restructure importer to import different vertex types
parent
742c38ec7e
commit
e670bba1a6
377
Importer.cs
377
Importer.cs
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@ -7,9 +7,306 @@ namespace Smuggler
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{
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public static class Importer
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{
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public static Model ImportGLTF(GraphicsDevice graphicsDevice, Stream stream)
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private static System.Type InferVertexType(SharpGLTF.Schema2.ModelRoot model)
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{
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bool hasColor = false;
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bool hasNormal = false;
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bool hasTexture = false;
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if (model.LogicalMeshes.Count == 0) { return null; }
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if (model.LogicalMeshes[0].Primitives.Count == 0) { return null; }
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var samplePrimitive = model.LogicalMeshes[0].Primitives[0];
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if (samplePrimitive.GetVertexAccessor("POSITION") == null)
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{
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System.Console.WriteLine("There is no Position attribute on this model's vertices. That seems weird!");
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return null;
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}
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if (samplePrimitive.GetVertexAccessor("COLOR") != null)
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{
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hasColor = true;
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}
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if (samplePrimitive.GetVertexAccessor("NORMAL") != null)
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{
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hasNormal = true;
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}
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if (samplePrimitive.GetVertexAccessor("TEXCOORD_0") != null)
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{
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hasTexture = true;
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}
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if (hasColor && hasNormal && hasTexture)
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{
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// FIXME: Implement VertexPositionColorNormalTexture
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return null;
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}
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if (hasColor && hasTexture)
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{
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return typeof(VertexPositionColorTexture);
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}
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if (hasNormal && hasTexture)
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{
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return typeof(VertexPositionNormalTexture);
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}
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if (hasColor)
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{
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return typeof(VertexPositionColor);
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}
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if (hasTexture)
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{
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return typeof(VertexPositionTexture);
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}
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System.Console.WriteLine("Could not infer vertex type");
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return null;
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}
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private static Vector3[] Positions(SharpGLTF.Schema2.MeshPrimitive primitive)
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{
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var positionAccessor = primitive.GetVertexAccessor("POSITION").AsVector3Array();
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var positions = new Vector3[positionAccessor.Count];
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for (int i = 0; i < positions.Length; i++)
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{
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var position = positionAccessor[i];
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positions[i] = new Vector3(-position.X, -position.Z, position.Y);
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}
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return positions;
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}
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private static Color[] Colors(SharpGLTF.Schema2.MeshPrimitive primitive)
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{
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var colorAccessor = primitive.GetVertexAccessor("COLOR").AsColorArray();
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var colors = new Color[colorAccessor.Count];
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for (int i = 0; i < colors.Length; i++)
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{
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var color = colorAccessor[i];
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colors[i] = new Color(color.X, color.Y, color.Z, color.W);
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}
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return colors;
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}
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private static Vector3[] Normals(SharpGLTF.Schema2.MeshPrimitive primitive)
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{
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var normalAccessor = primitive.GetVertexAccessor("NORMAL").AsVector3Array();
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var normals = new Vector3[normalAccessor.Count];
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for (int i = 0; i < normals.Length; i++)
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{
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var normal = normalAccessor[i];
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normals[i] = -new Vector3(normal.X, normal.Z, normal.Y);
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}
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return normals;
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}
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private static Vector2[] TexCoords(SharpGLTF.Schema2.MeshPrimitive primitive)
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{
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var texcoordAccessor = primitive.GetVertexAccessor("TEXCOORD_0").AsVector2Array();
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var texcoords = new Vector2[texcoordAccessor.Count];
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for (int i = 0; i < texcoords.Length; i++)
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{
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var texcoord = texcoordAccessor[i];
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texcoords[i] = new Vector2(texcoord.X, texcoord.Y);
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}
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return texcoords;
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}
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private static Triangle[] Triangles(SharpGLTF.Schema2.MeshPrimitive primitive)
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{
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var triangles = new List<Triangle>();
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foreach (var (a, b, c) in primitive.GetTriangleIndices())
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{
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triangles.Add(new Triangle(a, b, c));
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}
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return triangles.ToArray();
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}
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private static uint[] Indices(SharpGLTF.Schema2.MeshPrimitive primitive)
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{
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var indexAccessor = primitive.GetIndexAccessor().AsIndicesArray();
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var indices = new uint[indexAccessor.Count];
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for (int i = 0; i < indices.Length; i++)
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{
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indices[i] = indexAccessor[i];
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}
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return indices;
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}
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private static void ImportVertexPositionColor(
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SharpGLTF.Schema2.MeshPrimitive primitive,
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VertexBuffer vertexBuffer,
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uint[] indices,
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Vector3[] positions
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) {
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var colors = Colors(primitive);
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var vertices = new VertexPositionColor[positions.Length];
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foreach (var index in indices)
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{
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var position = positions[index];
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var color = colors[index];
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vertices[index] = new VertexPositionColor(
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position,
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color
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);
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}
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vertexBuffer.SetData(vertices);
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}
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private static void ImportVertexPositionColorTexture(
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SharpGLTF.Schema2.MeshPrimitive primitive,
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VertexBuffer vertexBuffer,
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uint[] indices,
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Vector3[] positions
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) {
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var colors = Colors(primitive);
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var texcoords = TexCoords(primitive);
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var vertices = new VertexPositionColorTexture[positions.Length];
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foreach (var index in indices)
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{
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var position = positions[index];
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var color = colors[index];
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var texcoord = texcoords[index];
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vertices[index] = new VertexPositionColorTexture(
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position,
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color,
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texcoord
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);
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}
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vertexBuffer.SetData(vertices);
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}
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private static void ImportVertexPositionNormalTexture(
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SharpGLTF.Schema2.MeshPrimitive primitive,
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VertexBuffer vertexBuffer,
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uint[] indices,
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Vector3[] positions
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) {
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var normals = Normals(primitive);
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var texcoords = TexCoords(primitive);
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var vertices = new VertexPositionNormalTexture[positions.Length];
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foreach (var index in indices)
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{
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var position = positions[index];
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var normal = normals[index];
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var texcoord = texcoords[index];
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vertices[index] = new VertexPositionNormalTexture(
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position,
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normal,
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texcoord
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);
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}
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vertexBuffer.SetData(vertices);
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}
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private static void ImportVertexPositionTexture(
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SharpGLTF.Schema2.MeshPrimitive primitive,
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VertexBuffer vertexBuffer,
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uint[] indices,
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Vector3[] positions
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) {
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var texcoords = TexCoords(primitive);
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var vertices = new VertexPositionTexture[positions.Length];
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foreach (var index in indices)
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{
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var position = positions[index];
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var texcoord = texcoords[index];
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vertices[index] = new VertexPositionTexture(
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position,
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texcoord
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);
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}
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vertexBuffer.SetData(vertices);
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}
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private static MeshPart ImportMeshPart(GraphicsDevice graphicsDevice, System.Type vertexType, SharpGLTF.Schema2.MeshPrimitive primitive)
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{
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var indices = Indices(primitive);
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var positions = Positions(primitive);
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var triangles = Triangles(primitive);
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var vertexBuffer = new VertexBuffer(
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graphicsDevice,
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vertexType,
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positions.Length,
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BufferUsage.None
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);
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var indexBuffer = new IndexBuffer(
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graphicsDevice,
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IndexElementSize.ThirtyTwoBits,
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indices.Length,
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BufferUsage.None
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);
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indexBuffer.SetData(indices);
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if (vertexType == typeof(VertexPositionColor))
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{
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ImportVertexPositionColor(primitive, vertexBuffer, indices, positions);
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}
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else if (vertexType == typeof(VertexPositionColorTexture))
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{
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ImportVertexPositionColorTexture(primitive, vertexBuffer, indices, positions);
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}
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else if (vertexType == typeof(VertexPositionNormalTexture))
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{
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ImportVertexPositionNormalTexture(primitive, vertexBuffer, indices, positions);
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}
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else if (vertexType == typeof(VertexPositionTexture))
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{
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ImportVertexPositionTexture(primitive, vertexBuffer, indices, positions);
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}
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return new MeshPart(
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vertexBuffer,
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indexBuffer,
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positions,
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triangles,
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new BasicEffect(graphicsDevice)
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);
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}
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public static Model ImportGLB(GraphicsDevice graphicsDevice, Stream stream)
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{
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var sharpModel = SharpGLTF.Schema2.ModelRoot.ReadGLB(stream);
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var vertexType = InferVertexType(sharpModel);
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if (vertexType == null) { return null; }
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var meshes = new List<Mesh>();
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@ -19,84 +316,8 @@ namespace Smuggler
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foreach (var primitive in mesh.Primitives)
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{
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var positionAccessor = primitive.GetVertexAccessor("POSITION").AsVector3Array();
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var normalAccessor = primitive.GetVertexAccessor("NORMAL").AsVector3Array();
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var texcoordAccessor = primitive.GetVertexAccessor("TEXCOORD_0").AsVector2Array();
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var indexAccessor = primitive.GetIndexAccessor().AsIndicesArray();
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var positions = new Vector3[positionAccessor.Count];
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var normals = new Vector3[normalAccessor.Count];
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var texcoords = new Vector2[texcoordAccessor.Count];
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var triangles = new List<Triangle>();
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for (int i = 0; i < positions.Length; i++)
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{
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var position = positionAccessor[i];
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positions[i] = new Vector3(-position.X, -position.Z, position.Y);
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}
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for (int i = 0; i < normals.Length; i++)
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{
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var normal = normalAccessor[i];
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normals[i] = -new Vector3(normal.X, normal.Z, normal.Y);
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}
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for (int i = 0; i < texcoords.Length; i++)
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{
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var texcoord = texcoordAccessor[i];
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texcoords[i] = new Vector2(texcoord.X, texcoord.Y);
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}
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foreach (var (a, b, c) in primitive.GetTriangleIndices())
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{
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triangles.Add(new Triangle(a, b, c));
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}
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var vertexBuffer = new VertexBuffer(
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graphicsDevice,
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typeof(VertexPositionNormalTexture),
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positions.Length,
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BufferUsage.WriteOnly
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);
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var indexBuffer = new IndexBuffer(
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graphicsDevice,
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IndexElementSize.ThirtyTwoBits,
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indexAccessor.Count,
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BufferUsage.WriteOnly
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);
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var vertices = new VertexPositionNormalTexture[positions.Length];
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var indices = new uint[primitive.IndexAccessor.Count];
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var indexCounter = 0;
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foreach (var index in primitive.GetIndices())
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{
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var position = positions[index];
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var normal = normals[index];
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var texcoord = texcoords[index];
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indices[indexCounter] = index;
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vertices[index] = new VertexPositionNormalTexture(
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new Vector3(position.X, position.Y, position.Z),
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new Vector3(normal.X, normal.Y, normal.Z),
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new Vector2(texcoord.X, texcoord.Y)
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);
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indexCounter++;
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}
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indexBuffer.SetData(indices);
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vertexBuffer.SetData(vertices);
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meshParts.Add(
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new MeshPart(
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vertexBuffer,
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indexBuffer,
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vertices,
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triangles.ToArray(),
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new BasicEffect(graphicsDevice)
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)
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ImportMeshPart(graphicsDevice, vertexType, primitive)
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);
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}
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@ -7,15 +7,15 @@ namespace Smuggler
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{
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public IndexBuffer IndexBuffer { get; }
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public VertexBuffer VertexBuffer { get; }
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public VertexPositionNormalTexture[] Vertices { get; } /* should we parameterize this by vertex type? */
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public Triangle[] Triangles { get; }
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public BasicEffect Effect { get; }
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public Vector3[] Positions { get; }
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public MeshPart(VertexBuffer vertexBuffer, IndexBuffer indexBuffer, VertexPositionNormalTexture[] vertices, Triangle[] triangles, BasicEffect effect)
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public MeshPart(VertexBuffer vertexBuffer, IndexBuffer indexBuffer, Vector3[] positions, Triangle[] triangles, BasicEffect effect)
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{
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VertexBuffer = vertexBuffer;
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IndexBuffer = indexBuffer;
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Vertices = vertices;
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Positions = positions;
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Triangles = triangles;
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Effect = effect;
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}
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