using System; using System.Collections.Generic; using System.Text; using System.IO; using OpenTK; namespace Switch_Toolbox.Library { public class OBJ { public static void ExportModel(string FileName, STGenericModel Model, List Textures) { string fileNoExt = Path.GetFileNameWithoutExtension(FileName); string fileMtlPath = FileName.Replace("obj", "mtl"); //Write model StringBuilder writer = new StringBuilder(); SaveMeshes(writer, Model, $"{fileNoExt}.mtl"); File.WriteAllText(FileName, writer.ToString()); //Write materials StringBuilder writerMtl = new StringBuilder(); SaveMaterials(writerMtl, Model); File.WriteAllText(fileMtlPath, writerMtl.ToString()); } private static void SaveMeshes(StringBuilder writer, STGenericModel Model, string MtlName) { writer.AppendLine($"mtllib {MtlName}"); int VertexCount = 1; foreach (STGenericObject mesh in Model.Nodes[0].Nodes) { writer.AppendLine($"o {mesh.Text}"); writer.AppendLine($"g {mesh.Text}"); foreach (var v in mesh.vertices) { writer.AppendLine($"v {v.pos.X} {v.pos.Y} {v.pos.Z}"); writer.AppendLine($"vn {v.nrm.X} {v.nrm.Y} {v.nrm.Z}"); writer.AppendLine($"vt {v.uv0.X} {v.uv0.Y}"); } var mat = GetMaterial(mesh.MaterialIndex, Model); if (mat != null) writer.AppendLine($"usemtl {mat.Text}"); for (int i = 0; i < mesh.faces.Count; i++) { int[] indices = new int[3] { mesh.faces[i++], mesh.faces[i++], mesh.faces[i] }; writer.AppendLine($"f {indices[0] + VertexCount}/{indices[0] + VertexCount}/{indices[0] + VertexCount}" + $" {indices[1] + VertexCount}/{indices[1] + VertexCount}/{indices[1] + VertexCount}" + $" {indices[2] + VertexCount}/{indices[2] + VertexCount}/{indices[2] + VertexCount}"); } VertexCount += mesh.vertices.Count; } } private static STGenericMaterial GetMaterial(int MaterialIndex, STGenericModel Model) { if (MaterialIndex < Model.Nodes[1].Nodes.Count) return (STGenericMaterial)Model.Nodes[1].Nodes[MaterialIndex]; else return null; } public static float Ns = -3.921569f; public static Vector3 Ka = new Vector3(1.000000f, 1.000000f, 1.000000f); public static Vector3 Kd = new Vector3(0.640000f, 0.640000f, 0.640000f); public static Vector3 Ks = new Vector3(0.500000f, 0.500000f, 0.500000f); public static Vector3 Ke = new Vector3(0.000000f, 0.000000f, 0.000000f); public static float Ni = -1f; public static float d = -1f; public static float illum = 2; private static void SaveMaterials(StringBuilder writer, STGenericModel Model) { foreach (STGenericMaterial mat in Model.Nodes[1].Nodes) { writer.AppendLine($"newmtl {mat.Text}"); writer.AppendLine($"Ns {Ns}"); writer.AppendLine($"Ka {Ka.X} {Ka.Y} {Ka.Z}"); writer.AppendLine($"Kd {Kd.X} {Kd.Y} {Kd.Z}"); writer.AppendLine($"Ks {Ks.X} {Ks.Y} {Ks.Z}"); writer.AppendLine($"Ke {Ke.X} {Ke.Y} {Ke.Z}"); writer.AppendLine($"Ni {Ni}"); writer.AppendLine($"d {d}"); writer.AppendLine($"illum {illum}"); foreach (var tex in mat.TextureMaps) { if (tex.Type == STGenericMatTexture.TextureType.Diffuse) writer.AppendLine($"map_Kd {tex.Name}.png"); } } } } }