示例#1
0
        private static byte[] EncodeValues(int[] values)
        {
            var valuesLength = values.Length;
            var byteCount    = 1 + 4 + valuesLength * 4; // (byte)codecType + (int)integersToRead + (int[])values

            var bytesList = new List <byte>(byteCount)
            {
                (byte)CODECType.Null
            };

            bytesList.AddRange(StreamUtils.ToBytes(valuesLength));

            for (int i = 0; i < valuesLength; ++i)
            {
                bytesList.AddRange(StreamUtils.ToBytes(values[i]));
            }

            return(bytesList.ToArray());
        }
示例#2
0
        public VertexBasedShapeCompressedRepData(int[][] triStrips, float[][] vertexPositions, float[][] vertexNormals = null)
        {
            VersionNumber          = 1;
            NormalBinding          = (byte)(vertexNormals == null ? 0 : 1);
            TextureCoordBinding    = 0;
            ColourBinding          = 0;
            QuantizationParameters = new QuantizationParameters(0, 0, 0, 0);



            // Next we need to make sure that first index of each tristrip is bigger by 1 than last index of previous tristrip
            // Next we need to extract first index of each tristrip also add last index of last tristrip + 1

            var newVertexIndex = 0;

            var newTriStrips       = new int[triStrips.Length][];
            var newVertexPositions = new List <float[]>(vertexPositions.Length);
            var newVertexNormals   = vertexNormals == null ? null : new List <float[]>(vertexNormals.Length);

            for (int triStripIndex = 0, triStripCount = triStrips.Length; triStripIndex < triStripCount; ++triStripIndex)
            {
                var triStrip     = triStrips[triStripIndex];
                var indicesCount = triStrip.Length;

                var newTriStrip = new int[indicesCount];

                for (int i = 0; i < indicesCount; ++i)
                {
                    newTriStrip[i] = newVertexIndex++;

                    var vertexIndex = triStrip[i];

                    newVertexPositions.Add(vertexPositions[vertexIndex]);
                    if (vertexNormals != null)
                    {
                        newVertexNormals.Add(vertexNormals[vertexIndex]);
                    }
                }

                newTriStrips[triStripIndex] = newTriStrip;
            }

            TriStrips = newTriStrips;

            TriStrips = newTriStrips;
            Positions = newVertexPositions.ToArray();
            Normals   = vertexNormals != null?newVertexNormals.ToArray() : null;

            //Next build vertex data from positons and normals eg x y z, xn yn zn -> repeat
            //Next convert vertex data to byte array

            var vertexData = new List <byte>((3 * 4 * newVertexPositions.Count) * (vertexNormals == null ? 1 : 2));

            for (int i = 0, c = newVertexPositions.Count; i < c; ++i)
            {
                if (vertexNormals != null)
                {
                    var vertexNormal = Normals[i];

                    vertexData.AddRange(StreamUtils.ToBytes(vertexNormal[0]));
                    vertexData.AddRange(StreamUtils.ToBytes(vertexNormal[1]));
                    vertexData.AddRange(StreamUtils.ToBytes(vertexNormal[2]));
                }

                var vertexPosition = Positions[i];

                vertexData.AddRange(StreamUtils.ToBytes(vertexPosition[0]));
                vertexData.AddRange(StreamUtils.ToBytes(vertexPosition[1]));
                vertexData.AddRange(StreamUtils.ToBytes(vertexPosition[2]));
            }

            LosslessCompressedRawVertexData = new LosslessCompressedRawVertexData(vertexData.ToArray());
        }