Esempio n. 1
0
        private vec3[] ArrangeNormals(ObjVNFContext context)
        {
            var        normals = new vec3[context.vertexCount];
            ObjVNFMesh mesh    = context.Mesh;

            for (int i = 0; i < context.faceCount; i++)
            {
                ObjVNFFace face          = mesh.faces[i];
                uint[]     normalIndexes = (from item in face.NormalIndexes() select item).ToArray();
                uint[]     vertexIndexes = (from item in face.VertexIndexes() select item).ToArray();

                if (normalIndexes.Length != vertexIndexes.Length)
                {
                    throw new Exception(string.Format(
                                            "normalIndexes.Length [{0}] != vertexIndexes.Length [{1}]!",
                                            normalIndexes.Length, vertexIndexes.Length));
                }

                for (int t = 0; t < vertexIndexes.Length; t++)
                {
                    normals[vertexIndexes[t]] = mesh.normals[normalIndexes[t]];
                }
            }

            return(normals);
        }
Esempio n. 2
0
        private ObjVNFFace ParseFace(string[] parts)
        {
            ObjVNFFace result = null;

            if (parts.Length == 4)// f 1 2 3
            {
                uint v0, v1, v2, n0, n1, n2, t0, t1, t2;
                ParseFaceUnit(parts[1], out v0, out n0, out t0);
                ParseFaceUnit(parts[2], out v1, out n1, out t1);
                ParseFaceUnit(parts[3], out v2, out n2, out t2);
                // index in obj files starts with 1.
                result = new ObjVNFTriangle(v0 - 1, v1 - 1, v2 - 1, n0 - 1, n1 - 1, n2 - 1, t0 - 1, t1 - 1, t2 - 1);
            }
            else if (parts.Length == 5)// f 1 2 3 4
            {
                uint v0, v1, v2, v3, n0, n1, n2, n3, t0, t1, t2, t3;
                ParseFaceUnit(parts[1], out v0, out n0, out t0);
                ParseFaceUnit(parts[2], out v1, out n1, out t1);
                ParseFaceUnit(parts[3], out v2, out n2, out t2);
                ParseFaceUnit(parts[4], out v3, out n3, out t3);

                // index in obj files starts with 1.
                result = new ObjVNFQuad(v0 - 1, v1 - 1, v2 - 1, v3 - 1, n0 - 1, n1 - 1, n2 - 1, n3 - 1, t0 - 1, t1 - 1, t2 - 1, t3 - 1);
            }
            else
            {
                throw new Exception(string.Format("unexpected line parts[{0}]", parts.Length));
            }

            return(result);
        }
Esempio n. 3
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        private vec2[] ArrangeTexCoords(ObjVNFContext context)
        {
            var        texCoords = new vec2[context.vertexCount];
            ObjVNFMesh mesh      = context.Mesh;

            for (int i = 0; i < context.faceCount; i++)
            {
                ObjVNFFace face            = mesh.faces[i];
                uint[]     texCoordIndexes = face.TexCoordIndexes();
                uint[]     vertexIndexes   = face.VertexIndexes();

                if (texCoordIndexes.Length != vertexIndexes.Length)
                {
                    throw new Exception(string.Format(
                                            "texCoordIndexes.Length [{0}] != vertexIndexes.Length [{1}]!",
                                            texCoordIndexes.Length, vertexIndexes.Length));
                }

                for (int t = 0; t < vertexIndexes.Length; t++)
                {
                    texCoords[vertexIndexes[t]] = mesh.texCoords[texCoordIndexes[t]];
                }
            }

            return(texCoords);
        }
Esempio n. 4
0
        /// <summary>
        /// Reads mesh's vertex count, normal count and face count.
        /// </summary>
        /// <param name="context"></param>
        public override void Parse(ObjVNFContext context)
        {
            int        triangleFaceCount = 0;
            ObjVNFMesh mesh = context.Mesh;

            for (int i = 0; i < context.faceCount; i++)
            {
                ObjVNFFace face          = mesh.faces[i];
                uint[]     normalIndexes = (from item in face.NormalIndexes() select item).ToArray();
                uint[]     vertexIndexes = (from item in face.VertexIndexes() select item).ToArray();

                if (normalIndexes.Length != vertexIndexes.Length)
                {
                    throw new Exception(string.Format(
                                            "normalIndexes.Length [{0}] != vertexIndexes.Length [{0}]!",
                                            normalIndexes.Length, vertexIndexes.Length));
                }

                if (face is ObjVNFTriangle)
                {
                    triangleFaceCount++;
                }
                else if (face is ObjVNFQuad)
                {
                    triangleFaceCount += 2;
                }
            }

            if (triangleFaceCount != context.faceCount)
            {
                var faces = new ObjVNFTriangle[triangleFaceCount];
                for (int i = 0, j = 0; i < context.faceCount; i++)
                {
                    ObjVNFFace face = mesh.faces[i];
                    if (face is ObjVNFTriangle)
                    {
                        faces[j++] = face as ObjVNFTriangle;
                    }
                    else if (face is ObjVNFQuad)
                    {
                        var quad = face as ObjVNFQuad;
                        faces[j++] = new ObjVNFTriangle(
                            quad.vertexIndexes[0], quad.vertexIndexes[1], quad.vertexIndexes[2],
                            quad.normalIndexes[0], quad.normalIndexes[1], quad.normalIndexes[2],
                            quad.texCoordIndexes[0], quad.texCoordIndexes[1], quad.texCoordIndexes[2]);
                        faces[j++] = new ObjVNFTriangle(
                            quad.vertexIndexes[0], quad.vertexIndexes[2], quad.vertexIndexes[3],
                            quad.normalIndexes[0], quad.normalIndexes[2], quad.normalIndexes[3],
                            quad.texCoordIndexes[0], quad.texCoordIndexes[2], quad.texCoordIndexes[3]);
                    }
                }
                mesh.faces        = faces;
                context.faceCount = triangleFaceCount;
            }
        }
Esempio n. 5
0
        private vec3[] CalculateNormals(ObjVNFContext context)
        {
            ObjVNFMesh mesh        = context.Mesh;
            var        faceNormals = new vec3[context.faceCount];

            for (int i = 0; i < context.faceCount; i++)
            {
                ObjVNFFace face          = mesh.faces[i];
                uint[]     vertexIndexes = (from item in face.VertexIndexes() select item).ToArray();
                vec3       v0            = mesh.vertexes[vertexIndexes[0]];
                vec3       v1            = mesh.vertexes[vertexIndexes[1]];
                vec3       v2            = mesh.vertexes[vertexIndexes[2]];

                vec3 normal = (v0 - v1).cross(v0 - v2).normalize();
                faceNormals[i] = normal;
            }

            var normals  = new vec3[context.vertexCount];
            var counters = new int[context.vertexCount];

            for (int i = 0; i < context.faceCount; i++)
            {
                ObjVNFFace face          = mesh.faces[i];
                uint[]     vertexIndexes = (from item in face.VertexIndexes() select item).ToArray();
                vec3       v0            = mesh.vertexes[vertexIndexes[0]];
                vec3       v1            = mesh.vertexes[vertexIndexes[1]];
                vec3       v2            = mesh.vertexes[vertexIndexes[2]];

                normals[vertexIndexes[0]] += faceNormals[i];
                counters[vertexIndexes[0]]++;
                normals[vertexIndexes[1]] += faceNormals[i];
                counters[vertexIndexes[1]]++;
                normals[vertexIndexes[2]] += faceNormals[i];
                counters[vertexIndexes[2]]++;
            }
            for (int i = 0; i < normals.Length; i++)
            {
                if (counters[i] > 0)
                {
                    normals[i] = normals[i].normalize();
                }
            }

            return(normals);
        }
        /// <summary>
        /// Reads mesh's vertex count, normal count and face count.
        /// </summary>
        /// <param name="context"></param>
        public override void Parse(ObjVNFContext context) {
            int triangleFaceCount = 0;
            ObjVNFMesh mesh = context.Mesh;
            for (int i = 0; i < context.faceCount; i++) {
                ObjVNFFace face = mesh.faces[i];
                uint[] vertexIndexes = face.VertexIndexes();

                if (face is ObjVNFTriangle) {
                    triangleFaceCount++;
                }
                else if (face is ObjVNFQuad) {
                    triangleFaceCount += 2;
                }
            }

            if (triangleFaceCount != context.faceCount) {
                var faces = new ObjVNFTriangle[triangleFaceCount];
                for (int i = 0, j = 0; i < context.faceCount; i++) {
                    ObjVNFFace face = mesh.faces[i];
                    if (face is ObjVNFTriangle) {
                        faces[j++] = face as ObjVNFTriangle;
                    }
                    else if (face is ObjVNFQuad) {
                        var quad = face as ObjVNFQuad;
                        faces[j++] = new ObjVNFTriangle(
                            quad.vertexIndexes[0], quad.vertexIndexes[1], quad.vertexIndexes[2],
                            quad.normalIndexes[0], quad.normalIndexes[1], quad.normalIndexes[2],
                            quad.texCoordIndexes[0], quad.texCoordIndexes[1], quad.texCoordIndexes[2]);
                        faces[j++] = new ObjVNFTriangle(
                            quad.vertexIndexes[0], quad.vertexIndexes[2], quad.vertexIndexes[3],
                            quad.normalIndexes[0], quad.normalIndexes[2], quad.normalIndexes[3],
                            quad.texCoordIndexes[0], quad.texCoordIndexes[2], quad.texCoordIndexes[3]);
                    }
                }
                mesh.faces = faces;
                context.faceCount = triangleFaceCount;
            }
        }
Esempio n. 7
0
        /// <summary>
        /// Reads mesh's vertexes, normals and faces.
        /// </summary>
        /// <param name="context"></param>
        public override void Parse(ObjVNFContext context)
        {
            var    objVNF = new ObjVNFMesh();
            var    vertexes = new vec3[context.vertexCount];
            var    normals = new vec3[context.normalCount];
            var    texCoords = new vec2[context.texCoordCount];
            var    faces = new ObjVNFFace[context.faceCount];
            string filename = context.ObjFilename;
            int    vertexIndex = 0, normalIndex = 0, texCoordIndex = 0, faceIndex = 0;

            using (var reader = new System.IO.StreamReader(filename))
            {
                while (!reader.EndOfStream)
                {
                    string   line  = reader.ReadLine();
                    string[] parts = line.Split(separator, StringSplitOptions.RemoveEmptyEntries);
                    if (parts.Length <= 0)
                    {
                        continue;
                    }

                    if (parts[0] == "v")
                    {
                        vertexes[vertexIndex++] = ParseVec3(parts);
                    }
                    else if (parts[0] == "vn")
                    {
                        normals[normalIndex++] = ParseVec3(parts);
                    }
                    else if (parts[0] == "vt")
                    {
                        texCoords[texCoordIndex++] = ParseVec2(parts);
                    }
                    else if (parts[0] == "f")
                    {
                        faces[faceIndex++] = ParseFace(parts);
                    }
                }
            }

            objVNF.vertexes  = vertexes;
            objVNF.normals   = normals;
            objVNF.texCoords = texCoords;
            objVNF.faces     = faces;

            context.Mesh = objVNF;

            if (vertexIndex != context.vertexCount)
            {
                throw new Exception(string.Format("v: [{0}] not equals to [{1}] in MeshParser!", vertexIndex, context.vertexCount));
            }
            if (normalIndex != context.normalCount)
            {
                throw new Exception(string.Format("vn: [{0}] not equals to [{1}] in MeshParser!", normalIndex, context.normalCount));
            }
            if (texCoordIndex != context.texCoordCount)
            {
                throw new Exception(string.Format("vt: [{0}] not equals to [{1}] in MeshParser!", texCoordIndex, context.texCoordCount));
            }
            if (faceIndex != context.faceCount)
            {
                throw new Exception(string.Format("f: [{0}] not equals to [{1}] in MeshParser!", vertexIndex, context.vertexCount));
            }
            if (faceIndex > 0)
            {
                Type type = faces[0].GetType();
                for (int i = 1; i < faceIndex; i++)
                {
                    if (faces[i].GetType() != type)
                    {
                        throw new Exception(string.Format("Different face types [{0}] vs [{1}]!", type, faces[i].GetType()));
                    }
                }
            }
        }