public override void ReadData(Scene scene, BinaryReader stream) { // A triangle mesh is basicly a Polygon, so create it. Polygon poly = new Polygon(); Matrix matrix = new Matrix(); do { // Peep at the next chunk. MAXChunkHeader next = MAXChunkHeader.Peep(stream); if(next.type == ChunkType.CHUNK_VERTLIST) { // Read the vertices. VertexListChunk chunk = new VertexListChunk(); chunk.Read(scene, stream); // Set them into the polygon. poly.Vertices = chunk.vertices; } else if(next.type == ChunkType.CHUNK_FACELIST) { // Read the faces. FaceListChunk chunk = new FaceListChunk(); chunk.Read(scene, stream); // Set them into the polygon. poly.Faces = chunk.faces; } else if(next.type == ChunkType.CHUNK_MAPLIST) { // Read the uvs. MapListChunk chunk = new MapListChunk(); chunk.Read(scene, stream); // Set them into the polygon. poly.UVs = chunk.uvs; } else if(next.type == ChunkType.CHUNK_TRMATRIX) { // Here we just read the matrix (we'll use it later). TrMatrixChunk chunk = new TrMatrixChunk(); chunk.Read(scene, stream); matrix = chunk.matrix; } else { // We don't know what this chunk is, so just read the generic one. MAXChunk chunk = new MAXChunk(); chunk.Read(scene, stream); } } while (MoreChunks(stream)); // Now we multiply each vertex by the matrix. for(int i = 0; i < poly.Vertices.Count; i++) poly.Vertices[i] *= matrix; // Add the poly to the scene. scene.Polygons.Add(poly); }
public override void ReadData(Scene scene, BinaryReader stream) { // A triangle mesh is basicly a Polygon, so create it. Polygon poly = new Polygon(); Matrix matrix = new Matrix(); do { // Peep at the next chunk. MAXChunkHeader next = MAXChunkHeader.Peep(stream); if (next.type == ChunkType.CHUNK_VERTLIST) { // Read the vertices. VertexListChunk chunk = new VertexListChunk(); chunk.Read(scene, stream); // Set them into the polygon. poly.Vertices = chunk.vertices; } else if (next.type == ChunkType.CHUNK_FACELIST) { // Read the faces. FaceListChunk chunk = new FaceListChunk(); chunk.Read(scene, stream); // Set them into the polygon. poly.Faces = chunk.faces; } else if (next.type == ChunkType.CHUNK_MAPLIST) { // Read the uvs. MapListChunk chunk = new MapListChunk(); chunk.Read(scene, stream); // Set them into the polygon. poly.UVs = chunk.uvs; } else if (next.type == ChunkType.CHUNK_TRMATRIX) { // Here we just read the matrix (we'll use it later). TrMatrixChunk chunk = new TrMatrixChunk(); chunk.Read(scene, stream); matrix = chunk.matrix; } else { // We don't know what this chunk is, so just read the generic one. MAXChunk chunk = new MAXChunk(); chunk.Read(scene, stream); } } while (MoreChunks(stream)); // Now we multiply each vertex by the matrix. for (int i = 0; i < poly.Vertices.Count; i++) { poly.Vertices[i] *= matrix; } // Add the poly to the scene. scene.Polygons.Add(poly); }