Example #1
0
        public static MeshGeometry FromXml(XDocument document)
        {
            var geomElem = document.Element("LddGeometry");

            if (geomElem == null)
            {
                return(null);
            }

            if (geomElem.HasElement("Positions", out XElement posElem) &&
                geomElem.HasElement("Normals", out XElement normElem) &&
                geomElem.HasElement("Indices", out XElement indElem))
            {
                var            positions = ParseVector3Array(posElem.Value);
                var            normals   = ParseVector3Array(normElem.Value);
                List <Vector2> uvs       = null;
                if (geomElem.HasElement("UVs", out XElement uvElem))
                {
                    uvs = ParseVector2Array(uvElem.Value);
                }

                var indices = indElem.Value.Split(' ').Select(v => int.Parse(v)).ToList();

                var vertices  = new List <Vertex>();
                var triangles = new List <Triangle>();
                var reCoords  = new List <RoundEdgeData>();

                for (int i = 0; i < positions.Count; i++)
                {
                    vertices.Add(new Vertex(
                                     positions[i],
                                     normals[i],
                                     uvs?[i] ?? Vector2.Empty
                                     ));
                }

                if (geomElem.HasElement("BoneWeights", out XElement boneWeights))
                {
                    var bwValues = boneWeights.Value.Split(' ');
                    for (int i = 0; i < bwValues.Length; i += 3)
                    {
                        int   vIdx   = int.Parse(bwValues[i]);
                        int   bID    = int.Parse(bwValues[i + 1]);
                        float weight = float.Parse(bwValues[i + 2], CultureInfo.InvariantCulture);
                        vertices[vIdx].BoneWeights.Add(new BoneWeight(bID, weight));
                    }
                }

                if (geomElem.HasElement("Outlines", out XElement outlineElem))
                {
                    var outlineUVs = ParseVector2Array(outlineElem.Value);
                    if (outlineUVs.Count % 6 != 0)
                    {
                        //problem
                    }

                    for (int i = 0; i < outlineUVs.Count; i += 6)
                    {
                        var reData = new RoundEdgeData();
                        for (int j = 0; j < 6; j++)
                        {
                            reData.Coords[j] = outlineUVs[i + j];
                        }

                        reCoords.Add(reData);
                    }
                }

                for (int i = 0; i < indices.Count; i += 3)
                {
                    var tri = new Triangle(
                        vertices[indices[i]],
                        vertices[indices[i + 1]],
                        vertices[indices[i + 2]]);
                    triangles.Add(tri);

                    for (int j = 0; j < 3; j++)
                    {
                        if (i + j >= reCoords.Count)
                        {
                            break;
                        }
                        tri.Indices[j].RoundEdgeData = reCoords[i + j];
                    }
                }

                var geom = new MeshGeometry();
                geom.SetVertices(vertices);
                geom.SetTriangles(triangles);

                return(geom);
            }

            return(null);
        }
Example #2
0
        public static MeshGeometry FromStream(Stream stream)
        {
            var geom = new MeshGeometry();

            using (var br = new BinaryReaderEx(stream))
            {
                int  vertCount  = br.ReadInt32();
                int  idxCount   = br.ReadInt32();
                bool isTexured  = br.ReadBoolean();
                bool isFlexible = br.ReadBoolean();

                var positions = new List <Vector3>();
                var normals   = new List <Vector3>();
                var texCoords = new List <Vector2>();

                for (int i = 0; i < vertCount; i++)
                {
                    positions.Add(new Vector3(br.ReadSingles(3)));
                }

                for (int i = 0; i < vertCount; i++)
                {
                    normals.Add(new Vector3(br.ReadSingles(3)));
                }

                if (isTexured)
                {
                    for (int i = 0; i < vertCount; i++)
                    {
                        texCoords.Add(new Vector2(br.ReadSingles(2)));
                    }
                }

                var verts = new List <Vertex>();
                for (int i = 0; i < vertCount; i++)
                {
                    verts.Add(new Vertex(
                                  positions[i],
                                  normals[i],
                                  isTexured ? texCoords[i] : Vector2.Empty
                                  ));
                }

                var triIndices = new List <int>();
                var avgNormals = new List <Vector3>();
                var reCoords   = new List <RoundEdgeData>();

                for (int i = 0; i < idxCount; i++)
                {
                    triIndices.Add(br.ReadInt32());
                }

                for (int i = 0; i < idxCount; i++)
                {
                    avgNormals.Add(new Vector3(br.ReadSingles(3)));
                }

                for (int i = 0; i < idxCount; i++)
                {
                    var reData = new RoundEdgeData(br.ReadSingles(12));
                    if (!geom.HasRoundEdgeData && !reData.IsEmpty)
                    {
                        geom.HasRoundEdgeData = true;
                    }
                    reCoords.Add(reData);
                }

                var triangles = new List <Triangle>();

                for (int i = 0; i < idxCount; i += 3)
                {
                    var tri = new Triangle(
                        verts[triIndices[i]],
                        verts[triIndices[i + 1]],
                        verts[triIndices[i + 2]]);
                    triangles.Add(tri);

                    for (int j = 0; j < 3; j++)
                    {
                        tri.Indices[j].AverageNormal = avgNormals[i + j];
                        tri.Indices[j].RoundEdgeData = reCoords[i + j];
                    }
                }

                if (isFlexible)
                {
                    for (int i = 0; i < vertCount; i++)
                    {
                        int boneCount = br.ReadInt32();
                        for (int j = 0; j < boneCount; j++)
                        {
                            verts[i].BoneWeights.Add(new BoneWeight(br.ReadInt32(), br.ReadSingle()));
                        }
                    }
                }

                geom.SetVertices(verts);
                geom.SetTriangles(triangles);
            }
            return(geom);
        }