chore: remove all graphics backends (Raylib, OpenTK, Vulkan/Silk.NET) — prepare for pure Vulkan P/Invoke rewrite
This commit is contained in:
@@ -1,196 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Numerics;
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using Engine.Core;
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using EngineCoreMaterial = Engine.Core.Components.Material;
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using EngineMesh = Engine.Core.Components.Mesh;
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using SharpGLTF.Schema2;
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namespace Engine.Graphics.Loaders;
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/// <summary>
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/// glTF/glTF binary loader using SharpGLTF.Core.
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/// Loads all primitives across all meshes, extracting:
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/// - Positions, normals (from file or computed), texcoords
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/// - PBR material: albedo, roughness, metallic, base color texture
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/// </summary>
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public static class GltfLoader
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{
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/// <summary>
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/// Load a glTF/GLB file and return the combined mesh plus extracted materials.
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/// </summary>
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public static EngineMesh Load(string path, Vector3? defaultColor = null)
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{
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var (mesh, _) = LoadWithMaterials(path, defaultColor);
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return mesh;
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}
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/// <summary>
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/// Load a glTF/GLB file and return the combined mesh plus a list of
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/// (primitive index, material) pairs. Textures are extracted to a
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/// temp directory next to the source file.
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/// </summary>
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public static (EngineMesh Mesh, List<EngineCoreMaterial> Materials) LoadWithMaterials(
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string path, Vector3? defaultColor = null)
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{
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var color = defaultColor ?? new Vector3(0.7f, 0.7f, 0.7f);
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var textureDir = Path.Combine(Path.GetDirectoryName(path) ?? ".", "extracted_textures");
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var model = ModelRoot.Load(path);
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if (model.LogicalMeshes.Count == 0)
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throw new InvalidOperationException($"glTF file has no meshes: {path}");
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var vertices = new List<Vertex>();
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var indices = new List<uint>();
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var materials = new List<EngineCoreMaterial>();
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foreach (var mesh in model.LogicalMeshes)
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{
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foreach (var primitive in mesh.Primitives)
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{
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if (!primitive.VertexAccessors.TryGetValue("POSITION", out var positionAccessor))
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continue;
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var positions = positionAccessor.AsVector3Array();
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var normals = primitive.VertexAccessors.TryGetValue("NORMAL", out var normalAccessor)
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? normalAccessor.AsVector3Array()
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: null;
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var uvs = primitive.VertexAccessors.TryGetValue("TEXCOORD_0", out var uvAccessor)
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? uvAccessor.AsVector2Array()
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: null;
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var primIndices = GetIndices(primitive, positions.Count);
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var material = ExtractMaterial(primitive, color, textureDir);
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materials.Add(material);
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var vertexBase = (uint)vertices.Count;
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for (var i = 0; i < primIndices.Length; i += 3)
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{
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var i0 = (int)primIndices[i];
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var i1 = (int)primIndices[i + 1];
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var i2 = (int)primIndices[i + 2];
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var v0 = ToVertex(positions, normals, uvs, i0, color);
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var v1 = ToVertex(positions, normals, uvs, i1, color);
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var v2 = ToVertex(positions, normals, uvs, i2, color);
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if (normals == null)
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{
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var n = MeshMath.ComputeFaceNormal(v0.Position, v1.Position, v2.Position);
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v0.Normal = n;
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v1.Normal = n;
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v2.Normal = n;
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}
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indices.Add(vertexBase + (uint)i0);
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indices.Add(vertexBase + (uint)i1);
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indices.Add(vertexBase + (uint)i2);
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if (i == 0)
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{
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vertices.AddRange(new[] { v0, v1, v2 });
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}
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}
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if (normals != null || uvs != null)
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{
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for (var i = 0; i < positions.Count; i++)
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vertices.Add(ToVertex(positions, normals, uvs, i, color));
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}
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vertexBase = (uint)vertices.Count;
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}
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}
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return (new EngineMesh(vertices.ToArray(), indices.ToArray()), materials);
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}
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private static Vertex ToVertex(
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IReadOnlyList<Vector3> positions,
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IReadOnlyList<Vector3>? normals,
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IReadOnlyList<Vector2>? uvs,
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int index,
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Vector3 color)
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{
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var pos = new Vector3(positions[index].X, positions[index].Y, positions[index].Z);
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var normal = normals != null
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? Vector3.Normalize(new Vector3(normals[index].X, normals[index].Y, normals[index].Z))
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: Vector3.UnitY;
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return new Vertex(pos, color, normal);
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}
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private static EngineCoreMaterial ExtractMaterial(MeshPrimitive primitive, Vector3 defaultColor, string textureDir)
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{
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var albedo = defaultColor;
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var roughness = 0.5f;
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var metallic = 0.0f;
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string? texturePath = null;
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var gltfMat = primitive.Material;
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if (gltfMat == null)
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return new EngineCoreMaterial(albedo, roughness, metallic);
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if (gltfMat.FindChannel("BaseColor") is { } baseColor)
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{
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foreach (var param in baseColor.Parameters)
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{
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if (param.Name == "BaseColorFactor" && param.Value is Vector4 factor)
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{
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albedo = new Vector3(factor.X, factor.Y, factor.Z);
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}
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}
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if (baseColor.Texture?.PrimaryImage is { } img)
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{
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var mem = img.Content;
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if (!string.IsNullOrEmpty(mem.SourcePath) && File.Exists(mem.SourcePath))
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{
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texturePath = mem.SourcePath;
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}
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else if (mem.IsValid)
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{
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Directory.CreateDirectory(textureDir);
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var ext = string.IsNullOrEmpty(mem.FileExtension) ? ".png" : mem.FileExtension;
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texturePath = Path.Combine(textureDir, $"tex_{Guid.NewGuid():N}{ext}");
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mem.SaveToFile(texturePath);
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}
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}
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}
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if (gltfMat.FindChannel("MetallicRoughness") is { } mr)
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{
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foreach (var param in mr.Parameters)
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{
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if (param.Name == "MetallicFactor" && param.Value is float mf)
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metallic = mf;
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if (param.Name == "RoughnessFactor" && param.Value is float rf)
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roughness = rf;
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}
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}
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return new EngineCoreMaterial(albedo, roughness, metallic, texturePath);
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}
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private static uint[] GetIndices(MeshPrimitive primitive, int positionCount)
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{
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if (primitive.IndexAccessor != null)
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{
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var idx = primitive.IndexAccessor.AsIndexArray();
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var indices = new uint[idx.Count];
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for (var i = 0; i < idx.Count; i++)
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indices[i] = idx[i];
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return indices;
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}
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var auto = new uint[positionCount];
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for (var i = 0; i < positionCount; i++)
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auto[i] = (uint)i;
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return auto;
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}
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private static Vector3 ComputeFaceNormal(Vector3 a, Vector3 b, Vector3 c)
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=> MeshMath.ComputeFaceNormal(a, b, c);
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}
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@@ -1,88 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Numerics;
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using Engine.Core;
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using Engine.Core.Components;
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namespace Engine.Graphics.Loaders;
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/// <summary>
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/// Minimal .obj loader.
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/// Supports vertices (v) and faces (f). Creates per-face normals for flat shading.
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/// Produces a colored Mesh component.
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/// </summary>
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public static class ObjLoader
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{
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public static Mesh Load(string path, Vector3? defaultColor = null)
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{
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var color = defaultColor ?? new Vector3(0.7f, 0.7f, 0.7f);
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var positions = new List<Vector3>();
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var vertices = new List<Vertex>();
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var indices = new List<uint>();
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foreach (var rawLine in File.ReadLines(path))
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{
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var line = rawLine.Trim();
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if (string.IsNullOrEmpty(line) || line.StartsWith("#"))
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continue;
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var parts = line.Split((char[]?)null, StringSplitOptions.RemoveEmptyEntries);
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if (parts.Length == 0)
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continue;
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switch (parts[0])
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{
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case "v" when parts.Length >= 4:
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positions.Add(new Vector3(
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float.Parse(parts[1]),
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float.Parse(parts[2]),
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float.Parse(parts[3])));
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break;
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case "f" when parts.Length >= 4:
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// Triangulate the face as a fan.
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var baseIndex = ParseFaceIndex(parts[1]);
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for (var i = 2; i < parts.Length - 1; i++)
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{
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var i0 = baseIndex;
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var i1 = ParseFaceIndex(parts[i]);
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var i2 = ParseFaceIndex(parts[i + 1]);
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var v0 = positions[(int)i0];
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var v1 = positions[(int)i1];
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var v2 = positions[(int)i2];
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var normal = ComputeFaceNormal(v0, v1, v2);
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var vertexBase = (uint)vertices.Count;
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indices.Add(vertexBase);
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indices.Add(vertexBase + 1);
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indices.Add(vertexBase + 2);
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vertices.Add(new Vertex(v0, color, normal));
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vertices.Add(new Vertex(v1, color, normal));
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vertices.Add(new Vertex(v2, color, normal));
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}
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break;
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}
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}
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if (vertices.Count == 0)
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throw new InvalidOperationException($"OBJ file has no vertices: {path}");
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return new Mesh(vertices.ToArray(), indices.ToArray());
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}
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private static uint ParseFaceIndex(string part)
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{
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// Formats: v, v/vt, v/vt/vn, v//vn
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var slashIndex = part.IndexOf('/');
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var indexStr = slashIndex == -1 ? part : part.Substring(0, slashIndex);
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var index = int.Parse(indexStr);
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return (uint)(index - 1); // OBJ indices are 1-based
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}
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private static Vector3 ComputeFaceNormal(Vector3 a, Vector3 b, Vector3 c)
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=> MeshMath.ComputeFaceNormal(a, b, c);
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}
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