Пример #1
0
        /// <summary>
        /// Crea un mesh sin texturas, solo con VertexColors
        /// </summary>
        /// <param name="meshData"></param>
        private TgcSkeletalMesh crearMeshSoloColor(TgcSkeletalMeshData meshData)
        {
            //Crear Mesh
            Mesh mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, VertexColorVertexElements, 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++)
                {
                    VertexColorVertex v = new VertexColorVertex();

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

                    //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 i = 0; i < indices.Length; i++)
                {
                    indices[i] = (short)i;
                }
                ib.SetData(indices, 0, LockFlags.None);
            }

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

            return(tgcMesh);
        }
Пример #2
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);
        }