public DenseUVMesh UVs; // separate UV layer (just one for now) // assumption is that # of triangles in this UV mesh is same as in Mesh public WriteMesh(IMesh mesh, string name = "") { Mesh = mesh; Name = name; UVs = null; Materials = null; TriToMaterialMap = null; }
// write triangles of mesh with re-ordering to minimize group changes // (note: this may mean lots of material changes, depending on mesh...) void write_triangles_bygroup(TextWriter writer, IMesh mesh, int[] mapV, DenseUVMesh uvSet, IIndexMap mapUV, bool bNormals) { // This makes N passes over mesh indices, but doesn't use much extra memory. // would there be a faster way? could construct integer-pointer-list during initial // scan, this would need O(N) memory but then write is effectively O(N) instead of O(N*k) bool bUVs = (mapUV != null); HashSet <int> vGroups = new HashSet <int>(); foreach (int ti in mesh.TriangleIndices()) { vGroups.Add(mesh.GetTriangleGroup(ti)); } List <int> sortedGroups = new List <int>(vGroups); sortedGroups.Sort(); foreach (int g in sortedGroups) { string group_name = GroupNamePrefix; if (GroupNameF != null) { group_name = GroupNameF(g); } else { group_name = string.Format("{0}{1}", GroupNamePrefix, g); } writer.WriteLine("g " + group_name); foreach (int ti in mesh.TriangleIndices()) { if (mesh.GetTriangleGroup(ti) != g) { continue; } Index3i t = mesh.GetTriangle(ti); t[0] = mapV[t[0]]; t[1] = mapV[t[1]]; t[2] = mapV[t[2]]; if (bUVs) { Index3i tuv = (uvSet != null) ? uvSet.TriangleUVs[ti] : t; tuv[0] = mapUV[tuv[0]]; tuv[1] = mapUV[tuv[1]]; tuv[2] = mapUV[tuv[2]]; write_tri(writer, ref t, bNormals, true, ref tuv); } else { write_tri(writer, ref t, bNormals, false, ref t); } } } }
public IOWriteResult Write(TextWriter writer, List <WriteMesh> vMeshes, WriteOptions options) { if (options.groupNamePrefix != null) { GroupNamePrefix = options.groupNamePrefix; } if (options.GroupNameF != null) { GroupNameF = options.GroupNameF; } int nAccumCountV = 1; // OBJ indices always start at 1 int nAccumCountUV = 1; // collect materials string sMaterialLib = ""; int nHaveMaterials = 0; if (options.bWriteMaterials && options.MaterialFilePath.Length > 0) { List <GenericMaterial> vMaterials = MeshIOUtil.FindUniqueMaterialList(vMeshes); IOWriteResult ok = write_materials(vMaterials, options); if (ok.code == IOCode.Ok) { sMaterialLib = Path.GetFileName(options.MaterialFilePath); nHaveMaterials = vMeshes.Count; } } if (options.AsciiHeaderFunc != null) { writer.WriteLine(options.AsciiHeaderFunc()); } if (sMaterialLib != "") { writer.WriteLine("mtllib {0}", sMaterialLib); } for (int mi = 0; mi < vMeshes.Count; ++mi) { IMesh mesh = vMeshes[mi].Mesh; if (options.ProgressFunc != null) { options.ProgressFunc(mi, vMeshes.Count - 1); } bool bVtxColors = options.bPerVertexColors && mesh.HasVertexColors; bool bNormals = options.bPerVertexNormals && mesh.HasVertexNormals; // use separate UV set if we have it, otherwise write per-vertex UVs if we have those bool bVtxUVs = options.bPerVertexUVs && mesh.HasVertexUVs; if (vMeshes[mi].UVs != null) { bVtxUVs = false; } int[] mapV = new int[mesh.MaxVertexID]; // write vertices for this mesh foreach (int vi in mesh.VertexIndices()) { mapV[vi] = nAccumCountV++; Vector3d v = mesh.GetVertex(vi); if (bVtxColors) { Vector3d c = mesh.GetVertexColor(vi); writer.WriteLine("v {0} {1} {2} {3:F8} {4:F8} {5:F8}", v[0], v[1], v[2], c[0], c[1], c[2]); } else { writer.WriteLine("v {0} {1} {2}", v[0], v[1], v[2]); } if (bNormals) { Vector3d n = mesh.GetVertexNormal(vi); writer.WriteLine("vn {0:F10} {1:F10} {2:F10}", n[0], n[1], n[2]); } if (bVtxUVs) { Vector2f uv = mesh.GetVertexUV(vi); writer.WriteLine("vt {0:F10} {1:F10}", uv.x, uv.y); } } // write independent UVs for this mesh, if we have them IIndexMap mapUV = (bVtxUVs) ? new IdentityIndexMap() : null; DenseUVMesh uvSet = null; if (vMeshes[mi].UVs != null) { uvSet = vMeshes[mi].UVs; int nUV = uvSet.UVs.Length; IndexMap fullMap = new IndexMap(false, nUV); // [TODO] do we really need a map here? is just integer shift, no? for (int ui = 0; ui < nUV; ++ui) { writer.WriteLine("vt {0:F8} {1:F8}", uvSet.UVs[ui].x, uvSet.UVs[ui].y); fullMap[ui] = nAccumCountUV++; } mapUV = fullMap; } // check if we need to write usemtl lines for this mesh bool bWriteMaterials = nHaveMaterials > 0 && vMeshes[mi].TriToMaterialMap != null && vMeshes[mi].Materials != null; // various ways we can write triangles to minimize state changes... // [TODO] support writing materials when mesh has groups!! if (options.bWriteGroups && mesh.HasTriangleGroups) { write_triangles_bygroup(writer, mesh, mapV, uvSet, mapUV, bNormals); } else { write_triangles_flat(writer, vMeshes[mi], mapV, uvSet, mapUV, bNormals, bWriteMaterials); } } return(new IOWriteResult(IOCode.Ok, "")); }
// sequential write of input mesh triangles. preserves triangle IDs up to constant shift. void write_triangles_flat(TextWriter writer, WriteMesh write_mesh, int[] mapV, DenseUVMesh uvSet, IIndexMap mapUV, bool bNormals, bool bMaterials) { bool bUVs = (mapUV != null); int cur_material = -1; IMesh mesh = write_mesh.Mesh; foreach (int ti in mesh.TriangleIndices()) { if (bMaterials) { set_current_material(writer, ti, write_mesh, ref cur_material); } Index3i t = mesh.GetTriangle(ti); t[0] = mapV[t[0]]; t[1] = mapV[t[1]]; t[2] = mapV[t[2]]; if (bUVs) { Index3i tuv = (uvSet != null) ? uvSet.TriangleUVs[ti] : t; tuv[0] = mapUV[tuv[0]]; tuv[1] = mapUV[tuv[1]]; tuv[2] = mapUV[tuv[2]]; write_tri(writer, ref t, bNormals, true, ref tuv); } else { write_tri(writer, ref t, bNormals, false, ref t); } } }