Пример #1
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
            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);
        }
Пример #2
0
        /// <summary>
        ///     Crea Material y Textura
        /// </summary>
        private TgcSkeletalLoaderMaterialAux createTextureAndMaterial(TgcMaterialData materialData, string texturesPath)
        {
            var matAux = new TgcSkeletalLoaderMaterialAux();

            //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);
        }
Пример #3
0
        /// <summary>
        /// Crea Material y Textura
        /// </summary>
        private TgcSkeletalLoaderMaterialAux createTextureAndMaterial(TgcMaterialData materialData, string texturesPath)
        {
            TgcSkeletalLoaderMaterialAux matAux = new TgcSkeletalLoaderMaterialAux();

            //Crear material
            Material 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(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;
        }
Пример #4
0
        /// <summary>
        /// Crea un mesh con uno o varios DiffuseMap
        /// </summary>
        /// <returns></returns>
        private TgcSkeletalMesh crearMeshDiffuseMap(TgcSkeletalLoaderMaterialAux[] materialsArray, TgcSkeletalMeshData meshData)
        {
            //Crear Mesh
            Mesh mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, DiffuseMapVertexElements, device);

            //Cargar esqueleto
            TgcSkeletalBone[] bones = loadSkeleton(meshData);
            TgcSkeletalVertexWeight[] verticesWeights = loadVerticesWeights(meshData, bones);

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

                    //vertices
                    int coordIdx = meshData.coordinatesIndices[j] * 3;
                    v.Position = new Vector3(
                        meshData.verticesCoordinates[coordIdx],
                        meshData.verticesCoordinates[coordIdx + 1],
                        meshData.verticesCoordinates[coordIdx + 2]
                        );

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

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

                    //normal
                    if (meshData.verticesNormals != null)
                    {
                        v.Normal = new Vector3(
                            meshData.verticesNormals[coordIdx],
                            meshData.verticesNormals[coordIdx + 1],
                            meshData.verticesNormals[coordIdx + 2]
                            );
                    }
                    else
                    {
                        v.Normal = new Vector3(0, 0, 0);
                    }

                    //tangent
                    if (meshData.verticesTangents != null)
                    {
                        v.Tangent = new Vector3(
                            meshData.verticesTangents[coordIdx],
                            meshData.verticesTangents[coordIdx + 1],
                            meshData.verticesTangents[coordIdx + 2]
                            );
                    }
                    else
                    {
                        v.Tangent = new Vector3(0, 0, 0);
                    }

                    //binormal
                    if (meshData.verticesBinormals != null)
                    {
                        v.Binormal = new Vector3(
                            meshData.verticesBinormals[coordIdx],
                            meshData.verticesBinormals[coordIdx + 1],
                            meshData.verticesBinormals[coordIdx + 2]
                            );
                    }
                    else
                    {
                        v.Binormal = new Vector3(0, 0, 0);
                    }
                    


                    //BlendWeights y BlendIndices
                    TgcSkeletalVertexWeight vWeight = verticesWeights[meshData.coordinatesIndices[j]];
                    vWeight.createVector4WeightsAndIndices(out v.BlendWeights, out v.BlendIndices);



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

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

            //Configurar Material y Textura para un solo SubSet
            TgcSkeletalLoaderMaterialAux matAux = materialsArray[meshData.materialId];
            Material[] meshMaterials;
            TgcTexture[] meshTextures;
            if (matAux.subMaterials == null)
            {
                meshMaterials = new Material[] { matAux.materialId };
                meshTextures = new TgcTexture[] { matAux.texture };
            }

            //Configurar Material y Textura para varios SubSet
            else
            {
                //Cargar attributeBuffer con los id de las texturas de cada triángulo
                int[] 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 (int m = 0; m < matAux.subMaterials.Length; m++)
                {
                    meshMaterials[m] = matAux.subMaterials[m].materialId;
                    meshTextures[m] = matAux.subMaterials[m].texture;
                }
            }

            //Crear mesh de TGC
            TgcSkeletalMesh tgcMesh = meshFactory.createNewMesh(mesh, meshData.name, TgcSkeletalMesh.MeshRenderType.DIFFUSE_MAP, bones);
            tgcMesh.Materials = meshMaterials;
            tgcMesh.DiffuseMaps = meshTextures;
            return tgcMesh;
        }
Пример #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;
        }
Пример #6
0
        /// <summary>
        /// Crea un mesh con uno o varios DiffuseMap
        /// </summary>
        /// <returns></returns>
        private TgcSkeletalMesh crearMeshDiffuseMap(TgcSkeletalLoaderMaterialAux[] materialsArray, TgcSkeletalMeshData meshData)
        {
            //Crear Mesh
            Mesh mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, DiffuseMapVertexElements, device);

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

                    //vertices
                    int coordIdx = meshData.coordinatesIndices[j] * 3;
                    v.Position = new Vector3(
                        meshData.verticesCoordinates[coordIdx],
                        meshData.verticesCoordinates[coordIdx + 1],
                        meshData.verticesCoordinates[coordIdx + 2]
                        );

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

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

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

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

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

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

            //Configurar Material y Textura para varios SubSet
            else
            {
                //Cargar attributeBuffer con los id de las texturas de cada triángulo
                int[] 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 (int m = 0; m < matAux.subMaterials.Length; m++)
                {
                    meshMaterials[m] = matAux.subMaterials[m].materialId;
                    meshTextures[m]  = matAux.subMaterials[m].texture;
                }
            }

            //Cargar esqueleto
            TgcSkeletalBone[]         bones           = loadSkeleton(meshData);
            TgcSkeletalVertexWeight[] verticesWeights = loadVerticesWeights(meshData, bones);

            //Cargar datos de meshData que interesan mantener como originales
            TgcSkeletalMesh.OriginalData origData = new TgcSkeletalMesh.OriginalData();
            origData.coordinatesIndices    = meshData.coordinatesIndices;
            origData.verticesCoordinates   = meshData.verticesCoordinates;
            origData.colorIndices          = meshData.colorIndices;
            origData.verticesColors        = meshData.verticesColors;
            origData.texCoordinatesIndices = meshData.texCoordinatesIndices;
            origData.textureCoordinates    = meshData.textureCoordinates;

            //Crear mesh de TGC
            TgcSkeletalMesh tgcMesh = meshFactory.createNewMesh(mesh, meshData.name, TgcSkeletalMesh.MeshRenderType.DIFFUSE_MAP, origData, bones, verticesWeights);

            tgcMesh.Materials   = meshMaterials;
            tgcMesh.DiffuseMaps = meshTextures;
            return(tgcMesh);
        }