Exemplo n.º 1
0
        public override Scene ImportFile(FileStream fileStream, string fileName)
        {
            WavefrontObject wavefrontObject = WavefrontObject.Load(fileName);

            Material defaultMaterial = new Material
            {
                Name = "Default",
                DiffuseColor = ColorsRgbF.Gray,
                SpecularColor = ColorsRgbF.White,
                Shininess = 64
            };

            Scene scene = new Scene();

            foreach (Group g in wavefrontObject.Groups)
            {
                Mesh mesh = new Mesh();
                scene.Meshes.Add(mesh);

                Objects.Material gm = g.Material;

                Material material;
                if (gm != null)
                {
                    material = new Material
                    {
                        Name = gm.Name,
                        FileName = gm.FileName
                    };
                    // material.Ambient

                    if (!string.IsNullOrEmpty(gm.TextureName))
                        material.DiffuseTextureName = gm.TextureName;
                    else
                        material.DiffuseColor = (gm.Kd != null)
                            ? new ColorRgbF(gm.Kd.X, gm.Kd.Y, gm.Kd.Z)
                            : ColorsRgbF.Gray;

                    material.SpecularColor = (gm.Ks != null)
                        ? new ColorRgbF(gm.Ks.X, gm.Ks.Y, gm.Ks.Z)
                        : ColorsRgbF.Black;
                    material.Shininess = (int)gm.Shininess; // TODO: Check
                }
                else
                {
                    material = defaultMaterial;
                }
                mesh.Material = material;
                if (!scene.Materials.Contains(material))
                    scene.Materials.Add(material);

                // Currently this is not utilising indices.
                int counter = 0;
                foreach (Face f in g.Faces)
                {
                    // Copy normals.
                    foreach (int normalIndex in f.NormalIndices)
                    {
                        Vertex n = wavefrontObject.Normals[normalIndex];
                        mesh.Normals.Add(new Vector3D(n.X, n.Y, n.Z));
                    }

                    // Copy texture coordinates.
                    foreach (int textureIndex in f.TextureIndices)
                        if (wavefrontObject.Textures.Count > textureIndex)
                        {
                            TextureCoordinate tc = wavefrontObject.Textures[textureIndex];
                            mesh.TextureCoordinates.Add(new Point3D(tc.U, tc.V, tc.W));
                        }

                    switch (f.Type)
                    {
                        case FaceType.Triangles:
                            // Copy positions.
                            foreach (int vertexIndex in f.VertexIndices)
                            {
                                Vertex v = wavefrontObject.Vertices[vertexIndex];
                                mesh.Positions.Add(new Point3D(v.X, v.Y, v.Z));
                            }
                            mesh.Indices.Add(counter++);
                            mesh.Indices.Add(counter++);
                            mesh.Indices.Add(counter++);
                            //mesh.Indices.AddRange(f.VertexIndices);
                            break;
                        default:
                            throw new NotSupportedException();
                    }
                }

                /*foreach (Vertex v in wavefrontObject.Vertices)
                    mesh.Positions.Add(new Point3D(v.X, v.Y, v.Z));

                foreach (Vertex v in wavefrontObject.Normals)
                    mesh.Normals.Add(new Vector3D(v.X, v.Y, v.Z));

                foreach (TextureCoordinate tc in wavefrontObject.Textures)
                    mesh.TextureCoordinates.Add(new Point3D(tc.U, tc.V, 0));*/
            }

            return scene;
        }
Exemplo n.º 2
0
        public override Scene ImportFile(FileStream fileStream, string fileName)
        {
            WavefrontObject wavefrontObject = WavefrontObject.Load(fileName);

            Material defaultMaterial = new Material
            {
                Name          = "Default",
                DiffuseColor  = ColorsRgbF.Gray,
                SpecularColor = ColorsRgbF.White,
                Shininess     = 64
            };

            Scene scene = new Scene();

            foreach (Group g in wavefrontObject.Groups)
            {
                Mesh mesh = new Mesh();
                scene.Meshes.Add(mesh);

                Objects.Material gm = g.Material;

                Material material;
                if (gm != null)
                {
                    material = new Material
                    {
                        Name     = gm.Name,
                        FileName = gm.FileName
                    };
                    // material.Ambient

                    if (!string.IsNullOrEmpty(gm.TextureName))
                    {
                        material.DiffuseTextureName = gm.TextureName;
                    }
                    else
                    {
                        material.DiffuseColor = (gm.Kd != null)
                                                        ? new ColorRgbF(gm.Kd.X, gm.Kd.Y, gm.Kd.Z)
                                                        : ColorsRgbF.Gray;
                    }

                    material.SpecularColor = (gm.Ks != null)
                                                ? new ColorRgbF(gm.Ks.X, gm.Ks.Y, gm.Ks.Z)
                                                : ColorsRgbF.Black;
                    material.Shininess = (int)gm.Shininess;                     // TODO: Check
                }
                else
                {
                    material = defaultMaterial;
                }
                mesh.Material = material;
                if (!scene.Materials.Contains(material))
                {
                    scene.Materials.Add(material);
                }

                // Currently this is not utilising indices.
                int counter = 0;
                foreach (Face f in g.Faces)
                {
                    // Copy normals.
                    foreach (int normalIndex in f.NormalIndices)
                    {
                        Vertex n = wavefrontObject.Normals[normalIndex];
                        mesh.Normals.Add(new Vector3D(n.X, n.Y, n.Z));
                    }

                    // Copy normals.
                    foreach (int textureIndex in f.TextureIndices)
                    {
                        TextureCoordinate tc = wavefrontObject.Textures[textureIndex];
                        mesh.TextureCoordinates.Add(new Point3D(tc.U, tc.V, tc.W));
                    }

                    switch (f.Type)
                    {
                    case FaceType.Triangles:
                        // Copy positions.
                        foreach (int vertexIndex in f.VertexIndices)
                        {
                            Vertex v = wavefrontObject.Vertices[vertexIndex];
                            mesh.Positions.Add(new Point3D(v.X, v.Y, v.Z));
                        }
                        mesh.Indices.Add(counter++);
                        mesh.Indices.Add(counter++);
                        mesh.Indices.Add(counter++);
                        //mesh.Indices.AddRange(f.VertexIndices);
                        break;

                    default:
                        throw new NotSupportedException();
                    }
                }

                /*foreach (Vertex v in wavefrontObject.Vertices)
                 *      mesh.Positions.Add(new Point3D(v.X, v.Y, v.Z));
                 *
                 * foreach (Vertex v in wavefrontObject.Normals)
                 *      mesh.Normals.Add(new Vector3D(v.X, v.Y, v.Z));
                 *
                 * foreach (TextureCoordinate tc in wavefrontObject.Textures)
                 *      mesh.TextureCoordinates.Add(new Point3D(tc.U, tc.V, 0));*/
            }

            return(scene);
        }