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@@ -0,0 +1,471 @@
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// Copyright 2025-2026 肖其顿 (XIAO QI DUN)
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package threed
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import (
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"fmt"
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)
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// U3D线集增量编码的算术编码上下文
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const (
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u3dLinePositionSign = iota
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u3dLinePositionX
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u3dLinePositionY
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u3dLinePositionZ
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u3dLineNormalCount
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u3dLineNormalSign
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u3dLineNormalX
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u3dLineNormalY
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u3dLineNormalZ
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u3dLineCount
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u3dLineShading
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u3dLineNormalIndex
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u3dLineDiffuseDuplicate
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u3dLineSpecularDuplicate
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u3dLineTextureDuplicate
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u3dLineDiffuseSign
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u3dLineSpecularSign
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u3dLineTextureSign
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u3dLineColorR
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u3dLineColorG
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u3dLineColorB
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u3dLineColorA
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u3dLineTextureU
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u3dLineTextureV
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u3dLineTextureS
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u3dLineTextureT
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u3dLineContextCount
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)
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// u3dLineState 按顶点缓存点集及线集属性预测
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type u3dLineState struct {
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offsets [11]int
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stride int
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stats []float64
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pointOffsets []uint32
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pointPredicted []bool
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}
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// u3dLineReader 保存当前续块的独立压缩上下文
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type u3dLineReader struct {
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values *u3dValues
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bits *u3dBits
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hist [u3dLineContextCount]u3dHistogram
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}
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// primitiveDeclaration 读取ECMA-363第9.6.2和9.6.3节的点集及线集声明
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// 入参: r 字段读取器, name 资源名, points 是否为点集
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// 返回: error 结构、能力或预算错误
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func (d *u3dDecoder) primitiveDeclaration(r *u3dValues, name string, points bool) error {
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if _, exists := d.meshes[name]; exists {
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return fmt.Errorf("duplicate U3D model resource %q", name)
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}
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if r.u32() != 0 || r.u32() != 0 {
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return fmt.Errorf("invalid U3D primitive declaration")
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}
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decl := &u3dMeshDeclaration{mesh: U3DMesh{Name: name}, line: new(u3dLineState), points: points}
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for i := range decl.counts {
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decl.counts[i] = r.u32()
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}
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if err := d.meshShadings(r, decl); err != nil {
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return err
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}
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for i := range decl.mesh.Quality {
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decl.mesh.Quality[i] = r.u32()
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}
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for i := range decl.mesh.InverseQuantization {
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decl.mesh.InverseQuantization[i] = r.f32()
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}
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for range 3 {
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if r.u32() != 0 {
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return fmt.Errorf("invalid U3D reserved primitive parameter")
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}
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}
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bones, err := d.skeleton(r)
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if err != nil {
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return err
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}
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decl.mesh.Bones = bones
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if err := r.done(); err != nil {
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return err
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}
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if decl.counts[1] == 0 {
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for _, count := range decl.counts[:6] {
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if count != 0 {
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return fmt.Errorf("invalid U3D empty primitive set")
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}
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}
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decl.decoded = true
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}
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state := decl.line
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var used [11]bool
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used[0] = true
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for _, shading := range decl.mesh.Shadings {
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used[1] = used[1] || shading.Attributes&1 != 0
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used[2] = used[2] || shading.Attributes&2 != 0
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for layer := range shading.TextureDimensions {
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used[3+layer] = true
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}
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}
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for i, present := range used {
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state.offsets[i] = -1
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if present {
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state.offsets[i] = state.stride
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state.stride += 5
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}
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}
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c := decl.counts
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primitiveBytes := uint64(100)
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if points {
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primitiveBytes = 52
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}
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bytes := uint64(c[0])*primitiveBytes + (uint64(c[1])+uint64(c[2]))*12 + (uint64(c[3])+uint64(c[4])+uint64(c[5]))*16
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if err := d.reserve(bytes, 1); err != nil {
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return err
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}
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if err := d.reserve(uint64(c[1]), uint64(state.stride)*8); err != nil {
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return err
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}
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m := &decl.mesh
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if points {
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m.Points = make([]U3DPoint, 0, int(c[0]))
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} else {
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m.Lines = make([]U3DLine, 0, int(c[0]))
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}
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m.Positions, m.Normals = make([][3]float32, 0, int(c[1])), make([][3]float32, 0, int(c[2]))
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m.Diffuse, m.Specular, m.TextureCoordinates = make([][4]float32, 0, int(c[3])), make([][4]float32, 0, int(c[4])), make([][4]float32, 0, int(c[5]))
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state.stats = make([]float64, int(c[1])*state.stride)
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if points {
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if err := d.reserve(uint64(c[1])*5+4, 1); err != nil {
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return err
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}
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state.pointOffsets = make([]uint32, 1, int(c[1])+1)
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state.pointPredicted = make([]bool, int(c[1]))
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}
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d.meshes[name] = decl
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d.meshOrder = append(d.meshOrder, name)
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return nil
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}
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// average 取得指定顶点各属性预测,点集法线使用缓存的球面均值
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// 入参: position 顶点索引
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// 返回: [11][4]float64 法线、漫反射、镜面及八层纹理预测
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func (s *u3dLineState) average(position uint32) (values [11][4]float64) {
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for slot, offset := range s.offsets {
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if offset < 0 {
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continue
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}
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base := int(position)*s.stride + offset
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count := s.stats[base+4]
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if count != 0 {
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for i := range values[slot] {
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values[slot][i] = s.stats[base+i] / count
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}
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}
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}
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return values
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}
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// accumulateCorners 累计点或线端的属性,用于后续位置预测
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// 入参: mesh 属性数组, shadingIndex 着色索引, corners 新增角点
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func (s *u3dLineState) accumulateCorners(mesh *U3DMesh, shadingIndex uint32, corners []U3DCorner) {
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shading := mesh.Shadings[shadingIndex]
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for _, corner := range corners {
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var values [11][4]float32
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var used [11]bool
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normal := mesh.Normals[corner.Normal]
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values[0] = [4]float32{normal[0], normal[1], normal[2], 0}
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used[0] = true
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if shading.Attributes&1 != 0 {
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values[1], used[1] = mesh.Diffuse[corner.Diffuse], true
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}
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if shading.Attributes&2 != 0 {
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values[2], used[2] = mesh.Specular[corner.Specular], true
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}
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for layer := range shading.TextureDimensions {
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values[3+layer], used[3+layer] = mesh.TextureCoordinates[corner.Texture[layer]], true
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}
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for slot, present := range used {
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if !present {
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continue
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}
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base := int(corner.Position)*s.stride + s.offsets[slot]
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for i, value := range values[slot] {
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s.stats[base+i] += float64(value)
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}
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s.stats[base+4]++
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}
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}
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}
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// value 按指定上下文和位宽读取点集或线集字段
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// 入参: context 压缩上下文, small 是否为8位字段
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// 返回: uint32 字段值
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func (r *u3dLineReader) value(context int, small bool) uint32 {
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if r.bits != nil {
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return r.bits.dynamicValue(&r.hist[context], small)
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}
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if small {
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return uint32(r.values.u8())
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}
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return r.values.u32()
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}
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// index 读取静态索引并校验声明范围
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// 入参: count 可用索引数量
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// 返回: uint32 索引, error 读取或范围错误
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func (r *u3dLineReader) index(count uint32) (uint32, error) {
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if count == 0 {
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return 0, fmt.Errorf("invalid U3D primitive position range")
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}
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var value uint32
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if r.bits != nil {
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value = r.bits.index(count)
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} else {
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value = r.values.u32()
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}
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if err := r.err(); err != nil {
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return 0, err
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}
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if value >= count {
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return 0, fmt.Errorf("invalid U3D primitive position index")
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}
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return value, nil
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}
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// err 返回当前字段或算术解码错误
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// 返回: error 读取错误
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func (r *u3dLineReader) err() error {
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if r.bits != nil {
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return r.bits.err
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}
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return r.values.err
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}
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// reconstruct 按符号位和独立分量上下文执行逆量化
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// 入参: prediction 预测值, scale 逆量化系数, signContext 符号上下文, componentContext 分量首上下文, dimensions 分量数
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// 返回: [4]float32 重建属性, error 数值或读取错误
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func (r *u3dLineReader) reconstruct(prediction [4]float64, scale float32, signContext, componentContext, dimensions int) (values [4]float32, err error) {
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signs := r.value(signContext, true)
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if signs >= 1<<dimensions {
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return values, fmt.Errorf("invalid U3D primitive difference signs")
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}
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for i := range dimensions {
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difference := float64(r.value(componentContext+i, false)) * float64(scale)
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if signs&(1<<i) != 0 {
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difference = -difference
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}
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values[i] = float32(prediction[i] + difference)
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if !finite(float64(values[i])) {
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return values, fmt.Errorf("invalid U3D reconstructed primitive attribute")
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}
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}
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return values, r.err()
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}
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// attribute 读取颜色或纹理属性,重复标记引用所属属性池的末项
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// 入参: pool 属性池, limit 声明总数, prediction 预测值, scale 逆量化系数, duplicate 重复上下文, sign 符号上下文, component 分量首上下文
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// 返回: uint32 属性索引, error 读取或范围错误
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func (r *u3dLineReader) attribute(pool *[][4]float32, limit uint32, prediction [4]float64, scale float32, duplicate, sign, component int) (uint32, error) {
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flag := r.value(duplicate, true)
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if err := r.err(); err != nil {
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return 0, err
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}
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if flag == 2 && len(*pool) > 0 {
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return uint32(len(*pool) - 1), nil
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}
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if flag != 0 || uint64(len(*pool)) >= uint64(limit) {
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return 0, fmt.Errorf("invalid U3D primitive attribute pool")
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}
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value, err := r.reconstruct(prediction, scale, sign, component, 4)
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if err != nil {
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return 0, err
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}
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index := uint32(len(*pool))
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*pool = append(*pool, value)
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return index, nil
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}
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// primitiveContinuation 按位置分段恢复点集及线集,预测状态跨续块保存
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// 入参: r 字段读取器, name 资源名, points 是否为点集
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// 返回: error 结构、数值、预算或取消错误
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func (d *u3dDecoder) primitiveContinuation(r *u3dValues, name string, points bool) error {
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decl := d.meshes[name]
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if decl == nil || decl.line == nil || decl.points != points || decl.decoded || r.u32() != 0 {
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return fmt.Errorf("invalid U3D primitive continuation reference")
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}
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start, end := r.u32(), r.u32()
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mesh := &decl.mesh
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if r.err != nil {
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return r.err
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}
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if uint64(start) != uint64(len(mesh.Positions)) || end <= start || end > decl.counts[1] {
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return fmt.Errorf("invalid U3D primitive resolution range")
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}
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reader := &u3dLineReader{values: r}
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var charged uint64
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if !d.plain {
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reader.bits = newU3DBits(r.data[r.pos:])
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reader.bits.reserve = func(count, size uint64) error {
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if err := d.reserve(count, size); err != nil {
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return err
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}
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charged += count * size
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return nil
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}
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defer func() { d.remaining += charged }()
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}
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for position := start; position < end; position++ {
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if err := d.ctx.Err(); err != nil {
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return err
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}
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split, err := reader.index(max(1, position))
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if err != nil {
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return err
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}
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var prediction [4]float64
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if position > 0 {
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for i, value := range mesh.Positions[split] {
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prediction[i] = float64(value)
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}
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}
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value, err := reader.reconstruct(prediction, mesh.InverseQuantization[0], u3dLinePositionSign, u3dLinePositionX, 3)
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if err != nil {
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return err
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}
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mesh.Positions = append(mesh.Positions, [3]float32{value[0], value[1], value[2]})
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normalStart := uint32(len(mesh.Normals))
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normals := reader.value(u3dLineNormalCount, false)
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if normals > decl.counts[2]-normalStart {
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return fmt.Errorf("invalid U3D primitive normal count")
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}
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if points && position > 0 && normals > 0 && !decl.line.pointPredicted[split] {
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first, last := decl.line.pointOffsets[split], decl.line.pointOffsets[split+1]
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prediction, err := d.pointNormalPrediction(mesh, mesh.Points[first:last])
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if err != nil {
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return err
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}
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base := int(split)*decl.line.stride + decl.line.offsets[0]
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for i, value := range prediction {
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decl.line.stats[base+i] = value * float64(last-first)
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}
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decl.line.pointPredicted[split] = true
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}
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attributes := decl.line.average(split)
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for i := uint32(0); i < normals; i++ {
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if i%256 == 0 {
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if err := d.ctx.Err(); err != nil {
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return err
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}
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}
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value, err := reader.reconstruct(attributes[0], mesh.InverseQuantization[1], u3dLineNormalSign, u3dLineNormalX, 3)
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if err != nil {
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return err
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}
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mesh.Normals = append(mesh.Normals, [3]float32{value[0], value[1], value[2]})
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}
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lines := reader.value(u3dLineCount, false)
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if lines > decl.counts[0]-uint32(len(mesh.Lines)+len(mesh.Points)) {
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return fmt.Errorf("invalid U3D primitive count")
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}
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for i := uint32(0); i < lines; i++ {
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if i%256 == 0 {
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if err := d.ctx.Err(); err != nil {
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return err
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}
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}
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line := U3DLine{Shading: reader.value(u3dLineShading, false)}
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if uint64(line.Shading) >= uint64(len(mesh.Shadings)) {
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return fmt.Errorf("invalid U3D primitive shading index")
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}
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corners := line.Corners[:1]
|
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corners[0].Position = position
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||||
if !points {
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first, err := reader.index(position)
|
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if err != nil {
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||||
return err
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||||
}
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line.Corners[0].Position, line.Corners[1].Position = first, position
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corners = line.Corners[:]
|
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}
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shading := mesh.Shadings[line.Shading]
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for j := range corners {
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corner := &corners[j]
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normal := reader.value(u3dLineNormalIndex, false)
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if normal >= normals {
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||||
return fmt.Errorf("invalid U3D primitive local normal index")
|
||||
}
|
||||
corner.Normal = normalStart + normal
|
||||
if shading.Attributes&1 != 0 {
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||||
corner.Diffuse, err = reader.attribute(&mesh.Diffuse, decl.counts[3], attributes[1], mesh.InverseQuantization[3], u3dLineDiffuseDuplicate, u3dLineDiffuseSign, u3dLineColorR)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
if shading.Attributes&2 != 0 {
|
||||
corner.Specular, err = reader.attribute(&mesh.Specular, decl.counts[4], attributes[2], mesh.InverseQuantization[4], u3dLineSpecularDuplicate, u3dLineSpecularSign, u3dLineColorR)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
for layer := range shading.TextureDimensions {
|
||||
corner.Texture[layer], err = reader.attribute(&mesh.TextureCoordinates, decl.counts[5], attributes[3+layer], mesh.InverseQuantization[2], u3dLineTextureDuplicate, u3dLineTextureSign, u3dLineTextureU)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
}
|
||||
if err := reader.err(); err != nil {
|
||||
return err
|
||||
}
|
||||
if points {
|
||||
mesh.Points = append(mesh.Points, U3DPoint{Shading: line.Shading, Corners: [1]U3DCorner{corners[0]}})
|
||||
} else {
|
||||
mesh.Lines = append(mesh.Lines, line)
|
||||
}
|
||||
decl.line.accumulateCorners(mesh, line.Shading, corners)
|
||||
}
|
||||
if points {
|
||||
decl.line.pointOffsets = append(decl.line.pointOffsets, uint32(len(mesh.Points)))
|
||||
}
|
||||
if err := reader.err(); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
if b := reader.bits; b != nil {
|
||||
if err := b.finish(); err != nil {
|
||||
return err
|
||||
}
|
||||
r.pos = len(r.data)
|
||||
}
|
||||
if err := r.done(); err != nil {
|
||||
return err
|
||||
}
|
||||
if end == decl.counts[1] {
|
||||
for i, count := range []int{len(mesh.Lines) + len(mesh.Points), len(mesh.Positions), len(mesh.Normals), len(mesh.Diffuse), len(mesh.Specular), len(mesh.TextureCoordinates)} {
|
||||
if uint64(count) != uint64(decl.counts[i]) {
|
||||
return fmt.Errorf("U3D primitive set does not match declaration")
|
||||
}
|
||||
}
|
||||
decl.decoded = true
|
||||
d.remaining += uint64(len(decl.line.stats)) * 8
|
||||
decl.line.stats = nil
|
||||
if points {
|
||||
d.remaining += uint64(cap(decl.line.pointOffsets))*4 + uint64(len(decl.line.pointPredicted))
|
||||
decl.line.pointOffsets, decl.line.pointPredicted = nil, nil
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
Reference in new issue
Block a user