Esempio n. 1
0
        /// <summary>
        ///     Crea un mesh con uno o varios DiffuseMap
        /// </summary>
        /// <returns></returns>
        private TgcKeyFrameMesh crearMeshDiffuseMap(TgcKeyFrameLoaderMaterialAux[] materialsArray,
                                                    TgcKeyFrameMeshData meshData)
        {
            //Crear Mesh
            var mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length,
                                MeshFlags.Managed, DiffuseMapVertexElements, D3DDevice.Instance.Device);

            //Cargar VertexBuffer
            using (var vb = mesh.VertexBuffer)
            {
                var data = vb.Lock(0, 0, LockFlags.None);
                for (var j = 0; j < meshData.coordinatesIndices.Length; j++)
                {
                    var v = new DiffuseMapVertex();

                    //vertices
                    var coordIdx = meshData.coordinatesIndices[j] * 3;
                    v.Position = new TGCVector3(
                        meshData.verticesCoordinates[coordIdx],
                        meshData.verticesCoordinates[coordIdx + 1],
                        meshData.verticesCoordinates[coordIdx + 2]
                        );

                    //texture coordinates diffuseMap
                    var texCoordIdx = meshData.texCoordinatesIndices[j] * 2;
                    v.Tu = meshData.textureCoordinates[texCoordIdx];
                    v.Tv = meshData.textureCoordinates[texCoordIdx + 1];

                    //color
                    var colorIdx = meshData.colorIndices[j];
                    v.Color = meshData.verticesColors[colorIdx];

                    data.Write(v);
                }
                vb.Unlock();
            }

            //Cargar IndexBuffer
            using (var ib = mesh.IndexBuffer)
            {
                var indices = new short[meshData.coordinatesIndices.Length];
                for (var j = 0; j < indices.Length; j++)
                {
                    indices[j] = (short)j;
                }
                ib.SetData(indices, 0, LockFlags.None);
            }

            //Configurar Material y Textura para un solo SubSet
            var matAux = materialsArray[meshData.materialId];

            Material[]   meshMaterials;
            TgcTexture[] meshTextures;
            if (matAux.subMaterials == null)
            {
                meshMaterials = new[] { matAux.materialId };
                meshTextures  = new[] { matAux.texture };
            }

            //Configurar Material y Textura para varios SubSet
            else
            {
                //Cargar attributeBuffer con los id de las texturas de cada triángulo
                var attributeBuffer = mesh.LockAttributeBufferArray(LockFlags.None);
                Array.Copy(meshData.materialsIds, attributeBuffer, attributeBuffer.Length);
                mesh.UnlockAttributeBuffer(attributeBuffer);

                //Cargar array de Materials y Texturas
                meshMaterials = new Material[matAux.subMaterials.Length];
                meshTextures  = new TgcTexture[matAux.subMaterials.Length];
                for (var m = 0; m < matAux.subMaterials.Length; m++)
                {
                    meshMaterials[m] = matAux.subMaterials[m].materialId;
                    meshTextures[m]  = matAux.subMaterials[m].texture;
                }
            }

            //Cargar datos que originales que tienen que mantenerse
            var originalData = new OriginalData();

            originalData.coordinatesIndices    = meshData.coordinatesIndices;
            originalData.colorIndices          = meshData.colorIndices;
            originalData.verticesColors        = meshData.verticesColors;
            originalData.texCoordinatesIndices = meshData.texCoordinatesIndices;
            originalData.textureCoordinates    = meshData.textureCoordinates;

            //Crear mesh de TGC
            var tgcMesh = new TgcKeyFrameMesh(mesh, meshData.name, TgcKeyFrameMesh.MeshRenderType.DIFFUSE_MAP,
                                              originalData);

            tgcMesh.Materials   = meshMaterials;
            tgcMesh.DiffuseMaps = meshTextures;
            return(tgcMesh);
        }
 /// <summary>
 ///     Crea una nueva malla.
 /// </summary>
 /// <param name="mesh">Mesh de DirectX</param>
 /// <param name="renderType">Formato de renderizado de la malla</param>
 /// <param name="coordinatesIndices">Datos parseados de la malla</param>
 public TgcKeyFrameMesh(Mesh mesh, string name, MeshRenderType renderType, OriginalData originalData)
 {
     initData(mesh, name, renderType, originalData);
 }