SlimDX and Parsing .X Files
Posted
by
P. Avery
on Game Development
See other posts from Game Development
or by P. Avery
Published on 2014-04-06T05:42:40Z
Indexed on
2014/05/29
22:06 UTC
Read the original article
Hit count: 411
I'm trying to parse a .x file using SlimDX. I can create the XFile object and register templates but I'm having problems with the enumeration object. The enumeration object has a child count of 0 for a file I know to have valid data. Here is code to create file, enumeration, and data objects:
public void Parse(string filename, string templates, ref Frame aParam)
{
XFile xfile = null;
XFileEnumerationObject enumObj = null;
XFileData dataObj = null;
// create file object
xfile = new XFile();
// register templates
if (xfile.RegisterTemplates(XFile.DefaultTemplates).IsFailure)
{
Console.WriteLine(Result.Last);
xfile.Dispose();
return;
}
// create enumeration object
enumObj = xfile.CreateEnumerationObject(filename, System.Runtime.InteropServices.CharSet.Auto);
if (enumObj == null)
{
xfile.Dispose();
return;
}
// get child count( returns 0 here )
long ncElements = enumObj.ChildCount;
for (int i = 0; i < ncElements; ++i)
{
// never reached...
dataObj = enumObj.GetChild(i);
if (dataObj.IsReference) continue;
try { Parse(dataObj, ref aParam); }
catch (Exception e) { e.Write(); }
finally { dataObj.Dispose(); }
}
enumObj.Dispose();
xfile.Dispose();
}
...There are no exceptions thrown by this function...the child count is 0 so the conditional loop breaks right away, the file objects are disposed of and the function returns...
Here is .x file...a simple cube:
xof 0303txt 0032
Frame Root {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
Frame Cube {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
Mesh Cube{ //Cube Mesh
36;
-1.000000; 1.000000; 1.000000;,
-1.000000;-1.000000; 1.000000;,
0.999999;-1.000001; 1.000000;,
-1.000000;-1.000000;-1.000000;,
1.000000;-1.000000;-1.000000;,
0.999999;-1.000001; 1.000000;,
1.000000; 0.999999; 1.000000;,
-1.000000; 1.000000; 1.000000;,
0.999999;-1.000001; 1.000000;,
-1.000000; 1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000; 1.000000; 1.000000;,
-1.000000; 1.000000; 1.000000;,
1.000000; 0.999999; 1.000000;,
1.000000; 1.000000;-1.000000;,
1.000000; 0.999999; 1.000000;,
0.999999;-1.000001; 1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000; 1.000000;,
-1.000000; 1.000000; 1.000000;,
1.000000; 1.000000;-1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000; 1.000000;-1.000000;,
1.000000; 1.000000;-1.000000;,
1.000000; 0.999999; 1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000; 1.000000;-1.000000;,
-1.000000; 1.000000; 1.000000;,
1.000000; 1.000000;-1.000000;,
-1.000000;-1.000000; 1.000000;,
-1.000000;-1.000000;-1.000000;,
0.999999;-1.000001; 1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000; 1.000000;-1.000000;;
12;
3;0;1;2;,
3;3;4;5;,
3;6;7;8;,
3;9;10;11;,
3;12;13;14;,
3;15;16;17;,
3;18;19;20;,
3;21;22;23;,
3;24;25;26;,
3;27;28;29;,
3;30;31;32;,
3;33;34;35;;
MeshNormals { //Mesh Normals
36;
0.000000;-0.000000; 1.000000;,
0.000000;-0.000000; 1.000000;,
0.000000;-0.000000; 1.000000;,
-0.000000;-1.000000;-0.000000;,
-0.000000;-1.000000;-0.000000;,
-0.000000;-1.000000;-0.000000;,
-0.000000;-0.000000; 1.000000;,
-0.000000;-0.000000; 1.000000;,
-0.000000;-0.000000; 1.000000;,
-1.000000; 0.000000;-0.000000;,
-1.000000; 0.000000;-0.000000;,
-1.000000; 0.000000;-0.000000;,
0.000000; 1.000000; 0.000000;,
0.000000; 1.000000; 0.000000;,
0.000000; 1.000000; 0.000000;,
1.000000;-0.000001; 0.000000;,
1.000000;-0.000001; 0.000000;,
1.000000;-0.000001; 0.000000;,
-1.000000; 0.000000;-0.000000;,
-1.000000; 0.000000;-0.000000;,
-1.000000; 0.000000;-0.000000;,
0.000000; 0.000000;-1.000000;,
0.000000; 0.000000;-1.000000;,
0.000000; 0.000000;-1.000000;,
1.000000; 0.000000;-0.000000;,
1.000000; 0.000000;-0.000000;,
1.000000; 0.000000;-0.000000;,
0.000000; 1.000000; 0.000000;,
0.000000; 1.000000; 0.000000;,
0.000000; 1.000000; 0.000000;,
-0.000000;-1.000000; 0.000000;,
-0.000000;-1.000000; 0.000000;,
-0.000000;-1.000000; 0.000000;,
0.000000;-0.000000;-1.000000;,
0.000000;-0.000000;-1.000000;,
0.000000;-0.000000;-1.000000;;
12;
3;0;1;2;,
3;3;4;5;,
3;6;7;8;,
3;9;10;11;,
3;12;13;14;,
3;15;16;17;,
3;18;19;20;,
3;21;22;23;,
3;24;25;26;,
3;27;28;29;,
3;30;31;32;,
3;33;34;35;;
} //End of Mesh Normals
MeshMaterialList { //Mesh Material List
1;
12;
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0;;
Material Material {
0.640000; 0.640000; 0.640000; 1.000000;;
96.078431;
0.500000; 0.500000; 0.500000;;
0.000000; 0.000000; 0.000000;;
TextureFilename {"Yellow.jpg";}
}
} //End of Mesh Material List
MeshTextureCoords UVMap{ //Mesh UV Coordinates
36;
0.000000; 1.000000;,
1.000000; 1.000000;,
1.000000; 0.000000;,
0.000000; 1.000000;,
1.000000; 1.000000;,
1.000000; 0.000000;,
0.000000; 0.000000;,
0.000000; 1.000000;,
1.000000; 0.000000;,
0.000000; 1.000000;,
1.000000; 1.000000;,
0.000000; 0.000000;,
0.000000; 1.000000;,
1.000000; 1.000000;,
1.000000; 0.000000;,
0.000000; 1.000000;,
1.000000; 1.000000;,
1.000000; 0.000000;,
1.000000; 1.000000;,
1.000000; 0.000000;,
0.000000; 0.000000;,
0.000000; 0.000000;,
0.000000; 1.000000;,
1.000000; 0.000000;,
0.000000; 0.000000;,
0.000000; 1.000000;,
1.000000; 0.000000;,
0.000000; 0.000000;,
0.000000; 1.000000;,
1.000000; 0.000000;,
0.000000; 0.000000;,
0.000000; 1.000000;,
1.000000; 0.000000;,
0.000000; 1.000000;,
1.000000; 1.000000;,
1.000000; 0.000000;;
} //End of Mesh UV Coordinates
} //End of Mesh Mesh
} //End of Cube
} //End of Root Frame
© Game Development or respective owner