public unsafe static NativeMeshSOA Parse(string path, Allocator outputAllocator = Allocator.Persistent, VertexAttribs vertexAttribs = VertexAttribs.Position, VertexOrder vertexOrder = VertexOrder.ByDefinition) { #if VERBOSE Debug.LogFormat("trying {0}", path); #endif var text = File.ReadAllText(path); //TODO replace with native variant var textSize = text.Length; // measure the data int numPositions = 0; int numTexCoords = 0; int numNormals = 0; int numFaces = 0; for (int i = 0; i < text.Length; i++) { if (ReadChar(text, ref i, 'v')) { if (ReadBlank(text, ref i)) { numPositions++; } else if (ReadChar(text, ref i, 't') && ReadBlank(text, ref i)) { numTexCoords++; } else if (ReadChar(text, ref i, 'n') && ReadBlank(text, ref i)) { numNormals++; } } else if (ReadChar(text, ref i, 'f') && ReadBlankGreedy(text, ref i)) { int readVerts = 0; while (ReadDigit(text, ref i)) { ReadUntilNewlineOrBlank(text, ref i); ReadBlankGreedy(text, ref i); readVerts++; } if (readVerts > 2) { numFaces += readVerts - 2; } } ReadUntilNewline(text, ref i); } #if VERBOSE Debug.LogFormat("-- numPositions = {0}", numPositions); Debug.LogFormat("-- numTexCoords = {0}", numTexCoords); Debug.LogFormat("-- numNormals = {0}", numNormals); Debug.LogFormat("-- numFaces = {0}", numFaces); #endif // allocate buffers var inputPositions = new NativeArray <Vector3>(numPositions, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var inputTexCoords = new NativeArray <Vector2>(numTexCoords, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var inputNormals = new NativeArray <Vector3>(numNormals, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var inputFaces = new NativeArray <InputFace>(numFaces, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var outputIndicesMax = numFaces * 3; var outputIndicesLUT = new NativeHashMap <Hash128, int>(outputIndicesMax, Allocator.Temp); var outputPositions = new NativeArray <Vector3>(outputIndicesMax, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var outputTexCoords = new NativeArray <Vector2>(outputIndicesMax, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var outputNormals = new NativeArray <Vector3>(outputIndicesMax, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var outputIndices = new NativeArray <int>(outputIndicesMax, Allocator.Temp, NativeArrayOptions.UninitializedMemory); // read the data numPositions = 0; numTexCoords = 0; numNormals = 0; numFaces = 0; for (int i = 0; i < text.Length; i++) { if (ReadChar(text, ref i, 'v')) { if (ReadBlank(text, ref i)) { Vector3 position; ReadFloat(text, ref i, out position.x); position.x *= -1.0f; //TODO remove this hack ReadBlankGreedy(text, ref i); ReadFloat(text, ref i, out position.y); ReadBlankGreedy(text, ref i); ReadFloat(text, ref i, out position.z); inputPositions[numPositions++] = position; } else if (ReadChar(text, ref i, 't') && ReadBlank(text, ref i)) { Vector2 texCoord; ReadFloat(text, ref i, out texCoord.x); ReadBlankGreedy(text, ref i); ReadFloat(text, ref i, out texCoord.y); inputTexCoords[numTexCoords++] = texCoord; } else if (ReadChar(text, ref i, 'n') && ReadBlank(text, ref i)) { Vector3 normal; ReadFloat(text, ref i, out normal.x); normal.x *= -1.0f; //TODO remove this hack ReadBlankGreedy(text, ref i); ReadFloat(text, ref i, out normal.y); ReadBlankGreedy(text, ref i); ReadFloat(text, ref i, out normal.z); inputNormals[numNormals++] = normal; } } else if (ReadChar(text, ref i, 'f') && ReadBlankGreedy(text, ref i)) { InputFace face = new InputFace(); if (ReadUInt(text, ref i, out face.v0.idxPosition)) { ReadChar(text, ref i, '/'); ReadUInt(text, ref i, out face.v0.idxTexCoord); ReadChar(text, ref i, '/'); ReadUInt(text, ref i, out face.v0.idxNormal); int readVerts = 1; while (ReadBlankGreedy(text, ref i)) { face.v1 = face.v2; if (ReadUInt(text, ref i, out face.v2.idxPosition)) { ReadChar(text, ref i, '/'); ReadUInt(text, ref i, out face.v2.idxTexCoord); ReadChar(text, ref i, '/'); ReadUInt(text, ref i, out face.v2.idxNormal); if (++readVerts > 2) { inputFaces[numFaces++] = face; } } } } } ReadUntilNewline(text, ref i); } // process the data int numOutputVertices = 0; int numOutputIndices = 0; if (vertexOrder == VertexOrder.ByReference) { for (int i = 0; i != numFaces; i++) { InputFace face = inputFaces[i]; var key0 = Hash(in face.v0); var key1 = Hash(in face.v1); var key2 = Hash(in face.v2); int idx0, idx1, idx2; if (outputIndicesLUT.TryGetValue(key0, out idx0) == false) { outputIndicesLUT[key0] = idx0 = numOutputVertices++; } if (outputIndicesLUT.TryGetValue(key1, out idx1) == false) { outputIndicesLUT[key1] = idx1 = numOutputVertices++; } if (outputIndicesLUT.TryGetValue(key2, out idx2) == false) { outputIndicesLUT[key2] = idx2 = numOutputVertices++; } outputPositions[idx0] = inputPositions[(int)face.v0.idxPosition - 1]; outputPositions[idx1] = inputPositions[(int)face.v1.idxPosition - 1]; outputPositions[idx2] = inputPositions[(int)face.v2.idxPosition - 1]; outputTexCoords[idx0] = inputTexCoords[(int)face.v0.idxTexCoord - 1]; outputTexCoords[idx1] = inputTexCoords[(int)face.v1.idxTexCoord - 1]; outputTexCoords[idx2] = inputTexCoords[(int)face.v2.idxTexCoord - 1]; outputNormals[idx0] = inputNormals[(int)face.v0.idxNormal - 1]; outputNormals[idx1] = inputNormals[(int)face.v1.idxNormal - 1]; outputNormals[idx2] = inputNormals[(int)face.v2.idxNormal - 1]; outputIndices[numOutputIndices++] = idx0; outputIndices[numOutputIndices++] = idx1; outputIndices[numOutputIndices++] = idx2; } } else if (vertexOrder == VertexOrder.ByDefinition) { numOutputVertices = numPositions; var indexVisited = new NativeArray <bool>(numPositions, Allocator.Temp, NativeArrayOptions.ClearMemory); for (int i = 0; i != numFaces; i++) { InputFace face = inputFaces[i]; var key0 = Hash(in face.v0); var key1 = Hash(in face.v1); var key2 = Hash(in face.v2); int idx0, idx1, idx2; if (outputIndicesLUT.TryGetValue(key0, out idx0) == false) { if (indexVisited[idx0 = (int)face.v0.idxPosition - 1]) { outputIndicesLUT[key0] = idx0 = numOutputVertices++; } else { outputIndicesLUT[key0] = idx0; } } if (outputIndicesLUT.TryGetValue(key1, out idx1) == false) { if (indexVisited[idx1 = (int)face.v1.idxPosition - 1]) { outputIndicesLUT[key1] = idx1 = numOutputVertices++; } else { outputIndicesLUT[key1] = idx1; } } if (outputIndicesLUT.TryGetValue(key2, out idx2) == false) { if (indexVisited[idx2 = (int)face.v2.idxPosition - 1]) { outputIndicesLUT[key2] = idx2 = numOutputVertices++; } else { outputIndicesLUT[key2] = idx2; } } indexVisited[(int)face.v0.idxPosition - 1] = true; indexVisited[(int)face.v1.idxPosition - 1] = true; indexVisited[(int)face.v2.idxPosition - 1] = true; outputPositions[idx0] = inputPositions[(int)face.v0.idxPosition - 1]; outputPositions[idx1] = inputPositions[(int)face.v1.idxPosition - 1]; outputPositions[idx2] = inputPositions[(int)face.v2.idxPosition - 1]; outputTexCoords[idx0] = inputTexCoords[(int)face.v0.idxTexCoord - 1]; outputTexCoords[idx1] = inputTexCoords[(int)face.v1.idxTexCoord - 1]; outputTexCoords[idx2] = inputTexCoords[(int)face.v2.idxTexCoord - 1]; outputNormals[idx0] = inputNormals[(int)face.v0.idxNormal - 1]; outputNormals[idx1] = inputNormals[(int)face.v1.idxNormal - 1]; outputNormals[idx2] = inputNormals[(int)face.v2.idxNormal - 1]; outputIndices[numOutputIndices++] = idx0; outputIndices[numOutputIndices++] = idx1; outputIndices[numOutputIndices++] = idx2; } indexVisited.Dispose(); } #if VERBOSE Debug.LogFormat("output vertex count = {0}", numOutputVertices); Debug.LogFormat("output index count = {0}", numOutputIndices); #endif // copy to container NativeMeshSOA mesh = new NativeMeshSOA() { vertexPositions = new NativeArray <Vector3>(numOutputVertices, outputAllocator, NativeArrayOptions.UninitializedMemory), vertexTexCoords = new NativeArray <Vector2>(numOutputVertices, outputAllocator, NativeArrayOptions.UninitializedMemory), vertexNormals = new NativeArray <Vector3>(numOutputVertices, outputAllocator, NativeArrayOptions.UninitializedMemory), vertexCount = numOutputVertices, faceIndices = new NativeArray <int>(numOutputIndices, outputAllocator, NativeArrayOptions.UninitializedMemory), faceIndicesCount = numOutputIndices, }; NativeArray <Vector3> .Copy(outputPositions, mesh.vertexPositions, numOutputVertices); NativeArray <Vector2> .Copy(outputTexCoords, mesh.vertexTexCoords, numOutputVertices); NativeArray <Vector3> .Copy(outputNormals, mesh.vertexNormals, numOutputVertices); NativeArray <int> .Copy(outputIndices, mesh.faceIndices, numOutputIndices); // free buffers inputPositions.Dispose(); inputTexCoords.Dispose(); inputNormals.Dispose(); inputFaces.Dispose(); outputIndicesLUT.Dispose(); outputPositions.Dispose(); outputTexCoords.Dispose(); outputNormals.Dispose(); outputIndices.Dispose(); // done return(mesh); }
public IPrimitive SetVertexOrder(VertexOrder vertexOrder) { this.VertexOrder = vertexOrder; return(this); }
public List <GeometricObject> ExtractObjectMesh(LoadMode loadMode) { List <GeometricObject> objectMesh = new List <GeometricObject>(); FileHandler fileHandler = new FileHandler(_filePath); fileHandler.ExtractData(); StringReader scanner = new StringReader(fileHandler.GetSourceData()); List <Coordinate> vertexCoords = new List <Coordinate>(); VertexOrder vertexOrder; string meshCommandDelimeter = " "; int meshCommandIndex; string currLine = scanner.ReadLine(); while (currLine != null) { meshCommandIndex = currLine.IndexOf(meshCommandDelimeter); if (meshCommandIndex != -1) { string meshCommand = currLine.Substring(0, meshCommandIndex).ToUpper(); if (meshCommand.Equals(MeshCommand.V.ToString())) { vertexCoords.Add(new Coordinate()); currLine = currLine.Substring(meshCommandIndex + 1); if (currLine.Substring(0, 1).Equals(meshCommandDelimeter)) { currLine = currLine.Substring(1); } meshCommandIndex = currLine.IndexOf(meshCommandDelimeter); vertexCoords.Last().XCoord = Convert.ToSingle(currLine.Substring(0, meshCommandIndex), CultureInfo.InvariantCulture); currLine = currLine.Substring(meshCommandIndex + 1); meshCommandIndex = currLine.IndexOf(meshCommandDelimeter); vertexCoords.Last().YCoord = Convert.ToSingle(currLine.Substring(0, meshCommandIndex), CultureInfo.InvariantCulture); currLine = currLine.Substring(meshCommandIndex + 1); vertexCoords.Last().ZCoord = Convert.ToSingle(currLine, CultureInfo.InvariantCulture); } else if (meshCommand.Equals(MeshCommand.VT.ToString())) { currLine = currLine.Substring(meshCommandIndex + 1); //meshCommandIndex = currLine.IndexOf(meshCommandDelimeter); ///////////////////////// Handle Texture Meshing /////////////////////// //currLine = currLine.Substring(meshCommandIndex + 1); //meshCommandIndex = currLine.IndexOf(meshCommandDelimeter); ///////////////////////// Handle Texture Meshing /////////////////////// //currLine = currLine.Substring(meshCommandIndex + 1); } else if (meshCommand.Equals(MeshCommand.F.ToString())) { vertexOrder = new VertexOrder(); currLine = currLine.Substring(meshCommandIndex + 1); meshCommandIndex = currLine.IndexOf(meshCommandDelimeter); while (meshCommandIndex != -1) { vertexOrder.InsertIndex(Convert.ToInt32(currLine.Substring(0, meshCommandIndex).Split('/').First()) - 1); currLine = currLine.Substring(meshCommandIndex + 1); meshCommandIndex = currLine.IndexOf(meshCommandDelimeter); } if (currLine.Length > 0) { vertexOrder.InsertIndex(Convert.ToInt32(currLine.Split('/').First()) - 1); } objectMesh.Last().InsertPolygon(vertexOrder.ConstructPolygon(vertexCoords)); } else if (currLine.Contains(MeshCommand.OBJECT.ToString() + " " + MeshCommand.MESH.ToString(), StringComparison.CurrentCultureIgnoreCase) || meshCommand.Equals(MeshCommand.O.ToString())) { objectMesh.Add(new GeometricObject()); } } currLine = scanner.ReadLine(); } if (loadMode == LoadMode.Translated) { throw new NotImplementedException(); } return(objectMesh); }