public void AddTextureCoordinates() { bool texCoordsAdded = false; foreach (var face in this.Meshes.SelectMany(t => t.FaceGroups).SelectMany(t => t.Faces)) { ObjIndex verticesIndex = face.VerticesIndex; ObjIndex texCoord = face.VertexTexCoordsIndex; if (texCoord.A < 0 || texCoord.B < 0 || texCoord.C < 0 || (verticesIndex.D >= 0 && texCoord.D < 0)) { if (!texCoordsAdded) { this.VertexTexCoords.Add(new ObjVector2(0, 0)); this.VertexTexCoords.Add(new ObjVector2(1, 0)); this.VertexTexCoords.Add(new ObjVector2(1, 1)); this.VertexTexCoords.Add(new ObjVector2(0, 1)); texCoordsAdded = true; } texCoord.A = this.VertexTexCoords.Count - 4; texCoord.B = this.VertexTexCoords.Count - 3; texCoord.C = this.VertexTexCoords.Count - 2; texCoord.D = verticesIndex.D < 0 ? -1 : this.VertexTexCoords.Count - 1; face.VertexTexCoordsIndex = texCoord; } } }
public void AddVertexNormals() { foreach (var face in this.Meshes.SelectMany(t => t.FaceGroups).SelectMany(t => t.Faces)) { ObjIndex verticesIndex = face.VerticesIndex; ObjIndex vertexNormalsIndex = face.VertexNormalsIndex; if (vertexNormalsIndex.A < 0 || vertexNormalsIndex.B < 0 || vertexNormalsIndex.C < 0 || (verticesIndex.D >= 0 && vertexNormalsIndex.D < 0)) { ObjVector3 normal = ObjVector3.Normal( this.Vertices.ElementAtOrDefault(verticesIndex.A), this.Vertices.ElementAtOrDefault(verticesIndex.B), this.Vertices.ElementAtOrDefault(verticesIndex.C)); this.VertexNormals.Add(normal); vertexNormalsIndex.A = this.VertexNormals.Count - 1; vertexNormalsIndex.B = this.VertexNormals.Count - 1; vertexNormalsIndex.C = this.VertexNormals.Count - 1; vertexNormalsIndex.D = verticesIndex.D < 0 ? -1 : this.VertexNormals.Count - 1; face.VertexNormalsIndex = vertexNormalsIndex; } } }
private void CompactVertexNormalsBuffer() { if (this.VertexNormals.Count == 0) { return; } bool[] isUsed = new bool[this.VertexNormals.Count]; foreach (int i in this.Meshes .SelectMany(t => t.FaceGroups) .SelectMany(t => t.Faces) .Select(t => t.VertexNormalsIndex) .SelectMany(t => new int[] { t.A, t.B, t.C, t.D })) { if (i >= 0 && i < this.VertexNormals.Count) { isUsed[i] = true; } } List <ObjVector3> newValues = new List <ObjVector3>(this.VertexNormals.Count); int[] newIndices = new int[this.VertexNormals.Count]; for (int i = 0; i < this.VertexNormals.Count; i++) { if (!isUsed[i]) { continue; } ObjVector3 value = this.VertexNormals[i]; int index = -1; for (int j = 0; j < newValues.Count; j++) { if (newValues[j] == value) { index = j; break; } } if (index == -1) { newIndices[i] = newValues.Count; newValues.Add(value); } else { newIndices[i] = index; } } newValues.TrimExcess(); this.VertexNormals = newValues; foreach (var face in this.Meshes .SelectMany(t => t.FaceGroups) .SelectMany(t => t.Faces)) { ObjIndex index = face.VertexNormalsIndex; face.VertexNormalsIndex = new ObjIndex( index.A < 0 ? -1 : newIndices[index.A], index.B < 0 ? -1 : newIndices[index.B], index.C < 0 ? -1 : newIndices[index.C], index.D < 0 ? -1 : newIndices[index.D]); } }