Example #1
0
        /// <summary>
        /// Loads a mesh and creates the vertex/index buffers for the part
        /// </summary>
        /// <param name="part"></param>
        /// <param name="meshData"></param>
        void LoadMesh(ref Part part, IXDataObject dataObject)
        {
            // load vertex data
            int dataOffset = 0;
            Match vertexCount = findArrayCount.Match(dataObject.Body);
            if(!vertexCount.Success)
                throw new System.IO.InvalidDataException("problem reading vertex count");

            List<Vector4F> vertexList = new List<Vector4F>();
            int verticies = int.Parse(vertexCount.Groups[1].Value, CultureInfo.InvariantCulture);
            dataOffset = vertexCount.Index + vertexCount.Length;
            for(int vertexIndex = 0; vertexIndex < verticies; vertexIndex++)
            {
                Match vertex = findVector3F.Match(dataObject.Body, dataOffset);
                if(!vertex.Success)
                    throw new System.IO.InvalidDataException("problem reading vertex");
                else
                    dataOffset = vertex.Index + vertex.Length;

                vertexList.Add(
                    new Vector4F(
                        float.Parse(vertex.Groups[1].Value, CultureInfo.InvariantCulture),
                        float.Parse(vertex.Groups[2].Value, CultureInfo.InvariantCulture),
                        float.Parse(vertex.Groups[3].Value, CultureInfo.InvariantCulture),
                        1.0f));
            }

            // load triangle index data
            Match triangleIndexCount = findArrayCount.Match(dataObject.Body, dataOffset);
            dataOffset = triangleIndexCount.Index + triangleIndexCount.Length;
            if(!triangleIndexCount.Success)
                throw new System.IO.InvalidDataException("problem reading index count");

            List<Int32> triangleIndiciesList = new List<Int32>();
            int triangleIndexListCount = int.Parse(triangleIndexCount.Groups[1].Value, CultureInfo.InvariantCulture);
            dataOffset = triangleIndexCount.Index + triangleIndexCount.Length;
            for(int triangleIndicyIndex = 0; triangleIndicyIndex < triangleIndexListCount; triangleIndicyIndex++)
            {
                Match indexEntry = findVertexIndex.Match(dataObject.Body, dataOffset);
                if(!indexEntry.Success)
                    throw new System.IO.InvalidDataException("problem reading vertex index entry");
                else
                    dataOffset = indexEntry.Index + indexEntry.Length;

                int indexEntryCount = int.Parse(indexEntry.Groups[1].Value, CultureInfo.InvariantCulture);
                string[] vertexIndexes = indexEntry.Groups[2].Value.Split(new char[] { ',' });
                if(indexEntryCount != vertexIndexes.Length)
                    throw new System.IO.InvalidDataException("vertex index count does not equal count of indicies found");

                for(int entryIndex = 0; entryIndex <= indexEntryCount - 3; entryIndex++)
                {
                    triangleIndiciesList.Add(int.Parse(vertexIndexes[0], CultureInfo.InvariantCulture));
                    triangleIndiciesList.Add(int.Parse(vertexIndexes[1 + entryIndex].ToString(), CultureInfo.InvariantCulture));
                    triangleIndiciesList.Add(int.Parse(vertexIndexes[2 + entryIndex].ToString(), CultureInfo.InvariantCulture));
                }
            }

            // load mesh colors
            IXDataObject vertexColorData = GetSingleChild(dataObject, "MeshVertexColors");
            Dictionary<int, Vector4F> colorDictionary = null;
            if (vertexColorData != null)
                colorDictionary = LoadMeshColors(vertexColorData);

            // load mesh normals
            IXDataObject meshNormalData = GetSingleChild(dataObject, "MeshNormals");
            IndexedMeshNormals meshNormals = null;
            if(meshNormalData != null)
            {
                meshNormals = LoadMeshNormals(meshNormalData);
            }

            // load mesh texture coordinates
            IXDataObject meshTextureCoordsData = GetSingleChild(dataObject, "MeshTextureCoords");
            List<Vector2F> meshTextureCoords = null;
            if(meshTextureCoordsData != null)
            {
                meshTextureCoords = LoadMeshTextureCoordinates(meshTextureCoordsData);
            }

            // load mesh material
            IXDataObject meshMaterialsData = GetSingleChild(dataObject, "MeshMaterialList");
            List<MaterialSpecification> meshMaterials = null;
            if(meshMaterialsData != null)
            {
                meshMaterials = LoadMeshMaterialList(meshMaterialsData);
            }
            
            // copy vertex data to HGLOBAL
            int byteLength = Marshal.SizeOf(typeof(XMeshVertex)) * triangleIndiciesList.Count;
            IntPtr nativeVertex = Marshal.AllocHGlobal(byteLength);
            byte[] byteBuffer = new byte[byteLength];
            XMeshVertex[] varray = new XMeshVertex[triangleIndiciesList.Count];
            for(int n = 0; n < triangleIndiciesList.Count; n++)
            {
                XMeshVertex vertex = new XMeshVertex()
                {
                    Vertex = vertexList[triangleIndiciesList[n]],
                    Normal = (meshNormals == null) ? new Vector4F(0, 0, 0, 1.0f) : meshNormals.normalVectors[meshNormals.normalIndexMap[n]],
                    Color = ((colorDictionary == null) ? new Vector4F(0, 0, 0, 0) : colorDictionary[triangleIndiciesList[n]]),
                    Texture = ((meshTextureCoords == null) ? new Vector2F(0, 0) : meshTextureCoords[triangleIndiciesList[n]])
                };
                byte[] vertexData = RawSerialize(vertex);
                Buffer.BlockCopy(vertexData, 0, byteBuffer, vertexData.Length * n, vertexData.Length);
            }
            Marshal.Copy(byteBuffer, 0, nativeVertex, byteLength);

            // build vertex buffer
            BufferDescription bdv = new BufferDescription()
            {
                Usage = Usage.Default,
                ByteWidth = (uint)(Marshal.SizeOf(typeof(XMeshVertex)) * triangleIndiciesList.Count),
                BindingOptions = BindingOptions.VertexBuffer,
                CpuAccessOptions = CpuAccessOptions.None,
                MiscellaneousResourceOptions = MiscellaneousResourceOptions.None
            };
            SubresourceData vertexInit = new SubresourceData()
            {
                SystemMemory = nativeVertex
            };

            part.vertexBuffer = device.CreateBuffer(bdv, vertexInit);
            Debug.Assert(part.vertexBuffer != null);


            part.vertexCount = triangleIndiciesList.Count;

            if(meshMaterials != null)
            {
                // only a single material is currently supported
                MaterialSpecification m = meshMaterials[0];

                part.material = new Material()
                {
                    emissiveColor = m.emissiveColor,
                    specularColor = m.specularColor,
                    materialColor = m.materialColor,
                    specularPower = m.specularPower
                };
                
                string texturePath = "";
                if(File.Exists(m.textureFileName))
                    texturePath = m.textureFileName;
                if(File.Exists(meshDirectory + "\\" + m.textureFileName))
                    texturePath = meshDirectory + "\\" + m.textureFileName;
                if(File.Exists(meshDirectory + "\\..\\" + m.textureFileName))
                    texturePath = meshDirectory + "\\..\\" + m.textureFileName;

                if(texturePath.Length == 0)
                {
                    part.material.textureResource = null;
                }
                else
                {
                    part.material.textureResource =
                        D3D10XHelpers.CreateShaderResourceViewFromFile(
                            device,
                            texturePath);
                }
            }
            Marshal.FreeHGlobal(nativeVertex);
        }
Example #2
0
        /// <summary>
        /// Loads a mesh and creates the vertex/index buffers for the part
        /// </summary>
        /// <param name="part"></param>
        /// <param name="meshData"></param>
        void LoadMesh( ref Part part, string meshData )
        {
            // load vertex data
            int dataOffset = 0;
            Match vertexCount = findArrayCount.Match( meshData );
            if( !vertexCount.Success )
                throw new System.IO.InvalidDataException( "problem reading vertex count" );

            List<Vector4F> vertexList = new List<Vector4F>();
            int verticies = int.Parse(vertexCount.Groups[1].Value, CultureInfo.InvariantCulture);
            dataOffset = vertexCount.Index + vertexCount.Length;
            for( int vertexIndex = 0; vertexIndex < verticies; vertexIndex++ )
            {
                Match vertex = findVector3F.Match( meshData, dataOffset );
                if( !vertex.Success )
                    throw new System.IO.InvalidDataException( "problem reading vertex" );
                else
                    dataOffset = vertex.Index + vertex.Length;

                vertexList.Add(
                    new Vector4F(
                        float.Parse(vertex.Groups[1].Value, CultureInfo.InvariantCulture),
                        float.Parse(vertex.Groups[2].Value, CultureInfo.InvariantCulture),
                        float.Parse(vertex.Groups[3].Value, CultureInfo.InvariantCulture),
                        1.0f) );
            }

            // load triangle index data
            Match triangleIndexCount = findArrayCount.Match( meshData, dataOffset );
            dataOffset = triangleIndexCount.Index + triangleIndexCount.Length;
            if( !triangleIndexCount.Success )
                throw new System.IO.InvalidDataException( "problem reading index count" );

            List<Int32> triangleIndiciesList = new List<Int32>( );
            int triangleIndexListCount = int.Parse(triangleIndexCount.Groups[1].Value, CultureInfo.InvariantCulture);
            dataOffset = triangleIndexCount.Index + triangleIndexCount.Length;
            for( int triangleIndicyIndex = 0; triangleIndicyIndex < triangleIndexListCount; triangleIndicyIndex++ )
            {
                Match indexEntry = findVertexIndex.Match( meshData, dataOffset );
                if( !indexEntry.Success )
                    throw new System.IO.InvalidDataException( "problem reading vertex index entry" );
                else
                    dataOffset = indexEntry.Index + indexEntry.Length;

                int indexEntryCount = int.Parse(indexEntry.Groups[1].Value, CultureInfo.InvariantCulture);
                string[ ] vertexIndexes = indexEntry.Groups[ 2 ].Value.Split( new char[ ] { ',' } );
                if( indexEntryCount != vertexIndexes.Length )
                    throw new System.IO.InvalidDataException( "vertex index count does not equal count of indicies found" );

                for( int entryIndex = 0; entryIndex <= indexEntryCount - 3; entryIndex++ )
                {
                    triangleIndiciesList.Add(int.Parse(vertexIndexes[0], CultureInfo.InvariantCulture));
                    triangleIndiciesList.Add(int.Parse(vertexIndexes[1 + entryIndex].ToString(), CultureInfo.InvariantCulture));
                    triangleIndiciesList.Add(int.Parse(vertexIndexes[2 + entryIndex].ToString(), CultureInfo.InvariantCulture));
                }
            }

            // load mesh colors
            string vertexColorData = GetTagContent( new Regex( @"MeshVertexColors[\s]+{" ), meshData );
            Dictionary<int,Vector4F> colorDictionary = null;
            if( vertexColorData != "" )
                colorDictionary = LoadMeshColors( vertexColorData );

            // load mesh normals
            string meshNormalData = GetTagContent( new Regex( @"MeshNormals[\s]+{" ), meshData );
            IndexedMeshNormals meshNormals = null;
            if( meshNormalData != "" )
            {
                meshNormals = LoadMeshNormals( meshNormalData );
            }

            // load mesh texture coordinates
            string meshTextureCoordsData = GetTagContent( new Regex( @"MeshTextureCoords[\s]+{" ), meshData );
            List<Vector2F> meshTextureCoords = null;
            if( meshTextureCoordsData != "" )
            {
                meshTextureCoords = LoadMeshTextureCoordinates( meshTextureCoordsData );
            }

            // load mesh material
            string meshMaterialsData = GetTagContent( new Regex( @"MeshMaterialList[\s]+{" ), meshData );
            List<MaterialSpecification> meshMaterials = null;
            if( meshMaterialsData != "" )
            {
                meshMaterials = LoadMeshMaterialList( meshMaterialsData );
            }
            
            // copy vertex data to HGLOBAL
            int byteLength = Marshal.SizeOf( typeof( XMeshVertex ) ) * triangleIndiciesList.Count;
            IntPtr nativeVertex = Marshal.AllocHGlobal( byteLength );
            byte[ ] byteBuffer = new byte[ byteLength ];
            XMeshVertex[ ] varray = new XMeshVertex[ triangleIndiciesList.Count ];
            for( int n = 0; n < triangleIndiciesList.Count; n++ )
            {
                XMeshVertex vertex = new XMeshVertex( )
                {
                    Vertex = vertexList[ triangleIndiciesList[ n ] ],
                    Normal = (meshNormals == null) ? new Vector4F( 0, 0, 0, 1.0f ) : meshNormals.normalVectors[ meshNormals.normalIndexMap[ n ] ],
                    Color = ((colorDictionary == null) ? new Vector4F( 0, 0, 0, 0 ) : colorDictionary[ triangleIndiciesList[ n ] ]),
                    Texture = ((meshTextureCoords == null) ? new Vector2F( 0, 0 ) : meshTextureCoords[ triangleIndiciesList[ n ] ])
                };
                byte[ ] vertexData = RawSerialize( vertex );
                Buffer.BlockCopy( vertexData, 0, byteBuffer, vertexData.Length * n, vertexData.Length );
            }
            Marshal.Copy( byteBuffer, 0, nativeVertex, byteLength );

            // build vertex buffer
            BufferDescription bdv = new BufferDescription( )
            {
                Usage = Usage.Default,
                ByteWidth = (uint)(Marshal.SizeOf( typeof( XMeshVertex ) ) * triangleIndiciesList.Count),
                BindFlags = BindFlag.VertexBuffer,
                CpuAccessFlags = 0,
                MiscFlags = 0
            };
            SubresourceData vertexInit = new SubresourceData( )
            {
                SysMem = nativeVertex
            };

            part.vertexBuffer = device.CreateBuffer( bdv, vertexInit );
            Debug.Assert( part.vertexBuffer != null );


            part.vertexCount = triangleIndiciesList.Count;

            if( meshMaterials != null )
            {
                // only a single material is currently supported
                MaterialSpecification m = meshMaterials[ 0 ];

                part.material = new Material()
                {
                    emissiveColor = m.emissiveColor,
                    specularColor = m.specularColor,
                    materialColor = m.materialColor,
                    specularPower = m.specularPower
                };
                
                string texturePath = "";
                if( File.Exists( m.textureFileName ) )
                    texturePath = m.textureFileName;
                if( File.Exists( meshDirectory + "\\" + m.textureFileName ) )
                    texturePath = meshDirectory + "\\" + m.textureFileName;
                if( File.Exists( meshDirectory + "\\..\\" + m.textureFileName ) )
                    texturePath = meshDirectory + "\\..\\" + m.textureFileName;

                if( texturePath.Length == 0 )
                {
                    part.material.textureResource = null;
                }
                else
                {
                    part.material.textureResource =
                        D3D10XHelpers.CreateShaderResourceViewFromFile(
                            device,
                            texturePath );
                }
            }
            Marshal.FreeHGlobal( nativeVertex );
        }