/// <summary> /// Loads a model from a file. /// </summary> /// <param name="filename">File to load model from</param> /// <returns>ObjVolume of loaded model</returns> public static MyComplexObjectFactory3 LoadFromFile(string filename) { MyComplexObjectFactory3 obj = new MyComplexObjectFactory3(); try { using (StreamReader reader = new StreamReader(new FileStream(filename, FileMode.Open, FileAccess.Read))) { obj = LoadFromString(reader.ReadToEnd()); } } catch (FileNotFoundException e) { Console.WriteLine("File not found: {0}", filename); } catch (Exception e) { Console.WriteLine("Error loading file: {0}.\n{1}", filename, e); } return(obj); }
public static MyComplexObjectFactory3 LoadFromString(string obj) { Dictionary <String, int> materials = new Dictionary <string, int>(); String curMaterial = ""; NumberStyles style = NumberStyles.Float; CultureInfo culture = CultureInfo.CreateSpecificCulture("en-US"); // Seperate lines from the file List <String> lines = new List <string>(obj.Split('\n')); // Lists to hold model data List <Vector3> verts = new List <Vector3>(); List <Vector3> normals = new List <Vector3>(); List <Vector2> texs = new List <Vector2>(); List <Tuple <TempVertex, TempVertex, TempVertex> > faces = new List <Tuple <TempVertex, TempVertex, TempVertex> >(); // Base values verts.Add(new Vector3()); texs.Add(new Vector2()); normals.Add(new Vector3()); // Read file line by line foreach (String line in lines) { if (line.StartsWith("v ")) // Vertex definition { // Cut off beginning of line String temp = line.Substring(2); Vector3 vec = new Vector3(); if (temp.Trim().Count((char c) => c == ' ') == 2) // Check if there's enough elements for a vertex { String[] vertparts = temp.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); // Attempt to parse each part of the vertice bool success = float.TryParse(vertparts[0], style, culture, out vec.X); success |= float.TryParse(vertparts[1], style, culture, out vec.Y); success |= float.TryParse(vertparts[2], style, culture, out vec.Z); // If any of the parses failed, report the error if (!success) { Console.WriteLine("Error parsing vertex: {0}", line); } } else { Console.WriteLine("Error parsing vertex: {0}", line); } verts.Add(vec); } else if (line.StartsWith("vt ")) // Texture coordinate { // Cut off beginning of line String temp = line.Substring(2); Vector2 vec = new Vector2(); if (temp.Trim().Count((char c) => c == ' ') > 0) // Check if there's enough elements for a vertex { String[] texcoordparts = temp.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); // Attempt to parse each part of the vertice bool success = float.TryParse(texcoordparts[0], style, culture, out vec.X); success |= float.TryParse(texcoordparts[1], style, culture, out vec.Y); // If any of the parses failed, report the error if (!success) { Console.WriteLine("Error parsing texture coordinate: {0}", line); } } else { Console.WriteLine("Error parsing texture coordinate: {0}", line); } texs.Add(vec); } else if (line.StartsWith("vn ")) // Normal vector { // Cut off beginning of line String temp = line.Substring(2); Vector3 vec = new Vector3(); if (temp.Trim().Count((char c) => c == ' ') == 2) // Check if there's enough elements for a normal { String[] vertparts = temp.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); // Attempt to parse each part of the vertice bool success = float.TryParse(vertparts[0], style, culture, out vec.X); success |= float.TryParse(vertparts[1], style, culture, out vec.Y); success |= float.TryParse(vertparts[2], style, culture, out vec.Z); // If any of the parses failed, report the error if (!success) { Console.WriteLine("Error parsing normal: {0}", line); } } else { Console.WriteLine("Error parsing normal: {0}", line); } normals.Add(vec); } else if (line.StartsWith("f ")) // Face definition { // Cut off beginning of line String temp = line.Substring(2); Tuple <TempVertex, TempVertex, TempVertex> face = new Tuple <TempVertex, TempVertex, TempVertex>(new TempVertex(), new TempVertex(), new TempVertex()); if (temp.Trim().Count((char c) => c == ' ') >= 2) // Check if there's enough elements for a face { String[] faceparts = temp.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); bool success = true; if (temp.Trim().Count((char c) => c == ' ') == 3) { int v1, v2, v3; int v11, v22, v33; int t1, t2, t3; int t11, t22, t33; int n1, n2, n3; int n11, n22, n33; // Attempt to parse each part of the face success = int.TryParse(faceparts[0].Split('/')[0], out v1); success |= int.TryParse(faceparts[1].Split('/')[0], out v2); success |= int.TryParse(faceparts[2].Split('/')[0], out v3); success |= int.TryParse(faceparts[0].Split('/')[0], out v11); success |= int.TryParse(faceparts[2].Split('/')[0], out v22); success |= int.TryParse(faceparts[3].Split('/')[0], out v33); if (faceparts[0].Count((char c) => c == '/') >= 2) { success |= int.TryParse(faceparts[0].Split('/')[1], out t1); success |= int.TryParse(faceparts[1].Split('/')[1], out t2); success |= int.TryParse(faceparts[2].Split('/')[1], out t3); success |= int.TryParse(faceparts[0].Split('/')[1], out t11); success |= int.TryParse(faceparts[2].Split('/')[1], out t22); success |= int.TryParse(faceparts[3].Split('/')[1], out t33); success |= int.TryParse(faceparts[0].Split('/')[2], out n1); success |= int.TryParse(faceparts[1].Split('/')[2], out n2); success |= int.TryParse(faceparts[2].Split('/')[2], out n3); success |= int.TryParse(faceparts[0].Split('/')[2], out n11); success |= int.TryParse(faceparts[2].Split('/')[2], out n22); success |= int.TryParse(faceparts[3].Split('/')[2], out n33); } else { t1 = t2 = t3 = t11 = t22 = t33 = n1 = n2 = n3 = n11 = n22 = n33 = 0; } // If any of the parses failed, report the error if (!success) { Console.WriteLine("Error parsing face: {0}", line); } else { TempVertex tv1 = new TempVertex(v1, n1, t1, curMaterial); TempVertex tv2 = new TempVertex(v2, n2, t2, curMaterial); TempVertex tv3 = new TempVertex(v3, n3, t3, curMaterial); TempVertex tv11 = new TempVertex(v11, n11, t11, curMaterial); TempVertex tv22 = new TempVertex(v22, n22, t22, curMaterial); TempVertex tv33 = new TempVertex(v33, n33, t33, curMaterial); face = new Tuple <TempVertex, TempVertex, TempVertex>(tv1, tv2, tv3); faces.Add(face); face = new Tuple <TempVertex, TempVertex, TempVertex>(tv11, tv22, tv33); faces.Add(face); } } else { int v1, v2, v3; int t1, t2, t3; int n1, n2, n3; // Attempt to parse each part of the face success = int.TryParse(faceparts[0].Split('/')[0], out v1); success |= int.TryParse(faceparts[1].Split('/')[0], out v2); success |= int.TryParse(faceparts[2].Split('/')[0], out v3); if (faceparts[0].Count((char c) => c == '/') >= 2) { success |= int.TryParse(faceparts[0].Split('/')[1], out t1); success |= int.TryParse(faceparts[1].Split('/')[1], out t2); success |= int.TryParse(faceparts[2].Split('/')[1], out t3); success |= int.TryParse(faceparts[0].Split('/')[2], out n1); success |= int.TryParse(faceparts[1].Split('/')[2], out n2); success |= int.TryParse(faceparts[2].Split('/')[2], out n3); } else { if (texs.Count > v1 && texs.Count > v2 && texs.Count > v3) { t1 = v1; t2 = v2; t3 = v3; } else { t1 = 0; t2 = 0; t3 = 0; } if (normals.Count > v1 && normals.Count > v2 && normals.Count > v3) { n1 = v1; n2 = v2; n3 = v3; } else { n1 = 0; n2 = 0; n3 = 0; } } // If any of the parses failed, report the error if (!success) { Console.WriteLine("Error parsing face: {0}", line); } else { TempVertex tv1 = new TempVertex(v1, n1, t1, curMaterial); TempVertex tv2 = new TempVertex(v2, n2, t2, curMaterial); TempVertex tv3 = new TempVertex(v3, n3, t3, curMaterial); face = new Tuple <TempVertex, TempVertex, TempVertex>(tv1, tv2, tv3); faces.Add(face); } } } else { Console.WriteLine("Error parsing face: {0}", line); } } else if (line.StartsWith("usemtl ")) { String temp = line.Substring(7); curMaterial = temp; } } // Create the ObjVolume MyComplexObjectFactory3 vol = new MyComplexObjectFactory3(); foreach (var face in faces) { FaceVertex2 v1 = new FaceVertex2(verts[face.Item1.Vertex], normals[face.Item1.Normal], texs[face.Item1.Texcoord], face.Item1.matName); FaceVertex2 v2 = new FaceVertex2(verts[face.Item2.Vertex], normals[face.Item2.Normal], texs[face.Item2.Texcoord], face.Item2.matName); FaceVertex2 v3 = new FaceVertex2(verts[face.Item3.Vertex], normals[face.Item3.Normal], texs[face.Item3.Texcoord], face.Item3.matName); vol.faces.Add(new Tuple <FaceVertex2, FaceVertex2, FaceVertex2>(v1, v2, v3)); } vol.mapIndices(vol.faces); return(vol); }