mirror of
https://github.com/sampletext32/ParkanPlayground.git
synced 2026-08-15 02:57:49 +04:00
msh improvements
This commit is contained in:
+223
-240
@@ -7,325 +7,308 @@ namespace ParkanPlayground;
|
||||
public enum MshType
|
||||
{
|
||||
Unknown,
|
||||
Model, // Has component 06 (indices), 0D (batches), 07
|
||||
Landscape // Has component 0B (per-triangle material), uses 15 directly
|
||||
/// <summary>
|
||||
/// Для обычной модели минимальный геометрический путь сейчас выглядит так:
|
||||
/// 0x01 node
|
||||
/// -> 0x02 geometry slot
|
||||
/// -> 0x0D batch
|
||||
/// -> 0x06 indices
|
||||
/// -> 0x03 positions
|
||||
/// </summary>
|
||||
Model,
|
||||
Landscape
|
||||
}
|
||||
|
||||
public class MshConverter
|
||||
public sealed class MshConverter
|
||||
{
|
||||
/// <summary>Определяет тип MSH по набору hex-компонентов архива.</summary>
|
||||
public static MshType DetectMeshType(NResArchive archive)
|
||||
public void Convert(string mshPath, string? outputPath = null, int lod = 0, int group = 0)
|
||||
{
|
||||
bool hasComponent06 = archive.Files.Any(f => f.FileType == "06 00 00 00");
|
||||
bool hasComponent0B = archive.Files.Any(f => f.FileType == "0B 00 00 00");
|
||||
bool hasComponent0D = archive.Files.Any(f => f.FileType == "0D 00 00 00");
|
||||
|
||||
// Model: Uses indexed triangles via component 06 and batches via 0D
|
||||
if (hasComponent06 && hasComponent0D)
|
||||
return MshType.Model;
|
||||
|
||||
// Landscape: Uses direct triangles in component 15, with material data in 0B
|
||||
if (hasComponent0B && !hasComponent06)
|
||||
return MshType.Landscape;
|
||||
|
||||
return MshType.Unknown;
|
||||
}
|
||||
|
||||
/// <summary>Конвертирует .msh в OBJ с автоопределением типа меша.</summary>
|
||||
/// <param name="mshPath">Путь к .msh файлу.</param>
|
||||
/// <param name="outputPath">Путь к OBJ, по умолчанию рядом с исходным файлом.</param>
|
||||
/// <param name="lodLevel">LOD для экспорта.</param>
|
||||
/// <param name="group">Группа slot внутри LOD. slotIndex[lod * 5 + group].</param>
|
||||
public void Convert(string mshPath, string? outputPath = null, int lodLevel = 0, int group = 0)
|
||||
{
|
||||
var mshNresResult = NResParser.ReadFile(mshPath);
|
||||
if (mshNresResult.Archive is null)
|
||||
var result = NResParser.ReadFile(mshPath);
|
||||
if (result.Archive is null)
|
||||
{
|
||||
Console.WriteLine($"ERROR: Failed to read NRes archive: {mshNresResult.Error}");
|
||||
Console.WriteLine($"ERROR: Failed to read NRes archive: {result.Error}");
|
||||
return;
|
||||
}
|
||||
|
||||
var archive = mshNresResult.Archive;
|
||||
|
||||
var archive = result.Archive;
|
||||
var meshType = DetectMeshType(archive);
|
||||
|
||||
|
||||
outputPath ??= Path.ChangeExtension(mshPath, ".obj");
|
||||
|
||||
|
||||
Console.WriteLine($"Converting: {Path.GetFileName(mshPath)}");
|
||||
Console.WriteLine($"Detected type: {meshType}");
|
||||
|
||||
Console.WriteLine($"LOD: {lod}, group: {group}");
|
||||
|
||||
using var fs = new FileStream(mshPath, FileMode.Open, FileAccess.Read, FileShare.Read);
|
||||
|
||||
|
||||
switch (meshType)
|
||||
{
|
||||
case MshType.Model:
|
||||
ConvertModel(fs, archive, outputPath, lodLevel, group);
|
||||
ConvertModel(fs, archive, outputPath, lod, group);
|
||||
break;
|
||||
|
||||
case MshType.Landscape:
|
||||
ConvertLandscape(fs, archive, outputPath, lodLevel, group);
|
||||
ConvertLandscape(fs, archive, outputPath, lod, group);
|
||||
break;
|
||||
|
||||
default:
|
||||
Console.WriteLine("ERROR: Unknown mesh type, cannot convert.");
|
||||
Console.WriteLine("ERROR: Unknown or unsupported MSH type.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Конвертирует обычную модель в OBJ.
|
||||
/// Путь данных: 0x01 -> 0x02 -> 0x0D -> 0x06 -> 0x03.
|
||||
/// </summary>
|
||||
private void ConvertModel(FileStream fs, NResArchive archive, string outputPath, int lodLevel, int group)
|
||||
public static MshType DetectMeshType(NResArchive archive)
|
||||
{
|
||||
var component01 = Msh0x01.ReadComponent(fs, archive);
|
||||
var component02 = Msh0x02.ReadComponent(fs, archive);
|
||||
var component03 = Msh0x03.ReadComponent(fs, archive);
|
||||
var component06 = Msh0x06.ReadComponent(fs, archive);
|
||||
var component07 = Msh0x07.ReadComponent(fs, archive);
|
||||
var component0D = Msh0x0D.ReadComponent(fs, archive);
|
||||
var has03 = HasComponent(archive, "03");
|
||||
var has06 = HasComponent(archive, "06");
|
||||
var has0D = HasComponent(archive, "0D");
|
||||
var has15 = HasComponent(archive, "15");
|
||||
|
||||
Console.WriteLine($"Vertices: {component03.Count}");
|
||||
Console.WriteLine($"Pieces: {component01.Elements.Count}");
|
||||
Console.WriteLine($"Submeshes: {component02.Elements.Count}");
|
||||
|
||||
using var sw = new StreamWriter(outputPath, false, new UTF8Encoding(false));
|
||||
sw.WriteLine($"# Model mesh converted from {Path.GetFileName(outputPath)}");
|
||||
sw.WriteLine($"# LOD level: {lodLevel}");
|
||||
|
||||
foreach (var v in component03)
|
||||
if (has03 && has06 && has0D)
|
||||
{
|
||||
sw.WriteLine(FormattableString.Invariant($"v {v.X:F6} {v.Y:F6} {v.Z:F6}"));
|
||||
return MshType.Model;
|
||||
}
|
||||
|
||||
int exportedFaces = 0;
|
||||
|
||||
for (var pieceIndex = 0; pieceIndex < component01.Elements.Count; pieceIndex++)
|
||||
if (has03 && has15 && !has06)
|
||||
{
|
||||
var piece = component01.Elements[pieceIndex];
|
||||
|
||||
var submeshIdx = piece.ResolveSlotIndex(lodLevel, group);
|
||||
if (submeshIdx == 0xFFFF || submeshIdx >= component02.Elements.Count)
|
||||
continue;
|
||||
return MshType.Landscape;
|
||||
}
|
||||
|
||||
sw.WriteLine($"g piece_{pieceIndex}");
|
||||
|
||||
var submesh = component02.Elements[submeshIdx];
|
||||
var batchStart = submesh.BatchStart;
|
||||
var batchCount = submesh.BatchCount;
|
||||
if (batchStart + batchCount > component0D.Count)
|
||||
return MshType.Unknown;
|
||||
}
|
||||
|
||||
private static bool HasComponent(NResArchive archive, string hexType)
|
||||
{
|
||||
return archive.Files.Any(x => x.FileType.Equals($"{hexType} 00 00 00", StringComparison.OrdinalIgnoreCase));
|
||||
}
|
||||
|
||||
private static void ConvertModel(
|
||||
FileStream fs,
|
||||
NResArchive archive,
|
||||
string outputPath,
|
||||
int lod,
|
||||
int group)
|
||||
{
|
||||
var nodes = Msh0x01.ReadComponent(fs, archive);
|
||||
var geometry = Msh0x02.ReadComponent(fs, archive);
|
||||
var vertices = Msh0x03.ReadComponent(fs, archive);
|
||||
var indices = Msh0x06.ReadComponent(fs, archive);
|
||||
var batches = Msh0x0D.ReadComponent(fs, archive);
|
||||
|
||||
using var writer = CreateObjWriter(outputPath);
|
||||
|
||||
writer.WriteLine($"# MSH model converted from {Path.GetFileName(outputPath)}");
|
||||
writer.WriteLine($"# LOD: {lod}, group: {group}");
|
||||
writer.WriteLine($"# Nodes: {nodes.Nodes.Count}");
|
||||
writer.WriteLine($"# Geometry slots: {geometry.Slots.Count}");
|
||||
writer.WriteLine($"# Batches: {batches.Count}");
|
||||
writer.WriteLine($"# Vertices: {vertices.Count}");
|
||||
writer.WriteLine();
|
||||
|
||||
WriteVertices(writer, vertices);
|
||||
|
||||
var exportedFaces = 0;
|
||||
var skippedSlots = 0;
|
||||
var skippedBatches = 0;
|
||||
var skippedFaces = 0;
|
||||
|
||||
for (var pieceIndex = 0; pieceIndex < nodes.Nodes.Count; pieceIndex++)
|
||||
{
|
||||
var node = nodes.Nodes[pieceIndex];
|
||||
var slotIndex = node.ResolveSlotIndex(lod, group);
|
||||
|
||||
if (slotIndex == ushort.MaxValue)
|
||||
{
|
||||
Console.WriteLine($"WARNING: Batch range {batchStart}:{batchCount} out of range for piece {pieceIndex}");
|
||||
skippedSlots++;
|
||||
continue;
|
||||
}
|
||||
|
||||
for (var batchIdx = 0; batchIdx < batchCount; batchIdx++)
|
||||
if (slotIndex >= geometry.Slots.Count)
|
||||
{
|
||||
var batch = component0D[batchStart + batchIdx];
|
||||
var baseVertex = (int)batch.BaseVertex;
|
||||
var indexStart = (int)batch.IndexStart;
|
||||
var indexCount = batch.IndexCount;
|
||||
if (indexStart + indexCount > component06.Count)
|
||||
Warn($"Piece {pieceIndex}: geometry slot {slotIndex} out of range");
|
||||
skippedSlots++;
|
||||
continue;
|
||||
}
|
||||
|
||||
var slot = geometry.Slots[slotIndex];
|
||||
|
||||
if (!slot.HasBatches)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (slot.BatchEndExclusive0x0D > batches.Count)
|
||||
{
|
||||
Warn($"Piece {pieceIndex}: batch range {slot.BatchStart0x0D}:{slot.BatchCount0x0D} out of range");
|
||||
skippedBatches++;
|
||||
continue;
|
||||
}
|
||||
|
||||
writer.WriteLine();
|
||||
writer.WriteLine($"g piece_{pieceIndex}_slot_{slotIndex}");
|
||||
|
||||
for (var batchIndex = slot.BatchStart0x0D; batchIndex < slot.BatchEndExclusive0x0D; batchIndex++)
|
||||
{
|
||||
var batch = batches[batchIndex];
|
||||
|
||||
if (batch.IndexStart + batch.IndexCount > indices.Count)
|
||||
{
|
||||
Console.WriteLine($"WARNING: Index range {indexStart}:{indexCount} out of range for piece {pieceIndex}");
|
||||
Warn($"Piece {pieceIndex}, batch {batchIndex}: index range {batch.IndexStart}:{batch.IndexCount} out of range");
|
||||
skippedBatches++;
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int i = 0; i < indexCount; i += 3)
|
||||
{
|
||||
if (i + 2 >= indexCount)
|
||||
{
|
||||
Console.WriteLine($"WARNING: Batch has non-triangle index tail in piece {pieceIndex}");
|
||||
break;
|
||||
}
|
||||
writer.WriteLine($"# batch {batchIndex}, material {batch.MaterialIndex}, flags {batch.Flags}");
|
||||
|
||||
var i1 = baseVertex + component06[indexStart + i];
|
||||
var i2 = baseVertex + component06[indexStart + i + 1];
|
||||
var i3 = baseVertex + component06[indexStart + i + 2];
|
||||
if (i1 >= component03.Count || i2 >= component03.Count || i3 >= component03.Count)
|
||||
for (var i = 0; i + 2 < batch.IndexCount; i += 3)
|
||||
{
|
||||
var indexBase = (int)batch.IndexStart + i;
|
||||
|
||||
var v1 = checked((int)batch.BaseVertex + indices[indexBase + 0]);
|
||||
var v2 = checked((int)batch.BaseVertex + indices[indexBase + 1]);
|
||||
var v3 = checked((int)batch.BaseVertex + indices[indexBase + 2]);
|
||||
|
||||
if (!IsValidTriangle(vertices.Count, v1, v2, v3))
|
||||
{
|
||||
Console.WriteLine($"WARNING: Vertex index out of range in piece {pieceIndex}");
|
||||
skippedFaces++;
|
||||
continue;
|
||||
}
|
||||
|
||||
sw.WriteLine($"f {i1 + 1} {i2 + 1} {i3 + 1}");
|
||||
WriteFace(writer, v1, v2, v3);
|
||||
exportedFaces++;
|
||||
}
|
||||
|
||||
if (batch.IndexCount % 3 != 0)
|
||||
{
|
||||
Warn($"Piece {pieceIndex}, batch {batchIndex}: index count {batch.IndexCount} is not divisible by 3");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Console.WriteLine($"Exported: {component03.Count} vertices, {exportedFaces} faces");
|
||||
|
||||
Console.WriteLine($"Exported: {vertices.Count} vertices, {exportedFaces} faces");
|
||||
Console.WriteLine($"Skipped slots: {skippedSlots}, skipped batches: {skippedBatches}, skipped faces: {skippedFaces}");
|
||||
Console.WriteLine($"Output: {outputPath}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Конвертирует terrain mesh в OBJ.
|
||||
/// Путь данных является terrain-гипотезой проекта: 0x01 -> 0x02 -> 0x15.
|
||||
/// </summary>
|
||||
private void ConvertLandscape(FileStream fs, NResArchive archive, string outputPath, int lodLevel, int group)
|
||||
private static void ConvertLandscape(
|
||||
FileStream fs,
|
||||
NResArchive archive,
|
||||
string outputPath,
|
||||
int lod,
|
||||
int group)
|
||||
{
|
||||
var component01 = Msh0x01.ReadComponent(fs, archive);
|
||||
var component02 = Msh0x02.ReadComponent(fs, archive);
|
||||
var component03 = Msh0x03.ReadComponent(fs, archive);
|
||||
var component15 = Msh0x15.ReadComponent(fs, archive);
|
||||
var nodes = Msh0x01.ReadComponent(fs, archive);
|
||||
var geometry = Msh0x02.ReadComponent(fs, archive);
|
||||
var vertices = Msh0x03.ReadComponent(fs, archive);
|
||||
var triangles = Msh0x15.ReadComponent(fs, archive);
|
||||
|
||||
Console.WriteLine($"Vertices: {component03.Count}");
|
||||
Console.WriteLine($"Triangles: {component15.Count}");
|
||||
Console.WriteLine($"Tiles: {component01.Elements.Count}");
|
||||
Console.WriteLine($"Submeshes: {component02.Elements.Count}");
|
||||
|
||||
using var sw = new StreamWriter(outputPath, false, new UTF8Encoding(false));
|
||||
sw.WriteLine($"# Landscape mesh converted from {Path.GetFileName(outputPath)}");
|
||||
sw.WriteLine($"# LOD level: {lodLevel}");
|
||||
sw.WriteLine($"# Tile grid: {(int)Math.Sqrt(component01.Elements.Count)}x{(int)Math.Sqrt(component01.Elements.Count)}");
|
||||
using var writer = CreateObjWriter(outputPath);
|
||||
|
||||
foreach (var v in component03)
|
||||
writer.WriteLine($"# MSH landscape converted from {Path.GetFileName(outputPath)}");
|
||||
writer.WriteLine($"# LOD: {lod}, group: {group}");
|
||||
writer.WriteLine($"# Nodes/tiles: {nodes.Nodes.Count}");
|
||||
writer.WriteLine($"# Geometry slots: {geometry.Slots.Count}");
|
||||
writer.WriteLine($"# Triangles 0x15: {triangles.Count}");
|
||||
writer.WriteLine($"# Vertices: {vertices.Count}");
|
||||
writer.WriteLine();
|
||||
|
||||
WriteVertices(writer, vertices);
|
||||
|
||||
var exportedFaces = 0;
|
||||
var skippedSlots = 0;
|
||||
var skippedFaces = 0;
|
||||
|
||||
for (var tileIndex = 0; tileIndex < nodes.Nodes.Count; tileIndex++)
|
||||
{
|
||||
sw.WriteLine(FormattableString.Invariant($"v {v.X:F6} {v.Y:F6} {v.Z:F6}"));
|
||||
}
|
||||
var node = nodes.Nodes[tileIndex];
|
||||
var slotIndex = node.ResolveSlotIndex(lod, group);
|
||||
|
||||
int exportedFaces = 0;
|
||||
|
||||
for (var tileIdx = 0; tileIdx < component01.Elements.Count; tileIdx++)
|
||||
{
|
||||
var tile = component01.Elements[tileIdx];
|
||||
|
||||
var submeshIdx = tile.ResolveSlotIndex(lodLevel, group);
|
||||
if (submeshIdx == 0xFFFF || submeshIdx >= component02.Elements.Count)
|
||||
continue;
|
||||
|
||||
sw.WriteLine($"g tile_{tileIdx}");
|
||||
|
||||
var submesh = component02.Elements[submeshIdx];
|
||||
|
||||
var triangleStart = submesh.TriStart;
|
||||
var triangleCount = submesh.TriCount;
|
||||
|
||||
for (var triOffset = 0; triOffset < triangleCount; triOffset++)
|
||||
if (slotIndex == ushort.MaxValue)
|
||||
{
|
||||
var triIdx = triangleStart + triOffset;
|
||||
if (triIdx >= component15.Count)
|
||||
skippedSlots++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (slotIndex >= geometry.Slots.Count)
|
||||
{
|
||||
Warn($"Tile {tileIndex}: geometry slot {slotIndex} out of range");
|
||||
skippedSlots++;
|
||||
continue;
|
||||
}
|
||||
|
||||
var slot = geometry.Slots[slotIndex];
|
||||
|
||||
if (!slot.HasTriangles)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
writer.WriteLine();
|
||||
writer.WriteLine($"g tile_{tileIndex}_slot_{slotIndex}");
|
||||
|
||||
for (var triIndex = slot.TriStart0x07; triIndex < slot.TriEndExclusive0x07; triIndex++)
|
||||
{
|
||||
if (triIndex >= triangles.Count)
|
||||
{
|
||||
Console.WriteLine($"WARNING: Triangle index {triIdx} out of range for tile {tileIdx}");
|
||||
Warn($"Tile {tileIndex}: triangle {triIndex} out of range");
|
||||
skippedFaces++;
|
||||
continue;
|
||||
}
|
||||
|
||||
var tri = component15[triIdx];
|
||||
if (tri.Vertex1Index >= component03.Count || tri.Vertex2Index >= component03.Count || tri.Vertex3Index >= component03.Count)
|
||||
var tri = triangles[triIndex];
|
||||
|
||||
var v1 = tri.Vertex1Index;
|
||||
var v2 = tri.Vertex2Index;
|
||||
var v3 = tri.Vertex3Index;
|
||||
|
||||
if (!IsValidTriangle(vertices.Count, v1, v2, v3))
|
||||
{
|
||||
Console.WriteLine($"WARNING: Vertex index out of range for tile {tileIdx}");
|
||||
skippedFaces++;
|
||||
continue;
|
||||
}
|
||||
|
||||
sw.WriteLine($"f {tri.Vertex1Index + 1} {tri.Vertex2Index + 1} {tri.Vertex3Index + 1}");
|
||||
WriteFace(writer, v1, v2, v3);
|
||||
exportedFaces++;
|
||||
}
|
||||
}
|
||||
|
||||
Console.WriteLine($"Exported: {component03.Count} vertices, {exportedFaces} faces");
|
||||
|
||||
Console.WriteLine($"Exported: {vertices.Count} vertices, {exportedFaces} faces");
|
||||
Console.WriteLine($"Skipped slots: {skippedSlots}, skipped faces: {skippedFaces}");
|
||||
Console.WriteLine($"Output: {outputPath}");
|
||||
}
|
||||
|
||||
public record Face(Vector3 P1, Vector3 P2, Vector3 P3);
|
||||
|
||||
public static void ExportCube(string filePath, Vector3[] points)
|
||||
private static StreamWriter CreateObjWriter(string outputPath)
|
||||
{
|
||||
if (points.Length != 8)
|
||||
throw new ArgumentException("Cube must have exactly 8 points.");
|
||||
return new StreamWriter(outputPath, false, new UTF8Encoding(encoderShouldEmitUTF8Identifier: false));
|
||||
}
|
||||
|
||||
using (StreamWriter writer = new StreamWriter(filePath))
|
||||
private static void WriteVertices(StreamWriter writer, IReadOnlyList<Vector3> vertices)
|
||||
{
|
||||
foreach (var vertex in vertices)
|
||||
{
|
||||
// Запись вершин.
|
||||
foreach (var p in points)
|
||||
{
|
||||
writer.WriteLine($"v {p.X} {p.Y} {p.Z}");
|
||||
}
|
||||
|
||||
// Запись граней: каждая грань задается четырьмя вершинами, OBJ использует индексацию с 1.
|
||||
int[][] faces = new int[][]
|
||||
{
|
||||
new int[] { 1, 2, 3, 4 }, // низ
|
||||
new int[] { 5, 6, 7, 8 }, // верх
|
||||
new int[] { 1, 2, 6, 5 }, // перед
|
||||
new int[] { 2, 3, 7, 6 }, // право
|
||||
new int[] { 3, 4, 8, 7 }, // зад
|
||||
new int[] { 4, 1, 5, 8 } // лево
|
||||
};
|
||||
|
||||
foreach (var f in faces)
|
||||
{
|
||||
writer.WriteLine($"f {f[0]} {f[1]} {f[2]} {f[3]}");
|
||||
}
|
||||
writer.WriteLine(FormattableString.Invariant($"v {vertex.X:F6} {vertex.Y:F6} {vertex.Z:F6}"));
|
||||
}
|
||||
}
|
||||
|
||||
public static void ExportCubesAtPositions(string filePath, List<Vector3> centers, float size = 2f)
|
||||
private static void WriteFace(StreamWriter writer, int v1, int v2, int v3)
|
||||
{
|
||||
float half = size / 2f;
|
||||
using (StreamWriter writer = new StreamWriter(filePath))
|
||||
{
|
||||
int vertexOffset = 0;
|
||||
|
||||
foreach (var c in centers)
|
||||
{
|
||||
// Генерация восьми вершин куба.
|
||||
Vector3[] vertices = new Vector3[]
|
||||
{
|
||||
new Vector3(c.X - half, c.Y - half, c.Z - half),
|
||||
new Vector3(c.X + half, c.Y - half, c.Z - half),
|
||||
new Vector3(c.X + half, c.Y - half, c.Z + half),
|
||||
new Vector3(c.X - half, c.Y - half, c.Z + half),
|
||||
|
||||
new Vector3(c.X - half, c.Y + half, c.Z - half),
|
||||
new Vector3(c.X + half, c.Y + half, c.Z - half),
|
||||
new Vector3(c.X + half, c.Y + half, c.Z + half),
|
||||
new Vector3(c.X - half, c.Y + half, c.Z + half)
|
||||
};
|
||||
|
||||
// Запись вершин.
|
||||
foreach (var v in vertices)
|
||||
{
|
||||
writer.WriteLine($"v {v.X} {v.Y} {v.Z}");
|
||||
}
|
||||
|
||||
// Описание граней: индексация с 1, порядок против часовой стрелки.
|
||||
int[][] faces = new int[][]
|
||||
{
|
||||
new int[] { 1, 2, 3, 4 }, // низ
|
||||
new int[] { 5, 6, 7, 8 }, // верх
|
||||
new int[] { 1, 2, 6, 5 }, // перед
|
||||
new int[] { 2, 3, 7, 6 }, // право
|
||||
new int[] { 3, 4, 8, 7 }, // зад
|
||||
new int[] { 4, 1, 5, 8 } // лево
|
||||
};
|
||||
|
||||
// Запись граней со смещением индексов.
|
||||
foreach (var f in faces)
|
||||
{
|
||||
writer.WriteLine(
|
||||
$"f {f[0] + vertexOffset} {f[1] + vertexOffset} {f[2] + vertexOffset} {f[3] + vertexOffset}");
|
||||
}
|
||||
|
||||
vertexOffset += 8;
|
||||
}
|
||||
}
|
||||
writer.WriteLine($"f {v1 + 1} {v2 + 1} {v3 + 1}");
|
||||
}
|
||||
|
||||
void Export(string filePath, IEnumerable<Vector3> vertices, List<IndexedEdge> edges)
|
||||
private static bool IsValidTriangle(int vertexCount, int v1, int v2, int v3)
|
||||
{
|
||||
using (var writer = new StreamWriter(filePath))
|
||||
{
|
||||
writer.WriteLine("# Exported OBJ file");
|
||||
|
||||
// Запись вершин.
|
||||
foreach (var v in vertices)
|
||||
{
|
||||
writer.WriteLine($"v {v.X:F2} {v.Y:F2} {v.Z:F2}");
|
||||
}
|
||||
|
||||
// Запись ребер как line-элементов OBJ.
|
||||
foreach (var e in edges)
|
||||
{
|
||||
// OBJ использует индексацию с 1.
|
||||
writer.WriteLine($"l {e.Index1 + 1} {e.Index2 + 1}");
|
||||
}
|
||||
}
|
||||
return IsValidVertexIndex(vertexCount, v1)
|
||||
&& IsValidVertexIndex(vertexCount, v2)
|
||||
&& IsValidVertexIndex(vertexCount, v3);
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsValidVertexIndex(int vertexCount, int index)
|
||||
{
|
||||
return index >= 0 && index < vertexCount;
|
||||
}
|
||||
|
||||
private static void Warn(string message)
|
||||
{
|
||||
Console.WriteLine($"WARNING: {message}");
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user