public void QuaternionTests() { var q = new XbimQuaternion(); Assert.AreEqual(true, q.IsIdentity(), "Uninitialised quaternion should be identity."); q = new XbimQuaternion(0.0f, 0.0f, 0.0f, 1.0f); Assert.AreEqual(true, q.IsIdentity(), "Should be identity when initialised with floats."); var mat = new XbimMatrix3D(); q = mat.GetRotationQuaternion(); Assert.AreEqual(true, q.IsIdentity(), "Quaternion from identity matrix shold be identity."); }
public static void Read(this XbimMeshGeometry3D m3D, byte[] mesh, XbimMatrix3D? transform = null) { var indexBase = m3D.Positions.Count; var qrd = new XbimQuaternion(); XbimMatrix3D? matrix3D = null; if (transform.HasValue) { qrd = transform.Value.GetRotationQuaternion(); matrix3D = transform.Value; } using (var ms = new MemoryStream(mesh)) { using (var br = new BinaryReader(ms)) { // ReSharper disable once UnusedVariable var version = br.ReadByte(); //stream format version var numVertices = br.ReadInt32(); var numTriangles = br.ReadInt32(); var uniqueVertices = new List<XbimPoint3D>(numVertices); var vertices = new List<XbimPoint3D>(numVertices * 4); //approx the size var triangleIndices = new List<int>(numTriangles * 3); var normals = new List<XbimVector3D>(numVertices * 4); for (var i = 0; i < numVertices; i++) { double x = br.ReadSingle(); double y = br.ReadSingle(); double z = br.ReadSingle(); var p = new XbimPoint3D(x, y, z); if (matrix3D.HasValue) p = matrix3D.Value.Transform(p); uniqueVertices.Add(p); } var numFaces = br.ReadInt32(); for (var i = 0; i < numFaces; i++) { var numTrianglesInFace = br.ReadInt32(); if (numTrianglesInFace == 0) continue; var isPlanar = numTrianglesInFace > 0; numTrianglesInFace = Math.Abs(numTrianglesInFace); if (isPlanar) { var normal = br.ReadPackedNormal().Normal; if (!qrd.IsIdentity()) { var baseVal = new XbimVector3D(normal.X, normal.Y, normal.Z); XbimQuaternion.Transform(ref baseVal, ref qrd, out normal); } var uniqueIndices = new Dictionary<int, int>(); for (var j = 0; j < numTrianglesInFace; j++) { for (var k = 0; k < 3; k++) { var idx = ReadIndex(br, numVertices); int writtenIdx; if (!uniqueIndices.TryGetValue(idx, out writtenIdx)) //we haven't got it, so add it { writtenIdx = vertices.Count; vertices.Add(uniqueVertices[idx]); uniqueIndices.Add(idx, writtenIdx); //add a matching normal normals.Add(normal); } triangleIndices.Add(indexBase + writtenIdx); } } } else { var uniqueIndices = new Dictionary<int, int>(); for (var j = 0; j < numTrianglesInFace; j++) { for (var k = 0; k < 3; k++) { var idx = ReadIndex(br, numVertices); var normal = br.ReadPackedNormal().Normal; int writtenIdx; if (!uniqueIndices.TryGetValue(idx, out writtenIdx)) //we haven't got it, so add it { writtenIdx = vertices.Count; vertices.Add(uniqueVertices[idx]); uniqueIndices.Add(idx, writtenIdx); if (!qrd.IsIdentity()) { var baseVal = new XbimVector3D(normal.X, normal.Y, normal.Z); XbimQuaternion.Transform(ref baseVal, ref qrd, out normal); } normals.Add(normal); } triangleIndices.Add(indexBase + writtenIdx); } } } } m3D.Positions = m3D.Positions.Concat(vertices).ToList(); m3D.TriangleIndices = m3D.TriangleIndices.Concat(triangleIndices).ToList(); m3D.Normals = m3D.Normals.Concat(normals).ToList(); } } }