Exemplo n.º 1
0
        public static D3ObjectGroup ImportObjectsFromObjFile(string strObjData)
        {
            D3ObjectGroup d3ObjectGroup = new D3ObjectGroup();

            string[]        lines = strObjData.Split(new string[] { "\r\n" }, StringSplitOptions.None);
            int             i     = 0;
            List <Vertex3f> listV = new List <Vertex3f>();
            List <Vertex3f> listT = new List <Vertex3f>();
            List <Vertex3f> listN = new List <Vertex3f>();
            Vertex3f        vertex;
            Vertex3f        texture;
            Vertex3f        normal;
            VertexNormal    vertnorm;
            D3Object        d3Object = null;

            string[] items;
            string[] subitems;
            int      idxV;
            int      idxT;
            int      idxN;
            Face     face;

            while (i < lines.Length)
            {
                //Debug.WriteLine(i.ToString());
                if (lines[i].StartsWith("#") ||            //comment
                    lines[i].StartsWith("mtllib") ||                            //material library.  We build our own.
                    lines[i].StartsWith("usemtl"))                               //use material
                {
                    i++;
                    continue;                    //we don't care about any of these
                }
                if (lines[i].StartsWith("o"))    //object.  For example "o cube1"
                //vertices and normals are per object as they are pulled out of the file,
                //but we need to regroup them per d3Object.
                {
                    i++;
                    continue;
                }
                if (lines[i].StartsWith("v "))                 //vertex.  For example "v -0.34671119 0.22176000 0.83703486"
                {
                    items    = lines[i].Split(' ');
                    vertex   = new Vertex3f();
                    vertex.X = Convert.ToSingle(items[1], CultureInfo.InvariantCulture);
                    vertex.Y = Convert.ToSingle(items[2], CultureInfo.InvariantCulture);
                    vertex.Z = Convert.ToSingle(items[3], CultureInfo.InvariantCulture);
                    listV.Add(vertex);
                    i++;
                    continue;
                }
                if (lines[i].StartsWith("vt"))                 //vertex.  For example "vt 0.72553915 0.63685900"
                {
                    items     = lines[i].Split(' ');
                    texture   = new Vertex3f();
                    texture.X = Convert.ToSingle(items[1], CultureInfo.InvariantCulture);
                    texture.Y = Convert.ToSingle(items[2], CultureInfo.InvariantCulture);
                    //texture.Z=Convert.ToSingle(items[3],CultureInfo.InvariantCulture);
                    listT.Add(texture);
                    i++;
                    continue;
                }
                if (lines[i].StartsWith("vn"))                 //normal.  For example "vn -0.32559605 -0.84121753 -0.43167149"
                {
                    items    = lines[i].Split(' ');
                    normal   = new Vertex3f();
                    normal.X = Convert.ToSingle(items[1], CultureInfo.InvariantCulture);
                    normal.Y = Convert.ToSingle(items[2], CultureInfo.InvariantCulture);
                    normal.Z = Convert.ToSingle(items[3], CultureInfo.InvariantCulture);
                    listN.Add(normal);
                    i++;
                    continue;
                }
                if (lines[i].StartsWith("g"))                 //group.  For example "g cylinder2_default"
                {
                    if (d3Object != null)
                    {
                        d3ObjectGroup.D3Objects.Add(d3Object);  //add the previous object to the group
                    }
                    d3Object      = new D3Object();             //start the new one, including the new list of VNs
                    d3Object.Name = lines[i].Substring(2);
                    i++;
                    continue;
                }
                if (lines[i].StartsWith("f"))                  //face.  For example "f 12//384 51//443 384//336 383//335".  Format is v//n
                {
                    items = lines[i].Split(' ');               //5 items in this example
                    //create triangle fan, preserving counterclockwise order
                    for (int f = 2; f < items.Length - 1; f++) //one face/triangle per loop, 2 triangles in this case
                    {
                        face = new Face();
                        //only grab three vertices
                        //first vertex is always the 0 for the fan
                        subitems = items[1].Split('/');              //12,,384 for the first triangle
                        idxV     = Convert.ToInt32(subitems[0]) - 1; //11 for the first triangle
                        if (subitems[1] == "")                       //no texture
                        {
                            idxT = -1;
                        }
                        else
                        {
                            idxT = Convert.ToInt32(subitems[1]) - 1;
                        }
                        idxN            = Convert.ToInt32(subitems[2]) - 1;         //383 for the first triangle
                        vertnorm        = new VertexNormal();
                        vertnorm.Vertex = listV[idxV];
                        if (idxT != -1)
                        {
                            vertnorm.Texture = listT[idxT];
                        }
                        vertnorm.Normal = listN[idxN];
                        face.IndexList.Add(d3Object.GetIndexForVertNorm(vertnorm));
                        //second vertex
                        subitems = items[f].Split('/');              //51,,443 for the first triangle
                        idxV     = Convert.ToInt32(subitems[0]) - 1; //50 for the first triangle
                        if (subitems[1] == "")                       //no texture
                        {
                            idxT = -1;
                        }
                        else
                        {
                            idxT = Convert.ToInt32(subitems[1]) - 1;
                        }
                        idxN            = Convert.ToInt32(subitems[2]) - 1;         //442 for the first triangle
                        vertnorm        = new VertexNormal();
                        vertnorm.Vertex = listV[idxV];
                        if (idxT != -1)
                        {
                            vertnorm.Texture = listT[idxT];
                        }
                        vertnorm.Normal = listN[idxN];
                        face.IndexList.Add(d3Object.GetIndexForVertNorm(vertnorm));
                        //third vertex
                        subitems = items[f + 1].Split('/');          //384,,336 for the first triangle
                        idxV     = Convert.ToInt32(subitems[0]) - 1; //383 for the first triangle
                        if (subitems[1] == "")                       //no texture
                        {
                            idxT = -1;
                        }
                        else
                        {
                            idxT = Convert.ToInt32(subitems[1]) - 1;
                        }
                        idxN            = Convert.ToInt32(subitems[2]) - 1;         //335 for the first triangle
                        vertnorm        = new VertexNormal();
                        vertnorm.Vertex = listV[idxV];
                        if (idxT != -1)
                        {
                            vertnorm.Texture = listT[idxT];
                        }
                        vertnorm.Normal = listN[idxN];
                        face.IndexList.Add(d3Object.GetIndexForVertNorm(vertnorm));
                        d3Object.Faces.Add(face);
                    }
                    i++;
                    continue;
                }
                //might be another kind of row that we missed above
                i++;
            }
            if (d3Object != null)
            {
                d3ObjectGroup.D3Objects.Add(d3Object);                //add the last object to the group
            }
            return(d3ObjectGroup);
        }
Exemplo n.º 2
0
Arquivo: D3Helper.cs Projeto: mnisl/OD
		public static D3ObjectGroup ImportObjectsFromObjFile(string strObjData) {
			D3ObjectGroup d3ObjectGroup=new D3ObjectGroup();
			string[] lines=strObjData.Split(new string[] {"\r\n"},StringSplitOptions.None);
			int i=0;
			List<Vertex3f> listV=new List<Vertex3f>();
			List<Vertex3f> listT=new List<Vertex3f>();
			List<Vertex3f> listN=new List<Vertex3f>();
			Vertex3f vertex;
			Vertex3f texture;
			Vertex3f normal;
			VertexNormal vertnorm;
			D3Object d3Object=null;
			string[] items;
			string[] subitems;
			int idxV;
			int idxT;
			int idxN;
			Face face;
			while(i<lines.Length){
				//Debug.WriteLine(i.ToString());
				if(lines[i].StartsWith("#")//comment
						|| lines[i].StartsWith("mtllib")//material library.  We build our own.
						|| lines[i].StartsWith("usemtl"))//use material
				{
					i++;
					continue;//we don't care about any of these
				}
				if(lines[i].StartsWith("o")) {//object.  For example "o cube1"
					//vertices and normals are per object as they are pulled out of the file,
					//but we need to regroup them per d3Object.
					i++;
					continue;
				}
				if(lines[i].StartsWith("v ")) {//vertex.  For example "v -0.34671119 0.22176000 0.83703486"
					items=lines[i].Split(' ');
					vertex=new Vertex3f();
					vertex.X=Convert.ToSingle(items[1],CultureInfo.InvariantCulture);
					vertex.Y=Convert.ToSingle(items[2],CultureInfo.InvariantCulture);
					vertex.Z=Convert.ToSingle(items[3],CultureInfo.InvariantCulture);
					listV.Add(vertex);
					i++;
					continue;
				}
				if(lines[i].StartsWith("vt")) {//vertex.  For example "vt 0.72553915 0.63685900"
					items=lines[i].Split(' ');
					texture=new Vertex3f();
					texture.X=Convert.ToSingle(items[1],CultureInfo.InvariantCulture);
					texture.Y=Convert.ToSingle(items[2],CultureInfo.InvariantCulture);
					//texture.Z=Convert.ToSingle(items[3],CultureInfo.InvariantCulture);
					listT.Add(texture);
					i++;
					continue;
				}
				if(lines[i].StartsWith("vn")) {//normal.  For example "vn -0.32559605 -0.84121753 -0.43167149"
					items=lines[i].Split(' ');
					normal=new Vertex3f();
					normal.X=Convert.ToSingle(items[1],CultureInfo.InvariantCulture);
					normal.Y=Convert.ToSingle(items[2],CultureInfo.InvariantCulture);
					normal.Z=Convert.ToSingle(items[3],CultureInfo.InvariantCulture);
					listN.Add(normal);
					i++;
					continue;
				}
				if(lines[i].StartsWith("g")) {//group.  For example "g cylinder2_default"
					if(d3Object!=null) {
						d3ObjectGroup.D3Objects.Add(d3Object);//add the previous object to the group
					}
					d3Object=new D3Object();//start the new one, including the new list of VNs
					d3Object.Name=lines[i].Substring(2);
					i++;
					continue;
				}
				if(lines[i].StartsWith("f")) {//face.  For example "f 12//384 51//443 384//336 383//335".  Format is v//n
					items=lines[i].Split(' ');//5 items in this example
					//create triangle fan, preserving counterclockwise order
					for(int f=2;f<items.Length-1;f++) {//one face/triangle per loop, 2 triangles in this case
						face=new Face();
						//only grab three vertices
						//first vertex is always the 0 for the fan
						subitems=items[1].Split('/');//12,,384 for the first triangle
						idxV=Convert.ToInt32(subitems[0])-1;//11 for the first triangle
						if(subitems[1]=="") {//no texture
							idxT=-1;
						}
						else {
							idxT=Convert.ToInt32(subitems[1])-1;
						}
						idxN=Convert.ToInt32(subitems[2])-1;//383 for the first triangle
						vertnorm=new VertexNormal();
						vertnorm.Vertex=listV[idxV];
						if(idxT!=-1) {
							vertnorm.Texture=listT[idxT];
						}
						vertnorm.Normal=listN[idxN];
						face.IndexList.Add(d3Object.GetIndexForVertNorm(vertnorm));
						//second vertex
						subitems=items[f].Split('/');//51,,443 for the first triangle
						idxV=Convert.ToInt32(subitems[0])-1;//50 for the first triangle
						if(subitems[1]=="") {//no texture
							idxT=-1;
						}
						else {
							idxT=Convert.ToInt32(subitems[1])-1;
						}
						idxN=Convert.ToInt32(subitems[2])-1;//442 for the first triangle
						vertnorm=new VertexNormal();
						vertnorm.Vertex=listV[idxV];
						if(idxT!=-1) {
							vertnorm.Texture=listT[idxT];
						}
						vertnorm.Normal=listN[idxN];
						face.IndexList.Add(d3Object.GetIndexForVertNorm(vertnorm));
						//third vertex
						subitems=items[f+1].Split('/');//384,,336 for the first triangle
						idxV=Convert.ToInt32(subitems[0])-1;//383 for the first triangle
						if(subitems[1]=="") {//no texture
							idxT=-1;
						}
						else {
							idxT=Convert.ToInt32(subitems[1])-1;
						}
						idxN=Convert.ToInt32(subitems[2])-1;//335 for the first triangle
						vertnorm=new VertexNormal();
						vertnorm.Vertex=listV[idxV];
						if(idxT!=-1) {
							vertnorm.Texture=listT[idxT];
						}
						vertnorm.Normal=listN[idxN];
						face.IndexList.Add(d3Object.GetIndexForVertNorm(vertnorm));
						d3Object.Faces.Add(face);
					}
					i++;
					continue;
				}
				//might be another kind of row that we missed above
				i++;
			}
			if(d3Object!=null) {
				d3ObjectGroup.D3Objects.Add(d3Object);//add the last object to the group
			}
			return d3ObjectGroup;
		}