Esempio n. 1
0
 public static OBJData LoadOBJ(Stream lStream)
 {
     OBJLoader.m_OBJData = new OBJData();
     OBJLoader.m_CurrentMaterial = null;
     OBJLoader.m_CurrentGroup = null;
     StreamReader streamReader = new StreamReader(lStream);
     Action<string> action = null;
     while (!streamReader.EndOfStream)
     {
         string text = streamReader.ReadLine();
         if (!StringExt.IsNullOrWhiteSpace(text) && text[0] != '#')
         {
             string[] array = text.Trim().Split(null, 2);
             if (array.Length >= 2)
             {
                 string text2 = array[0].Trim();
                 string obj = array[1].Trim();
                 action = null;
                 OBJLoader.m_ParseOBJActionDictionary.TryGetValue(text2.ToLowerInvariant(), out action);
                 if (action != null)
                 {
                     action(obj);
                 }
             }
         }
     }
     OBJData oBJData = OBJLoader.m_OBJData;
     OBJLoader.m_OBJData = null;
     return oBJData;
 }
Esempio n. 2
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        public static OBJData LoadOBJ(Stream lStream)
        {
            OBJLoader.m_OBJData         = new OBJData();
            OBJLoader.m_CurrentMaterial = null;
            OBJLoader.m_CurrentGroup    = null;
            StreamReader    streamReader = new StreamReader(lStream);
            Action <string> action       = null;

            while (!streamReader.EndOfStream)
            {
                string text = streamReader.ReadLine();
                if (!StringExt.IsNullOrWhiteSpace(text) && text[0] != '#')
                {
                    string[] array = text.Trim().Split(null, 2);
                    if (array.Length >= 2)
                    {
                        string text2 = array[0].Trim();
                        string obj   = array[1].Trim();
                        action = null;
                        OBJLoader.m_ParseOBJActionDictionary.TryGetValue(text2.ToLowerInvariant(), out action);
                        if (action != null)
                        {
                            action(obj);
                        }
                    }
                }
            }
            OBJData oBJData = OBJLoader.m_OBJData;

            OBJLoader.m_OBJData = null;
            return(oBJData);
        }
Esempio n. 3
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        public static OBJData EncodeOBJ(this Mesh lMesh)
        {
            OBJData oBJData = new OBJData
            {
                m_Vertices = new List <Vector3>(lMesh.vertices),
                m_UVs      = new List <Vector2>(lMesh.uv),
                m_Normals  = new List <Vector3>(lMesh.normals),
                m_UV2s     = new List <Vector2>(lMesh.uv2),
                m_Colors   = new List <Color>(lMesh.colors)
            };

            for (int i = 0; i < lMesh.subMeshCount; i++)
            {
                int[]    triangles = lMesh.GetTriangles(i);
                OBJGroup oBJGroup  = new OBJGroup(lMesh.name + "_" + i.ToString());
                for (int j = 0; j < triangles.Length; j += 3)
                {
                    OBJFace oBJFace = new OBJFace();
                    oBJFace.AddVertex(new OBJFaceVertex
                    {
                        m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j] : -1,
                        m_UVIndex     = (oBJData.m_UVs.Count > 0) ? triangles[j] : -1,
                        m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j] : -1,
                        m_UV2Index    = (oBJData.m_UV2s.Count > 0) ? triangles[j] : -1,
                        m_ColorIndex  = (oBJData.m_Colors.Count > 0) ? triangles[j] : -1
                    });
                    oBJFace.AddVertex(new OBJFaceVertex
                    {
                        m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j + 1] : -1,
                        m_UVIndex     = (oBJData.m_UVs.Count > 0) ? triangles[j + 1] : -1,
                        m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j + 1] : -1,
                        m_UV2Index    = (oBJData.m_UV2s.Count > 0) ? triangles[j + 1] : -1,
                        m_ColorIndex  = (oBJData.m_Colors.Count > 0) ? triangles[j + 1] : -1
                    });
                    oBJFace.AddVertex(new OBJFaceVertex
                    {
                        m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j + 2] : -1,
                        m_UVIndex     = (oBJData.m_UVs.Count > 0) ? triangles[j + 2] : -1,
                        m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j + 2] : -1,
                        m_UV2Index    = (oBJData.m_UV2s.Count > 0) ? triangles[j + 2] : -1,
                        m_ColorIndex  = (oBJData.m_Colors.Count > 0) ? triangles[j + 2] : -1
                    });
                    oBJGroup.AddFace(oBJFace);
                }
                oBJData.m_Groups.Add(oBJGroup);
            }
            return(oBJData);
        }
Esempio n. 4
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        public static void LoadOBJ(this Mesh lMesh, OBJData lData)
        {
            List <Vector3> list  = new List <Vector3>();
            List <Vector3> list2 = new List <Vector3>();
            List <Vector2> list3 = new List <Vector2>();

            List <int>[] array = new List <int> [lData.m_Groups.Count];
            Dictionary <OBJFaceVertex, int> dictionary = new Dictionary <OBJFaceVertex, int>();
            bool flag  = lData.m_Normals.Count > 0;
            bool flag2 = lData.m_UVs.Count > 0;

            lMesh.subMeshCount = lData.m_Groups.Count;
            for (int i = 0; i < lData.m_Groups.Count; i++)
            {
                OBJGroup oBJGroup = lData.m_Groups[i];
                array[i] = new List <int>();
                for (int j = 0; j < oBJGroup.Faces.Count; j++)
                {
                    OBJFace oBJFace = oBJGroup.Faces[j];
                    for (int k = 1; k < oBJFace.Count - 1; k++)
                    {
                        int[] array2 = new int[]
                        {
                            0,
                            k,
                            k + 1
                        };
                        for (int l = 0; l < array2.Length; l++)
                        {
                            int           i2            = array2[l];
                            OBJFaceVertex oBJFaceVertex = oBJFace[i2];
                            int           item          = -1;
                            if (!dictionary.TryGetValue(oBJFaceVertex, out item))
                            {
                                dictionary[oBJFaceVertex] = list.Count;
                                item = list.Count;
                                list.Add(lData.m_Vertices[oBJFaceVertex.m_VertexIndex]);
                                if (flag2)
                                {
                                    list3.Add(lData.m_UVs[oBJFaceVertex.m_UVIndex]);
                                }
                                if (flag)
                                {
                                    list2.Add(lData.m_Normals[oBJFaceVertex.m_NormalIndex]);
                                }
                            }
                            array[i].Add(item);
                        }
                    }
                }
            }
            lMesh.triangles = new int[0];
            lMesh.vertices  = list.ToArray();
            lMesh.uv        = list3.ToArray();
            lMesh.normals   = list2.ToArray();
            if (!flag)
            {
                lMesh.RecalculateNormals();
            }
            lMesh.RecalculateTangents();
            for (int m = 0; m < lData.m_Groups.Count; m++)
            {
                lMesh.SetTriangles(array[m].ToArray(), m);
            }
        }
Esempio n. 5
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        public static void LoadOBJ(this Mesh lMesh, OBJData lData, string subOject)
        {
            List <Vector3> list  = new List <Vector3>();
            List <Vector3> list2 = new List <Vector3>();
            List <Vector2> list3 = new List <Vector2>();
            List <int>     list4 = new List <int>();
            Dictionary <OBJFaceVertex, int> dictionary = new Dictionary <OBJFaceVertex, int>();
            bool flag  = lData.m_Normals.Count > 0;
            bool flag2 = lData.m_UVs.Count > 0;

            for (int i = 0; i < lData.m_Groups.Count; i++)
            {
                OBJGroup oBJGroup = lData.m_Groups[i];
                if (!(oBJGroup.m_Name != subOject))
                {
                    for (int j = 0; j < oBJGroup.Faces.Count; j++)
                    {
                        OBJFace oBJFace = oBJGroup.Faces[j];
                        for (int k = 1; k < oBJFace.Count - 1; k++)
                        {
                            int[] array = new int[]
                            {
                                0,
                                k,
                                k + 1
                            };
                            for (int l = 0; l < array.Length; l++)
                            {
                                int           i2            = array[l];
                                OBJFaceVertex oBJFaceVertex = oBJFace[i2];
                                int           item          = -1;
                                if (!dictionary.TryGetValue(oBJFaceVertex, out item))
                                {
                                    dictionary[oBJFaceVertex] = list.Count;
                                    item = list.Count;
                                    list.Add(lData.m_Vertices[oBJFaceVertex.m_VertexIndex]);
                                    if (flag2)
                                    {
                                        list3.Add(lData.m_UVs[oBJFaceVertex.m_UVIndex]);
                                    }
                                    if (flag)
                                    {
                                        list2.Add(lData.m_Normals[oBJFaceVertex.m_NormalIndex]);
                                    }
                                }
                                list4.Add(item);
                            }
                        }
                    }
                }
            }
            if (list4.Count == 0)
            {
                return;
            }
            lMesh.vertices  = list.ToArray();
            lMesh.triangles = list4.ToArray();
            lMesh.uv        = list3.ToArray();
            lMesh.normals   = list2.ToArray();
            if (!flag)
            {
                lMesh.RecalculateNormals();
            }
            lMesh.RecalculateTangents();
        }
Esempio n. 6
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        public static void LoadOBJ(this Mesh lMesh, OBJData lData)
        {
            List<Vector3> list = new List<Vector3>();
            List<Vector3> list2 = new List<Vector3>();
            List<Vector2> list3 = new List<Vector2>();
            List<int>[] array = new List<int>[lData.m_Groups.Count];
            Dictionary<OBJFaceVertex, int> dictionary = new Dictionary<OBJFaceVertex, int>();
            bool flag = lData.m_Normals.Count > 0;
            bool flag2 = lData.m_UVs.Count > 0;
            lMesh.subMeshCount = lData.m_Groups.Count;
            for (int i = 0; i < lData.m_Groups.Count; i++)
            {
                OBJGroup oBJGroup = lData.m_Groups[i];
                array[i] = new List<int>();
                for (int j = 0; j < oBJGroup.Faces.Count; j++)
                {
                    OBJFace oBJFace = oBJGroup.Faces[j];
                    for (int k = 1; k < oBJFace.Count - 1; k++)
                    {
                        int[] array2 = new int[]
						{
							0,
							k,
							k + 1
						};
                        for (int l = 0; l < array2.Length; l++)
                        {
                            int i2 = array2[l];
                            OBJFaceVertex oBJFaceVertex = oBJFace[i2];
                            int item = -1;
                            if (!dictionary.TryGetValue(oBJFaceVertex, out item))
                            {
                                dictionary[oBJFaceVertex] = list.Count;
                                item = list.Count;
                                list.Add(lData.m_Vertices[oBJFaceVertex.m_VertexIndex]);
                                if (flag2)
                                {
                                    list3.Add(lData.m_UVs[oBJFaceVertex.m_UVIndex]);
                                }
                                if (flag)
                                {
                                    list2.Add(lData.m_Normals[oBJFaceVertex.m_NormalIndex]);
                                }
                            }
                            array[i].Add(item);
                        }
                    }
                }
            }
            lMesh.triangles = new int[0];
            lMesh.vertices = list.ToArray();
            lMesh.uv = list3.ToArray();
            lMesh.normals = list2.ToArray();
            if (!flag)
            {
                lMesh.RecalculateNormals();
            }
            lMesh.RecalculateTangents();
            for (int m = 0; m < lData.m_Groups.Count; m++)
            {
                lMesh.SetTriangles(array[m].ToArray(), m);
            }
        }
Esempio n. 7
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 public static OBJData EncodeOBJ(this Mesh lMesh)
 {
     OBJData oBJData = new OBJData
     {
         m_Vertices = new List<Vector3>(lMesh.vertices),
         m_UVs = new List<Vector2>(lMesh.uv),
         m_Normals = new List<Vector3>(lMesh.normals),
         m_UV2s = new List<Vector2>(lMesh.uv2),
         m_Colors = new List<Color>(lMesh.colors)
     };
     for (int i = 0; i < lMesh.subMeshCount; i++)
     {
         int[] triangles = lMesh.GetTriangles(i);
         OBJGroup oBJGroup = new OBJGroup(lMesh.name + "_" + i.ToString());
         for (int j = 0; j < triangles.Length; j += 3)
         {
             OBJFace oBJFace = new OBJFace();
             oBJFace.AddVertex(new OBJFaceVertex
             {
                 m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j] : -1,
                 m_UVIndex = (oBJData.m_UVs.Count > 0) ? triangles[j] : -1,
                 m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j] : -1,
                 m_UV2Index = (oBJData.m_UV2s.Count > 0) ? triangles[j] : -1,
                 m_ColorIndex = (oBJData.m_Colors.Count > 0) ? triangles[j] : -1
             });
             oBJFace.AddVertex(new OBJFaceVertex
             {
                 m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j + 1] : -1,
                 m_UVIndex = (oBJData.m_UVs.Count > 0) ? triangles[j + 1] : -1,
                 m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j + 1] : -1,
                 m_UV2Index = (oBJData.m_UV2s.Count > 0) ? triangles[j + 1] : -1,
                 m_ColorIndex = (oBJData.m_Colors.Count > 0) ? triangles[j + 1] : -1
             });
             oBJFace.AddVertex(new OBJFaceVertex
             {
                 m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j + 2] : -1,
                 m_UVIndex = (oBJData.m_UVs.Count > 0) ? triangles[j + 2] : -1,
                 m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j + 2] : -1,
                 m_UV2Index = (oBJData.m_UV2s.Count > 0) ? triangles[j + 2] : -1,
                 m_ColorIndex = (oBJData.m_Colors.Count > 0) ? triangles[j + 2] : -1
             });
             oBJGroup.AddFace(oBJFace);
         }
         oBJData.m_Groups.Add(oBJGroup);
     }
     return oBJData;
 }
Esempio n. 8
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        public static void LoadOBJ(this Mesh lMesh, OBJData lData, string subOject)
        {
            List<Vector3> list = new List<Vector3>();
            List<Vector3> list2 = new List<Vector3>();
            List<Vector2> list3 = new List<Vector2>();
            List<int> list4 = new List<int>();
            Dictionary<OBJFaceVertex, int> dictionary = new Dictionary<OBJFaceVertex, int>();
            bool flag = lData.m_Normals.Count > 0;
            bool flag2 = lData.m_UVs.Count > 0;
            for (int i = 0; i < lData.m_Groups.Count; i++)
            {
                OBJGroup oBJGroup = lData.m_Groups[i];
                if (!(oBJGroup.m_Name != subOject))
                {
                    for (int j = 0; j < oBJGroup.Faces.Count; j++)
                    {
                        OBJFace oBJFace = oBJGroup.Faces[j];
                        for (int k = 1; k < oBJFace.Count - 1; k++)
                        {
                            int[] array = new int[]
							{
								0,
								k,
								k + 1
							};
                            for (int l = 0; l < array.Length; l++)
                            {
                                int i2 = array[l];
                                OBJFaceVertex oBJFaceVertex = oBJFace[i2];
                                int item = -1;
                                if (!dictionary.TryGetValue(oBJFaceVertex, out item))
                                {
                                    dictionary[oBJFaceVertex] = list.Count;
                                    item = list.Count;
                                    list.Add(lData.m_Vertices[oBJFaceVertex.m_VertexIndex]);
                                    if (flag2)
                                    {
                                        list3.Add(lData.m_UVs[oBJFaceVertex.m_UVIndex]);
                                    }
                                    if (flag)
                                    {
                                        list2.Add(lData.m_Normals[oBJFaceVertex.m_NormalIndex]);
                                    }
                                }
                                list4.Add(item);
                            }
                        }
                    }
                }
            }
            if (list4.Count == 0)
            {
                return;
            }
            lMesh.vertices = list.ToArray();
            lMesh.triangles = list4.ToArray();
            lMesh.uv = list3.ToArray();
            lMesh.normals = list2.ToArray();
            if (!flag)
            {
                lMesh.RecalculateNormals();
            }
            lMesh.RecalculateTangents();
        }
Esempio n. 9
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 public static void ExportOBJ(OBJData lData, Stream lStream)
 {
     StreamWriter streamWriter = new StreamWriter(lStream);
     streamWriter.WriteLine(string.Format("# File exported by Unity3D version {0}", Application.unityVersion));
     for (int i = 0; i < lData.m_Vertices.Count; i++)
     {
         TextWriter arg_88_0 = streamWriter;
         string arg_83_0 = "v {0} {1} {2}";
         float x = lData.m_Vertices[i].x;
         object arg_83_1 = x.ToString("n8");
         float y = lData.m_Vertices[i].y;
         object arg_83_2 = y.ToString("n8");
         float z = lData.m_Vertices[i].z;
         arg_88_0.WriteLine(string.Format(arg_83_0, arg_83_1, arg_83_2, z.ToString("n8")));
     }
     for (int j = 0; j < lData.m_UVs.Count; j++)
     {
         TextWriter arg_EC_0 = streamWriter;
         string arg_E7_0 = "vt {0} {1}";
         float x2 = lData.m_UVs[j].x;
         object arg_E7_1 = x2.ToString("n5");
         float y2 = lData.m_UVs[j].y;
         arg_EC_0.WriteLine(string.Format(arg_E7_0, arg_E7_1, y2.ToString("n5")));
     }
     for (int k = 0; k < lData.m_UV2s.Count; k++)
     {
         TextWriter arg_150_0 = streamWriter;
         string arg_14B_0 = "vt2 {0} {1}";
         float x3 = lData.m_UVs[k].x;
         object arg_14B_1 = x3.ToString("n5");
         float y3 = lData.m_UVs[k].y;
         arg_150_0.WriteLine(string.Format(arg_14B_0, arg_14B_1, y3.ToString("n5")));
     }
     for (int l = 0; l < lData.m_Normals.Count; l++)
     {
         TextWriter arg_1D7_0 = streamWriter;
         string arg_1D2_0 = "vn {0} {1} {2}";
         float x4 = lData.m_Normals[l].x;
         object arg_1D2_1 = x4.ToString("n8");
         float y4 = lData.m_Normals[l].y;
         object arg_1D2_2 = y4.ToString("n8");
         float z2 = lData.m_Normals[l].z;
         arg_1D7_0.WriteLine(string.Format(arg_1D2_0, arg_1D2_1, arg_1D2_2, z2.ToString("n8")));
     }
     for (int m = 0; m < lData.m_Colors.Count; m++)
     {
         TextWriter arg_2A1_0 = streamWriter;
         string arg_29C_0 = "vc {0} {1} {2} {3}";
         object[] array = new object[4];
         object[] arg_22D_0 = array;
         int arg_22D_1 = 0;
         float r = lData.m_Colors[m].r;
         arg_22D_0[arg_22D_1] = r.ToString("n8");
         object[] arg_251_0 = array;
         int arg_251_1 = 1;
         float g = lData.m_Colors[m].g;
         arg_251_0[arg_251_1] = g.ToString("n8");
         object[] arg_275_0 = array;
         int arg_275_1 = 2;
         float b = lData.m_Colors[m].b;
         arg_275_0[arg_275_1] = b.ToString("n8");
         object[] arg_299_0 = array;
         int arg_299_1 = 3;
         float a = lData.m_Colors[m].a;
         arg_299_0[arg_299_1] = a.ToString("n8");
         arg_2A1_0.WriteLine(string.Format(arg_29C_0, array));
     }
     for (int n = 0; n < lData.m_Groups.Count; n++)
     {
         streamWriter.WriteLine(string.Format("g {0}", lData.m_Groups[n].m_Name));
         for (int num = 0; num < lData.m_Groups[n].Faces.Count; num++)
         {
             streamWriter.WriteLine(string.Format("f {0} {1} {2}", lData.m_Groups[n].Faces[num].ToString(0), lData.m_Groups[n].Faces[num].ToString(1), lData.m_Groups[n].Faces[num].ToString(2)));
         }
     }
     streamWriter.Flush();
 }
Esempio n. 10
0
        public static void ExportOBJ(OBJData lData, Stream lStream)
        {
            StreamWriter streamWriter = new StreamWriter(lStream);

            streamWriter.WriteLine(string.Format("# File exported by Unity3D version {0}", Application.unityVersion));
            for (int i = 0; i < lData.m_Vertices.Count; i++)
            {
                TextWriter arg_88_0 = streamWriter;
                string     arg_83_0 = "v {0} {1} {2}";
                float      x        = lData.m_Vertices[i].x;
                object     arg_83_1 = x.ToString("n8");
                float      y        = lData.m_Vertices[i].y;
                object     arg_83_2 = y.ToString("n8");
                float      z        = lData.m_Vertices[i].z;
                arg_88_0.WriteLine(string.Format(arg_83_0, arg_83_1, arg_83_2, z.ToString("n8")));
            }
            for (int j = 0; j < lData.m_UVs.Count; j++)
            {
                TextWriter arg_EC_0 = streamWriter;
                string     arg_E7_0 = "vt {0} {1}";
                float      x2       = lData.m_UVs[j].x;
                object     arg_E7_1 = x2.ToString("n5");
                float      y2       = lData.m_UVs[j].y;
                arg_EC_0.WriteLine(string.Format(arg_E7_0, arg_E7_1, y2.ToString("n5")));
            }
            for (int k = 0; k < lData.m_UV2s.Count; k++)
            {
                TextWriter arg_150_0 = streamWriter;
                string     arg_14B_0 = "vt2 {0} {1}";
                float      x3        = lData.m_UVs[k].x;
                object     arg_14B_1 = x3.ToString("n5");
                float      y3        = lData.m_UVs[k].y;
                arg_150_0.WriteLine(string.Format(arg_14B_0, arg_14B_1, y3.ToString("n5")));
            }
            for (int l = 0; l < lData.m_Normals.Count; l++)
            {
                TextWriter arg_1D7_0 = streamWriter;
                string     arg_1D2_0 = "vn {0} {1} {2}";
                float      x4        = lData.m_Normals[l].x;
                object     arg_1D2_1 = x4.ToString("n8");
                float      y4        = lData.m_Normals[l].y;
                object     arg_1D2_2 = y4.ToString("n8");
                float      z2        = lData.m_Normals[l].z;
                arg_1D7_0.WriteLine(string.Format(arg_1D2_0, arg_1D2_1, arg_1D2_2, z2.ToString("n8")));
            }
            for (int m = 0; m < lData.m_Colors.Count; m++)
            {
                TextWriter arg_2A1_0 = streamWriter;
                string     arg_29C_0 = "vc {0} {1} {2} {3}";
                object[]   array     = new object[4];
                object[]   arg_22D_0 = array;
                int        arg_22D_1 = 0;
                float      r         = lData.m_Colors[m].r;
                arg_22D_0[arg_22D_1] = r.ToString("n8");
                object[] arg_251_0 = array;
                int      arg_251_1 = 1;
                float    g         = lData.m_Colors[m].g;
                arg_251_0[arg_251_1] = g.ToString("n8");
                object[] arg_275_0 = array;
                int      arg_275_1 = 2;
                float    b         = lData.m_Colors[m].b;
                arg_275_0[arg_275_1] = b.ToString("n8");
                object[] arg_299_0 = array;
                int      arg_299_1 = 3;
                float    a         = lData.m_Colors[m].a;
                arg_299_0[arg_299_1] = a.ToString("n8");
                arg_2A1_0.WriteLine(string.Format(arg_29C_0, array));
            }
            for (int n = 0; n < lData.m_Groups.Count; n++)
            {
                streamWriter.WriteLine(string.Format("g {0}", lData.m_Groups[n].m_Name));
                for (int num = 0; num < lData.m_Groups[n].Faces.Count; num++)
                {
                    streamWriter.WriteLine(string.Format("f {0} {1} {2}", lData.m_Groups[n].Faces[num].ToString(0), lData.m_Groups[n].Faces[num].ToString(1), lData.m_Groups[n].Faces[num].ToString(2)));
                }
            }
            streamWriter.Flush();
        }