コード例 #1
0
        /// <summary>
        /// Parses the face-specific polygonal data from the current data segment.
        /// </summary>
        /// <param name="dataSegment">
        /// Contains the data to be parsed.
        /// </param>
        protected void ParseFaceData(DataReader3DS dataSegment)
        {
            int           i;          // counter
            DataReader3DS subSegment; // will be used to read other subsegments (do not initialize yet)

            this.currentMeshData.Faces = new MeshData3DS.FaceData3DS[dataSegment.GetUShort()];
            // Read face data
            for (i = 0; i < this.currentMeshData.Faces.Length; i++)
            {
                this.currentMeshData.Faces[i].Vertex1 = dataSegment.GetUShort();
                this.currentMeshData.Faces[i].Vertex2 = dataSegment.GetUShort();
                this.currentMeshData.Faces[i].Vertex3 = dataSegment.GetUShort();
                this.currentMeshData.Faces[i].Flags   = dataSegment.GetUShort();
            }
            // Read other subsegments
            subSegment = dataSegment.GetNextSubSegment();
            while (subSegment != null)
            {
                switch (subSegment.Tag)
                {
                case 0x4130:     // Name of material used
                    this.currentMeshData.MaterialUsed = subSegment.GetString();
                    break;
                }
                subSegment = dataSegment.GetNextSubSegment();
            }
        }
コード例 #2
0
        /// <summary>
        /// Parses the mesh data from the current data segment.
        /// </summary>
        /// <param name="dataSegment">
        /// Contains the data to be parsed.
        /// </param>
        protected void ParseMeshData(DataReader3DS dataSegment)
        {
            string        name       = dataSegment.GetString();         // mesh object name
            DataReader3DS subSegment = dataSegment.GetNextSubSegment(); // working subsegment

            this.currentMeshData      = new MeshData3DS();
            this.currentMeshData.Name = name;
            while (subSegment != null)
            {
                switch (subSegment.Tag)
                {
                case 0x4100:     // Current subsegment contains the polygonal information
                    this.ParsePolygonalData(subSegment);
                    break;

                default:     // Ignore all other subsegment types
                    break;
                }
                subSegment = dataSegment.GetNextSubSegment();
            }
            while (this.meshDataStore.ContainsKey(this.currentMeshData.Name))
            {
                this.currentMeshData.Name += "X";
            }
            this.meshDataStore.Add(this.currentMeshData.Name, this.currentMeshData);
        }
コード例 #3
0
        /// <summary>
        /// Parses the polygonal data from the current data segment.
        /// </summary>
        /// <param name="dataSegment">
        /// Contains the data to be parsed.
        /// </param>
        protected void ParsePolygonalData(DataReader3DS dataSegment)
        {
            int           i;                                            // counter
            DataReader3DS subSegment = dataSegment.GetNextSubSegment(); // working data subsegment

            while (subSegment != null)
            {
                switch (subSegment.Tag)
                {
                case 0x4110:     // Subsegment contains vertex information
                    this.currentMeshData.Vertices = new Point3D[subSegment.GetUShort()];
                    for (i = 0; i < this.currentMeshData.Vertices.Length; i++)
                    {
                        this.currentMeshData.Vertices[i].X = subSegment.GetFloat();
                        this.currentMeshData.Vertices[i].Y = subSegment.GetFloat();
                        this.currentMeshData.Vertices[i].Z = subSegment.GetFloat();
                    }
                    break;

                case 0x4160:     // Subsegment contains translation matrix info (ignore for now)
                    break;

                case 0x4120:     // Subsegment contains face information
                    this.ParseFaceData(subSegment);
                    break;

                case 0x4140:     // Subsegment contains texture mapping information
                    this.currentMeshData.TextureCoordinates = new Point2D[subSegment.GetUShort()];
                    //HACK: This is because the above array allocation doesn't automatically
                    //HACK: create each element.
                    for (i = 0; i < this.currentMeshData.TextureCoordinates.Length; i++)
                    {
                        this.currentMeshData.TextureCoordinates[i] = new Point2D();
                    }
                    //HACK: End hack.
                    if (this.currentMeshData.TextureCoordinates.Length != this.currentMeshData.Vertices.Length)
                    {
                        Console.WriteLine("WARNING: Possible errors in texture coordinate mapping!");
                    }
                    for (i = 0; i < this.currentMeshData.TextureCoordinates.Length; i++)
                    {
                        this.currentMeshData.TextureCoordinates[i].X = subSegment.GetFloat();
                        this.currentMeshData.TextureCoordinates[i].Y = subSegment.GetFloat();
                    }
                    break;
                }
                subSegment = dataSegment.GetNextSubSegment();
            }
            // Also use face data to calculate vertex normals
            this.CalculateVertexNormals();
        }
コード例 #4
0
        /// <summary>
        /// Parses the 3DS data stream into mesh and material information.
        /// </summary>
        /// <param name="dataSegment">
        /// Contains the data to be parsed.
        /// </param>
        protected void ParseData(DataReader3DS dataSegment)
        {
            DataReader3DS subSegment = dataSegment.GetNextSubSegment();

            while (subSegment != null)
            {
                switch (subSegment.Tag)
                {
                case 0xafff:     // Current subsegment holds material data
                    this.ParseMaterialData(subSegment);
                    break;

                case 0x4000:     // Current subsegment holds mesh data
                    this.ParseMeshData(subSegment);
                    break;
                }
                subSegment = dataSegment.GetNextSubSegment();
            }
        }
コード例 #5
0
        /// <summary>
        /// Parses the material data from the current data segment.
        /// </summary>
        /// <param name="dataSegment">
        /// Contains the data to be parsed.
        /// </param>
        protected void ParseMaterialData(DataReader3DS dataSegment)
        {
            DataReader3DS subSegment = dataSegment.GetNextSubSegment();

            this.currentMaterialData = new MaterialData3DS();
            while (subSegment != null)
            {
                switch (subSegment.Tag)
                {
                case 0xa000:     // Subsegment holds material name
                    this.currentMaterialData.name = subSegment.GetString();
                    Console.WriteLine("Material is named: " + this.currentMaterialData.name);
                    break;

                case 0xa010:     // Subsegment holds ambient color
                    this.currentMaterialData.ambient = this.ParseColorData(subSegment.GetNextSubSegment());
                    break;

                case 0xa020:     // Subsegment holds diffuse color (this is iffy...)
                    this.currentMaterialData.diffuse = this.ParseColorData(subSegment.GetNextSubSegment());
                    break;

                case 0xa200:     // Subsegment holds texture map info
                    this.ParseTextureWeight(subSegment.GetNextSubSegment());
                    this.currentMaterialData.textureName = subSegment.GetNextSubSegment().GetString();
                    break;

                default:     // Ignore all other subsegment types
                    break;
                }
                subSegment = dataSegment.GetNextSubSegment();
            }
            // Store newly created material in data store and change name if another exists with its name
            while (this.materialDataStore.ContainsKey(this.currentMaterialData.name))
            {
                this.currentMaterialData.name += "X";
            }
            this.materialDataStore.Add(this.currentMaterialData.name, this.currentMaterialData);
        }
コード例 #6
0
 /// <summary>
 /// Parses the polygonal data from the current data segment.
 /// </summary>
 /// <param name="dataSegment">
 /// Contains the data to be parsed.
 /// </param>
 protected void ParsePolygonalData(DataReader3DS dataSegment)
 {
     int i; // counter
     DataReader3DS subSegment = dataSegment.GetNextSubSegment(); // working data subsegment
     while (subSegment != null) {
         switch (subSegment.Tag) {
             case 0x4110: // Subsegment contains vertex information
                 this.currentMeshData.Vertices = new Point3D[subSegment.GetUShort()];
                 for (i = 0; i < this.currentMeshData.Vertices.Length; i++) {
                     this.currentMeshData.Vertices[i].X = subSegment.GetFloat();
                     this.currentMeshData.Vertices[i].Y = subSegment.GetFloat();
                     this.currentMeshData.Vertices[i].Z = subSegment.GetFloat();
                 }
                 break;
             case 0x4160: // Subsegment contains translation matrix info (ignore for now)
                 break;
             case 0x4120: // Subsegment contains face information
                 this.ParseFaceData(subSegment);
                 break;
             case 0x4140: // Subsegment contains texture mapping information
                 this.currentMeshData.TextureCoordinates = new Point2D[subSegment.GetUShort()];
                 //HACK: This is because the above array allocation doesn't automatically
                 //HACK: create each element.
                 for (i = 0; i < this.currentMeshData.TextureCoordinates.Length; i++) {
                     this.currentMeshData.TextureCoordinates[i] = new Point2D();
                 }
                 //HACK: End hack.
                 if (this.currentMeshData.TextureCoordinates.Length != this.currentMeshData.Vertices.Length) {
                     Console.WriteLine("WARNING: Possible errors in texture coordinate mapping!");
                 }
                 for (i = 0; i < this.currentMeshData.TextureCoordinates.Length; i++) {
                     this.currentMeshData.TextureCoordinates[i].X = subSegment.GetFloat();
                     this.currentMeshData.TextureCoordinates[i].Y = subSegment.GetFloat();
                 }
                 break;
         }
         subSegment = dataSegment.GetNextSubSegment();
     }
     // Also use face data to calculate vertex normals
     this.CalculateVertexNormals();
 }
コード例 #7
0
 /// <summary>
 /// Parses the mesh data from the current data segment.
 /// </summary>
 /// <param name="dataSegment">
 /// Contains the data to be parsed.
 /// </param>
 protected void ParseMeshData(DataReader3DS dataSegment)
 {
     string name = dataSegment.GetString(); // mesh object name
     DataReader3DS subSegment = dataSegment.GetNextSubSegment(); // working subsegment
     this.currentMeshData = new MeshData3DS();
     this.currentMeshData.Name = name;
     while (subSegment != null) {
         switch (subSegment.Tag) {
             case 0x4100: // Current subsegment contains the polygonal information
                 this.ParsePolygonalData(subSegment);
                 break;
             default: // Ignore all other subsegment types
                 break;
         }
         subSegment = dataSegment.GetNextSubSegment();
     }
     while (this.meshDataStore.ContainsKey(this.currentMeshData.Name)) {
         this.currentMeshData.Name += "X";
     }
     this.meshDataStore.Add(this.currentMeshData.Name, this.currentMeshData);
 }
コード例 #8
0
 /// <summary>
 /// Parses the material data from the current data segment.
 /// </summary>
 /// <param name="dataSegment">
 /// Contains the data to be parsed.
 /// </param>
 protected void ParseMaterialData(DataReader3DS dataSegment)
 {
     DataReader3DS subSegment = dataSegment.GetNextSubSegment();
     this.currentMaterialData = new MaterialData3DS();
     while (subSegment != null) {
         switch (subSegment.Tag) {
             case 0xa000: // Subsegment holds material name
                 this.currentMaterialData.name = subSegment.GetString();
                 Console.WriteLine("Material is named: " + this.currentMaterialData.name);
                 break;
             case 0xa010: // Subsegment holds ambient color
                 this.currentMaterialData.ambient = this.ParseColorData(subSegment.GetNextSubSegment());
                 break;
             case 0xa020: // Subsegment holds diffuse color (this is iffy...)
                 this.currentMaterialData.diffuse = this.ParseColorData(subSegment.GetNextSubSegment());
                 break;
             case 0xa200: // Subsegment holds texture map info
                 this.ParseTextureWeight(subSegment.GetNextSubSegment());
                 this.currentMaterialData.textureName = subSegment.GetNextSubSegment().GetString();
                 break;
             default: // Ignore all other subsegment types
                 break;
         }
         subSegment = dataSegment.GetNextSubSegment();
     }
     // Store newly created material in data store and change name if another exists with its name
     while (this.materialDataStore.ContainsKey(this.currentMaterialData.name)) {
         this.currentMaterialData.name += "X";
     }
     this.materialDataStore.Add(this.currentMaterialData.name, this.currentMaterialData);
 }
コード例 #9
0
 /// <summary>
 /// Parses the face-specific polygonal data from the current data segment.
 /// </summary>
 /// <param name="dataSegment">
 /// Contains the data to be parsed.
 /// </param>
 protected void ParseFaceData(DataReader3DS dataSegment)
 {
     int i; // counter
     DataReader3DS subSegment; // will be used to read other subsegments (do not initialize yet)
     this.currentMeshData.Faces = new MeshData3DS.FaceData3DS[dataSegment.GetUShort()];
     // Read face data
     for (i = 0; i < this.currentMeshData.Faces.Length; i++) {
         this.currentMeshData.Faces[i].Vertex1 = dataSegment.GetUShort();
         this.currentMeshData.Faces[i].Vertex2 = dataSegment.GetUShort();
         this.currentMeshData.Faces[i].Vertex3 = dataSegment.GetUShort();
         this.currentMeshData.Faces[i].Flags = dataSegment.GetUShort();
     }
     // Read other subsegments
     subSegment = dataSegment.GetNextSubSegment();
     while (subSegment != null) {
         switch (subSegment.Tag) {
             case 0x4130: // Name of material used
                 this.currentMeshData.MaterialUsed = subSegment.GetString();
                 break;
         }
         subSegment = dataSegment.GetNextSubSegment();
     }
 }
コード例 #10
0
 /// <summary>
 /// Parses the 3DS data stream into mesh and material information.
 /// </summary>
 /// <param name="dataSegment">
 /// Contains the data to be parsed.
 /// </param>
 protected void ParseData(DataReader3DS dataSegment)
 {
     DataReader3DS subSegment = dataSegment.GetNextSubSegment();
     while (subSegment != null) {
         switch (subSegment.Tag) {
             case 0xafff: // Current subsegment holds material data
                 this.ParseMaterialData(subSegment);
                 break;
             case 0x4000: // Current subsegment holds mesh data
                 this.ParseMeshData(subSegment);
                 break;
         }
         subSegment = dataSegment.GetNextSubSegment();
     }
 }