UltimateZoneBuilder/Source/Plugins/BuilderModes/IO/WavefrontExporter.cs
2024-02-09 02:05:11 +01:00

838 lines
27 KiB
C#
Executable file

#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Globalization;
using System.IO;
using System.Text;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.BuilderModes.Interface;
using System.Windows.Forms;
using System.Linq;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes.IO
{
#region ================== Structs
internal struct WavefrontExportSettings
{
public string Obj;
public readonly string ObjName;
public readonly string ObjPath;
public readonly float Scale;
public readonly bool ExportForGZDoom;
public readonly bool ExportTextures;
public bool Valid;
public string[] Textures;
public string[] Flats;
public string ActorName;
public string BasePath;
public string ActorPath;
public string ModelPath;
public List<string> SkipTextures;
public bool IgnoreControlSectors;
public bool NormalizeLowestVertex;
public bool CenterModel;
public bool ZScript;
public bool GenerateCode;
public bool GenerateModeldef;
// Actor properties and flags
public int Radius;
public int Height;
public string Sprite;
public bool NoGravity;
public bool SpawnOnCeiling;
public bool Solid;
public WavefrontExportSettings(WavefrontSettingsForm form)
{
ObjName = Path.GetFileNameWithoutExtension(form.FilePath);
ObjPath = Path.GetDirectoryName(form.FilePath);
Scale = form.ObjScale;
ExportForGZDoom = form.UseGZDoomScale;
ExportTextures = form.ExportTextures;
ActorName = form.ActorName.Trim();
BasePath = form.BasePath;
ActorPath = form.ActorPath;
ModelPath = form.ModelPath;
SkipTextures = form.SkipTextures;
IgnoreControlSectors = form.IgnoreControlSectors;
NormalizeLowestVertex = form.NormalizeLowestVertex;
CenterModel = form.CenterModel;
ZScript = form.ZScript;
GenerateCode = form.GenerateCode;
GenerateModeldef = form.GenerateModeldef;
NoGravity = form.NoGravity;
SpawnOnCeiling = form.SpawnOnCeiling;
Solid = form.Solid;
Sprite = form.Sprite;
Radius = 20;
Height = 16;
Valid = false;
Obj = string.Empty;
Textures = null;
Flats = null;
if (ExportForGZDoom)
SkipTextures.Add("-");
}
}
#endregion
internal class WavefrontExporter
{
#region ================== Variables and structs
private const string DEFAULT = "Default";
private struct VertexIndices
{
public int PositionIndex;
public int UVIndex;
public int NormalIndex;
}
#endregion
#region ================== Export
public void Export(ICollection<Sector> sectors, WavefrontExportSettings settings)
{
CreateObjFromSelection(sectors, ref settings);
if(!settings.Valid)
{
General.Interface.DisplayStatus(StatusType.Warning, "OBJ creation failed. Check 'Errors and Warnings' window for details.");
return;
}
// Export Textures, but only of it's not exporting for GZDoom
if(settings.ExportTextures && !settings.ExportForGZDoom)
{
//save all used textures
if(settings.Textures != null)
{
foreach(string s in settings.Textures)
{
if(s == DEFAULT) continue;
if(General.Map.Data.GetTextureExists(s))
{
ImageData id = General.Map.Data.GetTextureImage(s);
if(id.Width == 0 || id.Height == 0)
{
General.ErrorLogger.Add(ErrorType.Warning, "OBJ Exporter: texture \"" + s + "\" has invalid size (" + id.Width + "x" + id.Height + ")!");
continue;
}
Bitmap bmp = id.ExportBitmap();
lock (bmp)
{
string filepath = Path.Combine(settings.ObjPath, Path.GetDirectoryName(s), Path.GetFileNameWithoutExtension(s) + ".png");
// Make sure the directory is there
Directory.CreateDirectory(Path.GetDirectoryName(filepath));
bmp.Save(filepath, ImageFormat.Png);
}
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "OBJ Exporter: texture \"" + s + "\" does not exist!");
}
}
}
if(settings.Flats != null)
{
foreach(string s in settings.Flats)
{
if(s == DEFAULT) continue;
if(General.Map.Data.GetFlatExists(s))
{
ImageData id = General.Map.Data.GetFlatImage(s);
if(id.Width == 0 || id.Height == 0)
{
General.ErrorLogger.Add(ErrorType.Warning, "OBJ Exporter: flat \"" + s + "\" has invalid size (" + id.Width + "x" + id.Height + ")!");
continue;
}
Bitmap bmp = id.ExportBitmap();
// Handle duplicate names
string flatname = s;
if(settings.Textures != null && Array.IndexOf(settings.Textures, s) != -1)
flatname += "_FLAT";
lock (bmp)
{
bmp.Save(Path.Combine(settings.ObjPath, Path.GetFileNameWithoutExtension(flatname) + ".PNG"), ImageFormat.Png);
}
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "OBJ Exporter: flat \"" + s + "\" does not exist!");
}
}
}
}
//write obj
string savePath;
if (settings.ExportForGZDoom)
savePath = Path.Combine(settings.ModelPath, settings.ActorName + ".obj");
else
savePath = Path.Combine(settings.ObjPath, settings.ObjName + ".obj");
// Make sure the directory is there
Directory.CreateDirectory(Path.GetDirectoryName(savePath));
using (StreamWriter sw = new StreamWriter(savePath, false))
sw.Write(settings.Obj);
//create mtl
StringBuilder mtl = new StringBuilder();
mtl.Append("# MTL for " + General.Map.FileTitle + ", map " + General.Map.Options.LevelName + Environment.NewLine);
mtl.Append("# Created by Ultimate Doom Builder " + Application.ProductVersion + Environment.NewLine + Environment.NewLine);
if(settings.Textures != null)
{
foreach(string s in settings.Textures)
{
if(s == DEFAULT) continue;
string filepath = Path.Combine(settings.ObjPath, Path.GetDirectoryName(s), Path.GetFileNameWithoutExtension(s) + ".png");
mtl.Append("newmtl " + s + Environment.NewLine);
mtl.Append("Kd 1.0 1.0 1.0" + Environment.NewLine);
if(settings.ExportTextures) mtl.Append("map_Kd " + filepath + Environment.NewLine);
mtl.Append(Environment.NewLine);
}
}
if(settings.Flats != null)
{
foreach(string s in settings.Flats)
{
if(s == DEFAULT) continue;
mtl.Append("newmtl " + s + Environment.NewLine);
mtl.Append("Kd 1.0 1.0 1.0" + Environment.NewLine);
if(settings.ExportTextures)
{
// Handle duplicate names
string flatsuffix = string.Empty;
if(settings.Textures != null && Array.IndexOf(settings.Textures, s) != -1)
flatsuffix = "_FLAT";
string filepath = Path.Combine(settings.ObjPath, Path.GetDirectoryName(s), Path.GetFileNameWithoutExtension(s) + flatsuffix + ".png");
mtl.Append("map_Kd " + Path.Combine(settings.ObjPath, filepath) + Environment.NewLine);
}
mtl.Append(Environment.NewLine);
}
}
if (!settings.ExportForGZDoom)
{
// Make sure the directory is there
Directory.CreateDirectory(Path.GetDirectoryName(savePath));
string mtlPath = Path.Combine(Path.GetDirectoryName(savePath), Path.GetFileNameWithoutExtension(savePath) + ".mtl");
// Write mtl (only if not exporting for GZDoom, since it will be ignored anyway
using (StreamWriter sw = new StreamWriter(mtlPath, false))
sw.Write(mtl.ToString());
}
else
{
// Create ZScript or DECORATE
if (settings.GenerateCode)
{
Stream stream;
string path = Path.Combine(settings.ActorPath, settings.ActorName);
if (settings.ZScript)
{
stream = BuilderPlug.Me.GetResourceStream("ObjExportZScriptTemplate.txt");
path += ".zs";
}
else
{
stream = BuilderPlug.Me.GetResourceStream("ObjExportDecorateTemplate.txt");
path += ".txt";
}
using (StreamReader reader = new StreamReader(stream, Encoding.ASCII))
{
string template = reader.ReadToEnd();
template = template.Replace("{ActorName}", settings.ActorName);
template = template.Replace("{Sprite}", settings.Sprite);
template = template.Replace("{FlagNoGravity}", settings.NoGravity ? "+NOGRAVITY" : "");
template = template.Replace("{FlagSpawnOnCeiling}", settings.SpawnOnCeiling ? "+SPAWNCEILING" : "");
template = template.Replace("{FlagSolid}", settings.Solid ? "+SOLID" : "");
template = template.Replace("{FlagInvulnerable}", settings.Solid ? "+INVULNERABLE" : "");
template = template.Replace("{FlagNoDamage}", settings.Solid ? "+NODAMAGE" : "");
template = template.Replace("{FlagShootable}", settings.Solid ? "+SHOOTABLE" : "");
template = template.Replace("{FlagNotAutoAimed}", settings.Solid ? "+NOTAUTOAIMED" : "");
template = template.Replace("{FlagNeverTarget}", settings.Solid ? "+NEVERTARGET" : "");
template = template.Replace("{FlagDontThrust}", settings.Solid ? "+DONTTHRUST" : "");
template = template.Replace("{PropRadius}", settings.Radius.ToString());
template = template.Replace("{PropHeight}", settings.Height.ToString());
// Make sure the directory is there
Directory.CreateDirectory(Path.GetDirectoryName(path));
using (StreamWriter sw = new StreamWriter(path, false))
sw.Write(template);
}
}
// Create MODELDEF
if (settings.GenerateModeldef)
{
Stream stream = BuilderPlug.Me.GetResourceStream("ObjExportModeldefTemplate.txt");
using (StreamReader reader = new StreamReader(stream, Encoding.ASCII))
{
string path = Path.Combine(settings.BasePath, "modeldef." + settings.ActorName + ".txt");
string template = reader.ReadToEnd();
// The path to the model is relative to the base path, so generate the base path
string basepath = settings.BasePath.Trim();
string modelpath = settings.ModelPath.Trim();
// Make sue there's a directory separator at the end of the paths, otherwise it'll not work correctly
if (!basepath.EndsWith(Path.DirectorySeparatorChar.ToString()))
basepath += Path.DirectorySeparatorChar;
if (!modelpath.EndsWith(Path.DirectorySeparatorChar.ToString()))
modelpath += Path.DirectorySeparatorChar;
Uri baseUri = new Uri(basepath);
Uri modelUri = new Uri(modelpath);
Uri relativeUri = baseUri.MakeRelativeUri(modelUri);
string relativepath = Uri.UnescapeDataString(relativeUri.OriginalString);
template = template.Replace("{ActorName}", settings.ActorName);
template = template.Replace("{ModelPath}", relativepath);
template = template.Replace("{Sprite}", settings.Sprite);
// Make sure the directory is there
Directory.CreateDirectory(Path.GetDirectoryName(path));
using (StreamWriter sw = new StreamWriter(path, false))
sw.Write(template);
}
}
}
//done
General.Interface.DisplayStatus(StatusType.Info, "Geometry exported to \"" + savePath);
}
#endregion
#region ================== Utility
private static void CreateObjFromSelection(ICollection<Sector> sectors, ref WavefrontExportSettings data)
{
BaseVisualMode mode = new BaseVisualMode();
bool renderingEffectsDisabled = false;
if(!General.Settings.EnhancedRenderingEffects)
{
renderingEffectsDisabled = true;
mode.ToggleEnhancedRendering();
}
mode.RebuildElementData();
List<BaseVisualSector> visualSectors = new List<BaseVisualSector>();
//create visual geometry
foreach(Sector s in sectors)
{
bool addvs = true;
// Check if the sector has, or shares a line with a 3D floor control sector, and ignore it if necessary
if (data.ExportForGZDoom && data.IgnoreControlSectors)
{
foreach (Sidedef sd in s.Sidedefs)
{
if (sd.Line.Action >= 100 && sd.Line.Action < 300)
{
addvs = false;
break;
}
}
}
if (addvs)
{
BaseVisualSector bvs = mode.CreateBaseVisualSector(s);
if (bvs != null)
{
// When the visual sector is created yet unseen wall textures are not fully loaded in time, which can result in the
// texture coordinates (UV) ending up as NaN. This can happen if the export is started before the textures are loaded
// (for example by opening the texture browser or going into visual mode. So make sure the textures are loaded immediately.
// After that the visual sector has to be rebuilt. This only seems to affect wall textures, not floors/ceilings
// See https://github.com/UltimateDoomBuilder/UltimateDoomBuilder/issues/1015
foreach (VisualSidedefParts vsp in bvs.Sides.Values)
{
if (vsp.upper?.Texture != null && vsp.upper.Texture.ImageState != ImageLoadState.Ready)
vsp.upper.Texture.LocalGetBitmap(true);
if (vsp.middlesingle?.Texture != null && vsp.middlesingle.Texture.ImageState != ImageLoadState.Ready)
vsp.middlesingle.Texture.LocalGetBitmap(true);
if (vsp.middledouble?.Texture != null && vsp.middledouble.Texture.ImageState != ImageLoadState.Ready)
vsp.middledouble.Texture.LocalGetBitmap(true);
if (vsp.lower?.Texture != null && vsp.lower.Texture.ImageState != ImageLoadState.Ready)
vsp.lower.Texture.LocalGetBitmap(true);
if (vsp.middle3d != null)
{
foreach (VisualMiddle3D vm in vsp.middle3d.Where(o => o.Texture != null && o.Texture.ImageState != ImageLoadState.Ready))
{
vm.Texture.LocalGetBitmap(true);
}
}
if (vsp.middleback != null)
{
foreach (VisualMiddleBack vm in vsp.middleback.Where(o => o.Texture != null && o.Texture.ImageState != ImageLoadState.Ready))
{
vm.Texture.LocalGetBitmap(true);
}
}
}
// Rebuild the visual sector so that the texture coordinates are guaranteed to be correct
bvs.Rebuild();
visualSectors.Add(bvs);
}
}
}
if (visualSectors.Count == 0)
{
General.ErrorLogger.Add(ErrorType.Error, "OBJ Exporter: no visual sectors to export!");
return;
}
//sort geometry
List<Dictionary<string, List<WorldVertex[]>>> geometryByTexture = SortGeometry(visualSectors, data.SkipTextures, !data.ExportForGZDoom);
//restore vm settings
if(renderingEffectsDisabled) mode.ToggleEnhancedRendering();
mode.Dispose();
//create obj
StringBuilder obj = CreateObjGeometry(geometryByTexture, ref data);
if(obj.Length == 0)
{
General.ErrorLogger.Add(ErrorType.Error, "OBJ Exporter: failed to create geometry!");
return;
}
//add header
obj.Insert(0, "o " + General.Map.Options.LevelName + Environment.NewLine); //name
obj.Insert(0, "# Created by Ultimate Doom Builder " + Application.ProductVersion + Environment.NewLine + Environment.NewLine);
obj.Insert(0, "# " + General.Map.FileTitle + ", map " + General.Map.Options.LevelName + Environment.NewLine);
data.Obj = obj.ToString();
string[] textures = new string[geometryByTexture[0].Keys.Count];
geometryByTexture[0].Keys.CopyTo(textures, 0);
Array.Sort(textures);
data.Textures = textures;
string[] flats = new string[geometryByTexture[1].Keys.Count];
geometryByTexture[1].Keys.CopyTo(flats, 0);
Array.Sort(flats);
data.Flats = flats;
data.Valid = true;
}
private static List<Dictionary<string, List<WorldVertex[]>>> SortGeometry(List<BaseVisualSector> visualSectors, List<string>skipTextures, bool defaultOnMissingTextures)
{
var texturegeo = new Dictionary<string, List<WorldVertex[]>>(StringComparer.Ordinal);
var flatgeo = new Dictionary<string, List<WorldVertex[]>>(StringComparer.Ordinal);
if (defaultOnMissingTextures)
{
texturegeo.Add(DEFAULT, new List<WorldVertex[]>());
flatgeo.Add(DEFAULT, new List<WorldVertex[]>());
}
foreach (BaseVisualSector vs in visualSectors)
{
//floor
string texture;
if(vs.Floor != null)
{
texture = vs.Sector.FloorTexture;
if (!skipTextures.Contains(texture))
{
CheckTextureName(ref flatgeo, ref texture);
flatgeo[texture].AddRange(OptimizeGeometry(vs.Floor.Vertices, vs.Floor.GeometryType, vs.Floor.Sector.Sector.Labels.Count > 1));
}
}
//ceiling
if(vs.Ceiling != null)
{
texture = vs.Sector.CeilTexture;
if (!skipTextures.Contains(texture))
{
CheckTextureName(ref flatgeo, ref texture);
flatgeo[texture].AddRange(OptimizeGeometry(vs.Ceiling.Vertices, vs.Ceiling.GeometryType, vs.Ceiling.Sector.Sector.Labels.Count > 1));
}
}
//walls
if(vs.Sides != null)
{
foreach(VisualSidedefParts part in vs.Sides.Values)
{
//upper
if(part.upper != null && part.upper.Vertices != null)
{
texture = part.upper.Sidedef.HighTexture;
if (!skipTextures.Contains(texture))
{
CheckTextureName(ref texturegeo, ref texture);
texturegeo[texture].AddRange(OptimizeGeometry(part.upper.Vertices, part.upper.GeometryType));
}
}
//middle single
if(part.middlesingle != null && part.middlesingle.Vertices != null)
{
texture = part.middlesingle.Sidedef.MiddleTexture;
if (!skipTextures.Contains(texture))
{
CheckTextureName(ref texturegeo, ref texture);
texturegeo[texture].AddRange(OptimizeGeometry(part.middlesingle.Vertices, part.middlesingle.GeometryType));
}
}
//middle double
if(part.middledouble != null && part.middledouble.Vertices != null)
{
texture = part.middledouble.Sidedef.MiddleTexture;
if (!skipTextures.Contains(texture))
{
CheckTextureName(ref texturegeo, ref texture);
texturegeo[texture].AddRange(OptimizeGeometry(part.middledouble.Vertices, part.middledouble.GeometryType));
}
}
//middle3d
if(part.middle3d != null && part.middle3d.Count > 0)
{
foreach(VisualMiddle3D m3d in part.middle3d)
{
if(m3d.Vertices == null) continue;
texture = m3d.GetTextureName();
if (!skipTextures.Contains(texture))
{
CheckTextureName(ref texturegeo, ref texture);
// 3D floor sides are cut so that there are only triangles for the visible parts. Some of those might be
// triangles and not rectangles, so we can't optimize them into rectangles
texturegeo[texture].AddRange(OptimizeGeometry(m3d.Vertices, m3d.GeometryType, true));
}
}
}
//backsides(?)
//lower
if(part.lower != null && part.lower.Vertices != null)
{
texture = part.lower.Sidedef.LowTexture;
if (!skipTextures.Contains(texture))
{
CheckTextureName(ref texturegeo, ref texture);
texturegeo[texture].AddRange(OptimizeGeometry(part.lower.Vertices, part.lower.GeometryType));
}
}
}
}
//3d ceilings
foreach(VisualCeiling vc in vs.ExtraCeilings)
{
texture = vc.GetControlSector().CeilTexture;
if (!skipTextures.Contains(texture))
{
CheckTextureName(ref flatgeo, ref texture);
flatgeo[texture].AddRange(OptimizeGeometry(vc.Vertices, (vc.ExtraFloor.VavoomType ? vc.GeometryType : VisualGeometryType.FLOOR)));
}
}
//3d floors
foreach(VisualFloor vf in vs.ExtraFloors)
{
texture = vf.GetControlSector().FloorTexture;
if (!skipTextures.Contains(texture))
{
CheckTextureName(ref flatgeo, ref texture);
flatgeo[texture].AddRange(OptimizeGeometry(vf.Vertices, (vf.ExtraFloor.VavoomType ? vf.GeometryType : VisualGeometryType.CEILING)));
}
}
//backsides(?)
}
return new List<Dictionary<string, List<WorldVertex[]>>> { texturegeo, flatgeo };
}
private static void CheckTextureName(ref Dictionary<string, List<WorldVertex[]>> geo, ref string texture)
{
if(!string.IsNullOrEmpty(texture) && texture != "-")
{
if(!geo.ContainsKey(texture)) geo.Add(texture, new List<WorldVertex[]>());
}
else
{
texture = DEFAULT;
}
}
#endregion
#region ================== Surface optimization
private static List<WorldVertex[]> OptimizeGeometry(WorldVertex[] verts, VisualGeometryType geotype)
{
return OptimizeGeometry(verts, geotype, false);
}
private static List<WorldVertex[]> OptimizeGeometry(WorldVertex[] verts, VisualGeometryType geotype, bool skiprectoptimization)
{
List<WorldVertex[]> groups = new List<WorldVertex[]>();
// Only do optimizations for walls right now. Doing them blindly for floors/ceilings will cause problems with concave sectors with 4 corners
if(!skiprectoptimization && verts.Length == 6 && (geotype != VisualGeometryType.CEILING && geotype != VisualGeometryType.FLOOR)) //rectangular surface
{
verts = new[] { verts[5], verts[2], verts[1], verts[0] };
groups.Add(verts);
}
else
{
for(int i = 0; i < verts.Length; i += 3)
{
groups.Add(new[] { verts[i + 2], verts[i + 1], verts[i] });
}
}
return groups;
}
#endregion
#region ================== OBJ Creation
private static StringBuilder CreateObjGeometry(List<Dictionary<string, List<WorldVertex[]>>> geometryByTexture, ref WavefrontExportSettings data)
{
StringBuilder obj = new StringBuilder();
Vector2D offset;
const string vertexFormatter = "{0} {2} {1}\n";
Dictionary<Vector3D, int> uniqueVerts = new Dictionary<Vector3D, int>();
Dictionary<Vector3D, int> uniqueNormals = new Dictionary<Vector3D, int>();
Dictionary<PointF, int> uniqueUVs = new Dictionary<PointF, int>();
var vertexDataByTexture = new Dictionary<string, Dictionary<WorldVertex, VertexIndices>>(StringComparer.Ordinal);
int pc = 0;
int nc = 0;
int uvc = 0;
Vector3D tl = new Vector3D(double.MaxValue, double.MinValue, double.MinValue);
Vector3D br = new Vector3D(double.MinValue, double.MaxValue, double.MaxValue);
//optimize geometry
foreach (Dictionary<string, List<WorldVertex[]>> dictionary in geometryByTexture)
{
foreach(KeyValuePair<string, List<WorldVertex[]>> group in dictionary)
{
Dictionary<WorldVertex, VertexIndices> vertsData = new Dictionary<WorldVertex, VertexIndices>();
foreach(WorldVertex[] verts in group.Value)
{
//vertex normals. biwa not sure why I need to invert the normal's y component, but it seems to be necessary
Vector3D n = new Vector3D(verts[0].nx, verts[0].ny, verts[0].nz).GetNormal();
n.y *= -1;
int ni;
if(uniqueNormals.ContainsKey(n))
{
ni = uniqueNormals[n];
}
else
{
uniqueNormals.Add(n, ++nc);
ni = nc;
}
foreach(WorldVertex v in verts)
{
if(vertsData.ContainsKey(v)) continue;
VertexIndices indices = new VertexIndices();
indices.NormalIndex = ni;
//vertex coords
Vector3D vc = new Vector3D(v.x, v.y, v.z);
if(uniqueVerts.ContainsKey(vc))
{
indices.PositionIndex = uniqueVerts[vc];
}
else
{
uniqueVerts.Add(vc, ++pc);
indices.PositionIndex = pc;
}
//uv
PointF uv = new PointF(v.u, v.v);
if(uniqueUVs.ContainsKey(uv))
{
indices.UVIndex = uniqueUVs[uv];
}
else
{
uniqueUVs.Add(uv, ++uvc);
indices.UVIndex = uvc;
}
vertsData.Add(v, indices);
}
}
if(vertsData.Count > 0)
{
if(vertexDataByTexture.ContainsKey(group.Key))
{
foreach(KeyValuePair<WorldVertex, VertexIndices> g in vertsData)
vertexDataByTexture[group.Key].Add(g.Key, g.Value);
}
else
{
vertexDataByTexture.Add(group.Key, vertsData);
}
}
}
}
// Get the dimensions of the model
foreach(Dictionary<WorldVertex, VertexIndices> vdata in vertexDataByTexture.Values)
{
foreach(WorldVertex wv in vdata.Keys)
{
if (wv.x < tl.x) tl.x = wv.x;
if (wv.x > br.x) br.x = wv.x;
if (wv.y > tl.y) tl.y = wv.y;
if (wv.y < br.y) br.y = wv.y;
if (wv.z > tl.z) tl.z = wv.z;
if (wv.z < br.z) br.z = wv.z;
}
}
data.Radius = br.x - tl.x > tl.y - br.y ? (int)(tl.y - br.y) / 2 : (int)(br.x - tl.x) / 2;
data.Height = (int)(tl.z - br.z);
if (data.CenterModel)
offset = new Vector2D(tl.x + (br.x - tl.x) / 2.0, tl.y + (br.y - tl.y) / 2.0);
else
offset = new Vector2D(0.0, 0.0);
//write geometry
//write vertices
if (data.ExportForGZDoom)
{
foreach (KeyValuePair<Vector3D, int> group in uniqueVerts)
{
double z = (group.Key.z - (data.NormalizeLowestVertex ? br.z : 0)) * data.Scale * 1.2f;
obj.Append(string.Format(CultureInfo.InvariantCulture, "v " + vertexFormatter, (group.Key.x - offset.x) * data.Scale, -(group.Key.y - offset.y) * data.Scale, z));
}
}
else
{
// biwa. Not sure why the x-axis is flipped here, since it will result in wrong normals when using the model directly in GZDoom. For this reason
// I disabled the flipping above
foreach (KeyValuePair<Vector3D, int> group in uniqueVerts)
{
double z = (group.Key.z - (data.NormalizeLowestVertex ? br.z : 0)) * data.Scale;
obj.Append(string.Format(CultureInfo.InvariantCulture, "v " + vertexFormatter, -(group.Key.x - offset.x) * data.Scale, (group.Key.y - offset.y) * data.Scale, z));
}
}
//write normals
foreach(KeyValuePair<Vector3D, int> group in uniqueNormals)
obj.Append(string.Format(CultureInfo.InvariantCulture, "vn " + vertexFormatter, group.Key.x, group.Key.y, group.Key.z));
//write UV coords
foreach(KeyValuePair<PointF, int> group in uniqueUVs)
obj.Append(string.Format(CultureInfo.InvariantCulture, "vt {0} {1}\n", group.Key.X, -group.Key.Y));
// GZDoom ignores the material lib, so don't add it if the model is for GZDoom
if (!data.ExportForGZDoom)
{
obj.Append("mtllib ").Append(data.ObjName + ".mtl").Append("\n");
}
//write materials and surface indices
foreach(Dictionary<string, List<WorldVertex[]>> dictionary in geometryByTexture)
{
foreach(KeyValuePair<string, List<WorldVertex[]>> group in dictionary)
{
//material
obj.Append("usemtl ").Append(group.Key).Append("\n");
foreach(WorldVertex[] verts in group.Value)
{
//surface indices
obj.Append("f");
foreach(WorldVertex v in verts)
{
VertexIndices vi = vertexDataByTexture[group.Key][v];
obj.Append(" " + vi.PositionIndex + "/" + vi.UVIndex + "/" + vi.NormalIndex);
}
obj.Append("\n");
}
}
}
return obj;
}
#endregion
}
}