Example #1
0
        public override void ReadData(Scene scene, BinaryReader stream)
        {
            //	Note: A max face is three indices and
            //	a flag short.

            //	Read number of faces.
            short faceCount = 0;
            faceCount = stream.ReadInt16();

            //	Read each face and add it.
            for (short i = 0; i < faceCount; i++)
            {
                Face f = new Face();
                Index index = new Index(stream.ReadInt16());
                f.Indices.Add(index);
                index = new Index(stream.ReadInt16());
                f.Indices.Add(index);
                index = new Index(stream.ReadInt16());
                f.Indices.Add(index);
                stream.ReadInt16();
                faces.Add(f);
            }
        }
Example #2
0
        public Scene LoadData(string path)
        {
            char[] split = new char[] { ' ' };

            //  Create a scene and polygon.
            Scene scene = new Scene();
            Polygon polygon = new Polygon();

            string mtlName = null;

            //  Create a stream reader.
            using (StreamReader reader = new StreamReader(path))
            {
                //  Read line by line.
                string line = null;
                while ((line = reader.ReadLine()) != null)
                {
                    //  Skip any comments (lines that start with '#').
                    if (line.StartsWith("#"))
                        continue;

                    //  Do we have a texture coordinate?
                    if (line.StartsWith("vt"))
                    {
                        //  Get the texture coord strings.
                        string[] values = line.Substring(3).Split(split, StringSplitOptions.RemoveEmptyEntries);

                        //  Parse texture coordinates.
                        float u = float.Parse(values[0]);
                        float v = float.Parse(values[1]);

                        //  Add the texture coordinate.
                        polygon.UVs.Add(new UV(u, v));

                        continue;
                    }

                    //  Do we have a normal coordinate?
                    if (line.StartsWith("vn"))
                    {
                        //  Get the normal coord strings.
                        string[] values = line.Substring(3).Split(split, StringSplitOptions.RemoveEmptyEntries);

                        //  Parse normal coordinates.
                        float x = float.Parse(values[0]);
                        float y = float.Parse(values[1]);
                        float z = float.Parse(values[2]);

                        //  Add the normal.
                        polygon.Normals.Add(new Vertex(x, y, z));

                        continue;
                    }

                    //  Do we have a vertex?
                    if (line.StartsWith("v"))
                    {
                        //  Get the vertex coord strings.
                        string[] values = line.Substring(2).Split(split, StringSplitOptions.RemoveEmptyEntries);

                        //  Parse vertex coordinates.
                        float x = float.Parse(values[0]);
                        float y = float.Parse(values[1]);
                        float z = float.Parse(values[2]);

                        //   Add the vertices.
                        polygon.Vertices.Add(new Vertex(x, y, z));

                        continue;
                    }

                    //  Do we have a face?
                    if (line.StartsWith("f"))
                    {
                        Face face = new Face();

                        if (!String.IsNullOrWhiteSpace(mtlName))
                            face.Material = scene.Assets.Where(t => t.Name == mtlName).FirstOrDefault() as Material;

                        //  Get the face indices
                        string[] indices = line.Substring(2).Split(split,
                            StringSplitOptions.RemoveEmptyEntries);

                        //  Add each index.
                        foreach (var index in indices)
                        {
                            //  Split the parts.
                            string[] parts = index.Split(new char[] { '/' }, StringSplitOptions.None);

                            //  Add each part.
                            face.Indices.Add(new Index(
                                (parts.Length > 0 && parts[0].Length > 0) ? int.Parse(parts[0]) - 1 : -1,
                                (parts.Length > 1 && parts[1].Length > 0) ? int.Parse(parts[1]) - 1 : -1,
                                (parts.Length > 2 && parts[2].Length > 0) ? int.Parse(parts[2]) - 1 : -1));
                        }

                        //  Add the face.
                        polygon.Faces.Add(face);

                        continue;
                    }

                    if (line.StartsWith("mtllib"))
                    {
                        // Set current directory in case a relative path to material file is used.
                        Environment.CurrentDirectory = Path.GetDirectoryName(path);

                        // Load materials file.
                        string mtlPath = ReadMaterialValue(line);
                        LoadMaterials(mtlPath, scene);
                    }

                    if (line.StartsWith("usemtl"))
                        mtlName = ReadMaterialValue(line);
                }
            }

            scene.SceneContainer.AddChild(polygon);

            return scene;
        }
Example #3
0
        /// <summary>
        /// This function reads a polygon.
        /// </summary>
        /// <param name="reader"></param>
        /// <returns></returns>
        protected override object ReadData(BinaryReader reader)
        {
            //	Create a polygon.
            Polygon poly = new Polygon();

            //	Read a name chunk.
            CaligariName name = new CaligariName();
            name.Read(reader);
            poly.Name = name.name;

            //	Read the local axies.
            CaligariAxies axies = new CaligariAxies();
            axies.Read(reader);
            poly.Transformation.TranslateX = axies.centre.X;
            poly.Transformation.TranslateY = axies.centre.Y;
            poly.Transformation.TranslateZ = axies.centre.Z;
            //	poly.Rotate = axies.rotate;

            //	Read the position matrix.
            CaligariPosition pos = new CaligariPosition();
            pos.Read(reader);

            //	Read number of verticies.
            int verticesCount = reader.ReadInt32();

            //	Get them all
            for (int i = 0; i < verticesCount; i++)
            {
                //	Read a vertex.
                Vertex vertex = new Vertex(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());

                //	Multiply it by the position matrix.
                vertex = vertex * pos.matrix;

                //	Add it.
                poly.Vertices.Add(vertex);
            }

            //	Read UV count.
            int uvsCount = reader.ReadInt32();

            //	Read all of the UVs
            for (int i = 0; i < uvsCount; i++)
                poly.UVs.Add(new UV(reader.ReadInt32(), reader.ReadInt32()));

            //	Read faces count.
            int faces = reader.ReadInt32();

            //	Read each face.
            for (int f = 0; f < faces; f++)
            {
                Face face = new Face();
                poly.Faces.Add(face);

                //	Read face type flags.
                byte flags = reader.ReadByte();

                //	Read vertex count
                short verticesInFace = reader.ReadInt16();

                //	Do we read a material number?
                if ((flags & 0x08) == 0)	//	is it a 'hole' face?
                    reader.ReadInt16();

                //	Now read the indices, a vertex index and a uv index.
                for (short j = 0; j < verticesInFace; j++)
                    face.Indices.Add(new Index(reader.ReadInt32(), reader.ReadInt32()));
            }

            //	Any extra stuff?
            if (header.minorVersion > 4)
            {
                //	read flags.
                reader.ReadChars(4);

                if ((header.minorVersion > 5) && (header.minorVersion < 8))
                    reader.ReadChars(2);
            }

            //	Now that we've loaded the polygon, we triangulate it.
            poly.Triangulate();

            //	Finally, we update normals.
            poly.Validate(true);

            return poly;
        }