コード例 #1
0
 public Model decodeModel(EngineVersion engineVersion, ILogger log, byte[] data, int startOffset, int length, int texWidth, int texHeight)
 {
     Model model = null;
     if (!modelMap.TryGetValue(startOffset, out model))
     {
         model = new Model();
         model.meshList = new List<Mesh>(1);
         model.meshList.Add(VifDecoder.DecodeMesh(log, data, startOffset, length, texWidth, texHeight));
         modelMap.Add(startOffset, model);
     }
     return model;
 }
コード例 #2
0
ファイル: VifExporter.cs プロジェクト: Stranho/bgda-explorer
        public void WriteObj(String savePath, Model model, WriteableBitmap texture, double scale)
        {
            string dir = Path.GetDirectoryName(savePath) ?? "";
            string name = Path.GetFileNameWithoutExtension(savePath);

            // Save the texture to a .png file
            using (var stream = new FileStream(Path.Combine(dir, name + ".png"), FileMode.Create))
            {
                var encoder = new PngBitmapEncoder();
                encoder.Frames.Add(BitmapFrame.Create(texture));
                encoder.Save(stream);

                stream.Flush();
                stream.Close();
            }

            WriteMtlFile(Path.Combine(dir, name + ".mtl"), name);

            var objFile = File.Open(Path.Combine(dir, name + ".obj"), FileMode.Create);
            var writer = new StreamWriter(objFile);

            writer.WriteLine("mtllib " + name + ".mtl");
            writer.WriteLine("");

            int vStart = 0;
            int meshCount = 1;
            foreach (var mesh in model.meshList)
            {
                writer.WriteLine("g Mesh_" + meshCount);
                writer.WriteLine("usemtl " + name);

                foreach (var vertex in mesh.Positions)
                {
                    writer.WriteLine("v {0} {1} {2}",
                        FormatDouble(vertex.X / scale),
                        FormatDouble(vertex.Y / scale),
                        FormatDouble(vertex.Z / scale));
                }
                writer.WriteLine("");

                foreach (var uv in mesh.TextureCoordinates)
                {
                    writer.WriteLine("vt {0} {1}",
                        FormatDouble(uv.X),
                        FormatDouble(1 - uv.Y)); // Flip uv's vertically
                }
                writer.WriteLine("");

                foreach (var vec in mesh.Normals)
                {
                    writer.WriteLine("vn {0} {1} {2}",
                        FormatDouble(vec.X),
                        FormatDouble(vec.Y),
                        FormatDouble(vec.Z));
                }
                writer.WriteLine("");

                for (int i = 0; i < mesh.TriangleIndices.Count-3; i += 6)
                {
                    writer.WriteLine("f {0}/{1}/{2} {3}/{4}/{5} {6}/{7}/{8}",
                        mesh.TriangleIndices[i] + 1 + vStart,
                        mesh.TriangleIndices[i] + 1 + vStart,
                        mesh.TriangleIndices[i] + 1 + vStart,

                        mesh.TriangleIndices[i + 1] + 1 + vStart,
                        mesh.TriangleIndices[i + 1] + 1 + vStart,
                        mesh.TriangleIndices[i + 1] + 1 + vStart,

                        mesh.TriangleIndices[i + 2] + 1 + vStart,
                        mesh.TriangleIndices[i + 2] + 1 + vStart,
                        mesh.TriangleIndices[i + 2] + 1 + vStart);
                }
                writer.WriteLine("");

                vStart += mesh.Positions.Count;
                meshCount++;
            }

            writer.Flush();
            writer.Close();
        }