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forgot to add mono gltf
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1 file changed
+264
@@ -0,0 +1,264 @@
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using System.Numerics;
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using CUE4Parse_Conversion;
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using CUE4Parse_Conversion.Materials;
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using CUE4Parse_Conversion.Meshes;
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using CUE4Parse_Conversion.Meshes.glTF;
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using CUE4Parse_Conversion.Meshes.PSK;
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using CUE4Parse_Conversion.Textures;
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using CUE4Parse.UE4.Assets.Exports.Material;
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using CUE4Parse.UE4.Assets.Exports.StaticMesh;
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using CUE4Parse.UE4.Assets.Exports.Texture;
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using CUE4Parse.UE4.Objects.Core.Math;
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using CUE4Parse.UE4.Objects.Meshes;
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using SharpGLTF.Geometry;
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using SharpGLTF.Geometry.VertexTypes;
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using SharpGLTF.Materials;
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using SharpGLTF.Scenes;
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namespace BlitzKit.Game.Models;
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using ConfiguredMeshBuilder = MeshBuilder<
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VertexPositionNormalTangent,
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VertexColorXTextureX,
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VertexEmpty
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>;
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public class MonoGltf
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{
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readonly SceneBuilder Scene;
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public MonoGltf(UStaticMesh staticMesh)
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{
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Scene = new(staticMesh.Name);
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ExporterOptions options = new() { TextureFormat = ETextureFormat.Jpeg };
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staticMesh.TryConvert(out var convertedMesh);
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var lod =
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convertedMesh.LODs.Find(lod => !lod.SkipLod) ?? throw new Exception("Failed to find lod0"); // first non-skippable lod is the highest quality
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MaterialBuilder emptyMaterial = new("empty_material");
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Dictionary<string, MaterialBuilder> namedMaterials = [];
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int sectionIndex = 0;
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foreach (var section in lod.Sections.Value)
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{
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ConfiguredMeshBuilder meshBuilder = new($"{staticMesh.Name}_section_{sectionIndex}");
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MaterialBuilder materialBuilder;
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if (section.Material == null || section.MaterialName == null)
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{
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materialBuilder = emptyMaterial;
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}
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else if (namedMaterials.TryGetValue(section.MaterialName, out MaterialBuilder? value))
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{
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materialBuilder = value;
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}
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else
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{
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var materialInterface = section.Material.Load<UMaterialInterface>()!;
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MaterialData materialData = new() { Textures = [], Parameters = new() };
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materialInterface.GetParams(materialData.Parameters, options.MaterialFormat);
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materialBuilder = new(section.MaterialName);
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foreach (var parameterTexture in materialData.Parameters.Textures)
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{
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var texture = parameterTexture.Value;
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if (
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texture is not UTexture2D texture2d
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|| texture2d.Decode(options.Platform) is not { } bitmap
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)
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return;
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try
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{
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switch (parameterTexture.Key)
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{
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case "BaseColor":
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{
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var encoded = bitmap.Encode(options.TextureFormat, 100);
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var bytes = encoded.ToArray();
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materialBuilder.WithBaseColor(bytes);
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break;
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}
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case "RM":
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{
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var encoded = bitmap.Encode(options.TextureFormat, 100);
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for (int y = 0; y < bitmap.Height; y++)
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{
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for (int x = 0; x < bitmap.Width; x++)
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{
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var index = y * bitmap.Width + x;
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var color = bitmap.Pixels[index];
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bitmap.Pixels[index] = new(color.Blue, color.Red, color.Green, color.Alpha);
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}
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}
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var bytes = encoded.ToArray();
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materialBuilder.WithBaseColor(bytes);
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break;
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}
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case "PM_SpecularMasks":
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// materialBuilder.WithSpecularGlossiness(textureBytes);
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break;
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case "PM_Diffuse":
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// materialBuilder.WithDiffuse(textureBytes);
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break;
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case "T_R90_IS_4_MISC":
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case "T_R90_IS_4_MASK":
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case "Misc":
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case "Mask":
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break;
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default:
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throw new Exception($"Unsupported texture type: {parameterTexture.Key}");
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}
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}
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catch
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{
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PrettyLog.Warn($"Failed to load texture: {parameterTexture.Key}");
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}
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}
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}
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var primitive = meshBuilder.UsePrimitive(materialBuilder);
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for (int faceIndex = 0; faceIndex < section.NumFaces; faceIndex++)
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{
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var wedgeIndex = new int[3];
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for (var k = 0; k < wedgeIndex.Length; k++)
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{
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wedgeIndex[k] = lod.Indices.Value[section.FirstIndex + faceIndex * 3 + k];
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}
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var vertex1 = lod.Verts[wedgeIndex[0]];
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var vertex2 = lod.Verts[wedgeIndex[1]];
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var vertex3 = lod.Verts[wedgeIndex[2]];
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var (v1, v2, v3) = PrepareTris(vertex1, vertex2, vertex3);
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var (c1, c2, c3) = PrepareUVsAndTexCoords(lod, vertex1, vertex2, vertex3, wedgeIndex);
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primitive.AddTriangle((v1, c1), (v2, c2), (v3, c3));
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}
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Scene.AddRigidMesh(meshBuilder, Matrix4x4.Identity);
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}
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}
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public ArraySegment<byte> Write()
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{
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return Scene.ToGltf2().WriteGLB();
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}
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private static (
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VertexPositionNormalTangent,
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VertexPositionNormalTangent,
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VertexPositionNormalTangent
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) PrepareTris(CMeshVertex vert1, CMeshVertex vert2, CMeshVertex vert3)
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{
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VertexPositionNormalTangent v1 = new(
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SwapYZ(vert1.Position * 0.01f),
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SwapYZAndNormalize((FVector)vert1.Normal),
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SwapYZAndNormalize((Vector4)vert1.Tangent)
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);
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VertexPositionNormalTangent v2 = new(
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SwapYZ(vert2.Position * 0.01f),
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SwapYZAndNormalize((FVector)vert2.Normal),
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SwapYZAndNormalize((Vector4)vert2.Tangent)
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);
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VertexPositionNormalTangent v3 = new(
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SwapYZ(vert3.Position * 0.01f),
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SwapYZAndNormalize((FVector)vert3.Normal),
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SwapYZAndNormalize((Vector4)vert3.Tangent)
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);
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return (v1, v2, v3);
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}
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public static FVector SwapYZ(FVector vec)
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{
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var res = new FVector(vec.X, vec.Z, vec.Y);
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return res;
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}
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public static FVector SwapYZAndNormalize(FVector vec)
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{
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var res = SwapYZ(vec);
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res.Normalize();
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return res;
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}
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public static Vector4 SwapYZAndNormalize(Vector4 vec)
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{
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return Vector4.Normalize(new Vector4(vec.X, vec.Z, vec.Y, vec.W));
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}
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public static (
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VertexColorXTextureX,
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VertexColorXTextureX,
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VertexColorXTextureX
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) PrepareUVsAndTexCoords(
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CBaseMeshLod lod,
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CMeshVertex vert1,
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CMeshVertex vert2,
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CMeshVertex vert3,
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int[] indices
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)
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{
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return PrepareUVsAndTexCoords(
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lod.VertexColors ?? new FColor[lod.NumVerts],
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vert1,
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vert2,
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vert3,
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lod.ExtraUV.Value,
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indices
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);
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}
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public static (
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VertexColorXTextureX,
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VertexColorXTextureX,
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VertexColorXTextureX
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) PrepareUVsAndTexCoords(
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FColor[] colors,
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CMeshVertex vert1,
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CMeshVertex vert2,
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CMeshVertex vert3,
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FMeshUVFloat[][] uvs,
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int[] indices
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)
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{
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var (uvs1, uvs2, uvs3) = PrepareUVs(vert1, vert2, vert3, uvs, indices);
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var c1 = new VertexColorXTextureX((Vector4)colors[indices[0]] / 255, uvs1);
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var c2 = new VertexColorXTextureX((Vector4)colors[indices[1]] / 255, uvs2);
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var c3 = new VertexColorXTextureX((Vector4)colors[indices[2]] / 255, uvs3);
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return (c1, c2, c3);
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}
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private static (List<Vector2>, List<Vector2>, List<Vector2>) PrepareUVs(
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CMeshVertex vert1,
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CMeshVertex vert2,
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CMeshVertex vert3,
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FMeshUVFloat[][] uvs,
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int[] indices
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)
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{
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var uvs1 = new List<Vector2>() { (Vector2)vert1.UV };
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var uvs2 = new List<Vector2>() { (Vector2)vert2.UV };
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var uvs3 = new List<Vector2>() { (Vector2)vert3.UV };
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foreach (var uv in uvs)
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{
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uvs1.Add((Vector2)uv[indices[0]]);
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uvs2.Add((Vector2)uv[indices[1]]);
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uvs3.Add((Vector2)uv[indices[2]]);
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}
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return (uvs1, uvs2, uvs3);
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}
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}
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