Пример #1
0
        /// <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);
        }
Пример #2
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 #3
0
        /// <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);
        }
Пример #4
0
        /// <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);
        }
Пример #5
0
        /// <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);
        }
Пример #6
0
        /// <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);
        }