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Mesh_PrimitivesUV.cs
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using AssetGenerator.Runtime;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace AssetGenerator.ModelGroups
{
internal class Mesh_PrimitivesUV : ModelGroup
{
public override ModelGroupId Id => ModelGroupId.Mesh_PrimitivesUV;
public Mesh_PrimitivesUV(List<string> imageList)
{
var baseColorTexture = new Texture { Source = UseTexture(imageList, "BaseColor_Plane") };
var normalTexture = new Texture { Source = UseTexture(imageList, "Normal_Plane") };
UseFigure(imageList, "Indices_Primitive0");
UseFigure(imageList, "Indices_Primitive1");
UseFigure(imageList, "UVSpace2");
UseFigure(imageList, "UVSpace3");
UseFigure(imageList, "UVSpace4");
UseFigure(imageList, "UVSpace5");
// Track the common properties for use in the readme.
var normals = Data.Create(new[]
{
new Vector3(0.0f, 0.0f, 1.0f),
new Vector3(0.0f, 0.0f, 1.0f),
new Vector3(0.0f, 0.0f, 1.0f),
});
var tangents = Data.Create(new[]
{
new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
});
var colors = Data.Create(new[]
{
new Vector3(0.0f, 1.0f, 0.0f),
new Vector3(1.0f, 0.0f, 0.0f),
new Vector3(0.0f, 0.0f, 1.0f),
});
CommonProperties.Add(new Property(PropertyName.VertexNormal, normals.Values.ToReadmeString()));
CommonProperties.Add(new Property(PropertyName.VertexTangent, tangents.Values.ToReadmeString()));
CommonProperties.Add(new Property(PropertyName.VertexColor, colors.Values.ToReadmeString()));
CommonProperties.Add(new Property(PropertyName.NormalTexture, normalTexture.Source.ToReadmeString()));
CommonProperties.Add(new Property(PropertyName.BaseColorTexture, baseColorTexture.Source.ToReadmeString()));
Model CreateModel(Action<List<Property>, Runtime.MeshPrimitive, Runtime.MeshPrimitive> setProperties)
{
var properties = new List<Property>();
List<Runtime.MeshPrimitive> meshPrimitives = MeshPrimitive.CreateMultiPrimitivePlane(false);
// Apply the properties that are specific to this gltf.
setProperties(properties, meshPrimitives[0], meshPrimitives[1]);
// Create the gltf object
return new Model
{
Properties = properties,
GLTF = CreateGLTF(() => new Scene
{
Nodes = new List<Node>
{
new Node
{
Mesh = new Runtime.Mesh
{
MeshPrimitives = meshPrimitives
},
},
},
}),
};
}
void SetCommonProperties(Runtime.MeshPrimitive meshPrimitive)
{
meshPrimitive.Normals = normals;
meshPrimitive.Tangents = tangents;
meshPrimitive.Colors = colors;
meshPrimitive.Material = new Runtime.Material
{
NormalTexture = new NormalTextureInfo { Texture = normalTexture },
PbrMetallicRoughness = new PbrMetallicRoughness
{
BaseColorTexture = new TextureInfo { Texture = baseColorTexture },
MetallicFactor = 0,
}
};
}
void SetPrimitive0VertexUV0(List<Property> properties, Runtime.MeshPrimitive meshPrimitive)
{
SetCommonProperties(meshPrimitive);
meshPrimitive.TexCoords0 = Data.Create
(
new[]
{
new Vector2(0.0f, 1.0f),
new Vector2(1.0f, 0.0f),
new Vector2(0.0f, 0.0f),
}
);
properties.Add(new Property(PropertyName.Primitive0VertexUV0, ":white_check_mark:"));
}
void SetPrimitive0VertexUV1(List<Property> properties, Runtime.MeshPrimitive meshPrimitive)
{
meshPrimitive.Material.PbrMetallicRoughness.BaseColorTexture.TexCoord = 1;
meshPrimitive.Material.NormalTexture.TexCoord = 1;
meshPrimitive.TexCoords1 = Data.Create
(
new[]
{
new Vector2(0.5f, 0.5f),
new Vector2(1.0f, 0.0f),
new Vector2(0.5f, 0.0f),
}
);
properties.Add(new Property(PropertyName.Primitive0VertexUV1, ":white_check_mark:"));
}
void SetPrimitive1VertexUV0(List<Property> properties, Runtime.MeshPrimitive meshPrimitive)
{
SetCommonProperties(meshPrimitive);
meshPrimitive.TexCoords0 = Data.Create(new[]
{
new Vector2(0.0f, 1.0f),
new Vector2(1.0f, 1.0f),
new Vector2(1.0f, 0.0f),
});
properties.Add(new Property(PropertyName.Primitive1VertexUV0, ":white_check_mark:"));
}
void SetPrimitive1VertexUV1(List<Property> properties, Runtime.MeshPrimitive meshPrimitive)
{
meshPrimitive.Material.PbrMetallicRoughness.BaseColorTexture.TexCoord = 1;
meshPrimitive.Material.NormalTexture.TexCoord = 1;
meshPrimitive.TexCoords1 = Data.Create(new[]
{
new Vector2(0.5f, 0.5f),
new Vector2(1.0f, 0.5f),
new Vector2(1.0f, 0.0f),
});
properties.Add(new Property(PropertyName.Primitive1VertexUV1, ":white_check_mark:"));
}
Models = new List<Model>
{
CreateModel((properties, meshPrimitiveZero, meshPrimitiveOne) =>
{
// do nothing
}),
CreateModel((properties, meshPrimitive0, meshPrimitive1) =>
{
SetPrimitive0VertexUV0(properties, meshPrimitive0);
}),
CreateModel((properties, meshPrimitive0, meshPrimitive1) =>
{
SetPrimitive1VertexUV0(properties, meshPrimitive1);
}),
CreateModel((properties, meshPrimitive0, meshPrimitive1) =>
{
SetPrimitive0VertexUV0(properties, meshPrimitive0);
SetPrimitive1VertexUV0(properties, meshPrimitive1);
}),
CreateModel((properties, meshPrimitive0, meshPrimitive1) =>
{
SetPrimitive0VertexUV0(properties, meshPrimitive0);
SetPrimitive0VertexUV1(properties, meshPrimitive0);
}),
CreateModel((properties, meshPrimitive0, meshPrimitive1) =>
{
SetPrimitive1VertexUV0(properties, meshPrimitive1);
SetPrimitive1VertexUV1(properties, meshPrimitive1);
}),
CreateModel((properties, meshPrimitive0, meshPrimitive1) =>
{
SetPrimitive0VertexUV0(properties, meshPrimitive0);
SetPrimitive1VertexUV0(properties, meshPrimitive1);
SetPrimitive1VertexUV1(properties, meshPrimitive1);
}),
CreateModel((properties, meshPrimitive0, meshPrimitive1) =>
{
SetPrimitive0VertexUV0(properties, meshPrimitive0);
SetPrimitive0VertexUV1(properties, meshPrimitive0);
SetPrimitive1VertexUV0(properties, meshPrimitive1);
}),
CreateModel((properties, meshPrimitive0, meshPrimitive1) =>
{
SetPrimitive0VertexUV0(properties, meshPrimitive0);
SetPrimitive1VertexUV0(properties, meshPrimitive1);
SetPrimitive0VertexUV1(properties, meshPrimitive0);
SetPrimitive1VertexUV1(properties, meshPrimitive1);
}),
};
GenerateUsedPropertiesList();
}
}
}