예제 #1
0
        public static OBJData EncodeOBJ(this Mesh lMesh)
        {
            OBJData oBJData = new OBJData
            {
                m_Vertices = new List <Vector3>(lMesh.vertices),
                m_UVs      = new List <Vector2>(lMesh.uv),
                m_Normals  = new List <Vector3>(lMesh.normals),
                m_UV2s     = new List <Vector2>(lMesh.uv2),
                m_Colors   = new List <Color>(lMesh.colors)
            };

            for (int i = 0; i < lMesh.subMeshCount; i++)
            {
                int[]    triangles = lMesh.GetTriangles(i);
                OBJGroup oBJGroup  = new OBJGroup(lMesh.name + "_" + i.ToString());
                for (int j = 0; j < triangles.Length; j += 3)
                {
                    OBJFace oBJFace = new OBJFace();
                    oBJFace.AddVertex(new OBJFaceVertex
                    {
                        m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j] : -1,
                        m_UVIndex     = (oBJData.m_UVs.Count > 0) ? triangles[j] : -1,
                        m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j] : -1,
                        m_UV2Index    = (oBJData.m_UV2s.Count > 0) ? triangles[j] : -1,
                        m_ColorIndex  = (oBJData.m_Colors.Count > 0) ? triangles[j] : -1
                    });
                    oBJFace.AddVertex(new OBJFaceVertex
                    {
                        m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j + 1] : -1,
                        m_UVIndex     = (oBJData.m_UVs.Count > 0) ? triangles[j + 1] : -1,
                        m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j + 1] : -1,
                        m_UV2Index    = (oBJData.m_UV2s.Count > 0) ? triangles[j + 1] : -1,
                        m_ColorIndex  = (oBJData.m_Colors.Count > 0) ? triangles[j + 1] : -1
                    });
                    oBJFace.AddVertex(new OBJFaceVertex
                    {
                        m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j + 2] : -1,
                        m_UVIndex     = (oBJData.m_UVs.Count > 0) ? triangles[j + 2] : -1,
                        m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j + 2] : -1,
                        m_UV2Index    = (oBJData.m_UV2s.Count > 0) ? triangles[j + 2] : -1,
                        m_ColorIndex  = (oBJData.m_Colors.Count > 0) ? triangles[j + 2] : -1
                    });
                    oBJGroup.AddFace(oBJFace);
                }
                oBJData.m_Groups.Add(oBJGroup);
            }
            return(oBJData);
        }
예제 #2
0
        private static void PushOBJFace(string lFaceLine)
        {
            OBJLoader.PushOBJGroupIfNeeded();
            string[] array = lFaceLine.Split(new char[]
            {
                ' '
            }, StringSplitOptions.RemoveEmptyEntries);
            OBJFace oBJFace = new OBJFace();

            string[] array2 = array;
            for (int i = 0; i < array2.Length; i++)
            {
                string lVertexString = array2[i];
                oBJFace.ParseVertex(lVertexString);
            }
            OBJLoader.m_CurrentGroup.AddFace(oBJFace);
        }
예제 #3
0
        public static void LoadOBJ(this Mesh lMesh, OBJData lData)
        {
            List <Vector3> list  = new List <Vector3>();
            List <Vector3> list2 = new List <Vector3>();
            List <Vector2> list3 = new List <Vector2>();

            List <int>[] array = new List <int> [lData.m_Groups.Count];
            Dictionary <OBJFaceVertex, int> dictionary = new Dictionary <OBJFaceVertex, int>();
            bool flag  = lData.m_Normals.Count > 0;
            bool flag2 = lData.m_UVs.Count > 0;

            lMesh.subMeshCount = lData.m_Groups.Count;
            for (int i = 0; i < lData.m_Groups.Count; i++)
            {
                OBJGroup oBJGroup = lData.m_Groups[i];
                array[i] = new List <int>();
                for (int j = 0; j < oBJGroup.Faces.Count; j++)
                {
                    OBJFace oBJFace = oBJGroup.Faces[j];
                    for (int k = 1; k < oBJFace.Count - 1; k++)
                    {
                        int[] array2 = new int[]
                        {
                            0,
                            k,
                            k + 1
                        };
                        for (int l = 0; l < array2.Length; l++)
                        {
                            int           i2            = array2[l];
                            OBJFaceVertex oBJFaceVertex = oBJFace[i2];
                            int           item          = -1;
                            if (!dictionary.TryGetValue(oBJFaceVertex, out item))
                            {
                                dictionary[oBJFaceVertex] = list.Count;
                                item = list.Count;
                                list.Add(lData.m_Vertices[oBJFaceVertex.m_VertexIndex]);
                                if (flag2)
                                {
                                    list3.Add(lData.m_UVs[oBJFaceVertex.m_UVIndex]);
                                }
                                if (flag)
                                {
                                    list2.Add(lData.m_Normals[oBJFaceVertex.m_NormalIndex]);
                                }
                            }
                            array[i].Add(item);
                        }
                    }
                }
            }
            lMesh.triangles = new int[0];
            lMesh.vertices  = list.ToArray();
            lMesh.uv        = list3.ToArray();
            lMesh.normals   = list2.ToArray();
            if (!flag)
            {
                lMesh.RecalculateNormals();
            }
            lMesh.RecalculateTangents();
            for (int m = 0; m < lData.m_Groups.Count; m++)
            {
                lMesh.SetTriangles(array[m].ToArray(), m);
            }
        }
예제 #4
0
        public static void LoadOBJ(this Mesh lMesh, OBJData lData, string subOject)
        {
            List <Vector3> list  = new List <Vector3>();
            List <Vector3> list2 = new List <Vector3>();
            List <Vector2> list3 = new List <Vector2>();
            List <int>     list4 = new List <int>();
            Dictionary <OBJFaceVertex, int> dictionary = new Dictionary <OBJFaceVertex, int>();
            bool flag  = lData.m_Normals.Count > 0;
            bool flag2 = lData.m_UVs.Count > 0;

            for (int i = 0; i < lData.m_Groups.Count; i++)
            {
                OBJGroup oBJGroup = lData.m_Groups[i];
                if (!(oBJGroup.m_Name != subOject))
                {
                    for (int j = 0; j < oBJGroup.Faces.Count; j++)
                    {
                        OBJFace oBJFace = oBJGroup.Faces[j];
                        for (int k = 1; k < oBJFace.Count - 1; k++)
                        {
                            int[] array = new int[]
                            {
                                0,
                                k,
                                k + 1
                            };
                            for (int l = 0; l < array.Length; l++)
                            {
                                int           i2            = array[l];
                                OBJFaceVertex oBJFaceVertex = oBJFace[i2];
                                int           item          = -1;
                                if (!dictionary.TryGetValue(oBJFaceVertex, out item))
                                {
                                    dictionary[oBJFaceVertex] = list.Count;
                                    item = list.Count;
                                    list.Add(lData.m_Vertices[oBJFaceVertex.m_VertexIndex]);
                                    if (flag2)
                                    {
                                        list3.Add(lData.m_UVs[oBJFaceVertex.m_UVIndex]);
                                    }
                                    if (flag)
                                    {
                                        list2.Add(lData.m_Normals[oBJFaceVertex.m_NormalIndex]);
                                    }
                                }
                                list4.Add(item);
                            }
                        }
                    }
                }
            }
            if (list4.Count == 0)
            {
                return;
            }
            lMesh.vertices  = list.ToArray();
            lMesh.triangles = list4.ToArray();
            lMesh.uv        = list3.ToArray();
            lMesh.normals   = list2.ToArray();
            if (!flag)
            {
                lMesh.RecalculateNormals();
            }
            lMesh.RecalculateTangents();
        }
예제 #5
0
 public static OBJData EncodeOBJ(this Mesh lMesh)
 {
     OBJData oBJData = new OBJData
     {
         m_Vertices = new List<Vector3>(lMesh.vertices),
         m_UVs = new List<Vector2>(lMesh.uv),
         m_Normals = new List<Vector3>(lMesh.normals),
         m_UV2s = new List<Vector2>(lMesh.uv2),
         m_Colors = new List<Color>(lMesh.colors)
     };
     for (int i = 0; i < lMesh.subMeshCount; i++)
     {
         int[] triangles = lMesh.GetTriangles(i);
         OBJGroup oBJGroup = new OBJGroup(lMesh.name + "_" + i.ToString());
         for (int j = 0; j < triangles.Length; j += 3)
         {
             OBJFace oBJFace = new OBJFace();
             oBJFace.AddVertex(new OBJFaceVertex
             {
                 m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j] : -1,
                 m_UVIndex = (oBJData.m_UVs.Count > 0) ? triangles[j] : -1,
                 m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j] : -1,
                 m_UV2Index = (oBJData.m_UV2s.Count > 0) ? triangles[j] : -1,
                 m_ColorIndex = (oBJData.m_Colors.Count > 0) ? triangles[j] : -1
             });
             oBJFace.AddVertex(new OBJFaceVertex
             {
                 m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j + 1] : -1,
                 m_UVIndex = (oBJData.m_UVs.Count > 0) ? triangles[j + 1] : -1,
                 m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j + 1] : -1,
                 m_UV2Index = (oBJData.m_UV2s.Count > 0) ? triangles[j + 1] : -1,
                 m_ColorIndex = (oBJData.m_Colors.Count > 0) ? triangles[j + 1] : -1
             });
             oBJFace.AddVertex(new OBJFaceVertex
             {
                 m_VertexIndex = (oBJData.m_Vertices.Count > 0) ? triangles[j + 2] : -1,
                 m_UVIndex = (oBJData.m_UVs.Count > 0) ? triangles[j + 2] : -1,
                 m_NormalIndex = (oBJData.m_Normals.Count > 0) ? triangles[j + 2] : -1,
                 m_UV2Index = (oBJData.m_UV2s.Count > 0) ? triangles[j + 2] : -1,
                 m_ColorIndex = (oBJData.m_Colors.Count > 0) ? triangles[j + 2] : -1
             });
             oBJGroup.AddFace(oBJFace);
         }
         oBJData.m_Groups.Add(oBJGroup);
     }
     return oBJData;
 }
예제 #6
0
 public void AddFace(OBJFace lFace)
 {
     this.m_Faces.Add(lFace);
 }
예제 #7
0
 public void AddFace(OBJFace lFace)
 {
     this.m_Faces.Add(lFace);
 }
예제 #8
0
 private static void PushOBJFace(string lFaceLine)
 {
     OBJLoader.PushOBJGroupIfNeeded();
     string[] array = lFaceLine.Split(new char[]
     {
         ' '
     }, StringSplitOptions.RemoveEmptyEntries);
     OBJFace oBJFace = new OBJFace();
     string[] array2 = array;
     for (int i = 0; i < array2.Length; i++)
     {
         string lVertexString = array2[i];
         oBJFace.ParseVertex(lVertexString);
     }
     OBJLoader.m_CurrentGroup.AddFace(oBJFace);
 }