示例#1
0
文件: D3Helper.cs 项目: 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;
		}
示例#2
0
文件: ToothGraphic.cs 项目: mnisl/OD
		///<summary>Should only be run on startup for efficiency.</summary>
		private void ImportObj() {
			byte[] buffer=null;
			if(toothID=="1" || toothID=="16") {
				buffer=Properties.Resources.tooth1;
			}
			else if(toothID=="2" || toothID=="15") {
				buffer=Properties.Resources.tooth2;
			}
			else if(toothID=="3" || toothID=="14") {
				//file+="3.obj";
				buffer=Properties.Resources.tooth3;
			}
			else if(toothID=="4" || toothID=="13") {
				buffer=Properties.Resources.tooth4;
			}
			else if(toothID=="5" || toothID=="12") {
				buffer=Properties.Resources.tooth5;
			}
			else if(toothID=="6" || toothID=="11") {
				buffer=Properties.Resources.tooth6;
			}
			else if(toothID=="7" ||toothID=="10") {
				buffer=Properties.Resources.tooth7;
			}
			else if(toothID=="8" || toothID=="9") {
				buffer=Properties.Resources.tooth8;
			}
			else if(toothID=="17" || toothID=="32") {
				buffer=Properties.Resources.tooth32;
			}
			else if(toothID=="18" || toothID=="31") {
				buffer=Properties.Resources.tooth31;
			}
			else if(toothID=="19" || toothID=="30") {
				buffer=Properties.Resources.tooth30;
			}
			else if(toothID=="20" || toothID=="29") {
				buffer=Properties.Resources.tooth29;
			}
			else if(toothID=="21" || toothID=="28") {
				buffer=Properties.Resources.tooth28;
			}
			else if(toothID=="22" || toothID=="27") {
				buffer=Properties.Resources.tooth27;
			}
			else if(toothID=="23" || toothID=="24" || toothID=="25" ||toothID=="26") {
				buffer=Properties.Resources.tooth25;
			}
			else if(toothID=="A" || toothID=="J") {
				buffer=Properties.Resources.toothA;
			}
			else if(toothID=="B" || toothID=="I") {
				buffer=Properties.Resources.toothB;
			}
			else if(toothID=="C" || toothID=="H") {
				buffer=Properties.Resources.toothC;
			}
			else if(toothID=="D" || toothID=="G") {
				buffer=Properties.Resources.toothD;
			}
			else if(toothID=="E" || toothID=="F") {
				buffer=Properties.Resources.toothE;
			}
			else if(toothID=="P" || toothID=="O" || toothID=="Q" || toothID=="N") {
				buffer=Properties.Resources.toothP;
			}
			else if(toothID=="R" || toothID=="M") {
				buffer=Properties.Resources.toothR;
			}
			else if(toothID=="S" || toothID=="L") {
				buffer=Properties.Resources.toothS;
			}
			else if(toothID=="T" || toothID=="K") {
				buffer=Properties.Resources.toothT;
			}
			else if(toothID=="implant"){
				buffer=Properties.Resources.implant;
			}
			bool flipHorizontally=false;
			if(toothID!="implant" && IdToInt(toothID)>=9 && IdToInt(toothID)<=24) {
				flipHorizontally=true;
			}
			//There will not necessarily be the same number of vertices as normals.
			//But as they get paired up later, we will create a 1:1 relationship.
			List<Vertex3f> verts=new List<Vertex3f>();
			List<Vertex3f> norms=new List<Vertex3f>();
			Groups=new List<ToothGroup>();
			//ArrayList ALf=new ArrayList();//faces always part of a group
			List<Face> faces=new List<Face>();
			MemoryStream stream=new MemoryStream(buffer);
			using(StreamReader sr = new StreamReader(stream)){
				String line;
				Vertex3f vertex;
				string[] items;
				string[] subitems;
				Face face;
				ToothGroup group=null;
				while((line = sr.ReadLine()) != null) {
					if(line.StartsWith("#")//comment
						|| line.StartsWith("mtllib")//material library.  We build our own.
						|| line.StartsWith("usemtl")//use material
						|| line.StartsWith("o")) {//object. There's only one object 
						continue;
					}
					if(line.StartsWith("v ")) {//vertex
						items=line.Split(new char[] { ' ' });
						vertex=new Vertex3f();//float[3];
						if(flipHorizontally) {
							vertex.X=-Convert.ToSingle(items[1],CultureInfo.InvariantCulture);
						}
						else {
							vertex.X=Convert.ToSingle(items[1],CultureInfo.InvariantCulture);
						}
						vertex.Y=Convert.ToSingle(items[2],CultureInfo.InvariantCulture);
						vertex.Z=Convert.ToSingle(items[3],CultureInfo.InvariantCulture);
						verts.Add(vertex);
						continue;
					}
					if(line.StartsWith("vn")) {//vertex normal
						items=line.Split(new char[] { ' ' });
						vertex=new Vertex3f();//new float[3];
						if(flipHorizontally) {
							vertex.X=-Convert.ToSingle(items[1],CultureInfo.InvariantCulture);
						}
						else {
							vertex.X=Convert.ToSingle(items[1],CultureInfo.InvariantCulture);
						}
						vertex.Y=Convert.ToSingle(items[2],CultureInfo.InvariantCulture);
						vertex.Z=Convert.ToSingle(items[3],CultureInfo.InvariantCulture);
						norms.Add(vertex);
						continue;
					}
					if(line.StartsWith("g")) {//group
						if(group != null) {
							//move all faces into the existing group
							group.Faces=new List<Face>(faces);
							//move the existing group into the AL
							Groups.Add(group);
						}
						//start a new group to which all subsequent faces will be attached.
						group=new ToothGroup();
						faces=new List<Face>();
						//group.PaintColor=Color.FromArgb(255,255,253,209);//default to enamel
						switch(line) {
							default:
								group.GroupType=ToothGroupType.None;
								break;
							case "g cube1_Cementum":
								group.GroupType=ToothGroupType.Cementum;
								break;
							case "g cube1_Enamel2":
								group.GroupType=ToothGroupType.Enamel;
								break;
							case "g cube1_M":
								group.GroupType=ToothGroupType.M;
								break;
							case "g cube1_D":
								group.GroupType=ToothGroupType.D;
								break;
							case "g cube1_F":
								group.GroupType=ToothGroupType.F;
								break;
							case "g cube1_I":
								group.GroupType=ToothGroupType.I;
								break;
							case "g cube1_L":
								group.GroupType=ToothGroupType.L;
								break;
							case "g cube1_V":
								group.GroupType=ToothGroupType.V;
								break;
							case "g cube1_B":
								group.GroupType=ToothGroupType.B;
								break;
							case "g cube1_O":
								group.GroupType=ToothGroupType.O;
								break;
							case "g cube1_Canals":
								group.GroupType=ToothGroupType.Canals;
								break;
							case "g cube1_Buildup":
								group.GroupType=ToothGroupType.Buildup;
								break;
							case "g cube1_Implant":
								group.GroupType=ToothGroupType.Implant;
								break;
							case "g cube1_EnamelF":
								group.GroupType=ToothGroupType.EnamelF;
								break;
							case "g cube1_DF":
								group.GroupType=ToothGroupType.DF;
								break;
							case "g cube1_MF":
								group.GroupType=ToothGroupType.MF;
								break;
							case "g cube1_IF":
								group.GroupType=ToothGroupType.IF;
								break;
						}
					}
					if(line.StartsWith("f")) {//face. Usually 4 vertices, but not always.
						items=line.Split(new char[] { ' ' });
						face=new Face();
						VertexNormal vertnorm;
						int vertIdx;
						int normIdx;
						//do we need to load these backwards for flipping, so they'll still be counterclockwise?
						//It seems to work anyway, but it's something to keep in mind for later.
						for(int i=1;i<items.Length;i++){//face.GetLength(0);i++) {
							subitems=items[i].Split(new char[] { '/' });// eg: 9//9  this is an index to a given vertex/normal.
							vertnorm=new VertexNormal();//unlike the old way of just storing idxs, we will actually store vertices.
							vertIdx=Convert.ToInt32(subitems[0])-1;
							normIdx=Convert.ToInt32(subitems[2])-1;
							vertnorm.Vertex=verts[vertIdx];
							vertnorm.Normal=norms[normIdx];
							face.IndexList.Add(GetIndexForVertNorm(vertnorm));
						}
						faces.Add(face);
						continue;
					}
				}//while readline
				//For the very last group, move all faces into the group
				group.Faces=new List<Face>(faces);//new int[ALf.Count][][];
				//move the last group into the AL
				Groups.Add(group);
			}
			//MessageBox.Show(Vertices[2,2].ToString());
		}
示例#3
0
文件: Face.cs 项目: nampn/ODental
 public Face Copy()
 {
     Face f=new Face();
     f.IndexList=new List<int>(this.IndexList);
     return f;
 }