public static void QubicleImport(QubicleImport existingImport)
 {
     using (BinaryReader stream = new BinaryReader(new FileStream(existingImport.ImportedFile, FileMode.Open)))
     {
         FromQubicle(stream, existingImport, existingImport.ImportedVoxelSize);
     }
 }
示例#2
0
        public static void QubicleImport(QubicleImport existingImport)
        {
            var extension = Path.GetExtension(existingImport.ImportedFile);

            using (BinaryReader stream = new BinaryReader(new FileStream(existingImport.ImportedFile, FileMode.Open)))
            {
                if (extension.ToLower() == ".qb")
                {
                    FromQubicleQB(stream, existingImport.gameObject, existingImport.ImportedVoxelSize);
                }

                if (extension.ToLower() == ".qbt")
                {
                    FromQubicleQBT(stream, existingImport.gameObject, existingImport.ImportedVoxelSize);
                }
            }
        }
        private static void FromQubicle(BinaryReader stream, QubicleImport root, float voxelSize)
        {
            //const int MAX_VOLUME_DIMENSION = 64;

            uint sizex = 0;
            uint sizey = 0;
            uint sizez = 0;

//            uint version;
            uint colorFormat;
            uint zAxisOrientation;
            uint compressed;
//            uint visibilityMaskEncoded;
            uint numMatrices;

            uint i;
            uint j;
            uint x;
            uint y;
            uint z;

            int posX;
            int posY;
            int posZ;

            uint[,,] matrix;
            List <uint[, , ]> matrixList = new List <uint[, , ]>();
            uint       index;
            uint       data;
            uint       count;
            const uint CODEFLAG      = 2;
            const uint NEXTSLICEFLAG = 6;

            //version = stream.ReadUInt32();
            stream.ReadUInt32();
            colorFormat      = stream.ReadUInt32();
            zAxisOrientation = stream.ReadUInt32();
            compressed       = stream.ReadUInt32();
            //visibilityMaskEncoded = stream.ReadUInt32();
            stream.ReadUInt32();
            numMatrices = stream.ReadUInt32();

            string volumeName = root.name;
            string path       = Helper.GetMeshStorePath();

            for (int d = root.transform.childCount - 1; d >= 0; d--)
            {
                Volume vol = root.transform.GetChild(d).GetComponent <Volume>();
                if (vol != null)
                {
                    if (Directory.Exists(path))
                    {
                        DirectoryInfo   di   = new DirectoryInfo(path);
                        DirectoryInfo[] dirs = di.GetDirectories();
                        for (int dir = 0; dir < dirs.Length; dir++)
                        {
                            if (dirs[dir].Name.ToLower() == vol.AssetGuid.ToLower())
                            {
                                dirs[dir].Delete(true);
                                break;
                            }
                        }
                    }
                    GameObject.DestroyImmediate(root.transform.GetChild(d).gameObject);
                }
            }

            for (i = 0; i < numMatrices; i++) // for each matrix stored in file
            {
                // read matrix name
                byte   nameLength = stream.ReadByte();
                string name       = new string(stream.ReadChars(nameLength));

                // read matrix size
                sizex = stream.ReadUInt32();
                sizey = stream.ReadUInt32();
                sizez = stream.ReadUInt32();

                // read matrix position (in this example the position is irrelevant)
                posX = stream.ReadInt32();
                posY = stream.ReadInt32();
                posZ = stream.ReadInt32();

                // create matrix and add to matrix list
                matrix = new uint[sizex, sizey, sizez];
                matrixList.Add(matrix);

                if (compressed == 0)  // if uncompressd
                {
                    for (z = 0; z < sizez; z++)
                    {
                        for (y = 0; y < sizey; y++)
                        {
                            for (x = 0; x < sizex; x++)
                            {
                                matrix[x, y, z] = stream.ReadUInt32();
                            }
                        }
                    }
                }
                else  // if compressed
                {
                    z = 0;

                    while (z < sizez)
                    {
                        index = 0;

                        while (true)
                        {
                            data = stream.ReadUInt32();

                            if (data == NEXTSLICEFLAG)
                            {
                                break;
                            }
                            else if (data == CODEFLAG)
                            {
                                count = stream.ReadUInt32();
                                data  = stream.ReadUInt32();

                                for (j = 0; j < count; j++)
                                {
                                    x = index % sizex; // mod = modulo e.g. 12 mod 8 = 4
                                    y = index / sizex; // div = integer division e.g. 12 div 8 = 1
                                    index++;
                                    matrix[x, y, z] = data;
                                }
                            }
                            else
                            {
                                x = index % sizex;
                                y = index / sizex;
                                index++;
                                matrix[x, y, z] = data;
                            }
                        }
                        z++;
                    }
                }


                var newObject =
                    Editor.Instantiate(EditorUtility.VoxelVolumePrefab, Vector3.zero, Quaternion.identity) as
                    GameObject;
                if (newObject != null)
                {
                    newObject.name = name != ""?name:volumeName;
                    newObject.GetComponent <Volume>().Material = EditorUtility.PicaVoxelDiffuseMaterial;
                    newObject.GetComponent <Volume>().GenerateBasic(FillMode.None);
                    Volume voxelVolume = newObject.GetComponent <Volume>();

                    voxelVolume.XSize            = Convert.ToInt32(sizex);
                    voxelVolume.YSize            = Convert.ToInt32(sizey);
                    voxelVolume.ZSize            = Convert.ToInt32(sizez);
                    voxelVolume.Frames[0].XSize  = Convert.ToInt32(sizex);
                    voxelVolume.Frames[0].YSize  = Convert.ToInt32(sizey);
                    voxelVolume.Frames[0].ZSize  = Convert.ToInt32(sizez);
                    voxelVolume.Frames[0].Voxels = new Voxel[sizex * sizey * sizez];
                    for (int v = 0; v < voxelVolume.Frames[0].Voxels.Length; v++)
                    {
                        voxelVolume.Frames[0].Voxels[v].Value = 128;
                    }
                    voxelVolume.VoxelSize = voxelSize;

                    if (zAxisOrientation == 0)
                    {
                        voxelVolume.Pivot = new Vector3(sizex, 0, 0) * voxelSize;
                        voxelVolume.UpdatePivot();
                    }

                    for (z = 0; z < sizez; z++)
                    {
                        for (y = 0; y < sizey; y++)
                        {
                            for (x = 0; x < sizex; x++)
                            {
                                Color col = UIntToColor(matrix[x, y, z], colorFormat);

                                if (matrix[x, y, z] != 0)
                                {
                                    voxelVolume.Frames[0].Voxels[(zAxisOrientation == 0 ? sizex - 1 - x : x) + sizex * (y + sizey * z)] = new Voxel()
                                    {
                                        State = VoxelState.Active,
                                        Color = col,
                                        Value = 128
                                    }
                                }
                                ;
                            }
                        }
                    }


                    voxelVolume.CreateChunks();
                    voxelVolume.SaveForSerialize();

                    newObject.transform.position = (new Vector3((zAxisOrientation == 0 ? -posX : posX), posY, posZ) * voxelSize);
                    newObject.transform.parent   = root.transform;
                }
                // }
            }
        }
 private void OnEnable()
 {
     qubicleImport = (QubicleImport)target;
 }
 private void OnEnable()
 {
     qubicleImport = (QubicleImport) target;
 }
示例#6
0
 public static void QubicleImport(QubicleImport existingImport)
 {
     using (BinaryReader stream = new BinaryReader(new FileStream(existingImport.ImportedFile, FileMode.Open)))
     {
         FromQubicle(stream, existingImport, existingImport.ImportedVoxelSize);
     }
 }
示例#7
0
        private static void FromQubicle(BinaryReader stream, QubicleImport root, float voxelSize)
        {
            //const int MAX_VOLUME_DIMENSION = 64;

            uint sizex=0;
            uint sizey=0;
            uint sizez=0;

//            uint version;
            uint colorFormat;
            uint zAxisOrientation;
            uint compressed;
//            uint visibilityMaskEncoded;
            uint numMatrices;

            uint i;
            uint j;
            uint x;
            uint y;
            uint z;

            int posX;
            int posY;
            int posZ;
            uint[,,] matrix;
            List<uint[,,]> matrixList = new List<uint[,,]>();
            uint index;
            uint data;
            uint count;
            const uint CODEFLAG = 2;
            const uint NEXTSLICEFLAG = 6;
 
           //version = stream.ReadUInt32();
            stream.ReadUInt32();
           colorFormat = stream.ReadUInt32();
           zAxisOrientation = stream.ReadUInt32();
           compressed = stream.ReadUInt32();
           //visibilityMaskEncoded = stream.ReadUInt32();
            stream.ReadUInt32();
           numMatrices = stream.ReadUInt32();

            string volumeName = root.name;
            string path = Helper.GetMeshStorePath();
            for (int d = root.transform.childCount - 1; d >= 0; d--)
            {
                Volume vol = root.transform.GetChild(d).GetComponent<Volume>();
                if (vol != null)
                {
                    if (Directory.Exists(path))
                    {
                        DirectoryInfo di = new DirectoryInfo(path);
                        DirectoryInfo[] dirs = di.GetDirectories();
                        for (int dir=0;dir<dirs.Length;dir++)
                        {
                            if (dirs[dir].Name.ToLower() == vol.AssetGuid.ToLower())
                            {
                                dirs[dir].Delete(true);
                                break;
                            }
                        }
                    }
                    GameObject.DestroyImmediate(root.transform.GetChild(d).gameObject);
                }
            }

            for (i = 0; i < numMatrices; i++) // for each matrix stored in file
            {
                 // read matrix name
                 byte nameLength = stream.ReadByte();
                 string name = new string(stream.ReadChars(nameLength));

                 // read matrix size 
                 sizex = stream.ReadUInt32();
                 sizey = stream.ReadUInt32();
                 sizez = stream.ReadUInt32();
   
                 // read matrix position (in this example the position is irrelevant)
                 posX = stream.ReadInt32();
                 posY = stream.ReadInt32();
                 posZ = stream.ReadInt32();
   
                 // create matrix and add to matrix list
                 matrix = new uint[sizex,sizey,sizez];
                 matrixList.Add(matrix);
   
                 if (compressed == 0) // if uncompressd
                 {
                   for(z = 0; z < sizez; z++)
                     for(y = 0; y < sizey; y++)
                         for (x = 0; x < sizex; x++)
                             matrix[x, y, z] = stream.ReadUInt32();
                 }
                 else // if compressed
                 { 
                   z = 0;

                   while (z < sizez) 
                   {
                
                     index = 0;
       
                     while (true) 
                     {
                       data = stream.ReadUInt32();
         
                       if (data == NEXTSLICEFLAG)
                         break;
                       else if (data == CODEFLAG) 
                       {
                         count = stream.ReadUInt32();
                         data = stream.ReadUInt32();
           
                         for(j = 0; j < count; j++) 
                         {
                           x = index % sizex ; // mod = modulo e.g. 12 mod 8 = 4
                           y = index / sizex ; // div = integer division e.g. 12 div 8 = 1
                           index++;
                           matrix[x ,y ,z] = data;
                         }
                       }
                       else 
                       {
                         x = index % sizex;
                         y = index / sizex ;
                         index++;
                         matrix[x,y ,z] = data;
                       }
                     }
                     z++;
                   }
                 }


                var newObject =
                    Editor.Instantiate(EditorUtility.VoxelVolumePrefab, Vector3.zero, Quaternion.identity) as
                        GameObject;
                if (newObject != null)
                {
                    newObject.name = name!=""?name:volumeName;
                    newObject.GetComponent<Volume>().Material = EditorUtility.PicaVoxelDiffuseMaterial;
                    newObject.GetComponent<Volume>().GenerateBasic(FillMode.None);
                    Volume voxelVolume = newObject.GetComponent<Volume>();

                    voxelVolume.XSize = Convert.ToInt32(sizex);
                    voxelVolume.YSize = Convert.ToInt32(sizey);
                    voxelVolume.ZSize = Convert.ToInt32(sizez);
                    voxelVolume.Frames[0].XSize = Convert.ToInt32(sizex);
                    voxelVolume.Frames[0].YSize = Convert.ToInt32(sizey);
                    voxelVolume.Frames[0].ZSize = Convert.ToInt32(sizez);
                    voxelVolume.Frames[0].Voxels = new Voxel[sizex * sizey * sizez];
                    for (int v = 0; v < voxelVolume.Frames[0].Voxels.Length; v++) voxelVolume.Frames[0].Voxels[v].Value = 128;
                    voxelVolume.VoxelSize = voxelSize;

                    if (zAxisOrientation == 0)
                    {
                        voxelVolume.Pivot = new Vector3(sizex, 0, 0)*voxelSize;
                        voxelVolume.UpdatePivot();
                    }

                    for (z = 0; z < sizez; z++)
                        for (y = 0; y < sizey; y++)
                            for (x = 0; x < sizex; x++)
                            {

                                Color col = UIntToColor(matrix[x, y, z], colorFormat);

                                if (matrix[x, y, z] != 0)
                                    voxelVolume.Frames[0].Voxels[(zAxisOrientation == 0 ? sizex - 1 - x : x) + sizex * (y + sizey * z)] = new Voxel()
                                    {
                                        State = VoxelState.Active,
                                        Color = col,
                                        Value = 128
                                    };
                            }


                    voxelVolume.CreateChunks();
                    voxelVolume.SaveForSerialize();

                    newObject.transform.position = (new Vector3((zAxisOrientation == 0 ? -posX : posX), posY, posZ) * voxelSize);
                    newObject.transform.parent = root.transform;
                }
           // }
            }


            
        }