//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); }
//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; }
//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; }
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); }
public H3DModel() { //this.tmodel = new t3DModel(); this.model = new t3DModel(); }
//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; } } }
//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; }