GeomHelper.cs :  » Game » RealmForge » ColladaNET » Import » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » ColladaNET » Import » GeomHelper.cs
using System;
using System.Collections;

namespace ColladaNET.Import{
  /// <summary>
  /// Summary description for GeomHelper.
  /// </summary>
  public class GeomHelper
  {
    #region Child Classes
    public class Holder
    {
      public Group [] Groups; 
    }
    public class Group
    {
      public string    Material;
      public ArrayList Triangles = new ArrayList();  // holds triangles
      public float [][] VertPositions; 
      public float [][] VertNormals  ; 
      public float [][] VertTexCoords;
    }
    public class Triangle
    {
      public int [] VertexIndices;
      public float [] FaceNormal;
    }
    private class VertHolder
    {
      public VertHolder( int count )
      {
        Verts = new Vert[count];
      }
      public Vert [] Verts;
      public ArrayList VertPositions = new ArrayList();  // holds float[3]'s
      public ArrayList VertNormals   = new ArrayList();  // holds float[3]'s
      public ArrayList VertTexCoords = new ArrayList();  // holds float[2]'s;
      public void Clear()
      {
        for ( int vertIndex = 0 ; vertIndex < Verts.Length ; vertIndex++ )
        {
          ((Vert)(Verts[vertIndex])).Splits.Clear();
        }
        VertPositions.Clear();
        VertNormals.Clear();
        VertTexCoords.Clear();
      }
    }
    private class Vert
    {
      public Vert( VertHolder parent ) 
      {
        mParent = parent;
      }
      private VertHolder mParent;
      public int CDIndex;
      public float [] Position;
      public int PositionIndex;
      public ArrayList Splits = new ArrayList(); // Holds SplitVerts
      public SplitVert FindSplit( int normalIndex , int texCoordIndex , float [][] normals , float [][] texCoords , float [] faceNormal )
      {
        for ( int splitIndex = 0 ; splitIndex < Splits.Count ; splitIndex++ )
        {
          SplitVert vert = ((SplitVert)(Splits[splitIndex]));
          if (  ( vert.NormalIndex == normalIndex )
            &&( vert.TexCoordIndex == texCoordIndex ) )
          {
            return vert; // --- early return ----
          }
        }
        SplitVert split = new SplitVert();
        split.NormalIndex   = normalIndex;
        split.TexCoordIndex = texCoordIndex;
        split.ResultVertIndex = mParent.VertPositions.Count;
        Splits.Add( split );
        mParent.VertPositions.Add( Position );
        if ( normalIndex > 0 )
        {
          mParent.VertNormals.Add( normals[normalIndex] );
        }
        else
        {
          mParent.VertNormals.Add( faceNormal );
        }
        if ( texCoordIndex > 0 )
        {
          mParent.VertTexCoords.Add( texCoords[texCoordIndex] );
        }
        else
        {
          mParent.VertTexCoords.Add( new float[2]{0,0} );
        }
        return split;
      }
    }
    private class SplitVert
    {
      public int ResultVertIndex;
      public int NormalIndex;
      public int TexCoordIndex;
    }
    #endregion
    public static Holder UnpackGeomData( Geometry cdGeometry )
    {
      Holder geomData = new Holder();
      // 
      // NOTE: Collada uses a single vertex list for all submeshes, while
      //       RF uses separate vertex lists.  Also, RF needs multiple instances
      //       of a vertex if the vertex is shared by multiple polygons having
      //       different texture or normal values
      //
      Mesh mesh = cdGeometry.Mesh.Value;
      float [][] cdVertices  = mesh.Vertices;

      VertHolder sourceVerts = new VertHolder(cdVertices.Length);
      for ( int cdVertIndex = 0 ; cdVertIndex < cdVertices.Length ; cdVertIndex++ )
      {
        Vert vert = new Vert( sourceVerts );
        vert.CDIndex = cdVertIndex;
        vert.PositionIndex = cdVertIndex;
        vert.Position = cdVertices[cdVertIndex];
        sourceVerts.Verts[cdVertIndex] = vert; 
      }
      geomData.Groups = new Group[mesh.PolygonGroups.Length];
      for ( int groupIndex = 0 ; groupIndex < mesh.PolygonGroups.Length ; groupIndex++ )
      {
        PolygonGroup cdPolygonGroup = mesh.PolygonGroups[ groupIndex ];
        int   [][] cdFaceVertexIndices  = cdPolygonGroup.GetPolygonIndexData( Collada.kCommon_Input_VERTEX );
        int   [][] cdFaceNormalIndices  = cdPolygonGroup.GetPolygonIndexData( Collada.kCommon_Input_NORMAL );
        int   [][] cdFaceTexCoordIndices= cdPolygonGroup.GetPolygonIndexData( Collada.kCommon_Input_TEXCOORD );
        float [][] cdNormals   = cdPolygonGroup.Normals;
        float [][] cdTexCoords = cdPolygonGroup.TexCoords;

        sourceVerts.Clear();
        geomData.Groups[groupIndex] = new Group();
        geomData.Groups[groupIndex].Material = cdPolygonGroup.MaterialUrl;
        for ( int faceIndex = 0 ; faceIndex < cdFaceVertexIndices.Length ; faceIndex++ )
        {
          int [] cdFaceIndices = cdFaceVertexIndices[ faceIndex ];
          #region Compute faceNormal
          float [] c0_pos = cdVertices[ cdFaceIndices[0] ];
          float [] c1_pos = cdVertices[ cdFaceIndices[1] ];
          float [] c2_pos = cdVertices[ cdFaceIndices[2] ];
          float [] faceNormal = ComputeFaceNormal( c0_pos , c1_pos , c2_pos );
          #endregion
          #region Split the face into triangles
          for ( int triangleIndex = 1 ; triangleIndex < cdFaceIndices.Length - 1 ; triangleIndex++ )
          {
            #region Find the indices within the face of the corners of the triangle
            int c0 = 0;
            int c1 = triangleIndex;
            int c2 = triangleIndex + 1;
            #endregion
            #region Extract the Normal and TexCoord indices for the corners of the triangle 
            int [] cornerNormalIndices = new int[3];
            if (  ( cdFaceNormalIndices.Length == 0 )
              ||( cdFaceNormalIndices[faceIndex].Length == 0 ) )
            {
              cornerNormalIndices[0] = -1; // unavailable, use face normal
              cornerNormalIndices[1] = -1; // unavailable, use face normal
              cornerNormalIndices[2] = -1; // unavailable, use face normal
            }
            else
            {
              cornerNormalIndices[0] = cdFaceNormalIndices[faceIndex][c0];
              cornerNormalIndices[1] = cdFaceNormalIndices[faceIndex][c1];
              cornerNormalIndices[2] = cdFaceNormalIndices[faceIndex][c2];
            }
            int [] cornerTexCoordIndices = new int[3];
            if (  ( cdFaceTexCoordIndices.Length == 0 )
              ||( cdFaceTexCoordIndices[faceIndex].Length == 0 ) )
            {
              cornerTexCoordIndices[0] = -1; // unavailable, use 0,0
              cornerTexCoordIndices[1] = -1; // unavailable, use 0,0
              cornerTexCoordIndices[2] = -1; // unavailable, use 0,0
            }
            else
            {
              cornerTexCoordIndices[0] = cdFaceTexCoordIndices[faceIndex][c0];
              cornerTexCoordIndices[1] = cdFaceTexCoordIndices[faceIndex][c1];
              cornerTexCoordIndices[2] = cdFaceTexCoordIndices[faceIndex][c2];
            }
            #endregion
            #region Find the split vertex indices (instances of the vertices with the appropriate normal and texcoord values)
            SplitVert s0 = sourceVerts.Verts[ cdFaceIndices[c0] ].FindSplit( cornerNormalIndices[0] , cornerTexCoordIndices[0] , cdNormals , cdTexCoords , faceNormal );
            SplitVert s1 = sourceVerts.Verts[ cdFaceIndices[c1] ].FindSplit( cornerNormalIndices[1] , cornerTexCoordIndices[1] , cdNormals , cdTexCoords , faceNormal  );
            SplitVert s2 = sourceVerts.Verts[ cdFaceIndices[c2] ].FindSplit( cornerNormalIndices[2] , cornerTexCoordIndices[2] , cdNormals , cdTexCoords , faceNormal  );
            #endregion
            #region Construct the Triangle
            Triangle tri = new Triangle();
            tri.VertexIndices = new int[3]{ s0.ResultVertIndex , s1.ResultVertIndex , s2.ResultVertIndex };
            tri.FaceNormal = faceNormal;
            #endregion
            geomData.Groups[groupIndex].Triangles.Add( tri );
          }
          #endregion
        }
        #region Construct the vertex data buffers
        geomData.Groups[groupIndex].VertPositions = new float [sourceVerts.VertPositions.Count][];
        geomData.Groups[groupIndex].VertNormals   = new float [sourceVerts.VertNormals.Count][];
        geomData.Groups[groupIndex].VertTexCoords = new float [sourceVerts.VertTexCoords.Count][];
        sourceVerts.VertPositions.CopyTo( geomData.Groups[groupIndex].VertPositions );
        sourceVerts.VertNormals.CopyTo(   geomData.Groups[groupIndex].VertNormals   );
        sourceVerts.VertTexCoords.CopyTo( geomData.Groups[groupIndex].VertTexCoords );
        #endregion
      }
      return geomData;
    }
    private static float [] ComputeFaceNormal( float [] p0 , float [] p1 , float [] p2 )
    {
      float [] result = new float[3];
      result[0] = (p1[1]-p0[1])*(p2[2]-p0[2]) - (p1[2]-p0[2])*(p2[1]-p0[1]);
      result[1] = (p1[2]-p0[2])*(p2[0]-p0[0]) - (p1[0]-p0[0])*(p2[2]-p0[2]);
      result[2] = (p1[0]-p0[0])*(p2[1]-p0[1]) - (p1[1]-p0[1])*(p2[0]-p0[0]);
      return result;
    }

  }
}
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