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anb_2_x.cs
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//жжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжж
using System;using System.IO;using System.Linq;using System.Text;using System.Collections;using System.Collections.Generic;
//жжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжж
sealed class anb_2_x
{
static int vertex_count; // количество вершин
static int faces__count; // количество граней
static List<string> face_list = new List<string>();
static List<string> face_list2 = new List<string>();
static int submesh__count;
static int first_line_in_file;
//жжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжжж
static void Main()
{
int uv_count;
int v1, v2, v3; // грани
float x, y, z; // координаты точки
float vn1, vn2, vn3; // нормали
float vt1, vt2, vt3; // UVs Indices
float u, v; // UVs развёртка
List<string> vert_list = new List<string>();
List<string> norm_list = new List<string>();
List<string> vert_list2 = new List<string>();
List<string> norm_list2 = new List<string>();
List<string> uvst_list = new List<string>();
List<string> face_vt_list = new List<string>();
// точки вместо запятых // хотя для obj это не важно вроде бы // как и табы вместо пробелов
System.Threading.Thread.CurrentThread.CurrentCulture = new System.Globalization.CultureInfo("en-US");
// ищем все fmx файлы в папках и подпапках
string[] allFilesName = Directory.GetFiles(Directory.GetCurrentDirectory(), "*.anb", SearchOption.AllDirectories) ;
// для каждого fmx файла
foreach (var anbName in allFilesName)
{
// открыли *.fxm файл на чтение
using (BinaryReader br = new BinaryReader(File.Open(anbName, FileMode.Open)))
{
// открыли *.x на запись
// TODO // получается слишком много файлов для саб-мешей
// может быть лучше сделать для каждого из них свой каталог и переместить туда нужные текстуры?
// Directory.CreateDirectory(Path.GetDirectoryName(anbName) + "\\" + Path.GetFileNameWithoutExtension(anbName));
using (StreamWriter sw = new StreamWriter(Path.GetDirectoryName(anbName) + "/" + Path.GetFileNameWithoutExtension(anbName) + ".x"))
{
first_line_in_file = br.ReadInt32(); // количество фреймов-моделей
submesh__count = br.ReadInt32(); // количество саб-мешей
/////////////////////////////////////////////////////////////////////////////////////////
sw.WriteLine(
@"xof 0303txt 0032
template MorphAnimationKey
{
<2746B58A-B375-4cc3-8D23-7D094D3C7C67>
DWORD Time; // Key's time
STRING MeshName; // Mesh to use (name reference)
}
template MorphAnimationSet
{
<0892DE81-915A-4f34-B503-F7C397CB9E06>
DWORD NumKeys; // # keys in animation
array MorphAnimationKey Keys[NumKeys];
}
Material HZ_Material {
1.000000;1.000000;1.000000;1.000000;;
3.200000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
TextureFilename {
""hz.jpg"";
}
}
");
/////////////////////////////////////////////////////////////////////////////////////////
// для каждой сабмеши
sw.WriteLine("// " + first_line_in_file + "\n");
for (int subm = 0; subm < submesh__count ; subm++)
{
sw.WriteLine("Mesh mShape_" + subm + " {");
// sw.WriteLine("Mesh mShape {");
/////////////////////////////////////////////////////////////////////////////////////////
vertex_count = br.ReadInt32(); // количество вершин
uv_count = br.ReadInt32(); // количество УВ?
faces__count = br.ReadInt32(); // количество граней
/////////////////////////////////////////////////////////////////////////////////////////
// считываем информацию по каждой вершине v vn
for ( int i = 0 ; i < vertex_count ; i++ )
{
x = br.ReadSingle();
y = br.ReadSingle();
z = br.ReadSingle();
vert_list.Add(x + ";" + y + ";" + z + ";");
vn1 = br.ReadSingle();
vn2 = br.ReadSingle();
vn3 = br.ReadSingle();
norm_list.Add(vn1 + ";" + vn2 + ";" + vn3 + ";");
}
/////////////////////////////////////////////////////////////////////////////////////////
// читаем грани в виде строк f v1 v2 v3
for ( int i = 0 ; i < faces__count ; i++ )
{
v1 = br.ReadInt16();
v2 = br.ReadInt16();
v3 = br.ReadInt16();
face_list.Add("3;" + v1 + "," + v2 + "," + v3 + ";" );
}
/////////////////////////////////////////////////////////////////////////////////////////
// считываем информацию по каждой вершине vt
for ( int i = 0 ; i < uv_count ; i++ )
{
u = br.ReadSingle();
v = br.ReadSingle();
uvst_list.Add(u + ";" + v + ";");
}
/////////////////////////////////////////////////////////////////////////////////////////
// читаем грани в виде строк f vt1 vt2 vt3
for ( int i = 0 ; i < faces__count ; i++ )
{
vt1 = br.ReadInt16();
vt2 = br.ReadInt16();
vt3 = br.ReadInt16();
face_vt_list.Add("3;" + vt1 + "," + vt2 + "," + vt3 + ";" );
}
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
// записываем всю информацию в *.x файл
sw.WriteLine(vert_list.Count + ";");
for (int q = 0; q < vert_list.Count; q++)
{
sw.Write(vert_list[q]);
if (q == vert_list.Count - 1 ) { sw.Write(";"); break;}
else sw.Write(",\n");
} sw.WriteLine();
/////////////////////////////////////////////////////////////////////////////////////////
sw.WriteLine(face_list.Count + ";");
for (int q = 0; q < face_list.Count; q++)
{
sw.Write(face_list[q]);
if (q == face_list.Count - 1 ) { sw.Write(";"); break;}
else sw.Write(",\n");
} sw.WriteLine();
/////////////////////////////////////////////////////////////////////////////////////////
sw.WriteLine("MeshNormals {");
sw.WriteLine(norm_list.Count + ";");
for (int q = 0; q < norm_list.Count; q++)
{
sw.Write(norm_list[q]);
if (q == norm_list.Count - 1 ) { sw.Write(";"); break;}
else sw.Write(",\n");
} sw.WriteLine();
/////////////////////////////////////////////////////////////////////////////////////////
sw.WriteLine(face_list.Count + ";");
for (int q = 0; q < face_list.Count; q++)
{
sw.Write(face_list[q]);
if (q == face_list.Count - 1 ) { sw.Write(";"); break;}
else sw.Write(",\n");
} sw.WriteLine();
sw.WriteLine("}"); // закрыли MeshNormals
/////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
sw.WriteLine("MeshMaterialList {");
sw.WriteLine("1;");
sw.WriteLine(face_list.Count + ";");
for (int q = 0; q < face_list.Count; q++)
{
sw.Write("0");
if (q == face_list.Count - 1 ) { sw.Write(";"); break;}
else sw.Write(",");
}
sw.WriteLine("{ HZ_Material }");
sw.WriteLine("\n}"); // закрыли MeshMaterialList
/////////////////////////////////////////////////////////////////////////////////////////
sw.Write("\n");
sw.WriteLine("// количество UV в некоторых файлах не совпадает с Вершинами");
sw.WriteLine("// " + "MeshTextureCoords {");
sw.WriteLine("// " + uvst_list.Count + ";");
for (int q = 0; q < uvst_list.Count; q++)
{
sw.Write("// " + uvst_list[q]);
if (q == uvst_list.Count - 1 ) { sw.Write(";"); break;}
else sw.Write(",\n");
} sw.WriteLine();
/////////////////////////////////////////////////////////////////////////////////////////
sw.Write("\n");
sw.WriteLine("// " + "индексы текстурных координат ??? такого шаблона вроде нет \n");
sw.WriteLine("// " + face_vt_list.Count + ";");
for (int q = 0; q < face_vt_list.Count; q++)
{
sw.Write("// " + face_vt_list[q]);
if (q == face_vt_list.Count - 1 ) { sw.Write(";"); break;}
else sw.Write(",\n");
} sw.WriteLine();
sw.WriteLine("// " + "}"); // закрыли MeshTextureCoords
/////////////////////////////////////////////////////////////////////////////////////////
sw.WriteLine("}\n"); // закрыли Mesh
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
vert_list.Clear();
uvst_list.Clear();
norm_list.Clear();
face_list2 = face_list.GetRange(0, face_list.Count);
face_list.Clear();
face_vt_list.Clear();
/////////////////////////////////////////////////////////////////////////////////////////
} // проход по сабмешам ******************************************
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
// на одну меньше
for (int subm = (first_line_in_file - (first_line_in_file - submesh__count)); subm < (submesh__count * first_line_in_file) ; subm++)
{
sw.WriteLine("Mesh mShape_" + subm + " {");
/////////////////////////////////////////////////////////////////////////////////////////
// считываем информацию по каждой вершине v vn
for ( int i = 0 ; i < vertex_count ; i++ )
{
x = br.ReadSingle();
y = br.ReadSingle();
z = br.ReadSingle();
vert_list2.Add(x + ";" + y + ";" + z + ";");
vn1 = br.ReadSingle();
vn2 = br.ReadSingle();
vn3 = br.ReadSingle();
norm_list2.Add(vn1 + ";" + vn2 + ";" + vn3 + ";");
}
/////////////////////////////////////////////////////////////////////////////////////////
// записываем всю информацию в *.x файл
sw.WriteLine(vert_list2.Count + ";");
for (int q = 0; q < vert_list2.Count; q++)
{
sw.Write(vert_list2[q]);
if (q == vert_list2.Count - 1 ) { sw.Write(";"); break;}
else sw.Write(",\n");
} sw.WriteLine();
/////////////////////////////////////////////////////////////////////////////////////////
sw.WriteLine(face_list2.Count + ";");
for (int q = 0; q < face_list2.Count; q++)
{
sw.Write(face_list2[q]);
if (q == face_list2.Count - 1 ) { sw.Write(";"); break;}
else sw.Write(",\n");
} sw.WriteLine();
/////////////////////////////////////////////////////////////////////////////////////////
sw.WriteLine("MeshNormals {");
sw.WriteLine(norm_list2.Count + ";");
for (int q = 0; q < norm_list2.Count; q++)
{
sw.Write(norm_list2[q]);
if (q == norm_list2.Count - 1 ) { sw.Write(";"); break;}
else sw.Write(",\n");
} sw.WriteLine();
/////////////////////////////////////////////////////////////////////////////////////////
sw.WriteLine(face_list2.Count + ";");
for (int q = 0; q < face_list2.Count; q++)
{
sw.Write(face_list2[q]);
if (q == face_list2.Count - 1 ) { sw.Write(";"); break;}
else sw.Write(",\n");
} sw.WriteLine();
sw.WriteLine("}"); // закрыли MeshNormals
sw.WriteLine("}\n"); // закрыли Mesh
vert_list2.Clear();
norm_list2.Clear();
}
face_list2.Clear();
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
sw.WriteLine("MorphAnimationSet Set {");
sw.WriteLine(first_line_in_file * submesh__count + ";");
int ioo = first_line_in_file * submesh__count;
for (int io = 0, step = 0; io < ioo; io++, step+=500)
{
sw.Write(step + "; " + "\"mShape_" + (io) + "\";");
if (io == (ioo - 1) ) { sw.Write(";"); break;}
else sw.WriteLine(",");
}
sw.WriteLine("\n}"); // закрыли MorphAnimationSet
/////////////////////////////////////////////////////////////////////////////////////////
} // using StreamWriter // закрываем *.x файл на запись // sw.Close(); // sw.Dispose();
} // using BinaryReader // закрываем файл на чтение
} // foreach (var anbName in allFilesName)
} // static void Main()
} // class Program