예제 #1
0
        public override VertexStructure BuildStructure(StructureBuildOptions buildOptions)
        {
            VertexStructure result = new VertexStructure();

            result.CreateOrGetExistingSurface(MaterialProperties.Empty)
            .BuildCube24V(
                new Vector3(-0.5f, -0.5f, -0.5f),
                new Vector3(1f, 1f, 1f),
                Color4.Transparent);
            return(result);
        }
예제 #2
0
        /// <summary>
        /// Imports the texture node where the xml reader is currently located.
        /// </summary>
        /// <param name="inStreamXml">The xml reader object.</param>
        /// <param name="container">The container where to import to.</param>
        /// <param name="xglImportOptions">Current import options.</param>
        private void ImportMesh(XmlReader inStreamXml, ImportedModelContainer container, XglImportOptions xglImportOptions)
        {
            string          id = inStreamXml.GetAttribute("ID");
            VertexStructure actVertexStructure = new VertexStructure();
            int             minVertexID        = int.MaxValue;
            int             actVertexIndex     = -1;
            int             actNormalIndex     = -1;
            int             actTextureIndex    = -1;
            Vertex          actTempVertex      = Vertex.Empty;

            int[] actFaceReferences = new int[3];
            Dictionary <int, MaterialProperties> localMaterialInfos = new Dictionary <int, MaterialProperties>();

            while (inStreamXml.Read())
            {
                // Ending condition
                if ((inStreamXml.NodeType == XmlNodeType.EndElement) &&
                    (inStreamXml.Name == NODE_NAME_MESH))
                {
                    break;
                }

                // Continue condition
                if (inStreamXml.NodeType != XmlNodeType.Element)
                {
                    continue;
                }

                switch (inStreamXml.Name)
                {
                case NODE_NAME_SURFACE:
                    // If this tag is present, faces will be visible from both sides. If this flag is absent, faces will be visible from only one side as described in the <F> tag
                    break;

                case NODE_NAME_MAT:
                    // Read the next material
                    var materialAndID = ImportMaterial(inStreamXml, container, xglImportOptions);
                    localMaterialInfos[materialAndID.Item1] = materialAndID.Item2;
                    break;

                case NODE_NAME_PATCH:
                    // A patch is a group of faces
                    // We don't need to handle this one
                    break;

                case NODE_NAME_POINT:
                    // Read next point
                    if (minVertexID == int.MaxValue)
                    {
                        minVertexID = Int32.Parse(inStreamXml.GetAttribute("ID"));
                    }
                    actVertexIndex++;
                    actTempVertex       = actVertexStructure.EnsureVertexAt(actVertexIndex);
                    actTempVertex.Color = Color4.White;
                    inStreamXml.Read();
                    actTempVertex.Position = inStreamXml.ReadContentAsVector3() * xglImportOptions.ResizeFactor;
                    actVertexStructure.Vertices[actVertexIndex] = actTempVertex;
                    break;

                case NODE_NAME_NORMAL:
                    // Read next normal
                    if (minVertexID == int.MaxValue)
                    {
                        minVertexID = Int32.Parse(inStreamXml.GetAttribute("ID"));
                    }
                    actNormalIndex++;
                    actTempVertex = actVertexStructure.EnsureVertexAt(actNormalIndex);
                    inStreamXml.Read();
                    actTempVertex.Normal = inStreamXml.ReadContentAsVector3();
                    actVertexStructure.Vertices[actNormalIndex] = actTempVertex;
                    break;

                case NODE_NAME_TC:
                    // Read next texture coordinate
                    if (minVertexID == int.MaxValue)
                    {
                        minVertexID = Int32.Parse(inStreamXml.GetAttribute("ID"));
                    }
                    actTextureIndex++;
                    actTempVertex = actVertexStructure.EnsureVertexAt(actTextureIndex);
                    inStreamXml.Read();
                    actTempVertex.TexCoord = inStreamXml.ReadContentAsVector2();
                    actVertexStructure.Vertices[actTextureIndex] = actTempVertex;
                    break;

                case NODE_NAME_FACE:
                    // Read next face
                    actFaceReferences[0] = 0;
                    actFaceReferences[1] = 0;
                    actFaceReferences[2] = 0;
                    int loopFacePoint     = 0;
                    int referencedMat     = -1;
                    int referencedTexture = -1;
                    while (inStreamXml.Read())
                    {
                        // Ending condition
                        if ((inStreamXml.NodeType == XmlNodeType.EndElement) &&
                            (inStreamXml.Name == NODE_NAME_FACE))
                        {
                            break;
                        }
                        if (inStreamXml.NodeType != XmlNodeType.Element)
                        {
                            continue;
                        }

                        // Read next face index
                        if (inStreamXml.Name == NODE_NAME_FACE_MATERIAL_REF)
                        {
                            inStreamXml.Read();
                            referencedMat = inStreamXml.ReadContentAsInt();
                        }
                        else if (inStreamXml.Name == NODE_NAME_FACE_TEXTUREREF_REF)
                        {
                            inStreamXml.Read();
                            referencedTexture = inStreamXml.ReadContentAsInt();
                        }
                        else if (inStreamXml.Name == NODE_NAME_FACE_POINT_REF)
                        {
                            if (loopFacePoint >= 3)
                            {
                                throw new SeeingSharpGraphicsException("Invalid face index count!");
                            }
                            inStreamXml.Read();
                            actFaceReferences[loopFacePoint] = inStreamXml.ReadContentAsInt() - minVertexID;
                            loopFacePoint++;
                        }
                        else
                        {
                        }
                    }

                    // Get the correct material
                    MaterialProperties referencedMatObject = MaterialProperties.Empty;
                    if (referencedMat > -1)
                    {
                        localMaterialInfos.TryGetValue(referencedMat, out referencedMatObject);
                    }
                    if (referencedTexture > -1)
                    {
                        referencedMatObject            = referencedMatObject.Clone();
                        referencedMatObject.TextureKey = container.GetResourceKey(RES_CLASS_TEXTURE, referencedTexture.ToString());
                    }

                    //for (int actFaceLoc = 0; actFaceLoc < 3; actFaceLoc++)
                    //{
                    //    int actVertexIndexInner = actFaceReferences[actFaceLoc];
                    //    actTempVertex = actVertexStructure.Vertices[actVertexIndexInner];
                    //    actTempVertex.Color = referencedMatObject.DiffuseColor;
                    //    actVertexStructure.Vertices[actVertexIndexInner] = actTempVertex;
                    //}

                    // Add the triangle
                    if (loopFacePoint != 3)
                    {
                        throw new SeeingSharpGraphicsException("Invalid face index count!");
                    }
                    actVertexStructure
                    .CreateOrGetExistingSurface(referencedMatObject)
                    .AddTriangle(actFaceReferences[0], actFaceReferences[1], actFaceReferences[2]);
                    break;

                default:
                    //throw new SeeingSharpGraphicsException(string.Format(
                    //    "Unknown element {0} in xgl file!",
                    //    inStreamXml.Name));
                    break;
                }
            }

            // Add the geometry resource
            container.ImportedResources.Add(new ImportedResourceInfo(
                                                container.GetResourceKey(RES_CLASS_MESH, id),
                                                () => new GeometryResource(actVertexStructure)));
        }
예제 #3
0
        /// <summary>
        /// Fills the given vertex structure using information from the given AC-File-Objects.
        /// </summary>
        /// <param name="objInfo">The object information from the AC file.</param>
        /// <param name="acMaterials">A list containing all materials from the AC file.</param>
        /// <param name="structure">The VertexStructure to be filled.</param>
        /// <param name="transformStack">Current matrix stack (for stacked objects).</param>
        private static void FillVertexStructure(VertexStructure structure, List <ACMaterialInfo> acMaterials, ACObjectInfo objInfo, Matrix4Stack transformStack)
        {
            List <Tuple <int, int> > standardShadedVertices = new List <Tuple <int, int> >();

            transformStack.Push();
            try
            {
                // Perform local transformation for the current AC object
                transformStack.TransformLocal(objInfo.Rotation);
                transformStack.TranslateLocal(objInfo.Translation);

                // Build structures material by material
                for (int actMaterialIndex = 0; actMaterialIndex < acMaterials.Count; actMaterialIndex++)
                {
                    ACMaterialInfo actMaterial = acMaterials[actMaterialIndex];

                    VertexStructureSurface actStructSurface = structure.CreateOrGetExistingSurface(actMaterial.CreateMaterialProperties());
                    bool isNewSurface = actStructSurface.CountTriangles == 0;

                    // Create and configure vertex structure
                    actStructSurface.Material   = NamedOrGenericKey.Empty;
                    actStructSurface.TextureKey = !string.IsNullOrEmpty(objInfo.Texture) ? new NamedOrGenericKey(objInfo.Texture) : NamedOrGenericKey.Empty;
                    actStructSurface.MaterialProperties.DiffuseColor  = actMaterial.Diffuse;
                    actStructSurface.MaterialProperties.AmbientColor  = actMaterial.Ambient;
                    actStructSurface.MaterialProperties.EmissiveColor = actMaterial.Emissive;
                    actStructSurface.MaterialProperties.Shininess     = actMaterial.Shininess;
                    actStructSurface.MaterialProperties.SpecularColor = actMaterial.Specular;

                    // Initialize local index table (needed for vertex reuse)
                    int   oneSideVertexCount = objInfo.Vertices.Count;
                    int[] localIndices       = new int[oneSideVertexCount * 2];
                    for (int loop = 0; loop < localIndices.Length; loop++)
                    {
                        localIndices[loop] = int.MaxValue;
                    }

                    // Process all surfaces
                    foreach (ACSurface actSurface in objInfo.Surfaces)
                    {
                        // Get the vertex index on which to start
                        int startVertexIndex   = structure.CountVertices;
                        int startTriangleIndex = actStructSurface.CountTriangles;

                        // Only handle surfaces of the current material
                        if (actSurface.Material != actMaterialIndex)
                        {
                            continue;
                        }

                        // Sort out unsupported surfaces
                        if (actSurface.VertexReferences.Count < 3)
                        {
                            continue;
                        }
                        if (actSurface.IsLine)
                        {
                            continue;
                        }
                        if (actSurface.IsClosedLine)
                        {
                            continue;
                        }

                        // Preprocess referenced vertices
                        int        oneSideSurfaceVertexCount     = actSurface.VertexReferences.Count;
                        int        countSurfaceSides             = actSurface.IsTwoSided ? 2 : 1;
                        int[]      onStructureReferencedVertices = new int[oneSideSurfaceVertexCount * countSurfaceSides];
                        List <int> surfaceVertexReferences       = actSurface.VertexReferences;
                        for (int loop = 0; loop < surfaceVertexReferences.Count; loop++)
                        {
                            Vector2 actTexCoord = actSurface.TextureCoordinates[loop];

                            if (!actSurface.IsFlatShaded)
                            {
                                // Try to reuse vertices on standard shading
                                if (localIndices[surfaceVertexReferences[loop]] == int.MaxValue)
                                {
                                    Vector3 position = Vector3.Transform(
                                        objInfo.Vertices[surfaceVertexReferences[loop]].Position,
                                        transformStack.Top);
                                    localIndices[surfaceVertexReferences[loop]] = structure.AddVertex(new Vertex(
                                                                                                          position, Color4.White, actTexCoord, Vector3.Zero));
                                    if (actSurface.IsTwoSided)
                                    {
                                        localIndices[surfaceVertexReferences[loop] + oneSideVertexCount] = structure.AddVertex(new Vertex(
                                                                                                                                   position, Color4.White, actTexCoord, Vector3.Zero));
                                    }
                                }

                                // Store vertex reference for this surface's index
                                onStructureReferencedVertices[loop] = localIndices[surfaceVertexReferences[loop]];
                                if (actSurface.IsTwoSided)
                                {
                                    onStructureReferencedVertices[loop + oneSideSurfaceVertexCount] =
                                        localIndices[surfaceVertexReferences[loop] + oneSideVertexCount];
                                }
                            }
                            else
                            {
                                // Create one vertex for one reference for flat shading
                                Vector3 position = Vector3.Transform(
                                    objInfo.Vertices[surfaceVertexReferences[loop]].Position,
                                    transformStack.Top);
                                onStructureReferencedVertices[loop] = structure.AddVertex(new Vertex(
                                                                                              position, Color4.White, actTexCoord, Vector3.Zero));
                                if (actSurface.IsTwoSided)
                                {
                                    onStructureReferencedVertices[loop + oneSideSurfaceVertexCount] = structure.AddVertex(new Vertex(
                                                                                                                              position, Color4.White, actTexCoord, Vector3.Zero));
                                }
                            }
                        }

                        // Build object geometry
                        switch (actSurface.VertexReferences.Count)
                        {
                        case 3:
                            // Front side
                            actStructSurface.AddTriangle(
                                onStructureReferencedVertices[0],
                                onStructureReferencedVertices[1],
                                onStructureReferencedVertices[2]);

                            // Back side
                            if (actSurface.IsTwoSided)
                            {
                                actStructSurface.AddTriangle(
                                    onStructureReferencedVertices[5],
                                    onStructureReferencedVertices[4],
                                    onStructureReferencedVertices[3]);
                            }
                            break;

                        case 4:
                            // Front side
                            actStructSurface.AddTriangle(
                                onStructureReferencedVertices[0],
                                onStructureReferencedVertices[1],
                                onStructureReferencedVertices[2]);
                            actStructSurface.AddTriangle(
                                onStructureReferencedVertices[2],
                                onStructureReferencedVertices[3],
                                onStructureReferencedVertices[0]);

                            // Back side
                            if (actSurface.IsTwoSided)
                            {
                                actStructSurface.AddTriangle(
                                    onStructureReferencedVertices[6],
                                    onStructureReferencedVertices[5],
                                    onStructureReferencedVertices[4]);
                                actStructSurface.AddTriangle(
                                    onStructureReferencedVertices[4],
                                    onStructureReferencedVertices[7],
                                    onStructureReferencedVertices[6]);
                            }
                            break;

                        default:
                            if (!actSurface.IsTwoSided)
                            {
                                // Front side
                                actStructSurface.AddPolygonByCuttingEars(onStructureReferencedVertices);
                            }
                            else
                            {
                                // Front and back side
                                actStructSurface.AddPolygonByCuttingEars(onStructureReferencedVertices.Subset(0, oneSideSurfaceVertexCount));
                                actStructSurface.AddPolygonByCuttingEars(onStructureReferencedVertices.Subset(oneSideSurfaceVertexCount, oneSideSurfaceVertexCount));
                            }
                            break;
                        }

                        // Perform shading
                        if (actSurface.IsFlatShaded)
                        {
                            actStructSurface.CalculateNormalsFlat(
                                startTriangleIndex, actStructSurface.CountTriangles - startTriangleIndex);
                        }
                        else
                        {
                            // Nothing to be done for now..
                            int vertexCount = structure.CountVertices - startVertexIndex;
                            if (vertexCount > 0)
                            {
                                standardShadedVertices.Add(
                                    Tuple.Create((int)startVertexIndex, vertexCount));
                            }
                        }
                    }

                    // Calculate default shading finally (if any)
                    foreach (var actStandardShadedPair in standardShadedVertices)
                    {
                        structure.CalculateNormals(
                            actStandardShadedPair.Item1,
                            actStandardShadedPair.Item2);
                    }
                    standardShadedVertices.Clear();

                    // Append generated VertexStructure to the output collection
                    if ((actStructSurface.CountTriangles <= 0) &&
                        (isNewSurface))
                    {
                        structure.RemoveSurface(actStructSurface);
                    }
                }

                //Fill in all child object data
                foreach (ACObjectInfo actObjInfo in objInfo.Childs)
                {
                    FillVertexStructure(structure, acMaterials, actObjInfo, transformStack);
                }
            }
            finally
            {
                transformStack.Pop();
            }
        }