您好我正在为一个C#/ XNA应用程序的导入器工作,我需要一些帮助,将输入(一个字符串列表,每行是一个“新”字符串)过滤成较小的块(较小的列表字符串)。
这是一个如何将输入划分为“帧”的示例,其中包含创建“关键帧”所需的网格和相机数据。
num_frames 4
start 1
end 24
frame_rate 24
frame 1
meshes 2
name pCube1
color F:/MayaImporterExporter/ImporterExporter/Bin/Textures/image2.gif
bump F:/MayaImporterExporter/ImporterExporter/Bin/Textures/images.jpg
bumpDepth 1
vertices 36
meshData...
name pCube2
color NONE
bump none
bumpDepth 0
vertices 36
meshData...
cameras 1
name persp
cameraData...
frame 5
meshes 2
name pCube1
color F:/MayaImporterExporter/ImporterExporter/Bin/Textures/image2.gif
bump F:/MayaImporterExporter/ImporterExporter/Bin/Textures/images.jpg
bumpDepth 1
vertices 36
meshData...
name pCube2
color NONE
bump none
bumpDepth 0
vertices 36
meshData...
cameras 1
name persp
cameraData...
frame 10
meshes 2
name pCube1
color F:/MayaImporterExporter/ImporterExporter/Bin/Textures/image2.gif
bump F:/MayaImporterExporter/ImporterExporter/Bin/Textures/images.jpg
bumpDepth 1
vertices 36
meshData...
name pCube2
color NONE
bump none
bumpDepth 0
vertices 36
meshData...
cameras 1
name persp
cameraData...
frame 24
meshes 2
name pCube1
color F:/MayaImporterExporter/ImporterExporter/Bin/Textures/image2.gif
bump F:/MayaImporterExporter/ImporterExporter/Bin/Textures/images.jpg
bumpDepth 1
vertices 36
meshData...
name pCube2
color NONE
bump none
bumpDepth 0
vertices 36
meshData...
cameras 1
name persp
cameraData...
所以我需要做的是:
所以我需要一些帮助来弄清楚如何将输入数据过滤成较小的块以从输入创建网格和相机。
答案 0 :(得分:2)
你可以使用类似的东西:
var lines = File.ReadAllLines( path )
.Select( s => s.Trim( ) )
.Where( s => s.Length > 0 ).ToArray( );
int index = 0;
void Next() { index++; }
bool Peek(string token ) { return lines[index].StartsWith( token ) ;}
string ReadStringValue ( ) {
var value = lines[index].Split( ' ' )[1];
Next( );
return value;
};
string ReadIntValue () {
var value = lines[index].Split( ' ' )[1];
Next( );
return int.Parse(value);
};
Header ReadAnimation() {
var anim= new Animation();
while (index<lines.Length)
{
if (Peek("num_frames")) anim.NuMFrames = ReadIntValue();
if (Peek("start")) ....
if (Peek("frame")) anim.AddFrame( ReadFrame() );
}
}
Frame ReadFrame() {
if (Peek("frame")) {
var frame = new Frame();
frame.Index = ReadIntValue();
ReadMeshes( frame );
ReadCameras( frame );
return frame;
}
return null;
}
void ReadMeshes(Frame frame)
{
if (Peek("meshes")) {
int count = ReadIntValue();
for (int i =0; i<count; i++) {
frame.Meshes.Add( ReadMesh() );
}
}
}
Mesh ReadMesh() {
....
}
答案 1 :(得分:0)
在成功实施导入程序的尝试失败后,我终于想出了如何使其工作。
namespace Importer
{
class ImportHandler
{
List<string> inputString;
Readanyfile read= new Readanyfile();
int num_frames, start, end, frame_rate;
GraphicsDevice graphicsDevice;
classes_stat.KeyFrameAnimation Animation;
public ImportHandler(GraphicsDevice graphicsDevice, Game game,string _inputFile)
{
this.graphicsDevice = graphicsDevice;
this.inputString = read.Load();
ReadRawScene();
}
string ReadStringValue(string str)
{
var value = str.Split(' ')[1];
return value;
}
public int strToInt(string str)
{
var value = str.Split(' ')[1];
return int.Parse(value);
}
public float strToFloat(string str)
{
var value = str.Split(' ')[1];
return float.Parse(value);
}
public double strToDouble(string str)
{
var value = str.Split(' ')[1];
try
{
return double.Parse(value, System.Globalization.CultureInfo.InvariantCulture);
}
catch
{
return (double) 0.1f;
}
}
private static float[] ParseFloatArray(string str, int count)
{
var floats = new float[count];
var segments = str.Split(' ');
for (int i = 0; i < count; i++)
{
if (i < segments.Length)
{
try
{
floats[i] = (float)double.Parse(segments[i], System.Globalization.CultureInfo.InvariantCulture);
}
catch
{
floats[i] = 0;
}
}
}
return floats;
}
private Vector2 ParseVector2(string str)
{
var components = ParseFloatArray(str, 3);
var vec = new Vector2(components[0], components[1]);
return components[2] == 0
? vec
: vec / components[2];
}
private Vector3 ParseVector3(string str)
{
var components = ParseFloatArray(str, 4);
var vec = new Vector3(components[0], components[1], components[2]);
return components[3] == 0
? vec
: vec / components[3];
}
public void ReadRawScene()
{
List<classes_stat.KeyFrame> tempAni = new List<classes_stat.KeyFrame>();
for (int i = 0; i < inputString.Count(); i++ )
{
if (inputString[i].StartsWith("num_frames"))
{
num_frames = strToInt(inputString[i]);
}
if (inputString[i].StartsWith("start"))
{
start = strToInt(inputString[i]);
}
if (inputString[i].StartsWith("end"))
{
end = strToInt(inputString[i]);
}
if (inputString[i].StartsWith("frame_rate"))
{
frame_rate = strToInt(inputString[i]);
}
if (inputString[i].StartsWith("frame"))
{ tempAni.Add(ReadFrames(strToInt(inputString[i]), i, inputString));
}
Animation = new classes_stat.KeyFrameAnimation(frame_rate, start, end, num_frames, tempAni);
}
}
public classes_stat.KeyFrame ReadFrames(int frameIndex,int currentIndex, List<string> inputString )
{
List<MeshFromBinary> tempOutPutMesh = new List<MeshFromBinary>();
List<CameraFromBinary> tempOutPutCam = new List<CameraFromBinary>();
for (int i = currentIndex + 3; i < inputString.Count(); i++)
{
if (inputString[i].StartsWith("meshes"))
{
int count = strToInt(inputString[i]);
for (int x = 0; x < count; x++)
{
MeshFromBinary temp = ReadMeshes(i, inputString);
tempOutPutMesh.Add(temp);
}
}
if (inputString[i].StartsWith("cameras"))
{
int count = strToInt(inputString[i]);
for (int x = 0; x < count; x++)
{
tempOutPutCam.Add(ReadCameras(i, inputString));
}
}
if (inputString[i].StartsWith("frame"))
{
break;
}
}
classes_stat.KeyFrame frame = new classes_stat.KeyFrame(frameIndex, tempOutPutMesh, tempOutPutCam);
return frame;
}
private MeshFromBinary ReadMeshes(int currentIndex, List<string> inputString)
{
int tempCurrentIndex = 0;
List<classes_stat.MyOwnVertexFormat> temp = new List<classes_stat.MyOwnVertexFormat>();
string name;
Texture2D color = ContentTextures.crateTexture;
Texture2D bump = ContentTextures.crateTexture;
double bumpDepth = 0;
List<Vector3> tmpPos = new List<Vector3>();
List<Vector3> tmpNor = new List<Vector3>();
List<Vector3> tmpTan = new List<Vector3>();
List<Vector2> tmpUV = new List<Vector2>();
int numberofvertices = 0;
for (int i = currentIndex; i < inputString.Count(); i++)
{
if (inputString[i].StartsWith("name"))
{
name = ReadStringValue(inputString[i]);
}
if (inputString[i].StartsWith("color"))
{
string tmp = ReadStringValue(inputString[i]);
System.IO.FileStream stream = new System.IO.FileStream(tmp, System.IO.FileMode.Open);
color = Texture2D.FromStream(graphicsDevice, stream);
stream.Close();
stream.Dispose();
//temp.Add(ReadStringValue());
}
if (inputString[i].StartsWith("normalMap"))
{
string tmp = ReadStringValue(inputString[i]);
System.IO.FileStream stream = new System.IO.FileStream(tmp, System.IO.FileMode.Open);
bump = Texture2D.FromStream(graphicsDevice, stream);
stream.Close();
stream.Dispose();
}
if (inputString[i].StartsWith("bumpDepth"))
{
bumpDepth = strToDouble(inputString[i]);
}
if (inputString[i].StartsWith("vertices"))
{
numberofvertices = strToInt(inputString[i]);
}
if (inputString[i].StartsWith("v"))
{
tempCurrentIndex = (i - 1);
break;
}
}
for (int i = tempCurrentIndex; i < inputString.Count(); i++)
{
if (inputString[i].StartsWith("v"))
{
tmpPos.Add(ParseVector3(inputString[i]));
}
if (inputString[i].StartsWith("vn"))
{
tmpNor.Add(ParseVector3(inputString[i]));
}
if (inputString[i].StartsWith("t"))
{
tmpTan.Add(ParseVector3(inputString[i]));
}
if (inputString[i].StartsWith("vt"))
{
tmpUV.Add(ParseVector2(inputString[i]));
}
if (inputString[i].StartsWith("cameras"))
{
break;
}
if (inputString[i].StartsWith("name"))
{
break;
}
}
for (int i = 0; i < numberofvertices; i++)
{
temp.Add(new classes_stat.MyOwnVertexFormat(tmpPos[i], tmpNor[i], tmpTan[i], tmpUV[i]));
}
MeshFromBinary mMesh;
return mMesh = new MeshFromBinary(graphicsDevice, temp, color, bump, bumpDepth);
}
private CameraFromBinary ReadCameras(int currentIndex, List<string> inputString)
{
int tempCurrentIndex = 0;
CameraFromBinary temp;
string name;
Vector3 tmpPos = new Vector3();
Vector3 tmpDir = new Vector3();
Vector3 tmpUp = new Vector3();
double tmpV_FOV = new double();
double tmpH_FOV = new double();
double tmpNear_clipping_plane = new double();
double tmpFar_clipping_plane = new double();
double tmpAspect_ratio = new double();
for (int i = currentIndex; i < inputString.Count(); i++)
{
if (inputString[i].StartsWith("name"))
{
System.Console.WriteLine(ReadStringValue(inputString[i]));
name = ReadStringValue(inputString[i]);
tempCurrentIndex = (i + 1);
break;
}
}
for (int i = tempCurrentIndex; i < inputString.Count(); i++)
{
if (inputString[i].StartsWith("eye"))
{
tmpPos = ParseVector3(inputString[i]);
}
else if (inputString[i].StartsWith("up"))
{
tmpUp = ParseVector3(inputString[i]);
}
else if (inputString[i].StartsWith("rotXYZ"))
{
tmpDir = ParseVector3(inputString[i]);
}
else if (inputString[i].StartsWith("v_fov"))
{
tmpV_FOV = strToDouble(inputString[i]);
}
else if (inputString[i].StartsWith("h_fov"))
{
tmpH_FOV = strToDouble(inputString[i]);
}
else if (inputString[i].StartsWith("near_clipping_plane"))
{
tmpNear_clipping_plane = strToDouble(inputString[i]);
}
else if (inputString[i].StartsWith("far_clipping_plane"))
{
tmpFar_clipping_plane = strToDouble(inputString[i]);
}
else if (inputString[i].StartsWith("aspect_ratio"))
{
tmpAspect_ratio = strToDouble(inputString[i]);
}
else if (inputString[i].StartsWith("frame"))
{
break;
}
else if (inputString[i].StartsWith("cameras"))
{
break;
}
else if (inputString[i].StartsWith("name"))
{
break;
}
}
return temp = new CameraFromBinary(tmpPos, tmpDir, tmpV_FOV, tmpAspect_ratio, tmpNear_clipping_plane, tmpFar_clipping_plane);
}
}
}