/// <summary> /// This function loads in the model objects from the filename provided /// </summary> /// <param name="filename">The filename of the object</param> /// <returns>obj - The object after being loaded in</returns> public static ObjVolume LoadFromFile(string filename) { // This creates a new object and proceeds to set it's verticies, indicies, etc based on the data from the file loaded ObjVolume obj = new ObjVolume(); try { using (StreamReader reader = new StreamReader(new FileStream(filename, FileMode.Open, FileAccess.Read))) { obj = LoadFromString(reader.ReadToEnd()); } } catch (FileNotFoundException e) { Console.WriteLine("File not found: {0}", filename); } catch (Exception e) { Console.WriteLine("Error loading file: {0}", filename); } return obj; }
/// <summary> /// This function loads in all the data of the object that was read from the file /// </summary> /// <param name="obj">The object created previously in string form</param> /// <returns></returns> public static ObjVolume LoadFromString(string obj) { // Seperate lines from the file List<String> lines = new List<string>(obj.Split('\n')); // These lists hold the model data List<Vector3> verts = new List<Vector3>(); List<Vector3> colors = new List<Vector3>(); List<Vector2> texs = new List<Vector2>(); List<Tuple<int, int, int>> faces = new List<Tuple<int, int, int>>(); foreach (String line in lines) { if (line.StartsWith("v ")) // Vertex { // Cut off beginning of line String temp = line.Substring(2); Vector3 vec = new Vector3(); if (temp.Count((char c) => c == ' ') == 2) // Check if there's enough elements for a vertex { String[] vertparts = temp.Split(' '); // Attempt to parse each part of the vertice bool success = float.TryParse(vertparts[0], out vec.X); success |= float.TryParse(vertparts[1], out vec.Y); success |= float.TryParse(vertparts[2], out vec.Z); // Dummy color/texture coordinates (Not using colour and texture coordinates from the file) colors.Add(new Vector3((float)Math.Sin(vec.Z), (float)Math.Sin(vec.Z), (float)Math.Sin(vec.Z))); texs.Add(new Vector2((float)Math.Sin(vec.Z), (float)Math.Sin(vec.Z))); if (!success) { Console.WriteLine("Error parsing vertex: {0}", line); } } verts.Add(vec); } else if (line.StartsWith("f ")) // Face definition { // Cut off beginning of line String temp = line.Substring(2); Tuple<int, int, int> face = new Tuple<int, int, int>(0, 0, 0); if (temp.Count((char c) => c == ' ') == 2) // Check if there's enough elements for a face { String[] faceparts = temp.Split(' '); int i1, i2, i3; // Attempt to parse each part of the face bool success = int.TryParse(faceparts[0], out i1); success |= int.TryParse(faceparts[1], out i2); success |= int.TryParse(faceparts[2], out i3); if (!success) { Console.WriteLine("Error parsing face: {0}", line); } else { // Decrement to get zero-based vertex numbers face = new Tuple<int, int, int>(i1 - 1, i2 - 1, i3 - 1); faces.Add(face); } } } } // Create the ObjVolume ObjVolume vol = new ObjVolume(); vol.vertices = verts.ToArray(); vol.faces = new List<Tuple<int, int, int>>(faces); vol.colors = colors.ToArray(); vol.texturecoords = texs.ToArray(); return vol; }