <Property> { new Property(Propertyname.MetallicFactor, 0.0f), new Property(Propertyname.BaseColorFactor, new Vector4(0.2f, 0.2f, 0.2f, 1.0f)), }; properties = new List <Property> { new Property(Propertyname.EmissiveFactor, new Vector3(1.0f, 1.0f, 1.0f)), new Property(Propertyname.EmissiveTexture, emissiveTexture), new Property(Propertyname.NormalTexture, normalTexture), new Property(Propertyname.Scale, 10.0f, Propertyname.NormalTexture), new Property(Propertyname.OcclusionTexture, occlusionTexture), new Property(Propertyname.Strength, 0.5f, Propertyname.OcclusionTexture) }; specialProperties = new List <Property> { new Property(Propertyname.VertexNormal, planeNormals), }; specialCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.EmissiveFactor), properties.Find(e => e.name == Propertyname.EmissiveTexture))); removeCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.EmissiveTexture))); }
public Material_MetallicRoughness(List <string> textures, List <string> figures) : base(textures, figures) { modelGroupName = ModelGroupName.Material_MetallicRoughness; onlyBinaryProperties = false; Runtime.Image baseColorTexture = new Runtime.Image { Uri = textures.Find(e => e.Contains("BaseColor_Plane")) }; Runtime.Image metallicRoughnessTexture = new Runtime.Image { Uri = textures.Find(e => e.Contains("MetallicRoughness_Plane")) }; usedTextures.Add(baseColorTexture); usedTextures.Add(metallicRoughnessTexture); List <Vector4> colorCoord = new List <Vector4>() { new Vector4(0.0f, 0.0f, 1.0f, 0.8f), new Vector4(1.0f, 0.0f, 0.0f, 0.8f), new Vector4(0.0f, 0.0f, 1.0f, 0.8f), new Vector4(1.0f, 0.0f, 0.0f, 0.8f) }; properties = new List <Property> { new Property(Propertyname.VertexColor_Vector3_Float, colorCoord, group: 2), new Property(Propertyname.BaseColorTexture, baseColorTexture), new Property(Propertyname.BaseColorFactor, new Vector4(0.2f, 0.2f, 0.2f, 0.8f)), new Property(Propertyname.MetallicFactor, 0.0f), new Property(Propertyname.RoughnessFactor, 0.0f), new Property(Propertyname.MetallicRoughnessTexture, metallicRoughnessTexture), }; // Not called explicitly, but values are required here to run ApplySpecialProperties specialProperties = new List <Property> { new Property(Propertyname.VertexColor_Vector3_Float, colorCoord, group: 2), }; specialCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.BaseColorFactor), properties.Find(e => e.name == Propertyname.BaseColorTexture))); specialCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.MetallicRoughnessTexture), properties.Find(e => e.name == Propertyname.MetallicFactor))); specialCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.MetallicRoughnessTexture), properties.Find(e => e.name == Propertyname.RoughnessFactor))); }
public Mesh_Indices(List <string> textures, List <string> figures) : base(textures, figures) { modelGroupName = ModelGroupName.Mesh_Indices; onlyBinaryProperties = false; noPrerequisite = false; Runtime.Image figureIndices = new Runtime.Image { Uri = figures.Find(e => e.Contains("Indices")) }; usedFigures.Add(figureIndices); List <Vector3> noIndicesPositionsTriangles = new List <Vector3>() { new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(0.5f, -0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), }; List <Vector3> noIndicesPositionsLines = new List <Vector3>() { new Vector3(0.5f, -0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(0.5f, -0.5f, 0.0f), }; List <Vector3> noIndicesPositionsLineloopPointsFan = new List <Vector3>() { new Vector3(0.5f, -0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), }; List <Vector3> noIndicesPositionsLineStrip = new List <Vector3>() { new Vector3(0.5f, -0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(0.5f, -0.5f, 0.0f), }; List <Vector3> noIndicesPositionsTrianglestrip = new List <Vector3>() { new Vector3(0.5f, -0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), }; Runtime.GLTF defaultModel = Common.SinglePlane(); // Only used to get the default indices List <int> defaultModelIndices = new List <int>(defaultModel.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Indices); List <int> linesIndices = new List <int> { 0, 3, 3, 2, 2, 1, 1, 0, }; List <int> lineloopPointsFanIndices = new List <int> { 0, 3, 2, 1, }; List <int> linestripIndices = new List <int> { 0, 3, 2, 1, 0, }; List <int> trianglestripIndices = new List <int> { 0, 3, 1, 2, }; List <Vector4> vertexColors = new List <Vector4>() { new Vector4(0.0f, 1.0f, 0.0f, 0.2f), new Vector4(1.0f, 0.0f, 0.0f, 0.2f), new Vector4(0.0f, 0.0f, 1.0f, 0.2f) }; properties = new List <Property> { new Property(Propertyname.Mode_Points, Runtime.MeshPrimitive.ModeEnum.POINTS, group: 1), new Property(Propertyname.Mode_Lines, Runtime.MeshPrimitive.ModeEnum.LINES, group: 1), new Property(Propertyname.Mode_Line_Loop, Runtime.MeshPrimitive.ModeEnum.LINE_LOOP, group: 1), new Property(Propertyname.Mode_Line_Strip, Runtime.MeshPrimitive.ModeEnum.LINE_STRIP, group: 1), new Property(Propertyname.Mode_Triangle_Strip, Runtime.MeshPrimitive.ModeEnum.TRIANGLE_STRIP, group: 1), new Property(Propertyname.Mode_Triangle_Fan, Runtime.MeshPrimitive.ModeEnum.TRIANGLE_FAN, group: 1), new Property(Propertyname.Mode_Triangles, Runtime.MeshPrimitive.ModeEnum.TRIANGLES, group: 1), new Property(Propertyname.IndicesValues_Points, lineloopPointsFanIndices, Propertyname.Mode_Points, group: 2), new Property(Propertyname.IndicesValues_Lines, linesIndices, Propertyname.Mode_Lines, group: 2), new Property(Propertyname.IndicesValues_LineLoop, lineloopPointsFanIndices, Propertyname.Mode_Line_Loop, group: 2), new Property(Propertyname.IndicesValues_LineStrip, linestripIndices, Propertyname.Mode_Line_Strip, group: 2), new Property(Propertyname.IndicesValues_TriangleStrip, trianglestripIndices, Propertyname.Mode_Triangle_Strip, group: 2), new Property(Propertyname.IndicesValues_TriangleFan, lineloopPointsFanIndices, Propertyname.Mode_Triangle_Fan, group: 2), new Property(Propertyname.IndicesValues_Triangles, defaultModelIndices, Propertyname.Mode_Triangles, group: 2), new Property(Propertyname.IndicesValues_None, " ", group: 2), new Property(Propertyname.IndicesComponentType_Byte, Runtime.MeshPrimitive.IndexComponentTypeEnum.UNSIGNED_BYTE, group: 4), new Property(Propertyname.IndicesComponentType_Short, Runtime.MeshPrimitive.IndexComponentTypeEnum.UNSIGNED_SHORT, group: 4), new Property(Propertyname.IndicesComponentType_Int, Runtime.MeshPrimitive.IndexComponentTypeEnum.UNSIGNED_INT, group: 4), new Property(Propertyname.IndicesComponentType_None, " ", group: 4), }; specialProperties = new List <Property> { new Property(Propertyname.VertexColor_Vector4_Float, vertexColors), new Property(Propertyname.Mode_Points, noIndicesPositionsLineloopPointsFan, group: 1), new Property(Propertyname.Mode_Lines, noIndicesPositionsLines, group: 1), new Property(Propertyname.Mode_Line_Loop, noIndicesPositionsLineloopPointsFan, group: 1), new Property(Propertyname.Mode_Line_Strip, noIndicesPositionsLineStrip, group: 1), new Property(Propertyname.Mode_Triangle_Strip, noIndicesPositionsTrianglestrip, group: 1), new Property(Propertyname.Mode_Triangle_Fan, noIndicesPositionsLineloopPointsFan, group: 1), new Property(Propertyname.Mode_Triangles, noIndicesPositionsTriangles, group: 1), }; // Each mode with and without indices, and drop singles var defaultIndices = properties.Find(e => e.name == Propertyname.IndicesComponentType_Int); var noIndicesType = properties.Find(e => e.name == Propertyname.IndicesComponentType_None); var noIndicesValue = properties.Find(e => e.name == Propertyname.IndicesValues_None); foreach (var property in properties) { if (property.propertyGroup == 1) { var IndicesValues = properties.Find(e => e.prerequisite == property.name); specialCombos.Add(ComboHelper.CustomComboCreation( property, defaultIndices, IndicesValues)); specialCombos.Add(ComboHelper.CustomComboCreation( property, noIndicesValue, noIndicesType)); } removeCombos.Add(ComboHelper.CustomComboCreation( property)); } specialCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.IndicesValues_Triangles), properties.Find(e => e.name == Propertyname.IndicesComponentType_Byte), properties.Find(e => e.name == Propertyname.Mode_Triangles))); specialCombos.Add(ComboHelper.CustomComboCreation( properties.Find(e => e.name == Propertyname.IndicesValues_Triangles), properties.Find(e => e.name == Propertyname.IndicesComponentType_Short), properties.Find(e => e.name == Propertyname.Mode_Triangles))); }
public Mesh_PrimitiveMode(List <string> imageList) : base(imageList) { modelGroupName = ModelGroupName.Mesh_PrimitiveMode; onlyBinaryProperties = false; noPrerequisite = false; Runtime.Image figureIndices = new Runtime.Image { Uri = imageList.Find(e => e.Contains("Indices")) }; Runtime.Image figurePointsIndices = new Runtime.Image { Uri = imageList.Find(e => e.Contains("Indices_Points")) }; //Runtime.Image normalTexture = new Runtime.Image //{ // Uri = textures.Find(e => e.Contains("Normal_Plane")) //}; //usedTextures.Add(normalTexture); usedFigures.Add(figureIndices); usedFigures.Add(figurePointsIndices); List <Vector3> noIndicesPositionsTriangles = new List <Vector3>() { new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(0.5f, -0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), }; List <Vector3> noIndicesPositionsLines = new List <Vector3>() { new Vector3(0.5f, -0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(0.5f, -0.5f, 0.0f), }; List <Vector3> noIndicesPositionsLineloopFan = new List <Vector3>() { new Vector3(0.5f, -0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), }; // Make a list of verticies for points with 1024 values List <Vector3> noIndicesPositionsPoints = new List <Vector3>(); List <Vector3> cornerPoints = new List <Vector3>() { new Vector3(0.5f, -0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(0.5f, -0.5f, 0.0f) }; for (int corner = 0; corner < 4; corner++) { for (int x = 256; x > 0; x--) { Vector3 startPoint = cornerPoints[corner]; Vector3 endPoint = cornerPoints[corner + 1]; float fractionOfLine = (float)x / 256f; noIndicesPositionsPoints.Add(PointOnLine.FindPoint(startPoint, endPoint, fractionOfLine)); } } List <Vector3> noIndicesPositionsLineStrip = new List <Vector3>() { new Vector3(0.5f, -0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(0.5f, -0.5f, 0.0f), }; List <Vector3> noIndicesPositionsTrianglestrip = new List <Vector3>() { new Vector3(0.5f, -0.5f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(-0.5f, 0.5f, 0.0f), }; Runtime.GLTF defaultModel = Common.SinglePlane(); // Only used to get the default indices List <int> defaultModelIndices = new List <int>(defaultModel.Scenes[0].Nodes[0].Mesh.MeshPrimitives[0].Indices); List <int> linesIndices = new List <int> { 0, 3, 3, 2, 2, 1, 1, 0, }; List <int> lineloopFanIndices = new List <int> { 0, 3, 2, 1, }; List <int> linestripIndices = new List <int> { 0, 3, 2, 1, 0, }; List <int> trianglestripIndices = new List <int> { 0, 3, 1, 2, }; List <int> pointsIndices = new List <int>(); for (int x = 0; x < noIndicesPositionsPoints.Count; x++) { pointsIndices.Add(x); } //List<Vector2> pointsTextureCoords = new List<Vector2>() //{ // new Vector2(1.0f, 1.0f), // new Vector2(0.75f, 1.0f), // new Vector2(0.5f, 1.0f), // new Vector2(0.25f, 1.0f), // new Vector2(0.0f, 1.0f), // new Vector2(0.0f, 0.75f), // new Vector2(0.0f, 0.5f), // new Vector2(0.0f, 0.25f), // new Vector2(0.0f, 0.0f), // new Vector2(0.25f, 0.0f), // new Vector2(0.5f, 0.0f), // new Vector2(0.75f, 0.0f), // new Vector2(1.0f, 0.0f), // new Vector2(1.0f, 0.25f), // new Vector2(1.0f, 0.5f), // new Vector2(1.0f, 0.75f), //}; //List<Vector2> linesTextureCoords = new List<Vector2>() //{ // new Vector2(1.0f, 1.0f), // new Vector2(0.0f, 1.0f), // new Vector2(0.0f, 1.0f), // new Vector2(0.0f, 0.0f), // new Vector2(0.0f, 0.0f), // new Vector2(1.0f, 0.0f), // new Vector2(1.0f, 0.0f), // new Vector2(1.0f, 1.0f), //}; //List<List<Vector2>> textureCoords = new List<List<Vector2>>() //{ // pointsTextureCoords, // linesTextureCoords //}; //List<Vector3> normalsPoints = new List<Vector3>(); //List<Vector4> tangentsPoints = new List<Vector4>(); //for (int x = 0; x < 16; x++) //{ // normalsPoints.Add(new Vector3(0.0f, 0.0f, 1.0f)); // tangentsPoints.Add(new Vector4(1.0f, 0.0f, 0.0f, 1.0f)); //} //List<Vector3> normalsLines = new List<Vector3>(); //List<Vector4> tangentsLines = new List<Vector4>(); //for (int x = 0; x < 8; x++) //{ // normalsLines.Add(new Vector3(0.0f, 0.0f, 1.0f)); // tangentsLines.Add(new Vector4(1.0f, 0.0f, 0.0f, 1.0f)); //} //List<List<Vector3>> normals = new List<List<Vector3>>() //{ // normalsPoints, // normalsLines //}; //List<List<Vector4>> tangents = new List<List<Vector4>>() //{ // tangentsPoints, // tangentsLines //}; properties = new List <Property> { new Property(Propertyname.Mode_Points, Runtime.MeshPrimitive.ModeEnum.POINTS, group: 1), new Property(Propertyname.Mode_Lines, Runtime.MeshPrimitive.ModeEnum.LINES, group: 1), new Property(Propertyname.Mode_Line_Loop, Runtime.MeshPrimitive.ModeEnum.LINE_LOOP, group: 1), new Property(Propertyname.Mode_Line_Strip, Runtime.MeshPrimitive.ModeEnum.LINE_STRIP, group: 1), new Property(Propertyname.Mode_Triangle_Strip, Runtime.MeshPrimitive.ModeEnum.TRIANGLE_STRIP, group: 1), new Property(Propertyname.Mode_Triangle_Fan, Runtime.MeshPrimitive.ModeEnum.TRIANGLE_FAN, group: 1), new Property(Propertyname.Mode_Triangles, Runtime.MeshPrimitive.ModeEnum.TRIANGLES, group: 1), new Property(Propertyname.IndicesValues_Points, "[0 - 1023]", Propertyname.Mode_Points, group: 2), new Property(Propertyname.IndicesValues_Lines, linesIndices, Propertyname.Mode_Lines, group: 2), new Property(Propertyname.IndicesValues_LineLoop, lineloopFanIndices, Propertyname.Mode_Line_Loop, group: 2), new Property(Propertyname.IndicesValues_LineStrip, linestripIndices, Propertyname.Mode_Line_Strip, group: 2), new Property(Propertyname.IndicesValues_TriangleStrip, trianglestripIndices, Propertyname.Mode_Triangle_Strip, group: 2), new Property(Propertyname.IndicesValues_TriangleFan, lineloopFanIndices, Propertyname.Mode_Triangle_Fan, group: 2), new Property(Propertyname.IndicesValues_Triangles, defaultModelIndices, Propertyname.Mode_Triangles, group: 2), new Property(Propertyname.IndicesValues_None, " ", group: 2), new Property(Propertyname.IndicesComponentType_Byte, Runtime.MeshPrimitive.IndexComponentTypeEnum.UNSIGNED_BYTE, group: 4), new Property(Propertyname.IndicesComponentType_Short, Runtime.MeshPrimitive.IndexComponentTypeEnum.UNSIGNED_SHORT, group: 4), new Property(Propertyname.IndicesComponentType_Int, Runtime.MeshPrimitive.IndexComponentTypeEnum.UNSIGNED_INT, group: 4), new Property(Propertyname.IndicesComponentType_None, " ", group: 4), //new Property(Propertyname.VertexUV0_Float, ":white_check_mark:", group:5), //new Property(Propertyname.VertexNormal, ":white_check_mark:"), //new Property(Propertyname.VertexTangent, ":white_check_mark:"), //new Property(Propertyname.NormalTexture, normalTexture), }; specialProperties = new List <Property> { //new Property(Propertyname.VertexUV0_Float, textureCoords, group:5), //new Property(Propertyname.VertexNormal, normals), //new Property(Propertyname.VertexTangent, tangents), new Property(Propertyname.Mode_Points, noIndicesPositionsPoints, group: 1), new Property(Propertyname.Mode_Lines, noIndicesPositionsLines, group: 1), new Property(Propertyname.Mode_Line_Loop, noIndicesPositionsLineloopFan, group: 1), new Property(Propertyname.Mode_Line_Strip, noIndicesPositionsLineStrip, group: 1), new Property(Propertyname.Mode_Triangle_Strip, noIndicesPositionsTrianglestrip, group: 1), new Property(Propertyname.Mode_Triangle_Fan, noIndicesPositionsLineloopFan, group: 1), new Property(Propertyname.Mode_Triangles, noIndicesPositionsTriangles, group: 1), new Property(Propertyname.IndicesValues_Points, pointsIndices, Propertyname.Mode_Points, group: 2), }; // Each mode with and without indices, and drop singles var defaultIndices = properties.Find(e => e.name == Propertyname.IndicesComponentType_Int); var noIndicesType = properties.Find(e => e.name == Propertyname.IndicesComponentType_None); var noIndicesValue = properties.Find(e => e.name == Propertyname.IndicesValues_None); foreach (var property in properties) { if (property.propertyGroup == 1) { var IndicesValues = properties.Find(e => e.prerequisite == property.name); specialCombos.Add(ComboHelper.CustomComboCreation( property, defaultIndices, IndicesValues)); specialCombos.Add(ComboHelper.CustomComboCreation( property, noIndicesValue, noIndicesType)); } removeCombos.Add(ComboHelper.CustomComboCreation( property)); } var valueTriangles = properties.Find(e => e.name == Propertyname.IndicesValues_Triangles); var modeTriangles = properties.Find(e => e.name == Propertyname.Mode_Triangles); var modePoints = properties.Find(e => e.name == Propertyname.Mode_Points); var modeLines = properties.Find(e => e.name == Propertyname.Mode_Lines); var typeByte = properties.Find(e => e.name == Propertyname.IndicesComponentType_Byte); var typeShort = properties.Find(e => e.name == Propertyname.IndicesComponentType_Short); var vertexUV = properties.Find(e => e.name == Propertyname.VertexUV0_Float); //var normal = properties.Find(e => e.name == Propertyname.VertexNormal); //var tangent = properties.Find(e => e.name == Propertyname.VertexTangent); //var normalTex = properties.Find(e => e.name == Propertyname.NormalTexture); specialCombos.Add(new List <Property>() { valueTriangles, typeByte, modeTriangles }); specialCombos.Add(new List <Property>() { valueTriangles, typeShort, modeTriangles }); //specialCombos.Add(new List<Property>() //{ // modePoints, // noIndicesValue, // noIndicesType, // vertexUV, // normal //}); //specialCombos.Add(new List<Property>() //{ // modeLines, // noIndicesValue, // noIndicesType, // vertexUV, // normal //}); //specialCombos.Add(new List<Property>() //{ // modeLines, // noIndicesValue, // noIndicesType, // vertexUV, // normal, // tangent, // normalTex //}); }