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ObjMesh.cs
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using System;
using System.Text;
using System.Collections;
using System.Collections.Generic;
using RobloxFiles.DataTypes;
using System.Linq;
namespace Source2Roblox.Geometry
{
public class FaceIndex
{
public readonly int Vertex;
public readonly int? Normal;
public readonly int? UV;
public FaceIndex(int vertex, int? normal = null, int? uv = null)
{
Vertex = vertex;
Normal = normal;
UV = uv;
}
public override string ToString()
{
string result = (Vertex + 1).ToString();
if (UV.HasValue)
result += "/" + (UV.Value + 1);
else if (Normal.HasValue)
result += "/";
if (Normal.HasValue)
result += "/" + (Normal.Value + 1);
return result;
}
}
public class FaceIndices : IEnumerable<FaceIndex>, IComparable<FaceIndices>
{
private readonly List<FaceIndex> Indices = new List<FaceIndex>();
public string Material = "";
public string Object = "";
public string Group = "";
public FaceIndex this[int key]
{
get => Indices[key];
}
public void AddIndex(int vertex, int? normal = null, int? uv = null)
{
var index = new FaceIndex(vertex, normal, uv);
Indices.Add(index);
}
public IEnumerator<FaceIndex> GetEnumerator()
{
return Indices.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return Indices.GetEnumerator();
}
public override string ToString()
{
return string.Join(" ", Indices);
}
public int CompareTo(FaceIndices other)
{
if (Object != other.Object)
return string.Compare(Object, other.Object);
if (Group != other.Group)
return string.Compare(Group, other.Group);
if (Material != other.Material)
return string.Compare(Material, other.Material);
var faceA = ToString()
.Split('/', ' ')
.Select(int.Parse)
.ToArray();
var faceB = other.ToString()
.Split('/', ' ')
.Select(int.Parse)
.ToArray();
int lenA = faceA.Length,
lenB = faceB.Length;
if (lenA != lenB)
return lenA - lenB;
for (int i = 0; i < lenA; i++)
{
int valueA = faceA[i],
valueB = faceB[i];
if (valueA == valueB)
continue;
return (valueA - valueB);
}
return 0;
}
}
public class ObjMesh
{
public readonly List<FaceIndices> Faces = new List<FaceIndices>();
public readonly List<Vector3> Vertices = new List<Vector3>();
public readonly List<Vector3> Normals = new List<Vector3>();
public readonly List<Vector2> UVs = new List<Vector2>();
public readonly float Scale = 1f;
private FaceIndices currFace = null;
private string Object, Group, Material;
private readonly StringBuilder MaterialWriter = new StringBuilder();
public ObjMesh(float scale = 1f)
{
Scale = scale;
}
private FaceIndices CurrentFace
{
get
{
if (currFace == null)
{
currFace = new FaceIndices()
{
Group = Group,
Object = Object,
Material = Material
};
}
return currFace;
}
}
public void AddIndex(int vert, int? norm = null, int? uv = null)
{
CurrentFace.AddIndex(vert, norm, uv);
}
public void SetObject(string obj)
{
Object = obj;
}
public void SetGroup(string group)
{
Group = group;
}
public void SetMaterial(string material)
{
Material = material;
}
public void AddFace()
{
if (currFace == null)
return;
currFace.Group = Group;
currFace.Object = Object;
currFace.Material = Material;
Faces.Add(currFace);
currFace = null;
}
public void AddVertex(Vector3 vertex) => Vertices.Add(vertex);
public void AddNormal(Vector3 normal) => Normals.Add(normal);
public void AddUV(Vector2 uv) => UVs.Add(uv);
public void AddVertex(float x, float y, float z)
{
var vert = new Vector3(x, y, z);
AddVertex(vert);
}
public void AddNormal(float x, float y, float z)
{
var norm = new Vector3(x, y, z);
AddNormal(norm);
}
public void AddUV(float x, float y)
{
var uv = new Vector2(x, y);
AddUV(uv);
}
public Vector3 GetVertex(int index)
{
return Vertices[index] * Scale;
}
public void WriteLine_MTL(params object[] data)
{
string line = string.Join(" ", data);
MaterialWriter.AppendLine(line);
}
public string WriteOBJ()
{
var writer = new StringBuilder();
var byObject = Faces.GroupBy(face => face.Object ?? "");
foreach (var vert in Vertices)
{
var v = vert * Scale;
writer.AppendLine($"v {v.X} {v.Y} {v.Z}");
}
writer.AppendLine();
foreach (var norm in Normals)
writer.AppendLine($"vn {norm.X} {norm.Y} {norm.Z}");
writer.AppendLine();
foreach (var uv in UVs)
writer.AppendLine($"vt {uv.X} {uv.Y}");
writer.AppendLine();
foreach (var objFaces in byObject)
{
string obj = objFaces.Key;
var byGroup = objFaces.GroupBy(face => face.Group ?? "");
if (!string.IsNullOrEmpty(obj))
writer.AppendLine($"o {obj}");
foreach (var groupFaces in byGroup)
{
string group = groupFaces.Key;
var byMaterial = groupFaces.GroupBy(face => face.Material);
if (!string.IsNullOrEmpty(group))
writer.AppendLine($"g {group}");
foreach (var matFaces in byMaterial)
{
string material = matFaces.Key;
if (!string.IsNullOrEmpty(material))
writer.AppendLine($"usemtl {material}");
var faces = matFaces.ToList();
faces.ForEach(face => writer.AppendLine($" f {face}"));
}
}
}
return writer.ToString();
}
public string WriteMTL()
{
return MaterialWriter.ToString();
}
}
}