/* Copyright (c) 2009-2010 Mikko Mononen memon@inside.org recast4j copyright (c) 2015-2019 Piotr Piastucki piotr@jtilia.org DotRecast Copyright (c) 2023 Choi Ikpil ikpil@naver.com This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ using System; using System.Collections.Generic; using DotRecast.Core; using DotRecast.Core.Collections; using DotRecast.Core.Numerics; using System.Numerics; namespace DotRecast.Recast.Geom { public class SimpleInputGeomProvider : IInputGeomProvider { public readonly float[] vertices; public readonly int[] faces; public readonly float[] normals; private Vector3 bmin; private Vector3 bmax; private readonly List volumes = new List(); private readonly RcTriMesh _mesh; public static SimpleInputGeomProvider LoadFile(string objFilePath) { byte[] chunk = RcResources.Load(objFilePath); var context = RcObjImporter.LoadContext(chunk); return new SimpleInputGeomProvider(context.vertexPositions, context.meshFaces); } public SimpleInputGeomProvider(List vertexPositions, List meshFaces) : this(MapVertices(vertexPositions), MapFaces(meshFaces)) { } private static int[] MapFaces(List meshFaces) { int[] faces = new int[meshFaces.Count]; for (int i = 0; i < faces.Length; i++) { faces[i] = meshFaces[i]; } return faces; } private static float[] MapVertices(List vertexPositions) { float[] vertices = new float[vertexPositions.Count]; for (int i = 0; i < vertices.Length; i++) { vertices[i] = vertexPositions[i]; } return vertices; } public SimpleInputGeomProvider(float[] vertices, int[] faces) { this.vertices = vertices; this.faces = faces; normals = new float[faces.Length]; CalculateNormals(); bmin = RcVecUtils.Create(vertices); bmax = RcVecUtils.Create(vertices); for (int i = 1; i < vertices.Length / 3; i++) { bmin = RcVecUtils.Min(bmin, vertices, i * 3); bmax = RcVecUtils.Max(bmax, vertices, i * 3); } _mesh = new RcTriMesh(vertices, faces); } public RcTriMesh GetMesh() { return _mesh; } public Vector3 GetMeshBoundsMin() { return bmin; } public Vector3 GetMeshBoundsMax() { return bmax; } public IList ConvexVolumes() { return volumes; } public void AddConvexVolume(float[] verts, float minh, float maxh, RcAreaModification areaMod) { RcConvexVolume vol = new RcConvexVolume(); vol.hmin = minh; vol.hmax = maxh; vol.verts = verts; vol.areaMod = areaMod; } public void AddConvexVolume(RcConvexVolume convexVolume) { volumes.Add(convexVolume); } public IEnumerable Meshes() { return RcImmutableArray.Create(_mesh); } public List GetOffMeshConnections() { throw new NotImplementedException(); } public void AddOffMeshConnection(Vector3 start, Vector3 end, float radius, bool bidir, int area, int flags) { throw new NotImplementedException(); } public void RemoveOffMeshConnections(Predicate filter) { throw new NotImplementedException(); } public void CalculateNormals() { for (int i = 0; i < faces.Length; i += 3) { int v0 = faces[i] * 3; int v1 = faces[i + 1] * 3; int v2 = faces[i + 2] * 3; var e0 = new Vector3(); var e1 = new Vector3(); e0.X = vertices[v1 + 0] - vertices[v0 + 0]; e0.Y = vertices[v1 + 1] - vertices[v0 + 1]; e0.Z = vertices[v1 + 2] - vertices[v0 + 2]; e1.X = vertices[v2 + 0] - vertices[v0 + 0]; e1.Y = vertices[v2 + 1] - vertices[v0 + 1]; e1.Z = vertices[v2 + 2] - vertices[v0 + 2]; normals[i] = e0.Y * e1.Z - e0.Z * e1.Y; normals[i + 1] = e0.Z * e1.X - e0.X * e1.Z; normals[i + 2] = e0.X * e1.Y - e0.Y * e1.X; float d = MathF.Sqrt(normals[i] * normals[i] + normals[i + 1] * normals[i + 1] + normals[i + 2] * normals[i + 2]); if (d > 0) { d = 1.0f / d; normals[i] *= d; normals[i + 1] *= d; normals[i + 2] *= d; } } } } }