Risparmia 3D mesh in formato binario personalizzato

Carica 3D file e scrivi mesh in formato binario personalizzato campione di programmazione

Accettare il metodo esposto dal membro RootNode nella classe Scene consente di visitare ogni sottododo. Lo snippet di codice di seguito consente di convertire solo le mesh.

// The path to the documents directory.
String MyDir = RunExamples.getDataDir();
// load a 3D file
Scene scene = new Scene(MyDir + "test.fbx");
/*
* 3D format demonstration is simple
*
* struct File {
* MeshBlock blocks[];
* };
*
* struct Vertex {
* float x;
* float y;
* float z;
* };
*
* struct Triangle {
* int a;
* int b;
* int c;
* };
*
* struct MeshBlock {
* int numControlPoints;
* int numTriangles;
* Vertex vertices[numControlPoints];
* Triangle faces[numTriangles];
* };
*/
// open file for writing in binary mode
try (DataOutputStream writer = new DataOutputStream(new BufferedOutputStream(new FileOutputStream(MyDir + "Save3DMeshesInCustomBinaryFormat_out"))))
{
// visit each descent nodes
scene.getRootNode().accept(new NodeVisitor(){
@Override
public boolean call(Node node) {
try {
for (Entity entity : node.getEntities()) {
// only convert meshes, lights/camera and other stuff will be ignored
if (!(entity instanceof IMeshConvertible))
continue;
Mesh m = ((IMeshConvertible) entity).toMesh();
List<Vector4> controlPoints = m.getControlPoints();
// triangulate the mesh, so triFaces will only store triangle indices
int[][] triFaces = PolygonModifier.triangulate(controlPoints, m.getPolygons());
// gets the global transform matrix
Matrix4 transform = node.getGlobalTransform().getTransformMatrix();
// write number of control points and triangle indices
writer.writeInt(controlPoints.size());
writer.writeInt(triFaces.length);
// write control points
for (int i = 0; i < controlPoints.size(); i++) {
// calculate the control points in world space and save them to file
Vector4 cp = Matrix4.mul(transform, controlPoints.get(i));
writer.writeFloat((float) cp.x);
writer.writeFloat((float) cp.y);
writer.writeFloat((float) cp.z);
}
// write triangle indices
for (int i = 0; i < triFaces.length; i++) {
writer.writeInt(triFaces[i][0]);
writer.writeInt(triFaces[i][1]);
writer.writeInt(triFaces[i][2]);
}
}
} catch(Exception e) {
e.printStackTrace();
}
return true;
}
});
}