//
        // Compute scene vertex normals
        //
        public void computeNormals(Scene3ds scene, Scene result)
        {
            Point3D vcenter  = Point3D.Zero;
            float   vcounter = 0.0f;

            for (int i = 0; i < scene.Meshes.Count(); i++)
            {
                Mesh3ds m = scene.Meshes.ElementAt(i);
                // Alloc memory
                Mesh mesh = new Mesh
                {
                    Name = m.Name
                };
                result.Meshes.Add(mesh);

                //mesh._numTexCoords = 0;

                Vector3D[] tmpFaceNormals = new Vector3D[m.faces()];

                // Compute face normals
                for (int fi = 0; fi < m.faces(); fi++)
                {
                    Face3ds   f  = m.face(fi);
                    Vertex3ds p0 = m.vertex(f.P0);
                    Vertex3ds p1 = m.vertex(f.P1);
                    Vertex3ds p2 = m.vertex(f.P2);

                    /*// Compute face middle point
                     * mesh.faceMiddlePoint[fi] = new PVector();
                     * mesh.faceMiddlePoint[fi].x = (p0.X + p1.X + p2.X) / 3.0f;
                     * mesh.faceMiddlePoint[fi].y = (p0.Y + p1.Y + p2.Y) / 3.0f;
                     * mesh.faceMiddlePoint[fi].z = (p0.Z + p1.Z + p2.Z) / 3.0f;*/

                    Point3D v0 = new Point3D(p0.X, p0.Y, p0.Z);
                    Point3D v1 = new Point3D(p1.X, p1.Y, p1.Z);
                    Point3D v2 = new Point3D(p2.X, p2.Y, p2.Z);

                    Vector3D e0 = v1 - v0;
                    Vector3D e1 = v2 - v0;

                    //mesh.faceNormals[fi] = e1.cross(e0);

                    // save a copy of the unnormalized face normal. used for average vertex normals
                    tmpFaceNormals[fi] = Vector3D.Cross(e1, e0);

                    // normalize face normal
                    //mesh.faceNormals[fi].normalize();
                }

                //
                // Compute vertex normals.Take average from adjacent face normals.find coplanar faces or get weighted normals.
                // One could also use the smooth groups from 3ds to compute normals, we'll see about that.
                //
                //PVector v = new PVector();
                TexCoord3ds tc = new TexCoord3ds(0, 0);
                for (int vi = 0; vi < m.vertices(); vi++)
                {
                    Vertex3ds p = m.vertex(vi);
                    vcenter += new Point3D(p.X, p.Y, p.Z);
                    vcounter++;
                    if (m.texCoords() > 0)
                    {
                        tc = m.texCoord(vi);
                    }
                    Vector3D n   = Vector3D.Zero;
                    float    num = 0;
                    for (int fi = 0; fi < m.faces(); fi++)
                    {
                        Face3ds f = m.face(fi);
                        //        Vertex3ds p0 = m.vertex(f.P0);
                        //        Vertex3ds p1 = m.vertex(f.P1);
                        //        Vertex3ds p2 = m.vertex(f.P2);
                        if (vi == f.P0 || vi == f.P1 || vi == f.P2)
                        {
                            num++;
                            n += tmpFaceNormals[fi];                             //mesh.faceNormals[fi] );
                        }
                    }
                    if (num > 0)
                    {
                        n *= 1.0f / (float)num;
                    }
                    n.Normalize();
                    mesh.Normals.Add(n);

                    if (FLIPYZ)
                    {
                        Vector3D tmp = mesh.Normals[vi];
                        mesh.Normals[vi] = new Vector3D(tmp.X, -tmp.Z, tmp.Y);
                    }
                    // Save vertex data
                    if (FLIPYZ)
                    {
                        mesh.Positions.Add(new Point3D(p.X, -p.Z, p.Y));
                    }
                    else
                    {
                        mesh.Positions.Add(new Point3D(p.X, p.Y, p.Z));
                    }

                    // Save texcoord data
                    //mesh._numTexCoords = m.texCoords();
                    if (m.texCoords() > 0)
                    {
                        if (FLIPV)
                        {
                            mesh.TextureCoordinates.Add(new Point3D(tc.U, 1.0f - tc.V, 0));
                        }
                        else
                        {
                            mesh.TextureCoordinates.Add(new Point3D(tc.U, tc.V, 0));
                        }
                    }
                }
            }

            if (vcounter > 0.0)
            {
                vcenter /= vcounter;
            }
        }
        //
        // Compute scene vertex normals
        //
        public void computeNormals(Scene3ds scene, Scene result)
        {
            Point3D vcenter = Point3D.Zero;
            float vcounter = 0.0f;
            for (int i = 0; i < scene.Meshes.Count(); i++)
            {
                Mesh3ds m = scene.Meshes.ElementAt(i);
                // Alloc memory
                Mesh mesh = new Mesh
                {
                    Name = m.Name
                };
                result.Meshes.Add(mesh);

                //mesh._numTexCoords = 0;

                Vector3D[] tmpFaceNormals = new Vector3D[m.faces()];

                // Compute face normals
                for (int fi = 0; fi < m.faces(); fi++)
                {
                    Face3ds f = m.face(fi);
                    Vertex3ds p0 = m.vertex(f.P0);
                    Vertex3ds p1 = m.vertex(f.P1);
                    Vertex3ds p2 = m.vertex(f.P2);

                    /*// Compute face middle point
                    mesh.faceMiddlePoint[fi] = new PVector();
                    mesh.faceMiddlePoint[fi].x = (p0.X + p1.X + p2.X) / 3.0f;
                    mesh.faceMiddlePoint[fi].y = (p0.Y + p1.Y + p2.Y) / 3.0f;
                    mesh.faceMiddlePoint[fi].z = (p0.Z + p1.Z + p2.Z) / 3.0f;*/

                    Point3D v0 = new Point3D(p0.X, p0.Y, p0.Z);
                    Point3D v1 = new Point3D(p1.X, p1.Y, p1.Z);
                    Point3D v2 = new Point3D(p2.X, p2.Y, p2.Z);

                    Vector3D e0 = v1 - v0;
                    Vector3D e1 = v2 - v0;

                    //mesh.faceNormals[fi] = e1.cross(e0);

                    // save a copy of the unnormalized face normal. used for average vertex normals
                    tmpFaceNormals[fi] = Vector3D.Cross(e1, e0);

                    // normalize face normal
                    //mesh.faceNormals[fi].normalize();
                }

                //
                // Compute vertex normals.Take average from adjacent face normals.find coplanar faces or get weighted normals.
                // One could also use the smooth groups from 3ds to compute normals, we'll see about that.
                //
                //PVector v = new PVector();
                TexCoord3ds tc = new TexCoord3ds(0, 0);
                for (int vi = 0; vi < m.vertices(); vi++)
                {
                    Vertex3ds p = m.vertex(vi);
                    vcenter += new Point3D(p.X, p.Y, p.Z);
                    vcounter++;
                    if (m.texCoords() > 0) tc = m.texCoord(vi);
                    Vector3D n = Vector3D.Zero;
                    float num = 0;
                    for (int fi = 0; fi < m.faces(); fi++)
                    {
                        Face3ds f = m.face(fi);
                        //        Vertex3ds p0 = m.vertex(f.P0);
                        //        Vertex3ds p1 = m.vertex(f.P1);
                        //        Vertex3ds p2 = m.vertex(f.P2);
                        if (vi == f.P0 || vi == f.P1 || vi == f.P2)
                        {
                            num++;
                            n += tmpFaceNormals[fi]; //mesh.faceNormals[fi] );
                        }
                    }
                    if (num > 0) n *= 1.0f/(float) num;
                    n.Normalize();
                    mesh.Normals.Add(n);

                    if (FLIPYZ)
                    {
                        Vector3D tmp = mesh.Normals[vi];
                        mesh.Normals[vi] = new Vector3D(tmp.X, -tmp.Z, tmp.Y);
                    }
                    // Save vertex data
                    if (FLIPYZ) mesh.Positions.Add(new Point3D(p.X, -p.Z, p.Y));
                    else mesh.Positions.Add(new Point3D(p.X, p.Y, p.Z));

                    // Save texcoord data
                    //mesh._numTexCoords = m.texCoords();
                    if (m.texCoords() > 0)
                    {
                        if (FLIPV) mesh.TextureCoordinates.Add(new Point3D(tc.U, 1.0f - tc.V, 0));
                        else mesh.TextureCoordinates.Add(new Point3D(tc.U, tc.V, 0));
                    }
                }
            }

            if (vcounter > 0.0) vcenter /= vcounter;
        }
Exemple #3
0
        private TexCoord3ds[] read_TEX_VERTS()
        {
            int coords = ReadUnsignedShort();
            TexCoord3ds[] tc = new TexCoord3ds[coords];

            for (int n = 0; n < coords; n++)
            {
                float u = ReadFloat();
                float v = ReadFloat();
                // Set unset u,v coordinates to 0
                if (u < -100.0f || u > 100.0f) u = 0.0f;
                if (v < -100.0f || v > 100.0f) v = 0.0f;
                tc[n] = new TexCoord3ds(u, v);
            }

            if (mDecode != null)
            {
                mDecode.enter();
                mDecode.println("Coords: " + coords);
                for (int i = 0; i < coords; i++)
                {
                    mDecode.println(" " + Utils3ds.intToString(i, 4) + ":  " + tc[i]);
                }
                mDecode.leave();
            }

            return tc;
        }