void createIndices() { for (int x = 0; x < w - 1; x++) { for (int z = 0; z < h - 1; z++) { int upperLeft = (z * w + x); int upperRight = (upperLeft + 1); int lowerLeft = (upperLeft + w); int lowerRight = (lowerLeft + 1); FlatMeshTriangle fmt = new FlatMeshTriangle(upperLeft, upperRight, lowerLeft, m, Name + x + "" + z); box = BBox.Join(box, fmt.GetBoundingBox()); m.AddObject(fmt); FlatMeshTriangle fmt2 = new FlatMeshTriangle(lowerLeft, upperRight, lowerRight, m, Name + x + "" + z + "2"); box = BBox.Join(box, fmt2.GetBoundingBox()); m.AddObject(fmt2); } } }
void parseFaces() { for (int i = 0; i < lines.Length; i++) { if (lines[i][0] == 'f') { string[] w = lines[i].Replace("f ", "").Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); for (int j = 0; j < w.Length - 2; j++) { if (hasNormals) { SmoothMeshTriangle fmt = new SmoothMeshTriangle(int.Parse(w[j]) - 1, int.Parse(w[j + 1]) - 1, int.Parse(w[j + 2]) - 1, ret, i + "" + j + "smsh" + "Mesh" + ret.Name); ret.AddObject(fmt); } else { FlatMeshTriangle fmt = new FlatMeshTriangle(int.Parse(w[j]) - 1, int.Parse(w[j + 1]) - 1, int.Parse(w[j + 2]) - 1, ret, i + "" + j + "fmsh" + "Mesh" + ret.Name); fmt.ComputeNormal(false); ret.AddObject(fmt); } } } } }
public override void ParseFaces(Mesh parent, bool smooth) { int pastLastIndex = indexOfFaces + countFaces; int[] indexs = new int[5]; MeshTriangle triangle; for (int i = indexOfFaces; i < pastLastIndex; i++) { string[] tokens = fileLines[i].Split(' '); int numVerts = Convert.ToInt32(tokens[0]); switch (numVerts) { case 3: //Face is a triangle for (int j = 1; j < 4; j++) { indexs[j] = Convert.ToInt32(tokens[j]); } //Create new triangle if (smooth) triangle = new SmoothMeshTriangle(parent); else triangle = new FlatMeshTriangle(parent); triangle.SetVertexIndices(indexs[1], indexs[2], indexs[3]); //Update list of faces for given vertexs using current index parent.vertexFaces[indexs[1]].Add(parent.countTriangles); parent.vertexFaces[indexs[2]].Add(parent.countTriangles); parent.vertexFaces[indexs[3]].Add(parent.countTriangles); parent.countTriangles++; parent.AddObject(triangle); break; case 4: //Face is a quad for (int j = 1; j < 5; j++) { indexs[j] = Convert.ToInt32(tokens[j]); } //Create new triangle if (smooth) triangle = new SmoothMeshTriangle(parent); else triangle = new FlatMeshTriangle(parent); triangle.SetVertexIndices(indexs[1], indexs[2], indexs[3]); //Update list of faces for given vertexs using current index parent.vertexFaces[indexs[1]].Add(parent.countTriangles); parent.vertexFaces[indexs[2]].Add(parent.countTriangles); parent.vertexFaces[indexs[3]].Add(parent.countTriangles); parent.countTriangles++; parent.AddObject(triangle); //Create new triangle if (smooth) triangle = new SmoothMeshTriangle(parent); else triangle = new FlatMeshTriangle(parent); triangle.SetVertexIndices(indexs[3], indexs[4], indexs[1]); //Update list of faces for given vertexs using current index parent.vertexFaces[indexs[3]].Add(parent.countTriangles); parent.vertexFaces[indexs[4]].Add(parent.countTriangles); parent.vertexFaces[indexs[1]].Add(parent.countTriangles); parent.countTriangles++; parent.AddObject(triangle); break; default: //What the f**k kind of input are you feeding this poor parser? throw new System.FormatException("Invalid token at line " + (i + 1) + ": " + numVerts + "is not a valid number of vertices for a face."); } } CalculateNormals(parent); }