Exemple #1
0
        //读入对象的材质名称
        void ReadObjectMaterial(t3DModel pModel, t3DObject pObject, tChunk pPreviousChunk)
        {
            String strMaterial = "";          //用来保存对象的材质名称

            int[] buffer = new int[50000];    //用来读入不需要的数据

            //读入赋予当前对象的材质名称
            pPreviousChunk.bytesRead += getStr(ref strMaterial);

            //遍历所有的纹理
            for (int i = 0; i < pModel.numOfMaterials; i++)
            {
                //如果读入的纹理与当前纹理名称匹配

                if (strMaterial.Equals(pModel.pMaterials[i].strName))
                {
                    //设置材质ID
                    pObject.materialID = i;
                    //判断是否是纹理映射,如果strFile是一个长度大于1的字符串,则是纹理
                    if (pModel.pMaterials[i].strFile.Length > 0)
                    {
                        //设置对象的纹理映射标志
                        pObject.bHasTexture = true;
                    }
                    break;
                }
                else
                {
                    //如果该对象没有材质,则设置ID为-1
                    pObject.materialID = -1;
                }
            }
            pPreviousChunk.bytesRead += fread(ref buffer, pPreviousChunk.length - pPreviousChunk.bytesRead, m_FilePointer);
        }
Exemple #2
0
        //处理所有的文件中的对象信息
        void ProcessNextObjectChunk(t3DModel pModel, t3DObject pObject, tChunk pPreviousChunk)
        {
            m_CurrentChunk = new tChunk();

            //继续读入块的内容直至本子块结束
            while (pPreviousChunk.bytesRead < pPreviousChunk.length)
            {
                ReadChunk(m_CurrentChunk);

                if (m_CurrentChunk.ID == FileHead.OBJECT_MESH)//正读入的是一个新块
                {
                    //使用递归函数调用,处理该新块
                    ProcessNextObjectChunk(pModel, pObject, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.OBJECT_VERTICES)//读入的是对象顶点
                {
                    ReadVertices(pObject, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.OBJECT_FACES)//读入的是对象的面
                {
                    ReadVertexIndices(pObject, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.OBJECT_MATERIAL)//读入的是对象的材质名称
                {
                    //该块保存了对象材质的名称,可能是一个颜色,也可能是一个纹理映射。
                    //同时在该块中也保存了纹理对象所赋予的面

                    //下面读入对象的材质名称
                    ReadObjectMaterial(pModel, pObject, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.OBJECT_UV)//读入对象的UV纹理坐标
                {
                    ReadUVCoordinates(pObject, m_CurrentChunk);
                }
                else
                {
                    //掠过不需要读入的块
                    while (m_CurrentChunk.bytesRead != m_CurrentChunk.length)
                    {
                        int[] b = new int[1];
                        m_CurrentChunk.bytesRead += fread(ref b, 1, m_FilePointer);
                    }
                }

                //添加从最后块中读入的字节数
                pPreviousChunk.bytesRead += m_CurrentChunk.bytesRead;
            }
            //当前快设置为前面的块
            m_CurrentChunk = pPreviousChunk;
        }
Exemple #3
0
        //处理所有的材质信息
        void ProcessNextMaterialChunk(t3DModel pModel, tChunk pPreviousChunk)
        {
            //给当前块分配存储空间
            m_CurrentChunk = new tChunk();

            //继续读入这些块,直到该子块结束
            while (pPreviousChunk.bytesRead < pPreviousChunk.length)
            {
                //读入下一块
                ReadChunk(m_CurrentChunk);

                //判断读入的是什么块
                if (m_CurrentChunk.ID == FileHead.MATNAME)//材质的名称
                {
                    //读入材质的名称
                    m_CurrentChunk.bytesRead += fread(ref pModel.pMaterials[pModel.numOfMaterials - 1].strName, m_CurrentChunk.length - m_CurrentChunk.bytesRead, m_FilePointer);
                }
                else if (m_CurrentChunk.ID == FileHead.MATDIFFUSE)//对象的RGB颜色
                {
                    ReadColorChunk(pModel.pMaterials[pModel.numOfMaterials - 1], m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.MATMAP)//纹理信息头部
                {
                    //进入下一个材质块信息
                    ProcessNextMaterialChunk(pModel, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.MATMAPFILE)
                {
                    //读入材质文件名称
                    pModel.pMaterials[pModel.numOfMaterials - 1].strFile = base_dir;
                    m_CurrentChunk.bytesRead += fread(ref pModel.pMaterials[pModel.numOfMaterials - 1].strFile, m_CurrentChunk.length - m_CurrentChunk.bytesRead, m_FilePointer);
                }
                else
                {
                    //掠过不需要读入的块
                    while (m_CurrentChunk.bytesRead != m_CurrentChunk.length)
                    {
                        int[] b = new int[1];
                        m_CurrentChunk.bytesRead += fread(ref b, 1, m_FilePointer);
                    }
                }
                //添加从最后块中读入的字节数
                pPreviousChunk.bytesRead += m_CurrentChunk.bytesRead;
            }
            //当前快设置为前面的块
            m_CurrentChunk = pPreviousChunk;
        }
Exemple #4
0
        public bool Import3DS(t3DModel pModel, String strFileName)  // 装入3ds文件到模型结构中
        {
            if (pModel == null)
            {
                return(false);
            }
            pModel.numOfMaterials = 0;
            pModel.numOfObjects   = 0;
            base_dir = new FileInfo(strFileName).Directory + "/";  //DircectoryName是文件的路径
            try
            {
                this.m_FilePointer = new FileStream(strFileName, FileMode.Open);
            }
            catch (Exception ex)
            {
                Debug.WriteLine(ex.ToString());
                return(false);
            }
            // 当文件打开之后,首先应该将文件最开始的数据块读出以判断是否是一个3ds文件
            // 如果是3ds文件的话,第一个块ID应该是PRIMARY

            // 将文件的第一块读出并判断是否是3ds文件
            ReadChunk(this.m_CurrentChunk); //读出块的id和块的size
            // 确保是3ds文件
            if (m_CurrentChunk.ID != FileHead.PRIMARY)
            {
                Debug.WriteLine("Unable to load PRIMARY chuck from file: " + strFileName);
                return(false);
            }
            // 现在开始读入数据,ProcessNextChunk()是一个递归函数

            // 通过调用下面的递归函数,将对象读出
            ProcessNextChunk(pModel, m_CurrentChunk);

            // 在读完整个3ds文件之后,计算顶点的法线
            ComputeNormals(pModel);

            m_FilePointer.Close();

            return(true);
        }
Exemple #5
0
 public H3DModel()
 {
     //this.tmodel = new t3DModel();
     this.model = new t3DModel();
 }
Exemple #6
0
        //下面的这些函数主要用来计算顶点的法向量,顶点的法向量主要用来计算光照
        //计算对象的法向量
        private void ComputeNormals(t3DModel pModel)
        {
            CVector3 vVector1, vVector2, vNormal;

            CVector3[] vPoly;

            vPoly = new CVector3[3];
            //如果模型中没有对象,则返回
            if (pModel.numOfObjects <= 0)
            {
                return;
            }

            //遍历模型中所有的对象
            for (int index = 0; index < pModel.numOfObjects; index++)
            {
                //获得当前对象
                t3DObject pObject = pModel.pObject[index];

                //分配需要的空间
                CVector3[] pNormals     = new CVector3[pObject.numOfFaces];
                CVector3[] pTempNormals = new CVector3[pObject.numOfFaces];
                pObject.pNormals = new CVector3[pObject.numOfVerts];

                //遍历对象所有面
                for (int i = 0; i < pObject.numOfFaces; i++)
                {
                    vPoly[0] = pObject.pVerts[pObject.pFaces[i].vertIndex[0]];
                    vPoly[1] = pObject.pVerts[pObject.pFaces[i].vertIndex[1]];
                    vPoly[2] = pObject.pVerts[pObject.pFaces[i].vertIndex[2]];

                    //计算面的法向量
                    vVector1 = Vector(vPoly[0], vPoly[2]);
                    vVector2 = Vector(vPoly[2], vPoly[1]);

                    vNormal         = Cross(vVector1, vVector2);
                    pTempNormals[i] = vNormal;
                    vNormal         = Normalize(vNormal);
                    pNormals[i]     = vNormal;
                }

                //下面求顶点的法向量:顶点法向量是以该点为顶点的所有三角形法向量之和
                CVector3 vSum = new CVector3();
                vSum.x = 0; vSum.y = 0; vSum.z = 0;
                int shared = 0;

                //遍历所有的顶点
                for (int i = 0; i < pObject.numOfVerts; i++)
                {
                    for (int j = 0; j < pObject.numOfFaces; j++)
                    {
                        if (pObject.pFaces[j].vertIndex[0] == i ||
                            pObject.pFaces[j].vertIndex[1] == i ||
                            pObject.pFaces[j].vertIndex[2] == i)
                        {
                            vSum = AddVector(vSum, pTempNormals[j]);
                            shared++;
                        }
                    }
                    pObject.pNormals[i] = DivideVectorByScaler(vSum, (float)(-1 * shared));

                    //规范化最后的顶点法向量
                    pObject.pNormals[i] = Normalize(pObject.pNormals[i]);

                    vSum.x = 0; vSum.y = 0; vSum.z = 0;
                    shared = 0;
                }
            }
        }
Exemple #7
0
        //读出3ds文件的主要部分
        void ProcessNextChunk(t3DModel pModel, tChunk pPreviousChunk)
        {
            t3DObject newObject = new t3DObject();
            int       version   = 0;

            m_CurrentChunk = new tChunk();

            //  下面每读一个新块,都要判断一下块的ID,如果该块是需要的读入的,则继续进行
            //  如果是不需要读入的块,则略过

            // 继续读入子块,直到达到预定的长度
            while (pPreviousChunk.bytesRead < pPreviousChunk.length)
            {
                //读入下一个块
                ReadChunk(m_CurrentChunk);

                //判断ID号
                if (m_CurrentChunk.ID == FileHead.VERSION)
                {
                    m_CurrentChunk.bytesRead += fread(ref version, m_CurrentChunk.length - m_CurrentChunk.bytesRead, m_FilePointer);

                    // 如果文件版本号大于3,给出一个警告信息
                    if (version > 3)
                    {
                        Debug.WriteLine("Warning:  This 3DS file is over version 3 so it may load incorrectly");
                    }
                }
                else if (m_CurrentChunk.ID == FileHead.OBJECTINFO)
                {
                    //读入下一个块
                    ReadChunk(m_TempChunk);

                    //获得网络的版本号
                    m_TempChunk.bytesRead += fread(ref version, m_TempChunk.length - m_TempChunk.bytesRead, m_FilePointer);

                    //增加读入的字节数
                    m_CurrentChunk.bytesRead += m_TempChunk.bytesRead;

                    //进入下一个块
                    ProcessNextChunk(pModel, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.MATERIAL)//材质信息
                {
                    //材质的数目递增
                    pModel.numOfMaterials++;
                    //在纹理链表中添加一个空白纹理结构
                    pModel.pMaterials.Add(new tMaterialInfo());
                    //进入材质装入函数
                    ProcessNextMaterialChunk(pModel, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.OBJECT)//对象的名称
                {
                    //对象数目递增
                    pModel.numOfObjects++;

                    //添加一个新的tObject节点到对象的链表中
                    pModel.pObject.Add(new t3DObject());

                    //获得并保存对象的名称,然后增加读入的字节数
                    m_CurrentChunk.bytesRead += getStr(ref pModel.pObject[pModel.numOfObjects - 1].strName);

                    //进入其余对象信息的读入
                    ProcessNextObjectChunk(pModel, pModel.pObject[pModel.numOfObjects - 1], m_CurrentChunk);
                }
                else
                {
                    // 跳过关键帧块的读入,增加需要读入的字节数 EDITKEYFRAME
                    // 跳过所有忽略的块的内容的读入,增加需要读入的字节数
                    while (m_CurrentChunk.bytesRead != m_CurrentChunk.length)
                    {
                        int[] b = new int[1];
                        m_CurrentChunk.bytesRead += fread(ref b, 1, m_FilePointer);
                    }
                }
                //添加从最后块中读入的字节数
                pPreviousChunk.bytesRead += m_CurrentChunk.bytesRead;
            }
            //当前快设置为前面的块
            m_CurrentChunk = pPreviousChunk;
        }