/// <summary> /// Cargar estructura de esqueleto /// </summary> private TgcSkeletalBone[] loadSkeleton(TgcSkeletalMeshData meshData) { //Crear huesos var bones = new TgcSkeletalBone[meshData.bones.Length]; for (var i = 0; i < bones.Length; i++) { var boneData = meshData.bones[i]; var bone = new TgcSkeletalBone(i, boneData.name, new TGCVector3(boneData.startPosition[0], boneData.startPosition[1], boneData.startPosition[2]), new TGCQuaternion(boneData.startRotation[0], boneData.startRotation[1], boneData.startRotation[2], boneData.startRotation[3]) ); bones[i] = bone; } //Cargar padres en huesos for (var i = 0; i < bones.Length; i++) { var boneData = meshData.bones[i]; if (boneData.parentId == -1) { bones[i].ParentBone = null; } else { bones[i].ParentBone = bones[boneData.parentId]; } } return(bones); }
/// <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 var materialsArray = new TgcSkeletalLoaderMaterialAux[meshData.materialsData.Length]; for (var i = 0; i < meshData.materialsData.Length; i++) { var materialData = meshData.materialsData[i]; var 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)) { var matAux = new TgcSkeletalLoaderMaterialAux(); materialsArray[i] = matAux; matAux.subMaterials = new TgcSkeletalLoaderMaterialAux[materialData.subMaterials.Length]; for (var 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 TgcBoundingAxisAlignBox( TGCVector3.Float3ArrayToVector3(meshData.pMin), TGCVector3.Float3ArrayToVector3(meshData.pMax) ); } else { tgcMesh.createBoundingBox(); } tgcMesh.Enabled = true; return(tgcMesh); }
/// <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) { var dom = new XmlDocument(); dom.LoadXml(xmlString); var root = dom.DocumentElement; var meshData = new TgcSkeletalMeshData(); //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(); } //parsear normals, si hay var normalsNodes = meshNode.GetElementsByTagName("normals"); if (normalsNodes != null && normalsNodes.Count == 1) { var normalsNode = normalsNodes[0]; count = int.Parse(normalsNode.Attributes["count"].InnerText); meshData.verticesNormals = TgcParserUtils.parseFloatStream(normalsNode.InnerText, count); } //parsear tangents, si hay var tangentsNodes = meshNode.GetElementsByTagName("tangents"); if (tangentsNodes != null && tangentsNodes.Count == 1) { var tangentsNode = tangentsNodes[0]; count = int.Parse(tangentsNode.Attributes["count"].InnerText); meshData.verticesTangents = TgcParserUtils.parseFloatStream(tangentsNode.InnerText, count); } //parsear binormals, si hay var binormalsNodes = meshNode.GetElementsByTagName("binormals"); if (binormalsNodes != null && binormalsNodes.Count == 1) { var binormalsNode = binormalsNodes[0]; count = int.Parse(binormalsNode.Attributes["count"].InnerText); meshData.verticesBinormals = TgcParserUtils.parseFloatStream(binormalsNode.InnerText, count); } //parsear esqueleto var skeletonNode = meshNode.GetElementsByTagName("skeleton")[0]; var bonesData = new TgcSkeletalBoneData[skeletonNode.ChildNodes.Count]; var boneCount = 0; foreach (XmlElement boneNode in skeletonNode.ChildNodes) { var 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 var weightsNode = meshNode.GetElementsByTagName("weights")[0]; count = int.Parse(weightsNode.Attributes["count"].InnerText); meshData.verticesWeights = TgcParserUtils.parseFloatStream(weightsNode.InnerText, count); return(meshData); }
/// <summary> /// Crea un mesh sin texturas, solo con VertexColors /// </summary> /// <param name="meshData"></param> private TgcSkeletalMesh crearMeshSoloColor(TgcSkeletalMeshData meshData) { //Crear Mesh var mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, VertexColorVertexElements, D3DDevice.Instance.Device); //Cargar esqueleto var bones = loadSkeleton(meshData); var verticesWeights = loadVerticesWeights(meshData, bones); //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 VertexColorVertex(); //vertices var coordIdx = meshData.coordinatesIndices[j] * 3; v.Position = new TGCVector3( meshData.verticesCoordinates[coordIdx], meshData.verticesCoordinates[coordIdx + 1], meshData.verticesCoordinates[coordIdx + 2] ); //color var colorIdx = meshData.colorIndices[j]; v.Color = meshData.verticesColors[colorIdx]; //normal if (meshData.verticesNormals != null) { v.Normal = new TGCVector3( meshData.verticesNormals[coordIdx], meshData.verticesNormals[coordIdx + 1], meshData.verticesNormals[coordIdx + 2] ); } else { v.Normal = TGCVector3.Empty; } //tangent if (meshData.verticesTangents != null) { v.Tangent = new TGCVector3( meshData.verticesTangents[coordIdx], meshData.verticesTangents[coordIdx + 1], meshData.verticesTangents[coordIdx + 2] ); } else { v.Tangent = TGCVector3.Empty; } //binormal if (meshData.verticesBinormals != null) { v.Binormal = new TGCVector3( meshData.verticesBinormals[coordIdx], meshData.verticesBinormals[coordIdx + 1], meshData.verticesBinormals[coordIdx + 2] ); } else { v.Binormal = TGCVector3.Empty; } //BlendWeights y BlendIndices var vWeight = verticesWeights[meshData.coordinatesIndices[j]]; vWeight.createVector4WeightsAndIndices(out v.BlendWeights, out v.BlendIndices); data.Write(v); } vb.Unlock(); } //Cargar indexBuffer en forma plana using (var ib = mesh.IndexBuffer) { var indices = new short[meshData.coordinatesIndices.Length]; for (var i = 0; i < indices.Length; i++) { indices[i] = (short)i; } ib.SetData(indices, 0, LockFlags.None); } //Crear mesh de TGC var tgcMesh = MeshFactory.createNewSkeletalMesh(mesh, meshData.name, TgcSkeletalMesh.MeshRenderType.VERTEX_COLOR, bones); return(tgcMesh); }
/// <summary> /// Crea un mesh con uno o varios DiffuseMap /// </summary> /// <returns></returns> private TgcSkeletalMesh crearMeshDiffuseMap(TgcSkeletalLoaderMaterialAux[] materialsArray, TgcSkeletalMeshData meshData) { //Crear Mesh var mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, DiffuseMapVertexElements, D3DDevice.Instance.Device); //Cargar esqueleto var bones = loadSkeleton(meshData); var verticesWeights = loadVerticesWeights(meshData, bones); //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]; //normal if (meshData.verticesNormals != null) { v.Normal = new TGCVector3( meshData.verticesNormals[coordIdx], meshData.verticesNormals[coordIdx + 1], meshData.verticesNormals[coordIdx + 2] ); } else { v.Normal = TGCVector3.Empty; } //tangent if (meshData.verticesTangents != null) { v.Tangent = new TGCVector3( meshData.verticesTangents[coordIdx], meshData.verticesTangents[coordIdx + 1], meshData.verticesTangents[coordIdx + 2] ); } else { v.Tangent = TGCVector3.Empty; } //binormal if (meshData.verticesBinormals != null) { v.Binormal = new TGCVector3( meshData.verticesBinormals[coordIdx], meshData.verticesBinormals[coordIdx + 1], meshData.verticesBinormals[coordIdx + 2] ); } else { v.Binormal = TGCVector3.Empty; } //BlendWeights y BlendIndices var vWeight = verticesWeights[meshData.coordinatesIndices[j]]; vWeight.createVector4WeightsAndIndices(out v.BlendWeights, out v.BlendIndices); data.Write(v); } vb.Unlock(); } //Cargar IndexBuffer en forma plana 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; } } //Crear mesh de TGC var tgcMesh = MeshFactory.createNewSkeletalMesh(mesh, meshData.name, TgcSkeletalMesh.MeshRenderType.DIFFUSE_MAP, bones); tgcMesh.Materials = meshMaterials; tgcMesh.DiffuseMaps = meshTextures; return(tgcMesh); }
/// <summary> /// Cargar Weights de vertices /// </summary> /// <param name="meshData"></param> /// <returns></returns> private TgcSkeletalVertexWeight[] loadVerticesWeights(TgcSkeletalMeshData meshData, TgcSkeletalBone[] bones) { var maxWeights = 4; var weightComparer = new TgcSkeletalVertexWeight.BoneWeight.GreaterComparer(); //Crear un array de Weights para cada uno de los vertices de la malla var weights = new TgcSkeletalVertexWeight[meshData.verticesCoordinates.Length / 3]; for (var i = 0; i < weights.Length; i++) { weights[i] = new TgcSkeletalVertexWeight(); } //Cargar los weights de cada vertice var weightsCount = meshData.verticesWeights.Length / 3; for (var i = 0; i < weightsCount; i++) { var vertexIdx = (int)meshData.verticesWeights[i * 3]; var boneIdx = (int)meshData.verticesWeights[i * 3 + 1]; var weightVal = meshData.verticesWeights[i * 3 + 2]; var bone = bones[boneIdx]; var weight = new TgcSkeletalVertexWeight.BoneWeight(bone, weightVal); weights[vertexIdx].Weights.Add(weight); } //Normalizar weights de cada vertice for (var i = 0; i < weights.Length; i++) { var vertexWeight = weights[i]; //Se soportan hasta 4 weights por vertice. Si hay mas se quitan y se reparten las influencias entre el resto de los huesos if (vertexWeight.Weights.Count > maxWeights) { //Ordenar por weight de menor a mayor y luego revertir, para que quede de mayor a menor peso vertexWeight.Weights.Sort(weightComparer); vertexWeight.Weights.Reverse(); //Quitar los ultimos los weight que superan 4 while (vertexWeight.Weights.Count > maxWeights) { vertexWeight.Weights.RemoveAt(vertexWeight.Weights.Count - 1); } } //Sumar el total de todos los weights de este vertice float weightTotal = 0; foreach (var w in vertexWeight.Weights) { weightTotal += w.Weight; } //Normalizar cada valor segun el total acumulado en el vertice foreach (var w in vertexWeight.Weights) { w.Weight = w.Weight / weightTotal; } } return(weights); }