/// <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); }
/// <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); }
/// <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); }