/// <summary> /// This function reads a polygon. /// </summary> /// <param name="reader"></param> /// <returns></returns> protected override object ReadData(BinaryReader reader) { // Create a polygon. Polygon poly = new Polygon(); // Read a name chunk. CaligariName name = new CaligariName(); name.Read(reader); poly.Name = name.name; // Read the local axies. CaligariAxies axies = new CaligariAxies(); axies.Read(reader); poly.Transformation.TranslateX = axies.centre.X; poly.Transformation.TranslateY = axies.centre.Y; poly.Transformation.TranslateZ = axies.centre.Z; // poly.Rotate = axies.rotate; // Read the position matrix. CaligariPosition pos = new CaligariPosition(); pos.Read(reader); // Read number of verticies. int verticesCount = reader.ReadInt32(); // Get them all for (int i = 0; i < verticesCount; i++) { // Read a vertex. Vertex vertex = new Vertex(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle()); // Multiply it by the position matrix. vertex = vertex * pos.matrix; // Add it. poly.Vertices.Add(vertex); } // Read UV count. int uvsCount = reader.ReadInt32(); // Read all of the UVs for (int i = 0; i < uvsCount; i++) { poly.UVs.Add(new UV(reader.ReadInt32(), reader.ReadInt32())); } // Read faces count. int faces = reader.ReadInt32(); // Read each face. for (int f = 0; f < faces; f++) { Face face = new Face(); poly.Faces.Add(face); // Read face type flags. byte flags = reader.ReadByte(); // Read vertex count short verticesInFace = reader.ReadInt16(); // Do we read a material number? if ((flags & 0x08) == 0) // is it a 'hole' face? { reader.ReadInt16(); } // Now read the indices, a vertex index and a uv index. for (short j = 0; j < verticesInFace; j++) { face.Indices.Add(new Index(reader.ReadInt32(), reader.ReadInt32())); } } // Any extra stuff? if (header.minorVersion > 4) { // read flags. reader.ReadChars(4); if ((header.minorVersion > 5) && (header.minorVersion < 8)) { reader.ReadChars(2); } } // Now that we've loaded the polygon, we triangulate it. poly.Triangulate(); // Finally, we update normals. poly.Validate(true); return(poly); }
/// <summary> /// This function reads a polygon. /// </summary> /// <param name="reader"></param> /// <returns></returns> protected override object ReadData(BinaryReader reader) { // Create a polygon. Polygon poly = new Polygon(); // Read a name chunk. CaligariName name = new CaligariName(); name.Read(reader); poly.Name = name.name; // Read the local axies. CaligariAxies axies = new CaligariAxies(); axies.Read(reader); poly.Transformation.TranslateX = axies.centre.X; poly.Transformation.TranslateY = axies.centre.Y; poly.Transformation.TranslateZ = axies.centre.Z; // poly.Rotate = axies.rotate; // Read the position matrix. CaligariPosition pos = new CaligariPosition(); pos.Read(reader); // Read number of verticies. int verticesCount = reader.ReadInt32(); // Get them all for (int i = 0; i < verticesCount; i++) { // Read a vertex. Vertex vertex = new Vertex(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle()); // Multiply it by the position matrix. vertex = vertex * pos.matrix; // Add it. poly.Vertices.Add(vertex); } // Read UV count. int uvsCount = reader.ReadInt32(); // Read all of the UVs for (int i = 0; i < uvsCount; i++) poly.UVs.Add(new UV(reader.ReadInt32(), reader.ReadInt32())); // Read faces count. int faces = reader.ReadInt32(); // Read each face. for (int f = 0; f < faces; f++) { Face face = new Face(); poly.Faces.Add(face); // Read face type flags. byte flags = reader.ReadByte(); // Read vertex count short verticesInFace = reader.ReadInt16(); // Do we read a material number? if ((flags & 0x08) == 0) // is it a 'hole' face? reader.ReadInt16(); // Now read the indices, a vertex index and a uv index. for (short j = 0; j < verticesInFace; j++) face.Indices.Add(new Index(reader.ReadInt32(), reader.ReadInt32())); } // Any extra stuff? if (header.minorVersion > 4) { // read flags. reader.ReadChars(4); if ((header.minorVersion > 5) && (header.minorVersion < 8)) reader.ReadChars(2); } // Now that we've loaded the polygon, we triangulate it. poly.Triangulate(); // Finally, we update normals. poly.Validate(true); return poly; }