/// <summary>
        /// lataa md5 model
        /// </summary>
        /// <param name="fileName"></param>
        public void Load(string fileName)
        {
            // Initialize everything
            string line, textureName = "";
            int i;
            Buffer t = new Buffer();
            meshCount = 0;
            using (System.IO.StreamReader file = new System.IO.StreamReader(Settings.DataDir + fileName))
            {
                {
                    while ((line = file.ReadLine()) != null)
                    {
                        Cleanstring(ref line);

                        // Read number of joints
                        if (ParseLine(ref t, line, "numJoints %d"))
                        {
                            numJoints = t.ibuffer[0];
                            baseSkel = new MD5Joint[numJoints];
                        }
                        // Read number os meshes
                        if (ParseLine(ref t, line, "numMeshes %d"))
                        {
                            numMesh = t.ibuffer[0];
                            model = new MD5Mesh[numMesh];

                            meshes = new List<Vertex[]>(numMesh);
                        }
                        // Parse model joints
                        if (line.Equals("joints {"))
                        {
                            for (i = 0; i < numJoints; i++)
                            {
                                line = file.ReadLine();
                                Cleanstring(ref line);

                                ParseLine(ref t, line, "%s %d ( %f %f %f ) ( %f %f %f )");
                                baseSkel[i].name = t.sbuffer;
                                baseSkel[i].parent = t.ibuffer[0];
                                baseSkel[i].pos.X = t.fbuffer[0];
                                baseSkel[i].pos.Y = t.fbuffer[1];
                                baseSkel[i].pos.Z = t.fbuffer[2];
                                baseSkel[i].orient = new Quaternion(t.fbuffer[3], t.fbuffer[4], t.fbuffer[5], 1);
                                /*
            jotain tosi outoa..
            toi orient homma ei skulaa..
            vaik varaa tilaa new:llä, ei toimi..
            eikä  orient.X = 1;  eikä mikään. miks??
                */
                                MathExt.ComputeW(ref baseSkel[i].orient);
                            }
                        }
                        // Parse model meshes
                        if (line.Equals("mesh {"))
                        {
                            while (!line.Equals("}"))
                            {
                                line = file.ReadLine();
                                Cleanstring(ref line);

                                // Read texture name
                                if (line.StartsWith("shader"))
                                {
                                    string str = line.Substring(7);
                                    int lp = str.LastIndexOf("/");
                                    textureName = str.Substring(lp + 1); // texturen nimi

                                    lp = fileName.LastIndexOf("/");
                                    string dir = fileName.Substring(0, lp + 1); // md5 tiedoston hakemisto

                                    textureName = Settings.DataDir + dir + textureName;
                                    textureName = textureName.Replace(",", ".");
                                }

                                // Read mesh data
                                if (ParseLine(ref t, line, "numverts %d"))
                                {
                                    model[meshCount].numVert = t.ibuffer[0];
                                    model[meshCount].verts = new MD5Vertex[model[meshCount].numVert];

                                    model[meshCount].texture = Texture.Load(textureName, false);

                                    for (i = 0; i < model[meshCount].numVert; i++)
                                    {
                                        line = file.ReadLine();
                                        ParseLine(ref t, line, "vert %d ( %f %f ) %d %d");
                                        model[meshCount].verts[t.ibuffer[0]].uv.X = t.fbuffer[0];
                                        model[meshCount].verts[t.ibuffer[0]].uv.Y = 1 - t.fbuffer[1];
                                        model[meshCount].verts[t.ibuffer[0]].startw = t.ibuffer[1];
                                        model[meshCount].verts[t.ibuffer[0]].countw = t.ibuffer[2];
                                    }
                                }
                                if (ParseLine(ref t, line, "numtris %d"))
                                {
                                    model[meshCount].numTris = t.ibuffer[0];
                                    model[meshCount].faces = new int[model[meshCount].numTris][];
                                    for (i = 0; i < model[meshCount].numTris; i++)
                                    {
                                        line = file.ReadLine();
                                        ParseLine(ref t, line, "tri %d %d %d %d");

                                        model[meshCount].faces[t.ibuffer[0]] = new int[3];
                                        model[meshCount].faces[t.ibuffer[0]][0] = t.ibuffer[3]; // poly toisin päin
                                        model[meshCount].faces[t.ibuffer[0]][1] = t.ibuffer[2];
                                        model[meshCount].faces[t.ibuffer[0]][2] = t.ibuffer[1];
                                    }
                                }
                                if (ParseLine(ref t, line, "numweights %d"))
                                {
                                    model[meshCount].numWeights = t.ibuffer[0];
                                    model[meshCount].weights = new MD5Weight[model[meshCount].numWeights];
                                    for (i = 0; i < model[meshCount].numWeights; i++)
                                    {
                                        line = file.ReadLine();
                                        ParseLine(ref t, line, "weight %d %d %f ( %f %f %f )");
                                        model[meshCount].weights[t.ibuffer[0]].joint = t.ibuffer[1];
                                        model[meshCount].weights[t.ibuffer[0]].bias = t.fbuffer[0];
                                        model[meshCount].weights[t.ibuffer[0]].pos.X = t.fbuffer[1];
                                        model[meshCount].weights[t.ibuffer[0]].pos.Y = t.fbuffer[2];
                                        model[meshCount].weights[t.ibuffer[0]].pos.Z = t.fbuffer[3];
                                    }
                                }
                            }
                            meshCount++;
                        }
                    }
                }
            }

            int maxvert = 0;
            for (int k = 0; k < numMesh; k++)
            {
                if (model[k].numVert > maxvert) maxvert = model[k].numVert;
            }
            for (int k = 0; k < numMesh; k++)
            {
                finalVert = new Vector3[maxvert];
                normals = new Vector3[maxvert];
            }

            skeleton = baseSkel;

            updateAnimCount = FramesBetweenAnimUpdate;
            updateNormalsCount = FramesBetweenNormalsUpdate;

            // prepare model for rendering
            PrepareMesh();

            for (int q = 0; q < numMesh; q++)
            {
                Vertex[] v = meshes[q];
                int[] ind = new int[v.Length];
                for (int w = 0; w < ind.Length; w++) ind[w] = w;

                // luo vbo ja datat sinne
                model[q].vbo = new VBO(BufferUsageHint.DynamicDraw);
                model[q].vbo.DataToVBO(v, ind);
            }
            material = new Material("default");
            MaterialName = "default";

            Log.WriteDebugLine("Model: " + Name);
        }
Beispiel #2
0
        /// <summary>
        /// lataa materiaalitiedot
        /// </summary>
        /// <param name="fileName"></param>
        /// <param name="loadTextures"></param>
        public void Load(string fileName, bool loadTextures)
        {
            using (System.IO.StreamReader file = new System.IO.StreamReader(fileName))
            {
                // tiedosto muistiin
                string data = file.ReadToEnd();

                // pilko se
                string[] lines = data.Split('\n');

                Material tmpmat = null;

                for (int q = 0; q < lines.Length; q++)
                {
                    string line = lines[q];
                    line = line.Trim('\r', '\t', ' ');

                    if (line.StartsWith("#")) continue;

                    string[] ln = line.Split(' '); // pilko datat

                    if (ln[0] == "newmtl")
                    {
                        if (tmpmat != null) materials.Add(tmpmat);
                        tmpmat = new Material();
                        tmpmat.name = ln[1];
                        Log.WriteDebugLine("MaterialName: " + tmpmat.name);
                        continue;
                    }

                    // Diffuse color texture map
                    if (ln[0] == "map_Kd")
                    {
                        tmpmat.DiffuseTex = new Texture();
                        if (loadTextures == true) tmpmat.DiffuseTex = Texture.Load(ln[1].ToLower());
                        continue;
                    }
                    // Specular color texture map
                    if (ln[0] == "map_Ks")
                    {
                        tmpmat.SpecularTex = new Texture();
                        if (loadTextures == true) tmpmat.SpecularTex = Texture.Load(ln[1].ToLower());
                        continue;
                    }
                    // Ambient color texture map TAI shaderin nimi
                    if (ln[0] == "map_Ka")
                    {
                        // esim: Shader_cartoon  niin ladataan objektille cartoon.vert ja cartoon.frag shaderit.
                        if (ln[1].Contains("Shader_"))
                        {
                            // ota shaderin nimi
                            tmpmat.ShaderName = ln[1].Substring(7);
                        }
                        else //Ambient color texture
                        {
                            tmpmat.AmbientTex = new Texture();
                            if (loadTextures == true) tmpmat.AmbientTex = Texture.Load(ln[1].ToLower());
                        }
                        continue;
                    }
                    // Bump color texture map
                    if (ln[0] == "map_Bump")
                    {
                        tmpmat.BumpTex = new Texture();
                        if (loadTextures == true) tmpmat.BumpTex = Texture.Load(ln[1].ToLower());
                        continue;
                    }
                    // Opacity color texture map
                    if (ln[0] == "map_d")
                    {
                        tmpmat.OpacityTex = new Texture();
                        if (loadTextures == true) tmpmat.OpacityTex = Texture.Load(ln[1].ToLower());
                        continue;
                    }

                    // Phong SpecularTex component
                    if (ln[0] == "Ns")
                    {
                        tmpmat.PhongSpec = Util.GetFloat(ln[1]);
                        continue;
                    }
                    // Ambient color
                    if (ln[0] == "Ka")
                    {
                        tmpmat.AmbientColor = new Vector4(Util.GetFloat(ln[1]), Util.GetFloat(ln[2]), Util.GetFloat(ln[3]), 1);
                        continue;
                    }

                    // Diffuse color
                    if (ln[0] == "Kd")
                    {
                        tmpmat.DiffuseColor = new Vector4(Util.GetFloat(ln[1]), Util.GetFloat(ln[2]), Util.GetFloat(ln[3]), 1);
                        continue;
                    }
                    // Specular color
                    if (ln[0] == "Ks")
                    {
                        tmpmat.SpecularColor = new Vector4(Util.GetFloat(ln[1]), Util.GetFloat(ln[2]), Util.GetFloat(ln[3]), 1);
                        continue;
                    }

                    // Dissolve factor (pistetty alphaks)
                    if (ln[0] == "d")
                    {
                        // alpha value
                        tmpmat.Dissolve = Util.GetFloat(ln[1]);
                        tmpmat.DiffuseColor.W = tmpmat.Dissolve;
                        tmpmat.AmbientColor.W = tmpmat.Dissolve;
                        tmpmat.SpecularColor.W = tmpmat.Dissolve;
                        continue;
                    }
                }
                if (tmpmat != null) materials.Add(tmpmat);
            }
        }
Beispiel #3
0
        /// <summary>
        /// lataa mesh tiedosto
        /// </summary>
        /// <param name="fileName"></param>
        /// <param name="xs"></param>
        /// <param name="ys"></param>
        /// <param name="zs"></param>
        public void Load(string fileName, float xs, float ys, float zs)
        {
            pathData.Clear();
            ObjModel mesh = null;
            List<Vector3> _vertex = new List<Vector3>();
            List<Vector3> _normal = new List<Vector3>();
            List<Vector2> _uv = new List<Vector2>();

            string dir = Settings.DataDir;
            if (fileName.Contains("\\"))
            {
                int l = fileName.LastIndexOf("\\");
                dir = dir + fileName.Substring(0, l + 1);
            }
            else if (fileName.Contains("/"))
            {
                int l = fileName.LastIndexOf("/");
                dir = dir + fileName.Substring(0, l + 1);
            }

            fileName = Settings.DataDir + fileName;
            bool path = false; // jos reitti

            using (System.IO.StreamReader file = new System.IO.StreamReader(fileName))
            {
                // tiedosto muistiin
                string data = file.ReadToEnd();
                data = data.Replace('\r', ' ');

                // pilko se
                string[] lines = data.Split('\n');

                int numOfFaces = 0;
                for (int q = 0; q < lines.Length; q++)
                {
                    string[] ln = lines[q].Split(' '); // pilko datat
                    if (ln[0] == "f") numOfFaces++;
                }

                // lue kaikki datat objektiin ja indexit mesheihin
                for (int q = 0; q < lines.Length; q++)
                {
                    string line = lines[q];
                    if (line.StartsWith("#")) continue;
                    string[] ln = line.Split(' '); // pilko datat
                    if (ln[0] == "v") // vertex x y z
                    {
                        float x = (Util.GetFloat(ln[1]) - mesh.Position.X) * xs;
                        float y = (Util.GetFloat(ln[2]) - mesh.Position.Y) * ys;
                        float z = (Util.GetFloat(ln[3]) - mesh.Position.Z) * zs;

                        if (path) pathData.Add(new Vector3(x, y, z));
                        else _vertex.Add(new Vector3(x, y, z));

                        continue;
                    }

                    if (ln[0] == "vn") // normal x y z
                    {
                        _normal.Add(new Vector3(Util.GetFloat(ln[1]), Util.GetFloat(ln[2]), Util.GetFloat(ln[3])));
                        continue;
                    }

                    if (ln[0] == "vt") // texcoord U V
                    {
                        _uv.Add(new Vector2(Util.GetFloat(ln[1]), Util.GetFloat(ln[2])));
                        continue;
                    }

                    // uusi objekti
                    if (ln[0] == "o" || ln[0] == "g")
                    {
                        if (mesh != null) meshes.Add(mesh); // talteen
                        mesh = new ObjModel(ln[1]);
                        mesh.material = material;

                        // Nimessä voi olla ohjeita mitä muuta halutaan, esim:
                        // * Path_reitti1  jolloin ei ladata objektia mutta reitti jota pitkin kamera/objektit voi kulkea.
                        // * BBox_nimi/BSphere_nimi jolloin tämä onkin nimi-objektin bounding box/sphere.
                        if (mesh.Name.Contains("Path_"))
                        {
                            path = true;
                        }
                        else if (mesh.Name.Contains("BBox_") || mesh.Name.Contains("BSphere_"))
                        {
                            // TODO: bbox_ bsphere_
                        }

                        continue;
                    }

                    // materiaali
                    if (ln[0] == "usemtl")
                    {
                        // jos kesken meshin materiaali vaihtuu, luodaan uusi obu johon loput facet
                        if (lines[q - 1].StartsWith("f"))
                        {
                            meshes.Add(mesh);
                            Vector3 tmpPos = mesh.Position;

                            mesh = new ObjModel(mesh.Name);
                            mesh.material = material;
                            mesh.Position = tmpPos; // samaa objektia, niin sama Position

                        }

                        mesh.MaterialName = ln[1];
                        continue;
                    }

                    if (ln[0] == "f")
                    {
                        // ota talteen  f rivi:
                        // f vertex/uv/normal vertex/uv/normal vertex/uv/normal
                        // eli esim: f 4/4/2 5/5/3 7/2/4
                        // tarkistetaan jos ilman texcoordei eli f 4/4 5/4 6/4  tai f 2//3 jne tai ilman / merkkejä.
                        int dv = 0;
                        for (int t = 0; t < line.Length; t++) if (line[t] == '/') dv++;
                        if (line.Contains("//")) dv = 0; // ei ole texindexei

                        line = line.Replace("//", " ");
                        line = line.Replace("/", " ");
                        string[] _ln = line.Split(' ');

                        if (dv == 0 || dv == 3) // luultavasti nyt ei ole texturecoordinaatteja
                        {
                            mesh._vertexInd.Add(Int32.Parse(_ln[1]) - 1);
                            mesh._vertexInd.Add(Int32.Parse(_ln[3]) - 1);
                            mesh._vertexInd.Add(Int32.Parse(_ln[5]) - 1);

                            mesh._normalInd.Add(Int32.Parse(_ln[2]) - 1);
                            mesh._normalInd.Add(Int32.Parse(_ln[4]) - 1);
                            mesh._normalInd.Add(Int32.Parse(_ln[6]) - 1);
                        }
                        else // kaikki mukana
                        {
                            mesh._vertexInd.Add(Int32.Parse(_ln[1]) - 1);
                            mesh._vertexInd.Add(Int32.Parse(_ln[4]) - 1);
                            mesh._vertexInd.Add(Int32.Parse(_ln[7]) - 1);

                            mesh._uvInd.Add(Int32.Parse(_ln[2]) - 1);
                            mesh._uvInd.Add(Int32.Parse(_ln[5]) - 1);
                            mesh._uvInd.Add(Int32.Parse(_ln[8]) - 1);

                            mesh._normalInd.Add(Int32.Parse(_ln[3]) - 1);
                            mesh._normalInd.Add(Int32.Parse(_ln[6]) - 1);
                            mesh._normalInd.Add(Int32.Parse(_ln[9]) - 1);
                        }
                        continue;
                    }

                    // materiaalitiedosto
                    if (ln[0] == "mtllib")
                    {
                        try
                        {
                            // ladataan objektille materiaalitiedot (mesheille otetaan talteen materialname joka viittaa sitten näihin materiaaleihin)
                            material = new Material();
                            material.Load(dir + ln[1], Texture.LoadTextures);
                        }
                        catch (Exception e)
                        {
                            Log.WriteDebugLine(e.ToString());
                        }
                    }
                }

                if (mesh != null) meshes.Add(mesh);

                // pathille ei luoda objektia, se on vain kasa vertexejä
                if (path == false)
                {
                    int cc = 0;

                    vertices = new Vertex[numOfFaces * 3];
                    for (int m = 0; m < meshes.Count; m++)
                    {
                        meshes[m].vertices = new Vertex[meshes[m]._vertexInd.Count];

                        for (int q = 0; q < meshes[m]._vertexInd.Count; q++)
                        {
                            // mesh datat
                            meshes[m].vertices[q].vertex = _vertex[meshes[m]._vertexInd[q]];
                            meshes[m].vertices[q].normal = _normal[meshes[m]._normalInd[q]];
                            if (meshes[m]._uvInd.Count != 0)
                                meshes[m].vertices[q].uv_or_color = new Vector4(_uv[meshes[m]._uvInd[q]].X, _uv[meshes[m]._uvInd[q]].Y,
                                                                                _uv[meshes[m]._uvInd[q]].X, _uv[meshes[m]._uvInd[q]].Y);

                            // pistetään myös objektille kaikki vertexit yhteen klimppiin.

            //TODO Miks? vie vaa muistia nii paljo, mesheissä kumminki nuo datat säilytetään.
            // jos tää on VAIN collisionia varten, siihe ny o helppo tehdä se et se menee objektin puun läpi
            // ni sit ei tartte tätä
                            vertices[cc].vertex = _vertex[meshes[m]._vertexInd[q]];
                            vertices[cc].normal = _normal[meshes[m]._normalInd[q]];
                            if (meshes[m]._uvInd.Count != 0)
                                vertices[cc].uv_or_color = new Vector4(_uv[meshes[m]._uvInd[q]].X, _uv[meshes[m]._uvInd[q]].Y,
                                                                                _uv[meshes[m]._uvInd[q]].X, _uv[meshes[m]._uvInd[q]].Y);
                            cc++;
                        }

                        // index taulukko
                        meshes[m].indices = new int[meshes[m]._vertexInd.Count];
                        for (int q = 0; q < meshes[m]._vertexInd.Count; q++) meshes[m].indices[q] = q;

                        meshes[m].vbo = new VBO();
                        meshes[m].vbo.DataToVBO(meshes[m].vertices, meshes[m].indices);

                        // meshin bounding volume
                        meshes[m].Boundings = new BoundingVolume();
                        meshes[m].Boundings.CreateBoundingVolume(meshes[m]);

                        // lataa glsl koodit
                        string shader = material.GetMaterial(meshes[m].MaterialName).ShaderName;
                        if (shader != "")
                        {
                            mesh.Shader = new GLSL();
                            mesh.Shader.Load(shader + ".vert", shader + ".frag");
                        }
                        if (material.GetMaterial(meshes[m].MaterialName).Dissolve < 1.0f) IsTranslucent = true;

                    }

                    // koko objektin bounding volume
                    IsRendObj = false; // childeissä rendattavat objektit, tässä ei ole rendattavaa, vain paikka
                    Boundings = new BoundingVolume();
                    Boundings.CreateBoundingVolume(this);

                    // lisätään objektille meshit childeiks
                    for (int q = 0; q < meshes.Count; q++)
                    {
                        Add(meshes[q]);
                    }

                    Log.WriteDebugLine("Object: " + Name + "  meshes: " + meshes.Count);
                }

                _vertex.Clear();
                _normal.Clear();
                _uv.Clear();
                for (int q = 0; q < meshes.Count; q++)
                {
                    meshes[q]._vertexInd.Clear();
                    meshes[q]._normalInd.Clear();
                    meshes[q]._uvInd.Clear();
                }

            }
        }