Beispiel #1
0
    public static void Export(string path, BlockGroup blockGroup)
    {
        var blockMeshes = new BlockMeshMerger();

        foreach (var block in blockGroup.GetAllBlocks())
        {
            block.WriteToMesh(blockGroup, blockMeshes);
        }

        string dataName = Path.GetFileNameWithoutExtension(path);

        var writer = new StringWriter();

        writer.WriteLine("#Created by Tsumiki Editor");
        writer.WriteLine("");
        writer.WriteLine("mtllib " + dataName + ".mtl");
        writer.WriteLine("");

        // Output Vertices
        foreach (Vector3 v in blockMeshes.vertexPos)
        {
            writer.WriteLine("v " + v.x + " " + v.y + " " + v.z);
        }
        writer.WriteLine("# " + blockMeshes.vertexPos.Count + " vertices");

        // Output Texture Vertices
        foreach (Vector2 vt in blockMeshes.vertexUv)
        {
            writer.WriteLine("vt " + vt.x + " " + (1.0f - vt.y));
        }
        writer.WriteLine("# " + blockMeshes.vertexUv.Count + " texture vertices");

        // Output Faces
        writer.WriteLine("usemtl mat1");
        int facesCount = blockMeshes.triangles.Count / 3;

        for (int i = 0; i < facesCount; i++)
        {
            int i0 = blockMeshes.triangles[i * 3 + 0] + 1;
            int i1 = blockMeshes.triangles[i * 3 + 1] + 1;
            int i2 = blockMeshes.triangles[i * 3 + 2] + 1;
            writer.WriteLine("f " + i0 + "/" + i0 + " " + i1 + "/" + i1 + " " + i2 + "/" + i2);
        }
        writer.WriteLine("# " + blockMeshes.vertexUv.Count + " texture vertices");

        File.WriteAllText(path, writer.ToString(), Encoding.ASCII);
        writer.Dispose();

        // Output Materials
        var mtlWriter = new StringWriter();

        mtlWriter.WriteLine("newmtl mat1");
        mtlWriter.WriteLine("Ka 0.00000 0.00000 0.00000");
        mtlWriter.WriteLine("Kd 0.00000 0.00000 0.00000");
        mtlWriter.WriteLine("Ks 0.00000 0.00000 0.00000");
        mtlWriter.WriteLine("Ns 0.00000");

        File.WriteAllText(Path.ChangeExtension(path, ".mtl"), mtlWriter.ToString(), Encoding.ASCII);
        mtlWriter.Dispose();
    }
Beispiel #2
0
    private static void WriteMetaFile(string path,
                                      Vector3 offset, bool toRightHanded)
    {
        BlockGroup blockGroup = EditManager.Instance.Layers[0].GetBlockGroup();
        ModelGroup modelGroup = EditManager.Instance.Layers[0].GetModelGroup();

        Mesh mesh = blockGroup.GetRouteMesh();

        Block[] blocks = blockGroup.GetEnterableBlocks();

        // モデルを見て移動可能かどうかをチェックする
        blocks = blocks.Where(block => {
            var model = modelGroup.GetModel(block.position);
            return(model == null || model.shape.enterable);
        }).ToArray();

        var fieldPanels = new FieldPanelGroup(mesh, blocks, offset);

        fieldPanels.ApplyRoutePath(blockGroup, EditManager.Instance.RoutePath);

        // バウンディングボックス
        Vector3 minpos = mesh.bounds.min + offset;
        Vector3 maxpos = mesh.bounds.max + offset;

        // 座標系反転処理
        if (toRightHanded)
        {
            fieldPanels.ApplyRightHanded();
            minpos = FileUtil.ApplyRightHanded(minpos);
            maxpos = FileUtil.ApplyRightHanded(maxpos);
            float z = minpos.z;
            minpos.z = maxpos.z;
            maxpos.z = z;
        }

        var mem    = new MemoryStream();
        var writer = new BinaryWriter(mem);

        writer.Write("E3MT".ToArray());         // Identifier
        writer.Write(2);                        // Version

        // バウンディングボックス
        writer.Write(minpos);
        writer.Write(maxpos);

        // 移動パネル
        fieldPanels.Write(writer);

        // 当たり判定ブロック
        Block[] colliderBlocks = blockGroup.GetAllBlocks();
        writer.Write(colliderBlocks.Length);
        Vector3 colliderOffset = new Vector3(0.5f, 0.25f, 0.5f);

        foreach (var block in colliderBlocks)
        {
            Vector3 position = block.position;
            if (toRightHanded)
            {
                position = FileUtil.ApplyRightHanded(position);
            }
            position += colliderOffset;
            writer.Write(position);
        }

        // 3Dモデル配置
        Model[] models = modelGroup.GetAllModels();
        writer.Write(models.Length);
        foreach (var model in models)
        {
            Vector3 position = model.position;
            if (toRightHanded)
            {
                position = FileUtil.ApplyRightHanded(position);
            }
            writer.Write(model.shape.id);
            writer.Write(position);
            writer.Write(model.offset);
            writer.Write((float)model.rotation);
            writer.Write(model.shape.scale * model.scale);
        }

        File.WriteAllBytes(path, mem.ToArray());
    }