Ejemplo n.º 1
0
        /// <summary>
        ///     Crea Material y Textura
        /// </summary>
        private TgcKeyFrameLoaderMaterialAux createTextureAndMaterial(TgcMaterialData materialData, string texturesPath)
        {
            var matAux = new TgcKeyFrameLoaderMaterialAux();

            //Crear material
            var material = new Material();

            matAux.materialId     = material;
            material.AmbientColor = new ColorValue(
                materialData.ambientColor[0],
                materialData.ambientColor[1],
                materialData.ambientColor[2],
                materialData.ambientColor[3]);
            material.DiffuseColor = new ColorValue(
                materialData.diffuseColor[0],
                materialData.diffuseColor[1],
                materialData.diffuseColor[2],
                materialData.diffuseColor[3]);
            material.SpecularColor = new ColorValue(
                materialData.specularColor[0],
                materialData.specularColor[1],
                materialData.specularColor[2],
                materialData.specularColor[3]);

            //TODO ver que hacer con la opacity

            //crear textura
            texturesDict.Clear();
            if (materialData.fileName != null)
            {
                //revisar que esa imagen no se haya cargado previamente
                TgcTexture texture;
                if (texturesDict.ContainsKey(materialData.fileName))
                {
                    texture = texturesDict[materialData.fileName];
                }
                else
                {
                    texture = TgcTexture.createTexture(D3DDevice.Instance.Device, materialData.fileName,
                                                       texturesPath + "\\" + materialData.fileName);
                    texturesDict[materialData.fileName] = texture;
                    //TODO usar para algo el OFFSET y el TILING
                }
                matAux.texture = texture;
            }
            else
            {
                matAux.texture = null;
            }

            return(matAux);
        }
        /// <summary>
        /// Parsear Standard Material
        /// </summary>
        private void parseStandardMaterial(TgcMaterialData material, XmlElement matNode)
        {
            material.name = matNode.Attributes["name"].InnerText;
            material.type = matNode.Attributes["type"].InnerText;

            //Valores de Material
            string ambientStr = matNode.GetElementsByTagName("ambient")[0].InnerText;

            material.ambientColor = TgcParserUtils.parseFloat4Array(ambientStr);
            TgcParserUtils.divFloatArrayValues(ref material.ambientColor, 255f);

            string diffuseStr = matNode.GetElementsByTagName("diffuse")[0].InnerText;

            material.diffuseColor = TgcParserUtils.parseFloat4Array(diffuseStr);
            TgcParserUtils.divFloatArrayValues(ref material.diffuseColor, 255f);

            string specularStr = matNode.GetElementsByTagName("specular")[0].InnerText;

            material.specularColor = TgcParserUtils.parseFloat4Array(specularStr);
            TgcParserUtils.divFloatArrayValues(ref material.specularColor, 255f);

            string opacityStr = matNode.GetElementsByTagName("opacity")[0].InnerText;

            material.opacity = TgcParserUtils.parseFloat(opacityStr) / 100f;


            //Valores de Bitmap
            XmlNode bitmapNode = matNode.GetElementsByTagName("bitmap")[0];

            if (bitmapNode != null)
            {
                material.fileName = bitmapNode.InnerText;

                //TODO: formatear correctamente TILING y OFFSET
                string uvTilingStr = bitmapNode.Attributes["uvTiling"].InnerText;
                material.uvTiling = TgcParserUtils.parseFloat2Array(uvTilingStr);

                string uvOffsetStr = bitmapNode.Attributes["uvOffset"].InnerText;
                material.uvOffset = TgcParserUtils.parseFloat2Array(uvOffsetStr);
            }
            else
            {
                material.fileName = null;
                material.uvTiling = null;
                material.uvOffset = null;
            }
        }
        /// <summary>
        /// Levanta la informacion del mesh a partir de un XML
        /// </summary>
        /// <param name="xmlString">contenido del XML</param>
        /// <returns></returns>
        public TgcSkeletalMeshData parseMeshFromString(string xmlString)
        {
            XmlDocument dom = new XmlDocument();

            dom.LoadXml(xmlString);
            XmlElement root = dom.DocumentElement;

            TgcSkeletalMeshData meshData = new TgcSkeletalMeshData();

            //Ver si tiene exportacion de texturas
            XmlNode texturesExportNode    = root.GetElementsByTagName("texturesExport")[0];
            bool    texturesExportEnabled = bool.Parse(texturesExportNode.Attributes["enabled"].InnerText);

            if (texturesExportEnabled)
            {
                meshData.texturesDir = texturesExportNode.Attributes["dir"].InnerText;
            }

            //Parsear Texturas
            XmlNodeList materialNodes = root.GetElementsByTagName("materials")[0].ChildNodes;

            meshData.materialsData = new TgcMaterialData[materialNodes.Count];
            int i = 0;

            foreach (XmlElement matNode in materialNodes)
            {
                //determinar tipo de Material
                TgcMaterialData material = new TgcMaterialData();
                material.type = matNode.Attributes["type"].InnerText;

                //Standard Material
                if (material.type.Equals(TgcMaterialData.StandardMaterial))
                {
                    parseStandardMaterial(material, matNode);
                }

                //Multi Material
                else if (material.type.Equals(TgcMaterialData.MultiMaterial))
                {
                    material.name = matNode.Attributes["name"].InnerText;
                    XmlNodeList subMaterialsNodes = matNode.GetElementsByTagName("subM");
                    material.subMaterials = new TgcMaterialData[subMaterialsNodes.Count];
                    for (int j = 0; j < subMaterialsNodes.Count; j++)
                    {
                        TgcMaterialData subMaterial = new TgcMaterialData();
                        parseStandardMaterial(subMaterial, (XmlElement)subMaterialsNodes[j]);
                        material.subMaterials[j] = subMaterial;
                    }
                }

                meshData.materialsData[i++] = material;
            }


            //Parsear Mesh
            XmlElement meshNode = (XmlElement)root.GetElementsByTagName("mesh")[0];

            //parser y convertir valores
            meshData.name       = meshNode.Attributes["name"].InnerText;
            meshData.materialId = int.Parse(meshNode.Attributes["matId"].InnerText);
            meshData.color      = TgcParserUtils.parseFloat3Array(meshNode.Attributes["color"].InnerText);

            //TODO: formatear bien visibility
            string visibilityStr = meshNode.Attributes["visibility"].InnerText;

            //boundingBox, si esta
            XmlNodeList boundingBoxNodes = root.GetElementsByTagName("boundingBox");

            if (boundingBoxNodes != null && boundingBoxNodes.Count == 1)
            {
                XmlNode boundingBoxNode = boundingBoxNodes[0];
                meshData.pMin = TgcParserUtils.parseFloat3Array(boundingBoxNode.Attributes["min"].InnerText);
                meshData.pMax = TgcParserUtils.parseFloat3Array(boundingBoxNode.Attributes["max"].InnerText);
            }


            int count;

            //parsear coordinatesIdx
            XmlNode coordinatesIdxNode = meshNode.GetElementsByTagName("coordinatesIdx")[0];

            count = int.Parse(coordinatesIdxNode.Attributes["count"].InnerText);
            meshData.coordinatesIndices = TgcParserUtils.parseIntStream(coordinatesIdxNode.InnerText, count);

            //parsear textCoordsIdx
            XmlNode textCoordsIdxNode = meshNode.GetElementsByTagName("textCoordsIdx")[0];

            count = int.Parse(textCoordsIdxNode.Attributes["count"].InnerText);
            meshData.texCoordinatesIndices = TgcParserUtils.parseIntStream(textCoordsIdxNode.InnerText, count);

            //parsear colorsIdx
            XmlNode colorsIdxNode = meshNode.GetElementsByTagName("colorsIdx")[0];

            count = int.Parse(colorsIdxNode.Attributes["count"].InnerText);
            meshData.colorIndices = TgcParserUtils.parseIntStream(colorsIdxNode.InnerText, count);

            //parsear matIds
            if (meshData.materialsData.Length > 0)
            {
                XmlNode matIdsNode = meshNode.GetElementsByTagName("matIds")[0];
                count = int.Parse(matIdsNode.Attributes["count"].InnerText);
                meshData.materialsIds = TgcParserUtils.parseIntStream(matIdsNode.InnerText, count);
            }

            //parsear vertices
            XmlNode verticesNode = meshNode.GetElementsByTagName("vertices")[0];

            count = int.Parse(verticesNode.Attributes["count"].InnerText);
            meshData.verticesCoordinates = TgcParserUtils.parseFloatStream(verticesNode.InnerText, count);

            //parsear texCoords
            XmlNode texCoordsNode = meshNode.GetElementsByTagName("texCoords")[0];

            count = int.Parse(texCoordsNode.Attributes["count"].InnerText);
            meshData.textureCoordinates = TgcParserUtils.parseFloatStream(texCoordsNode.InnerText, count);

            //parsear colors
            XmlNode colorsNode = meshNode.GetElementsByTagName("colors")[0];

            count = int.Parse(colorsNode.Attributes["count"].InnerText);
            float[] colorsArray = TgcParserUtils.parseFloatStream(colorsNode.InnerText, count);
            //convertir a format TV
            meshData.verticesColors = new int[count / 3];
            for (int j = 0; j < meshData.verticesColors.Length; j++)
            {
                meshData.verticesColors[j] = Color.FromArgb(
                    (int)colorsArray[j * 3],
                    (int)colorsArray[j * 3 + 1],
                    (int)colorsArray[j * 3 + 2]).ToArgb();
            }

            //parsear esqueleto
            XmlNode skeletonNode = meshNode.GetElementsByTagName("skeleton")[0];

            TgcSkeletalBoneData[] bonesData = new TgcSkeletalBoneData[skeletonNode.ChildNodes.Count];
            int boneCount = 0;

            foreach (XmlElement boneNode in skeletonNode.ChildNodes)
            {
                TgcSkeletalBoneData boneData = new TgcSkeletalBoneData();
                boneData.id            = int.Parse(boneNode.Attributes["id"].InnerText);
                boneData.name          = boneNode.Attributes["name"].InnerText;
                boneData.parentId      = int.Parse(boneNode.Attributes["parentId"].InnerText);
                boneData.startPosition = TgcParserUtils.parseFloat3Array(boneNode.Attributes["pos"].InnerText);
                boneData.startRotation = TgcParserUtils.parseFloat4Array(boneNode.Attributes["rotQuat"].InnerText);

                bonesData[boneCount++] = boneData;
            }
            meshData.bones = bonesData;

            //parsear Weights
            XmlNode weightsNode = meshNode.GetElementsByTagName("weights")[0];

            count = int.Parse(weightsNode.Attributes["count"].InnerText);
            meshData.verticesWeights = TgcParserUtils.parseFloatStream(weightsNode.InnerText, count);


            return(meshData);
        }
Ejemplo n.º 4
0
        /// <summary>
        ///     Levanta la informacion del mesh a partir de un XML
        /// </summary>
        /// <param name="xmlString">contenido del XML</param>
        /// <returns></returns>
        public TgcKeyFrameMeshData parseMeshFromString(string xmlString)
        {
            var dom = new XmlDocument();

            dom.LoadXml(xmlString);
            var root = dom.DocumentElement;

            var meshData = new TgcKeyFrameMeshData();

            //Ver si tiene exportacion de texturas
            var texturesExportNode    = root.GetElementsByTagName("texturesExport")[0];
            var texturesExportEnabled = bool.Parse(texturesExportNode.Attributes["enabled"].InnerText);

            if (texturesExportEnabled)
            {
                meshData.texturesDir = texturesExportNode.Attributes["dir"].InnerText;
            }

            //Parsear Texturas
            var materialNodes = root.GetElementsByTagName("materials")[0].ChildNodes;

            meshData.materialsData = new TgcMaterialData[materialNodes.Count];
            var i = 0;

            foreach (XmlElement matNode in materialNodes)
            {
                //determinar tipo de Material
                var material = new TgcMaterialData();
                material.type = matNode.Attributes["type"].InnerText;

                //Standard Material
                if (material.type.Equals(TgcMaterialData.StandardMaterial))
                {
                    parseStandardMaterial(material, matNode);
                }

                //Multi Material
                else if (material.type.Equals(TgcMaterialData.MultiMaterial))
                {
                    material.name = matNode.Attributes["name"].InnerText;
                    var subMaterialsNodes = matNode.GetElementsByTagName("subM");
                    material.subMaterials = new TgcMaterialData[subMaterialsNodes.Count];
                    for (var j = 0; j < subMaterialsNodes.Count; j++)
                    {
                        var subMaterial = new TgcMaterialData();
                        parseStandardMaterial(subMaterial, (XmlElement)subMaterialsNodes[j]);
                        material.subMaterials[j] = subMaterial;
                    }
                }

                meshData.materialsData[i++] = material;
            }

            //Parsear Mesh
            var meshNode = (XmlElement)root.GetElementsByTagName("mesh")[0];

            //parser y convertir valores
            meshData.name       = meshNode.Attributes["name"].InnerText;
            meshData.materialId = int.Parse(meshNode.Attributes["matId"].InnerText);
            meshData.color      = TgcParserUtils.parseFloat3Array(meshNode.Attributes["color"].InnerText);

            //TODO: formatear bien visibility
            var visibilityStr = meshNode.Attributes["visibility"].InnerText;

            //boundingBox, si esta
            var boundingBoxNodes = root.GetElementsByTagName("boundingBox");

            if (boundingBoxNodes != null && boundingBoxNodes.Count == 1)
            {
                var boundingBoxNode = boundingBoxNodes[0];
                meshData.pMin = TgcParserUtils.parseFloat3Array(boundingBoxNode.Attributes["min"].InnerText);
                meshData.pMax = TgcParserUtils.parseFloat3Array(boundingBoxNode.Attributes["max"].InnerText);
            }

            int count;

            //parsear coordinatesIdx
            var coordinatesIdxNode = meshNode.GetElementsByTagName("coordinatesIdx")[0];

            count = int.Parse(coordinatesIdxNode.Attributes["count"].InnerText);
            meshData.coordinatesIndices = TgcParserUtils.parseIntStream(coordinatesIdxNode.InnerText, count);

            //parsear textCoordsIdx
            var textCoordsIdxNode = meshNode.GetElementsByTagName("textCoordsIdx")[0];

            count = int.Parse(textCoordsIdxNode.Attributes["count"].InnerText);
            meshData.texCoordinatesIndices = TgcParserUtils.parseIntStream(textCoordsIdxNode.InnerText, count);

            //parsear colorsIdx
            var colorsIdxNode = meshNode.GetElementsByTagName("colorsIdx")[0];

            count = int.Parse(colorsIdxNode.Attributes["count"].InnerText);
            meshData.colorIndices = TgcParserUtils.parseIntStream(colorsIdxNode.InnerText, count);

            //parsear matIds
            if (meshData.materialsData.Length > 0)
            {
                var matIdsNode = meshNode.GetElementsByTagName("matIds")[0];
                count = int.Parse(matIdsNode.Attributes["count"].InnerText);
                meshData.materialsIds = TgcParserUtils.parseIntStream(matIdsNode.InnerText, count);
            }

            //parsear vertices
            var verticesNode = meshNode.GetElementsByTagName("vertices")[0];

            count = int.Parse(verticesNode.Attributes["count"].InnerText);
            meshData.verticesCoordinates = TgcParserUtils.parseFloatStream(verticesNode.InnerText, count);

            //parsear texCoords
            var texCoordsNode = meshNode.GetElementsByTagName("texCoords")[0];

            count = int.Parse(texCoordsNode.Attributes["count"].InnerText);
            meshData.textureCoordinates = TgcParserUtils.parseFloatStream(texCoordsNode.InnerText, count);

            //parsear colors
            var colorsNode = meshNode.GetElementsByTagName("colors")[0];

            count = int.Parse(colorsNode.Attributes["count"].InnerText);
            var colorsArray = TgcParserUtils.parseFloatStream(colorsNode.InnerText, count);

            //convertir a format TV
            meshData.verticesColors = new int[count / 3];
            for (var j = 0; j < meshData.verticesColors.Length; j++)
            {
                meshData.verticesColors[j] = Color.FromArgb(
                    (int)colorsArray[j * 3],
                    (int)colorsArray[j * 3 + 1],
                    (int)colorsArray[j * 3 + 2]).ToArgb();
            }

            return(meshData);
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Carga un Modelo a partir de un objeto TgcSkeletalMeshData ya parseado
        /// </summary>
        /// <param name="meshData">Objeto con datos ya parseados</param>
        /// <param name="mediaPath">Path a partir del cual hay que buscar las Texturas</param>
        /// <returns>Modelo cargado</returns>
        public TgcSkeletalMesh loadMesh(TgcSkeletalMeshData meshData, string mediaPath)
        {
            //Cargar Texturas
            TgcSkeletalLoaderMaterialAux[] materialsArray = new TgcSkeletalLoaderMaterialAux[meshData.materialsData.Length];
            for (int i = 0; i < meshData.materialsData.Length; i++)
            {
                TgcMaterialData materialData = meshData.materialsData[i];
                string          texturesPath = mediaPath + meshData.texturesDir + "\\";

                //Crear StandardMaterial
                if (materialData.type.Equals(TgcMaterialData.StandardMaterial))
                {
                    materialsArray[i] = createTextureAndMaterial(materialData, texturesPath);
                }

                //Crear MultiMaterial
                else if (materialData.type.Equals(TgcMaterialData.MultiMaterial))
                {
                    TgcSkeletalLoaderMaterialAux matAux = new TgcSkeletalLoaderMaterialAux();
                    materialsArray[i]   = matAux;
                    matAux.subMaterials = new TgcSkeletalLoaderMaterialAux[materialData.subMaterials.Length];
                    for (int j = 0; j < materialData.subMaterials.Length; j++)
                    {
                        matAux.subMaterials[j] = createTextureAndMaterial(materialData.subMaterials[j], texturesPath);
                    }
                }
            }


            //Crear Mesh
            TgcSkeletalMesh tgcMesh = null;

            //Crear mesh que no tiene Material, con un color simple
            if (meshData.materialId == -1)
            {
                tgcMesh = crearMeshSoloColor(meshData);
            }


            //Crear mesh con DiffuseMap
            else
            {
                tgcMesh = crearMeshDiffuseMap(materialsArray, meshData);
            }


            //Crear BoundingBox, aprovechar lo que viene del XML o crear uno por nuestra cuenta
            if (meshData.pMin != null && meshData.pMax != null)
            {
                tgcMesh.BoundingBox = new TgcBoundingBox(
                    TgcParserUtils.float3ArrayToVector3(meshData.pMin),
                    TgcParserUtils.float3ArrayToVector3(meshData.pMax)
                    );
            }
            else
            {
                tgcMesh.createBoundingBox();
            }


            tgcMesh.Enabled = true;
            return(tgcMesh);
        }