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509 行
14 KiB
509 行
14 KiB
//#define VERBOSE
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using System;
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using System.IO;
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using Unity.Collections;
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using UnityEngine;
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namespace Unity.DemoTeam.DigitalHuman
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{
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public static class NativeMeshObjLoader
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{
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[Flags]
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public enum VertexAttribs
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{
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Position = 1 << 0,
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TexCoord = 1 << 1,
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Normal = 1 << 2,
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}
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public enum VertexOrder
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{
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ByDefinition = 0,
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ByReference = 1,
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}
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struct InputVertex
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{
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public uint idxPosition;
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public uint idxTexCoord;
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public uint idxNormal;
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}
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struct InputFace
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{
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public InputVertex v0;
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public InputVertex v1;
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public InputVertex v2;
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}
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public unsafe static NativeMeshSOA Parse(string path, Allocator outputAllocator = Allocator.Persistent, VertexAttribs vertexAttribs = VertexAttribs.Position, VertexOrder vertexOrder = VertexOrder.ByDefinition)
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{
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#if VERBOSE
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Debug.LogFormat("trying {0}", path);
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#endif
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var text = File.ReadAllText(path);//TODO replace with native variant
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var textSize = text.Length;
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// measure the data
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int numPositions = 0;
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int numTexCoords = 0;
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int numNormals = 0;
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int numFaces = 0;
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for (int i = 0; i < text.Length; i++)
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{
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if (ReadChar(text, ref i, 'v'))
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{
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if (ReadBlank(text, ref i))
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{
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numPositions++;
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}
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else if (ReadChar(text, ref i, 't') && ReadBlank(text, ref i))
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{
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numTexCoords++;
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}
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else if (ReadChar(text, ref i, 'n') && ReadBlank(text, ref i))
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{
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numNormals++;
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}
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}
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else if (ReadChar(text, ref i, 'f') && ReadBlankGreedy(text, ref i))
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{
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int readVerts = 0;
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while (ReadDigit(text, ref i))
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{
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ReadUntilNewlineOrBlank(text, ref i);
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ReadBlankGreedy(text, ref i);
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readVerts++;
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}
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if (readVerts > 2)
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{
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numFaces += readVerts - 2;
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}
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}
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ReadUntilNewline(text, ref i);
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}
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#if VERBOSE
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Debug.LogFormat("-- numPositions = {0}", numPositions);
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Debug.LogFormat("-- numTexCoords = {0}", numTexCoords);
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Debug.LogFormat("-- numNormals = {0}", numNormals);
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Debug.LogFormat("-- numFaces = {0}", numFaces);
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#endif
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// allocate buffers
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var inputPositions = new NativeArray<Vector3>(numPositions, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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var inputTexCoords = new NativeArray<Vector2>(numTexCoords, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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var inputNormals = new NativeArray<Vector3>(numNormals, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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var inputFaces = new NativeArray<InputFace>(numFaces, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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var outputIndicesMax = numFaces * 3;
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var outputIndicesLUT = new NativeHashMap<Hash128, int>(outputIndicesMax, Allocator.Temp);
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var outputPositions = new NativeArray<Vector3>(outputIndicesMax, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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var outputTexCoords = new NativeArray<Vector2>(outputIndicesMax, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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var outputNormals = new NativeArray<Vector3>(outputIndicesMax, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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var outputIndices = new NativeArray<int>(outputIndicesMax, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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// read the data
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numPositions = 0;
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numTexCoords = 0;
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numNormals = 0;
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numFaces = 0;
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for (int i = 0; i < text.Length; i++)
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{
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if (ReadChar(text, ref i, 'v'))
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{
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if (ReadBlank(text, ref i))
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{
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Vector3 position;
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ReadFloat(text, ref i, out position.x);
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position.x *= -1.0f;//TODO remove this hack
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ReadBlankGreedy(text, ref i);
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ReadFloat(text, ref i, out position.y);
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ReadBlankGreedy(text, ref i);
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ReadFloat(text, ref i, out position.z);
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inputPositions[numPositions++] = position;
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}
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else if (ReadChar(text, ref i, 't') && ReadBlank(text, ref i))
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{
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Vector2 texCoord;
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ReadFloat(text, ref i, out texCoord.x);
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ReadBlankGreedy(text, ref i);
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ReadFloat(text, ref i, out texCoord.y);
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inputTexCoords[numTexCoords++] = texCoord;
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}
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else if (ReadChar(text, ref i, 'n') && ReadBlank(text, ref i))
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{
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Vector3 normal;
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ReadFloat(text, ref i, out normal.x);
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normal.x *= -1.0f;//TODO remove this hack
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ReadBlankGreedy(text, ref i);
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ReadFloat(text, ref i, out normal.y);
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ReadBlankGreedy(text, ref i);
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ReadFloat(text, ref i, out normal.z);
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inputNormals[numNormals++] = normal;
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}
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}
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else if (ReadChar(text, ref i, 'f') && ReadBlankGreedy(text, ref i))
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{
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InputFace face = new InputFace();
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if (ReadUInt(text, ref i, out face.v0.idxPosition))
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{
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ReadChar(text, ref i, '/');
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ReadUInt(text, ref i, out face.v0.idxTexCoord);
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ReadChar(text, ref i, '/');
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ReadUInt(text, ref i, out face.v0.idxNormal);
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int readVerts = 1;
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while (ReadBlankGreedy(text, ref i))
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{
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face.v1 = face.v2;
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if (ReadUInt(text, ref i, out face.v2.idxPosition))
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{
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ReadChar(text, ref i, '/');
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ReadUInt(text, ref i, out face.v2.idxTexCoord);
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ReadChar(text, ref i, '/');
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ReadUInt(text, ref i, out face.v2.idxNormal);
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if (++readVerts > 2)
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{
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inputFaces[numFaces++] = face;
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}
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}
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}
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}
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}
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ReadUntilNewline(text, ref i);
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}
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// process the data
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int numOutputVertices = 0;
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int numOutputIndices = 0;
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if (vertexOrder == VertexOrder.ByReference)
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{
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for (int i = 0; i != numFaces; i++)
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{
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InputFace face = inputFaces[i];
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var key0 = Hash(in face.v0);
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var key1 = Hash(in face.v1);
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var key2 = Hash(in face.v2);
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int idx0, idx1, idx2;
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if (outputIndicesLUT.TryGetValue(key0, out idx0) == false)
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outputIndicesLUT[key0] = idx0 = numOutputVertices++;
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if (outputIndicesLUT.TryGetValue(key1, out idx1) == false)
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outputIndicesLUT[key1] = idx1 = numOutputVertices++;
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if (outputIndicesLUT.TryGetValue(key2, out idx2) == false)
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outputIndicesLUT[key2] = idx2 = numOutputVertices++;
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outputPositions[idx0] = inputPositions[(int)face.v0.idxPosition - 1];
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outputPositions[idx1] = inputPositions[(int)face.v1.idxPosition - 1];
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outputPositions[idx2] = inputPositions[(int)face.v2.idxPosition - 1];
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outputTexCoords[idx0] = inputTexCoords[(int)face.v0.idxTexCoord - 1];
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outputTexCoords[idx1] = inputTexCoords[(int)face.v1.idxTexCoord - 1];
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outputTexCoords[idx2] = inputTexCoords[(int)face.v2.idxTexCoord - 1];
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outputNormals[idx0] = inputNormals[(int)face.v0.idxNormal - 1];
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outputNormals[idx1] = inputNormals[(int)face.v1.idxNormal - 1];
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outputNormals[idx2] = inputNormals[(int)face.v2.idxNormal - 1];
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outputIndices[numOutputIndices++] = idx0;
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outputIndices[numOutputIndices++] = idx1;
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outputIndices[numOutputIndices++] = idx2;
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}
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}
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else if (vertexOrder == VertexOrder.ByDefinition)
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{
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numOutputVertices = numPositions;
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var indexVisited = new NativeArray<bool>(numPositions, Allocator.Temp, NativeArrayOptions.ClearMemory);
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for (int i = 0; i != numFaces; i++)
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{
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InputFace face = inputFaces[i];
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var key0 = Hash(in face.v0);
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var key1 = Hash(in face.v1);
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var key2 = Hash(in face.v2);
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int idx0, idx1, idx2;
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if (outputIndicesLUT.TryGetValue(key0, out idx0) == false)
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{
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if (indexVisited[idx0 = (int)face.v0.idxPosition - 1])
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outputIndicesLUT[key0] = idx0 = numOutputVertices++;
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else
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outputIndicesLUT[key0] = idx0;
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}
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if (outputIndicesLUT.TryGetValue(key1, out idx1) == false)
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{
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if (indexVisited[idx1 = (int)face.v1.idxPosition - 1])
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outputIndicesLUT[key1] = idx1 = numOutputVertices++;
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else
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outputIndicesLUT[key1] = idx1;
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}
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if (outputIndicesLUT.TryGetValue(key2, out idx2) == false)
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{
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if (indexVisited[idx2 = (int)face.v2.idxPosition - 1])
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outputIndicesLUT[key2] = idx2 = numOutputVertices++;
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else
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outputIndicesLUT[key2] = idx2;
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}
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indexVisited[(int)face.v0.idxPosition - 1] = true;
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indexVisited[(int)face.v1.idxPosition - 1] = true;
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indexVisited[(int)face.v2.idxPosition - 1] = true;
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outputPositions[idx0] = inputPositions[(int)face.v0.idxPosition - 1];
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outputPositions[idx1] = inputPositions[(int)face.v1.idxPosition - 1];
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outputPositions[idx2] = inputPositions[(int)face.v2.idxPosition - 1];
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outputTexCoords[idx0] = inputTexCoords[(int)face.v0.idxTexCoord - 1];
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outputTexCoords[idx1] = inputTexCoords[(int)face.v1.idxTexCoord - 1];
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outputTexCoords[idx2] = inputTexCoords[(int)face.v2.idxTexCoord - 1];
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outputNormals[idx0] = inputNormals[(int)face.v0.idxNormal - 1];
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outputNormals[idx1] = inputNormals[(int)face.v1.idxNormal - 1];
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outputNormals[idx2] = inputNormals[(int)face.v2.idxNormal - 1];
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outputIndices[numOutputIndices++] = idx0;
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outputIndices[numOutputIndices++] = idx1;
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outputIndices[numOutputIndices++] = idx2;
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}
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indexVisited.Dispose();
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}
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#if VERBOSE
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Debug.LogFormat("output vertex count = {0}", numOutputVertices);
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Debug.LogFormat("output index count = {0}", numOutputIndices);
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#endif
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// copy to container
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NativeMeshSOA mesh = new NativeMeshSOA()
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{
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vertexPositions = new NativeArray<Vector3>(numOutputVertices, outputAllocator, NativeArrayOptions.UninitializedMemory),
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vertexTexCoords = new NativeArray<Vector2>(numOutputVertices, outputAllocator, NativeArrayOptions.UninitializedMemory),
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vertexNormals = new NativeArray<Vector3>(numOutputVertices, outputAllocator, NativeArrayOptions.UninitializedMemory),
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vertexCount = numOutputVertices,
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faceIndices = new NativeArray<int>(numOutputIndices, outputAllocator, NativeArrayOptions.UninitializedMemory),
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faceIndicesCount = numOutputIndices,
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};
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NativeArray<Vector3>.Copy(outputPositions, mesh.vertexPositions, numOutputVertices);
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NativeArray<Vector2>.Copy(outputTexCoords, mesh.vertexTexCoords, numOutputVertices);
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NativeArray<Vector3>.Copy(outputNormals, mesh.vertexNormals, numOutputVertices);
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NativeArray<int>.Copy(outputIndices, mesh.faceIndices, numOutputIndices);
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// free buffers
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inputPositions.Dispose();
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inputTexCoords.Dispose();
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inputNormals.Dispose();
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inputFaces.Dispose();
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outputIndicesLUT.Dispose();
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outputPositions.Dispose();
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outputTexCoords.Dispose();
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outputNormals.Dispose();
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outputIndices.Dispose();
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// done
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return mesh;
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}
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static Hash128 Hash(in InputVertex v)
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{
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return new Hash128(v.idxPosition, v.idxTexCoord, v.idxNormal, 0);
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}
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static bool ReadChar(string text, ref int index, char value)
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{
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if (text[index] == value)
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{
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index++;
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return true;
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}
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else
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{
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return false;
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}
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}
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static bool ReadDigit(string text, ref int index)
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{
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if (text[index] >= '0' && text[index] <= '9')
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{
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index++;
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return true;
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}
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else
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{
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return false;
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}
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}
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static bool ReadUInt(string text, ref int index, out uint value)
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{
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unsafe
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{
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const uint READ_BASE = '0';
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const uint READ_FAIL = uint.MaxValue;
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const int READ_MAX = 32;
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char* readBuf = stackalloc char[READ_MAX];
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uint readPos = 0;
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if (text[index] >= '0' && text[index] <= '9')
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{
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readBuf[readPos++] = text[index++];
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while (text[index] >= '0' && text[index] <= '9')
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{
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if (readPos == READ_MAX)
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{
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value = READ_FAIL;
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return false;
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}
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readBuf[readPos++] = text[index++];
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}
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value = readBuf[0] - READ_BASE;
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for (uint i = 1; i != readPos; i++)
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{
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value = (value * 10) + (readBuf[i] - READ_BASE);
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}
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return true;
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}
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else
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{
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value = READ_FAIL;
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return false;
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}
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}
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}
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//static int readfloat = 0;
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static bool ReadFloat(string text, ref int index, out float value)
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{
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uint valueInt = 0u;
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uint valueFrac = 0u;
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bool readSign = ReadChar(text, ref index, '-');
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bool readInt = ReadUInt(text, ref index, out valueInt);
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int indexFrac = index;
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bool readFrac = ReadChar(text, ref index, '.') && ReadUInt(text, ref index, out valueFrac);
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int countFrac = index - indexFrac;
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if (readInt || readFrac)
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{
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if (readFrac && valueFrac > 0)
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{
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value = (float)valueFrac;
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value *= Mathf.Pow(10.0f, -(countFrac - 1));
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}
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else
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{
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value = 0.0f;
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}
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if (readInt && valueInt > 0)
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{
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value = ((float)valueInt + value);
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}
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if (readSign)
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{
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value = -value;
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}
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//readfloat++;
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//if (readfloat == 1)
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//{
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// Debug.Log("read float (" + readfloat + ")");
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// Debug.Log("-- readSign " + readSign);
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// Debug.Log("-- readInt " + readInt);
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// Debug.Log("-- readFrac " + readFrac);
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// Debug.Log("-- valueInt " + valueInt);
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// Debug.Log("-- valueFrac " + valueFrac);
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// Debug.Log("read float VALUE " + value);
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//}
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return true;
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}
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else
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{
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value = float.NaN;
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return false;
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}
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}
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static bool ReadBlank(string text, ref int index)
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{
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if (text[index] == ' ' || text[index] == '\t')
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{
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index++;
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return true;
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}
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else
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{
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return false;
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}
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}
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static bool ReadBlankGreedy(string text, ref int index)
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{
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if (text[index] == ' ' || text[index] == '\t')
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{
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index++;
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while (text[index] == ' ' || text[index] == '\t')
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{
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index++;
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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static bool ReadUntilNewline(string text, ref int index)
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{
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if (text[index] != '\n')
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{
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index++;
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while (text[index] != '\n')
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{
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index++;
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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static bool ReadUntilNewlineOrBlank(string text, ref int index)
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{
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if (text[index] != '\n' && text[index] != ' ' && text[index] != '\t')
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{
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index++;
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while (text[index] != '\n' && text[index] != ' ' && text[index] != '\t')
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{
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index++;
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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}
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