299 lines
8.8 KiB
C#
299 lines
8.8 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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namespace BrainFailProductions.PolyFew.AsImpL
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{
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/// <summary>
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/// Data set for storing data in a neutral format for a generic model
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/// </summary>
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/// <remarks>This should be completed and extended to support more formats.</remarks>
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/// TODO: Classes to hold data for internal hierarchy should be defined.
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public class DataSet
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{
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/// <summary>
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/// List of objects
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/// </summary>
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public List<ObjectData> objectList = new List<ObjectData>();
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/// <summary>
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/// List of vertices
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/// </summary>
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public List<Vector3> vertList = new List<Vector3>();
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/// <summary>
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/// List of texture coordinates (UV)
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/// </summary>
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public List<Vector2> uvList = new List<Vector2>();
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/// <summary>
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/// List of normals
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/// </summary>
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public List<Vector3> normalList = new List<Vector3>();
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/// <summary>
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/// List of colors
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/// </summary>
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public List<Color> colorList = new List<Color>();
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// naming index for unnamed group (e.g. "Unnamed-1")
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private int unnamedGroupIndex = 1;
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private ObjectData currObjData;
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private FaceGroupData currGroup;
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private bool noFaceDefined = true;
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/// <summary>
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/// Name of the current group.
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/// </summary>
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public string CurrGroupName
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{
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get
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{
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return currGroup != null ? currGroup.name : "";
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}
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}
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/// <summary>
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/// Check if there is no vertex defined.
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/// </summary>
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public bool IsEmpty
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{
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get
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{
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return vertList.Count == 0;
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}
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}
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/// <summary>
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/// Get a string key based on the given face indices
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/// </summary>
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/// <param name="fi">face indices structure</param>
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/// <returns></returns>
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public static string GetFaceIndicesKey(FaceIndices fi)
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{
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return fi.vertIdx.ToString() + "/" + fi.uvIdx.ToString() + "/" + fi.normIdx.ToString();
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}
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/// <summary>
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/// Change the material name to be compliant with Unity material asset naming.
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/// </summary>
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/// <param name="mtlName">original material name</param>
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/// <returns>Returns the name modified to be compliant with Unity material asset naming.</returns>
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public static string FixMaterialName(string mtlName)
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{
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return mtlName
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.Replace(':', '_')
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.Replace('\\', '_')
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.Replace('/', '_')
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.Replace('*', '_')
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.Replace('?', '_')
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.Replace('<', '_')
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.Replace('>', '_')
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.Replace('|', '_');
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}
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/// <summary>
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/// Constructor: create data lists and initialzize the default object.
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/// </summary>
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public DataSet()
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{
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ObjectData d = new ObjectData();
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d.name = "default";
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objectList.Add(d);
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currObjData = d;
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FaceGroupData g = new FaceGroupData();
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g.name = "default";
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d.faceGroups.Add(g);
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currGroup = g;
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}
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/// <summary>
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/// Add and initialize a new object.
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/// </summary>
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/// <param name="objectName">name of the new object</param>
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public void AddObject(string objectName)
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{
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//Debug.Log("Adding new object " + name + ". Current is empty: " + isEmpty);
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string currentMaterial = currObjData.faceGroups[currObjData.faceGroups.Count - 1].materialName;
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if (noFaceDefined) objectList.Remove(currObjData);
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ObjectData objData = new ObjectData();
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objData.name = objectName;
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objectList.Add(objData);
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FaceGroupData grp = new FaceGroupData();
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grp.materialName = currentMaterial;
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grp.name = "default";
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objData.faceGroups.Add(grp);
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currGroup = grp;
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currObjData = objData;
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}
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/// <summary>
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/// Add and initialize a new group and add it to the current object.
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/// </summary>
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/// <param name="groupName">name of the new group</param>
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public void AddGroup(string groupName)
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{
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string currentMaterial = currObjData.faceGroups[currObjData.faceGroups.Count - 1].materialName;
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if (currGroup.IsEmpty) currObjData.faceGroups.Remove(currGroup);
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FaceGroupData grp = new FaceGroupData();
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grp.materialName = currentMaterial;
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if (groupName == null)
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{
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groupName = "Unnamed-" + unnamedGroupIndex;
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unnamedGroupIndex++;
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}
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grp.name = groupName;
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currObjData.faceGroups.Add(grp);
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currGroup = grp;
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}
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/// <summary>
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/// Set a new material name to the current group (add a group if not yet added).
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/// </summary>
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/// <param name="matName">name of the new material</param>
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/// TODO: do not split by materials if there is only one meterial
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public void AddMaterialName(string matName)
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{
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if (!currGroup.IsEmpty) AddGroup(matName);
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if (currGroup.name == "default") currGroup.name = matName;
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currGroup.materialName = matName;
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}
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/// <summary>
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/// Add a vertex to the global vertex list
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/// </summary>
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/// <param name="vertex">new vertex</param>
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public void AddVertex(Vector3 vertex)
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{
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vertList.Add(vertex);
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}
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/// <summary>
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/// Add a texture coordinate (U,V) to the global list
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/// </summary>
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/// <param name="uv">texture coordinate (U,V)</param>
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public void AddUV(Vector2 uv)
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{
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uvList.Add(uv);
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}
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/// <summary>
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/// Add a new normal to the global list
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/// </summary>
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/// <param name="normal">normal</param>
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public void AddNormal(Vector3 normal)
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{
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normalList.Add(normal);
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}
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/// <summary>
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/// Add a new color to the global list
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/// </summary>
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/// <param name="color">color</param>
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public void AddColor(Color color)
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{
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colorList.Add(color);
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currObjData.hasColors = true;
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}
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/// <summary>
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/// Add a new face indices entry to the current faces group
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/// </summary>
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/// <param name="faceIdx">new vertex indices</param>
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public void AddFaceIndices(FaceIndices faceIdx)
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{
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noFaceDefined = false;
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currGroup.faces.Add(faceIdx);
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currObjData.allFaces.Add(faceIdx);
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if (faceIdx.normIdx >= 0)
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{
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currObjData.hasNormals = true;
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}
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}
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/// <summary>
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/// Print a summary of the stored data
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/// </summary>
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public void PrintSummary()
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{
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string stats = "This data set has " + objectList.Count + " object(s)" +
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"\n " + vertList.Count + " vertices" +
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"\n " + uvList.Count + " uvs" +
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"\n " + normalList.Count + " normals";
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foreach (ObjectData od in objectList)
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{
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stats += "\n " + od.name + " has " + od.faceGroups.Count + " group(s)";
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foreach (FaceGroupData gd in od.faceGroups)
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{
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stats += "\n " + gd.name + " has " + gd.faces.Count + " faces(s)";
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}
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}
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Debug.Log(stats);
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}
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/// <summary>
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/// Indices for each vertex
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/// </summary>
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public struct FaceIndices
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{
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public int vertIdx;
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public int uvIdx;
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public int normIdx;
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}
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/// <summary>
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/// Container class for object data.
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/// </summary>
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public class ObjectData
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{
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public string name;
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public List<FaceGroupData> faceGroups = new List<FaceGroupData>();
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public List<FaceIndices> allFaces = new List<FaceIndices>();
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public bool hasNormals = false;
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public bool hasColors = false;
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public ObjectData()
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{
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}
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}
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/// <summary>
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/// Container class for faces group data.
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/// </summary>
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public class FaceGroupData
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{
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public string name;
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public string materialName;
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public List<FaceIndices> faces;
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public FaceGroupData()
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{
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faces = new List<FaceIndices>();
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}
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public bool IsEmpty { get { return faces.Count == 0; } }
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}
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}
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}
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