/// <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> /// 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); }
/// <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; }
/// <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; }
/// <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; }
/// <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); }