Example #1
0
        private int VertexIndexFromFaceElement(ObjParser.Types.Face face, int elementIndex)
        {
            int faceVertexIndex        = face.VertexIndexList[elementIndex];
            int faceTextureVertexIndex = face.TextureVertexIndexList[elementIndex];
            int vertexIndex;

            ObjParser.Types.Vertex vertex = obj.VertexList[faceVertexIndex - 1];

            if (faceIndex.ContainsKey(faceVertexIndex, faceTextureVertexIndex))
            {
                vertexIndex = faceIndex.VertexIndex(faceVertexIndex, faceTextureVertexIndex);
            }
            else
            {
                vertices.Add(new Vector3((float)vertex.X, (float)vertex.Y, (float)vertex.Z) + loadObjectOffset);

                if (faceTextureVertexIndex != 0)
                {
                    ObjParser.Types.TextureVertex textureVertex = obj.TextureList[faceTextureVertexIndex - 1];
                    uvs.Add(new Vector2((float)textureVertex.X, (float)textureVertex.Y));
                }
                vertexIndex = vertices.Count - 1;
                faceIndex.Add(faceVertexIndex, faceTextureVertexIndex, vertexIndex);
            }
            return(vertexIndex);
        }
Example #2
0
        private List <ObjParser.Types.TextureVertex> ObjTextureVerticesOfListVector2(Vector2[] uvs)
        {
            List <ObjParser.Types.TextureVertex> textureVertexList = new List <ObjParser.Types.TextureVertex>();
            int i = 0;

            foreach (Vector2 uv in uvs)
            {
                ObjParser.Types.TextureVertex newVertex = new ObjParser.Types.TextureVertex();
                newVertex.X     = uv.x;
                newVertex.Y     = uv.y;
                newVertex.Index = i;
                textureVertexList.Add(newVertex);
                i++;
            }
            return(textureVertexList);
        }
Example #3
0
        public SyncMesh BuildMesh(Obj curObj)
        {
            SyncMesh syncmesh = new SyncMesh(new SyncId("MeshId_" + curObj.Name), "Mesh_" + curObj.Name);

            // Faceの定義に従う。無駄は多くなる
            syncmesh.SubMeshes = new List <SyncSubMesh>();
            SyncSubMesh submesh = new SyncSubMesh();

            for (int j = 0; j < curObj.FaceList.Count; j++)
            {
                ObjParser.Types.Face face = curObj.FaceList[j];

                for (int i = 0; i < face.VertexIndexList.Length; i++)
                {
                    //idx
                    int vertexIdx = face.VertexIndexList[i] - 1;
                    int uvIdx     = face.TextureVertexIndexList[i] - 1;
                    int normalIdx = face.NormalIndexList[i] - 1;
                    //Console.WriteLine(string.Format("index[{0}] vert[{1}] uv[{2}] normal[{3}]",i, vertexIdx+1, uvIdx+1, normalIdx+1));

                    //ObjParser.Types.Vertex vertex = curObj.VertexList[vertexIdx];
                    //ObjParser.Types.TextureVertex uv = curObj.TextureList[uvIdx];
                    //ObjParser.Types.VertexNormal normal = curObj.VertexNormalList[normalIdx];
                    ObjParser.Types.Vertex        vertex = obj.VertexList[vertexIdx];
                    ObjParser.Types.TextureVertex uv     = obj.TextureList[uvIdx];
                    ObjParser.Types.VertexNormal  normal = obj.VertexNormalList[normalIdx];

                    //頂点
                    // OpenGL->DirectX変換のため、Xは反転する
                    syncmesh.Vertices.Add(new Vector3(vertex.X * -1.0f, vertex.Y, vertex.Z)); // 2021.5.26 X軸を反転
                    syncmesh.Uvs.Add(new Vector2(uv.X, uv.Y));
                    syncmesh.Normals.Add(new Vector3(normal.X * -1.0f, normal.Y, normal.Z));  // 2021.5.26 X軸を反転
                    //syncmesh.Normals.Add(new Vector3(0,0,1));
                    //Console.WriteLine(string.Format("vert={0}\t{1}\t{2}", (float)vertex.X, (float)vertex.Y, (float)vertex.Z));

                    //index
                    //submesh.Triangles.Add(i + j * face.VertexIndexList.Length);
                    // OpenGL->DirectX変換のため、逆順でセットする
                    submesh.Triangles.Add((face.VertexIndexList.Length - 1 - i) + j * face.VertexIndexList.Length);
                }
            }
            syncmesh.SubMeshes.Add(submesh);

            return(syncmesh);
        }