Пример #1
0
        //读入顶点索引
        void ReadVertexIndices(t3DObject pObject, tChunk pPreviousChunk)
        {
            int index = 0;

            //读入该对象中面的数目
            pPreviousChunk.bytesRead += fread(ref pObject.numOfFaces, 2, m_FilePointer);

            //分配所有的储存空间,并初始化结构
            pObject.pFaces = new tFace[pObject.numOfFaces];

            //遍历对象中所有的面
            for (int i = 0; i < pObject.numOfFaces; i++)
            {
                pObject.pFaces[i] = new tFace();
                for (int j = 0; j < 4; j++)
                {
                    //读入当前对象的第一个点
                    pPreviousChunk.bytesRead += fread(ref index, 2, m_FilePointer);

                    if (j < 3)
                    {
                        pObject.pFaces[i].vertIndex[j] = index;
                    }
                }
            }
        }
Пример #2
0
        //读入对象的材质名称
        void ReadObjectMaterial(t3DModel pModel, t3DObject pObject, tChunk pPreviousChunk)
        {
            String strMaterial = "";          //用来保存对象的材质名称

            int[] buffer = new int[50000];    //用来读入不需要的数据

            //读入赋予当前对象的材质名称
            pPreviousChunk.bytesRead += getStr(ref strMaterial);

            //遍历所有的纹理
            for (int i = 0; i < pModel.numOfMaterials; i++)
            {
                //如果读入的纹理与当前纹理名称匹配

                if (strMaterial.Equals(pModel.pMaterials[i].strName))
                {
                    //设置材质ID
                    pObject.materialID = i;
                    //判断是否是纹理映射,如果strFile是一个长度大于1的字符串,则是纹理
                    if (pModel.pMaterials[i].strFile.Length > 0)
                    {
                        //设置对象的纹理映射标志
                        pObject.bHasTexture = true;
                    }
                    break;
                }
                else
                {
                    //如果该对象没有材质,则设置ID为-1
                    pObject.materialID = -1;
                }
            }
            pPreviousChunk.bytesRead += fread(ref buffer, pPreviousChunk.length - pPreviousChunk.bytesRead, m_FilePointer);
        }
Пример #3
0
        //读入RGB颜色
        void ReadColorChunk(tMaterialInfo pMaterial, tChunk pChunk)
        {
            //读入颜色块信息
            ReadChunk(m_TempChunk);

            //读入RGB颜色
            m_TempChunk.bytesRead += fread(ref pMaterial.color, m_TempChunk.length - m_TempChunk.bytesRead, m_FilePointer);

            //增加读入的字节数
            pChunk.bytesRead += m_TempChunk.bytesRead;
        }
Пример #4
0
        //读下一个块
        private void ReadChunk(tChunk pChunk)
        {
            //pChunk.bytesRead = fread(ref pChunk.ID, 2, this.m_FilePointer);

            Byte[] id     = new Byte[2];
            Byte[] length = new Byte[4];
            pChunk.bytesRead  = (UInt32)this.m_FilePointer.Read(id, 0, 2);
            pChunk.bytesRead += (UInt32)this.m_FilePointer.Read(length, 0, 4);
            pChunk.ID         = (UInt32)(id[1] * 256 + id[0]);
            pChunk.length     = (UInt32)(((length[3] * 256 + length[2]) * 256 + length[1]) * 256 + length[0]);
        }
Пример #5
0
        //读入对象的UV坐标
        void ReadUVCoordinates(t3DObject pObject, tChunk pPreviousChunk)
        {
            //为了读入对象的UV坐标,首先需要读入数量,再读入具体的数据

            //读入UV坐标的数量
            pPreviousChunk.bytesRead += fread(ref pObject.numTexVertex, 2, m_FilePointer);

            //初始化保存UV坐标的数组
            pObject.pTexVerts = new CVector2[pObject.numTexVertex];

            //读入纹理坐标
            pPreviousChunk.bytesRead += fread(ref pObject.pTexVerts, pPreviousChunk.length - pPreviousChunk.bytesRead, m_FilePointer);
        }
Пример #6
0
        //处理所有的文件中的对象信息
        void ProcessNextObjectChunk(t3DModel pModel, t3DObject pObject, tChunk pPreviousChunk)
        {
            m_CurrentChunk = new tChunk();

            //继续读入块的内容直至本子块结束
            while (pPreviousChunk.bytesRead < pPreviousChunk.length)
            {
                ReadChunk(m_CurrentChunk);

                if (m_CurrentChunk.ID == FileHead.OBJECT_MESH)//正读入的是一个新块
                {
                    //使用递归函数调用,处理该新块
                    ProcessNextObjectChunk(pModel, pObject, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.OBJECT_VERTICES)//读入的是对象顶点
                {
                    ReadVertices(pObject, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.OBJECT_FACES)//读入的是对象的面
                {
                    ReadVertexIndices(pObject, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.OBJECT_MATERIAL)//读入的是对象的材质名称
                {
                    //该块保存了对象材质的名称,可能是一个颜色,也可能是一个纹理映射。
                    //同时在该块中也保存了纹理对象所赋予的面

                    //下面读入对象的材质名称
                    ReadObjectMaterial(pModel, pObject, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.OBJECT_UV)//读入对象的UV纹理坐标
                {
                    ReadUVCoordinates(pObject, m_CurrentChunk);
                }
                else
                {
                    //掠过不需要读入的块
                    while (m_CurrentChunk.bytesRead != m_CurrentChunk.length)
                    {
                        int[] b = new int[1];
                        m_CurrentChunk.bytesRead += fread(ref b, 1, m_FilePointer);
                    }
                }

                //添加从最后块中读入的字节数
                pPreviousChunk.bytesRead += m_CurrentChunk.bytesRead;
            }
            //当前快设置为前面的块
            m_CurrentChunk = pPreviousChunk;
        }
Пример #7
0
        //处理所有的材质信息
        void ProcessNextMaterialChunk(t3DModel pModel, tChunk pPreviousChunk)
        {
            //给当前块分配存储空间
            m_CurrentChunk = new tChunk();

            //继续读入这些块,直到该子块结束
            while (pPreviousChunk.bytesRead < pPreviousChunk.length)
            {
                //读入下一块
                ReadChunk(m_CurrentChunk);

                //判断读入的是什么块
                if (m_CurrentChunk.ID == FileHead.MATNAME)//材质的名称
                {
                    //读入材质的名称
                    m_CurrentChunk.bytesRead += fread(ref pModel.pMaterials[pModel.numOfMaterials - 1].strName, m_CurrentChunk.length - m_CurrentChunk.bytesRead, m_FilePointer);
                }
                else if (m_CurrentChunk.ID == FileHead.MATDIFFUSE)//对象的RGB颜色
                {
                    ReadColorChunk(pModel.pMaterials[pModel.numOfMaterials - 1], m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.MATMAP)//纹理信息头部
                {
                    //进入下一个材质块信息
                    ProcessNextMaterialChunk(pModel, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.MATMAPFILE)
                {
                    //读入材质文件名称
                    pModel.pMaterials[pModel.numOfMaterials - 1].strFile = base_dir;
                    m_CurrentChunk.bytesRead += fread(ref pModel.pMaterials[pModel.numOfMaterials - 1].strFile, m_CurrentChunk.length - m_CurrentChunk.bytesRead, m_FilePointer);
                }
                else
                {
                    //掠过不需要读入的块
                    while (m_CurrentChunk.bytesRead != m_CurrentChunk.length)
                    {
                        int[] b = new int[1];
                        m_CurrentChunk.bytesRead += fread(ref b, 1, m_FilePointer);
                    }
                }
                //添加从最后块中读入的字节数
                pPreviousChunk.bytesRead += m_CurrentChunk.bytesRead;
            }
            //当前快设置为前面的块
            m_CurrentChunk = pPreviousChunk;
        }
Пример #8
0
        //读入对象的顶点
        void ReadVertices(t3DObject pObject, tChunk pPreviousChunk)
        {
            //在读入实际的顶点之前,首先必须确定需要读入多少个顶点。

            //读入顶点的数目
            pPreviousChunk.bytesRead += fread(ref pObject.numOfVerts, 2, m_FilePointer);

            //分配顶点的储存空间,然后初始化结构体
            pObject.pVerts = new CVector3[pObject.numOfVerts];

            //读入顶点序列
            pPreviousChunk.bytesRead += fread(ref pObject.pVerts, pPreviousChunk.length - pPreviousChunk.bytesRead, m_FilePointer);

            //因为3DMax的模型Z轴是指向上的,将y轴和z轴翻转——y轴和z轴交换,再把z轴反向

            //遍历所有的顶点
            //for (int i = 0; i < pObject.numOfVerts; i++)
            //{
            //    float fTempY = pObject.pVerts[i].y;
            //    pObject.pVerts[i].y = pObject.pVerts[i].z;
            //    pObject.pVerts[i].z = -1 * fTempY;
            //}
        }
Пример #9
0
        //读出3ds文件的主要部分
        void ProcessNextChunk(t3DModel pModel, tChunk pPreviousChunk)
        {
            t3DObject newObject = new t3DObject();
            int       version   = 0;

            m_CurrentChunk = new tChunk();

            //  下面每读一个新块,都要判断一下块的ID,如果该块是需要的读入的,则继续进行
            //  如果是不需要读入的块,则略过

            // 继续读入子块,直到达到预定的长度
            while (pPreviousChunk.bytesRead < pPreviousChunk.length)
            {
                //读入下一个块
                ReadChunk(m_CurrentChunk);

                //判断ID号
                if (m_CurrentChunk.ID == FileHead.VERSION)
                {
                    m_CurrentChunk.bytesRead += fread(ref version, m_CurrentChunk.length - m_CurrentChunk.bytesRead, m_FilePointer);

                    // 如果文件版本号大于3,给出一个警告信息
                    if (version > 3)
                    {
                        Debug.WriteLine("Warning:  This 3DS file is over version 3 so it may load incorrectly");
                    }
                }
                else if (m_CurrentChunk.ID == FileHead.OBJECTINFO)
                {
                    //读入下一个块
                    ReadChunk(m_TempChunk);

                    //获得网络的版本号
                    m_TempChunk.bytesRead += fread(ref version, m_TempChunk.length - m_TempChunk.bytesRead, m_FilePointer);

                    //增加读入的字节数
                    m_CurrentChunk.bytesRead += m_TempChunk.bytesRead;

                    //进入下一个块
                    ProcessNextChunk(pModel, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.MATERIAL)//材质信息
                {
                    //材质的数目递增
                    pModel.numOfMaterials++;
                    //在纹理链表中添加一个空白纹理结构
                    pModel.pMaterials.Add(new tMaterialInfo());
                    //进入材质装入函数
                    ProcessNextMaterialChunk(pModel, m_CurrentChunk);
                }
                else if (m_CurrentChunk.ID == FileHead.OBJECT)//对象的名称
                {
                    //对象数目递增
                    pModel.numOfObjects++;

                    //添加一个新的tObject节点到对象的链表中
                    pModel.pObject.Add(new t3DObject());

                    //获得并保存对象的名称,然后增加读入的字节数
                    m_CurrentChunk.bytesRead += getStr(ref pModel.pObject[pModel.numOfObjects - 1].strName);

                    //进入其余对象信息的读入
                    ProcessNextObjectChunk(pModel, pModel.pObject[pModel.numOfObjects - 1], m_CurrentChunk);
                }
                else
                {
                    // 跳过关键帧块的读入,增加需要读入的字节数 EDITKEYFRAME
                    // 跳过所有忽略的块的内容的读入,增加需要读入的字节数
                    while (m_CurrentChunk.bytesRead != m_CurrentChunk.length)
                    {
                        int[] b = new int[1];
                        m_CurrentChunk.bytesRead += fread(ref b, 1, m_FilePointer);
                    }
                }
                //添加从最后块中读入的字节数
                pPreviousChunk.bytesRead += m_CurrentChunk.bytesRead;
            }
            //当前快设置为前面的块
            m_CurrentChunk = pPreviousChunk;
        }