コード例 #1
0
        unsafe IOReadResult BuildMeshes_Simple(ReadOptions options, IMeshBuilder builder)
        {
            if (vPositions.Length == 0)
            {
                return(new IOReadResult(IOCode.GarbageDataError, "No vertices in file"));
            }
            if (vTriangles.Length == 0)
            {
                return(new IOReadResult(IOCode.GarbageDataError, "No triangles in file"));
            }

            // [TODO] support non-per-vertex normals/colors
            bool bHaveNormals = (vNormals.Length == vPositions.Length);
            bool bHaveColors  = (vColors.Length == vPositions.Length);
            bool bHaveUVs     = (vUVs.Length / 2 == vPositions.Length / 3);

            int nVertices = vPositions.Length / 3;

            int[] mapV = new int[nVertices];

            int meshID = builder.AppendNewMesh(bHaveNormals, bHaveColors, bHaveUVs, false);

            for (int k = 0; k < nVertices; ++k)
            {
                vtx_key vk = new vtx_key()
                {
                    vi = k, ci = k, ni = k, ui = k
                };
                mapV[k] = append_vertex(builder, vk, bHaveNormals, bHaveColors, bHaveUVs);
            }

            // [TODO] this doesn't handle missing vertices...
            for (int k = 0; k < vTriangles.Length; ++k)
            {
                append_triangle(builder, k, mapV);
            }

            if (UsedMaterials.Count == 1)           // [RMS] should not be in here otherwise
            {
                int         material_id = UsedMaterials.Keys.First();
                string      sMatName    = UsedMaterials[material_id];
                OBJMaterial useMat      = Materials[sMatName];
                int         matID       = builder.BuildMaterial(useMat);
                builder.AssignMaterial(matID, meshID);
            }

            return(new IOReadResult(IOCode.Ok, ""));
        }
コード例 #2
0
ファイル: OBJReader.cs プロジェクト: larsbrubaker/agg-sharp
        IOReadResult BuildMeshes_ByMaterial(ReadOptions options, IMeshBuilder builder)
        {
            if (vPositions.Length == 0)
            {
                return(new IOReadResult(IOCode.GarbageDataError, "No vertices in file"));
            }

            if (vTriangles.Length == 0)
            {
                return(new IOReadResult(IOCode.GarbageDataError, "No triangles in file"));
            }

            bool bHaveNormals = (vNormals.Length > 0);
            bool bHaveColors  = (vColors.Length > 0);
            bool bHaveUVs     = (vUVs.Length > 0);

            var usedMaterialIDs = new List <int>(UsedMaterials.Keys);

            usedMaterialIDs.Add(Triangle.InvalidMaterialID);
            foreach (int material_id in usedMaterialIDs)
            {
                int matID = Triangle.InvalidMaterialID;
                if (material_id != Triangle.InvalidMaterialID)
                {
                    string      sMatName = UsedMaterials[material_id];
                    OBJMaterial useMat   = Materials[sMatName];
                    matID = builder.BuildMaterial(useMat);
                }
                bool bMatHaveUVs = (material_id == Triangle.InvalidMaterialID) ? false : bHaveUVs;

                // don't append mesh until we actually see triangles
                int meshID = -1;

                var mapV = new Dictionary <Index3i, int>();

                for (int k = 0; k < vTriangles.Length; ++k)
                {
                    Triangle t = vTriangles[k];
                    if (t.nMaterialID == material_id)
                    {
                        if (meshID == -1)
                        {
                            meshID = builder.AppendNewMesh(bHaveNormals, bHaveColors, bMatHaveUVs, false);
                        }

                        var t2 = new Triangle();
                        for (int j = 0; j < 3; ++j)
                        {
                            var vk = new Index3i(
                                t.vIndices[j] - 1, t.vNormals[j] - 1, t.vUVs[j] - 1);

                            int use_vtx = -1;
                            if (mapV.ContainsKey(vk) == false)
                            {
                                use_vtx  = append_vertex(builder, vk, bHaveNormals, bHaveColors, bMatHaveUVs);
                                mapV[vk] = use_vtx;
                            }
                            else
                            {
                                use_vtx = mapV[vk];
                            }

                            t2.vIndices[j] = use_vtx;
                        }
                        append_triangle(builder, t2);
                    }
                }

                if (matID != Triangle.InvalidMaterialID)
                {
                    builder.AssignMaterial(matID, meshID);
                }
            }

            return(new IOReadResult(IOCode.Ok, ""));
        }