feat(core): add GfxObjMesh.Build multi-surface mesh extractor
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88
src/AcDream.Core/Meshing/GfxObjMesh.cs
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88
src/AcDream.Core/Meshing/GfxObjMesh.cs
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using System.Numerics;
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using AcDream.Core.Terrain;
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using DatReaderWriter.DBObjs;
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namespace AcDream.Core.Meshing;
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public static class GfxObjMesh
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{
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/// <summary>
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/// Walk a GfxObj's polygons and produce one <see cref="GfxObjSubMesh"/>
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/// per referenced Surface. Polygons are triangulated as fans.
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/// </summary>
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public static IReadOnlyList<GfxObjSubMesh> Build(GfxObj gfxObj)
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{
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// Group output vertices and indices per surface index.
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var perSurface = new Dictionary<int, (List<Vertex> Vertices, List<uint> Indices, Dictionary<(int pos, int uv), uint> Dedupe)>();
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foreach (var kvp in gfxObj.Polygons)
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{
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var poly = kvp.Value;
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if (poly.VertexIds.Count < 3)
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continue; // degenerate
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int surfaceIdx = poly.PosSurface;
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if (surfaceIdx < 0 || surfaceIdx >= gfxObj.Surfaces.Count)
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continue; // out of range surface
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if (!perSurface.TryGetValue(surfaceIdx, out var bucket))
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{
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bucket = (new List<Vertex>(), new List<uint>(), new Dictionary<(int, int), uint>());
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perSurface[surfaceIdx] = bucket;
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}
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// Collect output vertex indices for this polygon.
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var polyOut = new List<uint>(poly.VertexIds.Count);
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bool skipPoly = false;
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for (int i = 0; i < poly.VertexIds.Count; i++)
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{
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int posIdx = poly.VertexIds[i];
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int uvIdx = i < poly.PosUVIndices.Count ? poly.PosUVIndices[i] : 0;
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if (!gfxObj.VertexArray.Vertices.TryGetValue((ushort)posIdx, out var sw))
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{
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skipPoly = true;
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break;
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}
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var texcoord = uvIdx >= 0 && uvIdx < sw.UVs.Count
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? new Vector2(sw.UVs[uvIdx].U, sw.UVs[uvIdx].V)
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: Vector2.Zero;
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var key = (posIdx, uvIdx);
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if (!bucket.Dedupe.TryGetValue(key, out var outIdx))
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{
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outIdx = (uint)bucket.Vertices.Count;
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bucket.Vertices.Add(new Vertex(sw.Origin, sw.Normal, texcoord));
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bucket.Dedupe[key] = outIdx;
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}
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polyOut.Add(outIdx);
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}
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if (skipPoly || polyOut.Count < 3)
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continue;
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// Fan triangulation: (v0, v1, v2), (v0, v2, v3), ...
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for (int i = 1; i < polyOut.Count - 1; i++)
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{
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bucket.Indices.Add(polyOut[0]);
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bucket.Indices.Add(polyOut[i]);
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bucket.Indices.Add(polyOut[i + 1]);
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}
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}
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// Emit one sub-mesh per surface.
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var result = new List<GfxObjSubMesh>(perSurface.Count);
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foreach (var kvp in perSurface)
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{
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var surfaceId = (uint)gfxObj.Surfaces[kvp.Key];
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result.Add(new GfxObjSubMesh(
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SurfaceId: surfaceId,
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Vertices: kvp.Value.Vertices.ToArray(),
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Indices: kvp.Value.Indices.ToArray()));
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}
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return result;
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}
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}
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12
src/AcDream.Core/Meshing/GfxObjSubMesh.cs
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12
src/AcDream.Core/Meshing/GfxObjSubMesh.cs
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using AcDream.Core.Terrain;
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namespace AcDream.Core.Meshing;
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/// <summary>
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/// One sub-mesh of a GfxObj: a vertex+index buffer that uses a single Surface.
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/// A GfxObj with multiple surfaces produces multiple sub-meshes.
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/// </summary>
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public sealed record GfxObjSubMesh(
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uint SurfaceId,
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Vertex[] Vertices,
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uint[] Indices);
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