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Merge pull request #382 from dyangrun/master
Accelerating Unity split mesh.
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commit
346ad555e0
@ -41,7 +41,7 @@ public unsafe class DracoMeshLoader
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public Vector3[] vertices;
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public Vector3[] normals;
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public Vector2[] uvs;
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public Vector3[] colors;
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public Color[] colors;
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}
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[DllImport ("dracodec_unity")] private static extern int DecodeMeshForUnity (
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@ -53,81 +53,99 @@ public unsafe class DracoMeshLoader
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// to be splitted.
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private void SplitMesh (DecodedMesh mesh, ref List<DecodedMesh> splittedMeshes)
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{
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List<int> facesLeft = new List<int> ();
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for (int i = 0; i < mesh.faces.Length; ++i) {
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facesLeft.Add (mesh.faces [i]);
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}
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int numSubMeshes = 0;
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int[] IndexNew = new int[maxNumVerticesPerMesh];
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int BaseIndex = 0;
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int FaceCount = mesh.faces.Length;
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int[] FaceIndex = new int[FaceCount];
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int[] NewFace = new int[FaceCount];
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List<int> newCorners = new List<int> ();
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Dictionary<int, int> indexToNewIndex = new Dictionary<int, int> ();
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List<int> facesExtracted = new List<int> ();
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List<Vector3> verticesExtracted = new List<Vector3> ();
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List<Vector2> uvsExtracted = new List<Vector2> ();
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List<Vector3> normalsExtracted = new List<Vector3> ();
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List<Vector3> colorsExtracted = new List<Vector3> ();
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for (int i = 0; i < FaceCount; i++)
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{
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FaceIndex[i] = -1;
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}
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while (facesLeft.Count > 0) {
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numSubMeshes++;
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List<int> tmpLeftFaces = new List<int> ();
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facesExtracted.Clear ();
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verticesExtracted.Clear ();
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uvsExtracted.Clear ();
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normalsExtracted.Clear ();
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colorsExtracted.Clear ();
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while (BaseIndex < FaceCount)
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{
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int uniqueCornerId = 0;
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int UseIndex = 0;
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int AddNew = 0;
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int[] NewCorner = new int[3];
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for (; BaseIndex + UseIndex < FaceCount;)
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{
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AddNew = 0;
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for (int i = 0; i < 3; i++)
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{
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if (FaceIndex[mesh.faces[BaseIndex + UseIndex + i]] == -1)
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{
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NewCorner[AddNew] = mesh.faces[BaseIndex + UseIndex + i];
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AddNew++;
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}
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}
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int uniqueCornerId = 0;
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indexToNewIndex.Clear ();
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for (int face = 0; face < facesLeft.Count / 3; ++face) {
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newCorners.Clear ();
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// If all indices has appeared or there's still space for more vertices.
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for (int corner = 0; corner < 3; ++corner) {
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if (!indexToNewIndex.ContainsKey (facesLeft [face * 3 + corner])) {
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newCorners.Add (facesLeft [face * 3 + corner]);
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}
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}
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if (newCorners.Count + uniqueCornerId > maxNumVerticesPerMesh) {
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// Save face for the next sub-mesh.
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for (int corner = 0; corner < 3; ++corner) {
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tmpLeftFaces.Add (facesLeft [face * 3 + corner]);
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}
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} else {
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// Add new corners.
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for (int i = 0; i < newCorners.Count; ++i) {
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indexToNewIndex.Add (newCorners [i], uniqueCornerId);
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verticesExtracted.Add (mesh.vertices [newCorners [i]]);
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if (mesh.normals != null)
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normalsExtracted.Add (mesh.normals [newCorners [i]]);
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if (mesh.colors != null)
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colorsExtracted.Add (mesh.colors [newCorners [i]]);
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if (mesh.uvs != null)
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uvsExtracted.Add (mesh.uvs [newCorners [i]]);
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if (uniqueCornerId + AddNew > maxNumVerticesPerMesh)
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{
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break;
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}
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uniqueCornerId++;
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}
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// Add face to this sub-mesh.
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for (int corner = 0; corner < 3; ++corner) {
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facesExtracted.Add (
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indexToNewIndex [facesLeft [face * 3 + corner]]);
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}
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}
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}
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for (int i = 0; i < AddNew; i++)
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{
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FaceIndex[NewCorner[i]] = uniqueCornerId;
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IndexNew[uniqueCornerId] = NewCorner[i];
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uniqueCornerId++;
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}
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DecodedMesh subMesh = new DecodedMesh ();
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subMesh.faces = facesExtracted.ToArray ();
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subMesh.vertices = verticesExtracted.ToArray ();
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if (normalsExtracted.Count > 0) {
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subMesh.normals = normalsExtracted.ToArray ();
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}
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if (uvsExtracted.Count > 0)
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subMesh.uvs = uvsExtracted.ToArray ();
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if (colorsExtracted.Count > 0)
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subMesh.colors = colorsExtracted.ToArray ();
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splittedMeshes.Add (subMesh);
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for (int i = 0; i < 3; i++)
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{
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NewFace[UseIndex] = FaceIndex[mesh.faces[BaseIndex + UseIndex]];
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UseIndex++;
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}
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}
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facesLeft = tmpLeftFaces;
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}
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for (int i = 0; i < uniqueCornerId; i++)
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{
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FaceIndex[IndexNew[i]] = -1;
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}
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DecodedMesh subMesh = new DecodedMesh();
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subMesh.faces = new int[UseIndex];
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Array.Copy(NewFace, subMesh.faces, UseIndex);
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subMesh.vertices = new Vector3[uniqueCornerId];
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for (int i = 0; i < uniqueCornerId; i++)
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{
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subMesh.vertices[i] = mesh.vertices[IndexNew[i]];
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}
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if (mesh.normals != null)
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{
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subMesh.normals = new Vector3[uniqueCornerId];
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for (int i = 0; i < uniqueCornerId; i++)
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{
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subMesh.normals[i] = mesh.normals[IndexNew[i]];
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}
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}
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if (mesh.colors != null)
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{
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subMesh.colors = new Color[uniqueCornerId];
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for (int i = 0; i < uniqueCornerId; i++)
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{
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subMesh.colors[i] = mesh.colors[IndexNew[i]];
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}
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}
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if (mesh.uvs != null)
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{
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subMesh.uvs = new Vector2[uniqueCornerId];
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for (int i = 0; i < uniqueCornerId; i++)
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{
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subMesh.uvs[i] = mesh.uvs[IndexNew[i]];
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}
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}
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splittedMeshes.Add(subMesh);
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BaseIndex += UseIndex;
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}
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}
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private float ReadFloatFromIntPtr (IntPtr data, int offset)
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@ -176,11 +194,10 @@ public unsafe class DracoMeshLoader
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int numFaces = tmpMesh->numFaces;
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int[] newTriangles = new int[tmpMesh->numFaces * 3];
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for (int i = 0; i < tmpMesh->numFaces; ++i) {
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newTriangles [i * 3] = Marshal.ReadInt32 (tmpMesh->indices, i * 3 * 4);
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newTriangles [i * 3 + 1] =
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Marshal.ReadInt32 (tmpMesh->indices, i * 3 * 4 + 4);
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newTriangles [i * 3 + 2] =
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Marshal.ReadInt32 (tmpMesh->indices, i * 3 * 4 + 8);
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byte* addr = (byte*)tmpMesh->indices + i * 3 * 4;
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newTriangles[i * 3] = *((int*)addr);
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newTriangles[i * 3 + 1] = *((int*)(addr + 4));
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newTriangles[i * 3 + 2] = *((int*)(addr + 8));
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}
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// For floating point numbers, there's no Marshal functions could directly
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@ -193,9 +210,9 @@ public unsafe class DracoMeshLoader
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Vector3[] newNormals = new Vector3[0];
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if (tmpMesh->hasNormal)
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newNormals = new Vector3[tmpMesh->numVertices];
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Vector3[] newColors = new Vector3[0];
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Color[] newColors = new Color[0];
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if (tmpMesh->hasColor)
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newColors = new Vector3[tmpMesh->numVertices];
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newColors = new Color[tmpMesh->numVertices];
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int byteStridePerValue = 4;
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/*
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* TODO(zhafang): Change to:
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@ -207,35 +224,40 @@ public unsafe class DracoMeshLoader
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* }
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* }
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*/
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byte* posaddr = (byte*)tmpMesh->position;
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byte* normaladdr = (byte*)tmpMesh->normal;
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byte* coloraddr = (byte*)tmpMesh->color;
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byte* uvaddr = (byte*)tmpMesh->texcoord;
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for (int i = 0; i < tmpMesh->numVertices; ++i) {
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int numValuePerVertex = 3;
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for (int j = 0; j < numValuePerVertex; ++j) {
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int byteStridePerVertex = byteStridePerValue * numValuePerVertex;
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newVertices [i] [j] =
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ReadFloatFromIntPtr (
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tmpMesh->position,
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i * byteStridePerVertex + byteStridePerValue * j);
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if (tmpMesh->hasNormal)
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newNormals [i] [j] =
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ReadFloatFromIntPtr (
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tmpMesh->normal,
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i * byteStridePerVertex + byteStridePerValue * j);
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if (tmpMesh->hasColor)
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newColors [i] [j] =
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ReadFloatFromIntPtr (
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tmpMesh->color,
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i * byteStridePerVertex + byteStridePerValue * j);
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}
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if (tmpMesh->hasTexcoord) {
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numValuePerVertex = 2;
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for (int j = 0; j < numValuePerVertex; ++j) {
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int byteStridePerVertex = byteStridePerValue * numValuePerVertex;
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newUVs [i] [j] =
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ReadFloatFromIntPtr (
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tmpMesh->texcoord,
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i * byteStridePerVertex + byteStridePerValue * j);
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}
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}
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for (int j = 0; j < numValuePerVertex; ++j)
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{
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int byteStridePerVertex = byteStridePerValue * numValuePerVertex;
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int OffSet = i * byteStridePerVertex + byteStridePerValue * j;
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newVertices[i][j] = *((float*)(posaddr + OffSet));
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if (tmpMesh->hasNormal)
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{
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newNormals[i][j] = *((float*)(normaladdr + OffSet));
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}
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if (tmpMesh->hasColor)
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{
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newColors[i][j] = *((float*)(coloraddr + OffSet));
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}
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}
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if (tmpMesh->hasTexcoord)
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{
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numValuePerVertex = 2;
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for (int j = 0; j < numValuePerVertex; ++j)
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{
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int byteStridePerVertex = byteStridePerValue * numValuePerVertex;
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newUVs[i][j] = *((float*)(uvaddr + (i * byteStridePerVertex + byteStridePerValue * j)));
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}
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}
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}
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Marshal.FreeCoTaskMem (tmpMesh->indices);
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@ -272,12 +294,8 @@ public unsafe class DracoMeshLoader
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mesh.uv = splittedMeshes [i].uvs;
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if (splittedMeshes [i].colors != null) {
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mesh.colors = new Color[splittedMeshes [i].colors.Length];
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for (int j = 0; j < splittedMeshes [i].colors.Length; ++j) {
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mesh.colors [j] = new Color (splittedMeshes [i].colors [j] [0],
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splittedMeshes [i].colors [j] [1], splittedMeshes [i].colors [j] [2]);
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}
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}
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mesh.colors = splittedMeshes[i].colors;
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}
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if (splittedMeshes [i].normals != null) {
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mesh.normals = splittedMeshes [i].normals;
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@ -301,12 +319,8 @@ public unsafe class DracoMeshLoader
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Debug.Log ("Mesh doesn't have normals, recomputed.");
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}
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if (newColors.Length != 0) {
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mesh.colors = new Color[newColors.Length];
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for (int i = 0; i < newColors.Length; ++i) {
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mesh.colors [i] = new Color (newColors [i] [0],
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newColors [i] [1], newColors [i] [2]);
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}
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}
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mesh.colors = newColors;
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}
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mesh.RecalculateBounds ();
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meshes.Add (mesh);
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