示例#1
0
        /// <summary>
        /// Parses a vertex found in a polygon's vertex list. Parses texture and
        /// lightmap coordinates based on the polygon's material type.
        /// </summary>
        /// <param name="xmlNode">Xml Poly node</param>
        /// <param name="dxsPrim">Dxs Primitive this Poly belongs to</param>
        /// <param name="dxsPoly">Dxs Poly the vertex belongs to</param>
        private void ParseVertex(XmlNode xmlNode, DxsPrimitive dxsPrim, DxsPoly dxsPoly)
        {
            //Get the vertex ID so we can look up the position info
            int vid = int.Parse(xmlNode.Attributes["vid"].Value);

            //Copy the master vertex (position + vertex color)
            DxsVertex vertex = new DxsVertex(dxsPrim.MasterVertexList[vid]);

            //Get the material of the polygon
            DxsMaterial material = dxsPrim.Materials[dxsPoly.MaterialID];

            //If the first layer is a texture, parse texture coordinates
            if (material.Layers.Count > 0 && material.Layers[0].MaterialType == MaterialType.Texture)
            {
                float u0 = float.Parse(xmlNode.Attributes["u0"].Value);
                float v0 = float.Parse(xmlNode.Attributes["v0"].Value);
                vertex.TextureCoordinate = new Vector2(u0, v0);
            }
            //If one of the layers (last one) is a lightmap, parse its texture coordinates
            for (int i = 1; i < material.Layers.Count; i++)
            {
                if (material.Layers[i].MaterialType == MaterialType.Lightmap)
                {
                    float ui = float.Parse(xmlNode.Attributes["u" + i].Value);
                    float vi = float.Parse(xmlNode.Attributes["v" + i].Value);
                    vertex.LightMapCoordinate = new Vector2(ui, vi);
                    break;
                }
            }

            //Add vertex to the poly
            dxsPoly.Vertices.Add(vertex);
        }
示例#2
0
        /// <summary>
        /// Parses a vertex listing in a primitive node, this pertains to the
        /// position data used by the primitive - hence it being the "master list".
        /// All other data such as texture coordinates are referenced by the vertex
        /// ID's to these vertices.
        ///
        /// Also, if a vertex color is supplied it will be caught here. By default
        /// vertex colors are white, and if a single vertex color is found the
        /// dxs primitive is enabled to use vertex colors.
        /// </summary>
        /// <param name="xmlNode">Xml primitive node</param>
        /// <param name="dxsPrim">Dxs primitive</param>
        private void ParseMasterVertex(XmlNode xmlNode, DxsPrimitive dxsPrim)
        {
            //Parse attributes
            int   vid     = int.Parse(xmlNode.Attributes["id"].Value);
            float x       = float.Parse(xmlNode.Attributes["x"].Value);
            float y       = float.Parse(xmlNode.Attributes["y"].Value);
            float z       = float.Parse(xmlNode.Attributes["z"].Value);
            int   jointID = -1;// int.Parse(xmlNode.Attributes["jointID"].Value);
            //create a new dxs vertex
            DxsVertex vertex = new DxsVertex(vid, new Vector3(x, y, z), jointID);

            //See if we have a vertex color
            if (xmlNode.HasChildNodes && xmlNode.LastChild.Name.Equals("color"))
            {
                XmlNode child = xmlNode.FirstChild;
                byte    r     = byte.Parse(child.Attributes["r"].Value);
                byte    g     = byte.Parse(child.Attributes["b"].Value);
                byte    b     = byte.Parse(child.Attributes["g"].Value);
                byte    a     = byte.Parse(child.Attributes["a"].Value);
                vertex.VertexColor         = new Color(r, g, b, a);
                dxsPrim.VertexColorEnabled = true;
            }

            //Add master vertex to primitive
            dxsPrim.MasterVertexList.Add(vertex);
        }
示例#3
0
        /// <summary>
        /// Parses a polygon node, which is a vertex list. Each vertex's
        /// position is referenced by its vertex ID to the primitive's master list.
        /// Texture coordinates and lightmap coordinates are picked up here,
        /// as well as triangulation. Polys are added to a primitive grouped by
        /// their material ID so they can be split up later into multiple meshes.
        /// </summary>
        /// <param name="xmlNode">Xml Poly node</param>
        /// <param name="dxsPrim">Dxs Primitive this polygon belongs to</param>
        private void ParsePolygon(XmlNode xmlNode, DxsPrimitive dxsPrim)
        {
            //Parse attributes
            int     mid   = int.Parse(xmlNode.Attributes["mid"].Value);
            int     count = xmlNode.ChildNodes.Count;
            DxsPoly poly  = new DxsPoly(mid);

            //Add the material to the primitive - if its a newly encountered material
            if (materialList.ContainsKey(mid))
            {
                dxsPrim.AddMaterial(materialList[mid]);
            }
            //Now go through each vertex and parse it
            for (int i = count - 1; i >= 0; i--)
            {
                // for(int i = 0; i < count; i++) {
                XmlNode vertex = xmlNode.ChildNodes[i];
                ParseVertex(vertex, dxsPrim, poly);
            }
            //Either triangulate the polygon, or simply add it if its already a triangle
            if (count > 3)
            {
                TriangulatePolygon(dxsPrim, poly);
            }
            else
            {
                poly.ComputeFaceNormal();
                dxsPrim.AddPoly(poly);
            }
        }
示例#4
0
        /// <summary>
        /// Parse a xml primitive node. Result is attached to the specified
        /// Dxs node.
        /// </summary>
        /// <param name="xmlNode">Xml Primitive Node</param>
        /// <param name="dxsNode">Parent Dxs Node</param>
        private void ParsePrimitive(XmlNode xmlNode, DxsNode dxsNode)
        {
            //Process attributes
            String name       = xmlNode.Attributes["name"].Value;
            int    groupID    = -1; // int.Parse(xmlNode.Attributes["groupID"].Value);
            int    skeletonID = -1; // int.Parse(xmlNode.Attributes["skeletonID"].Value);

            //Create a new DXS primitive
            DxsPrimitive prim = new DxsPrimitive(name, groupID, skeletonID);

            //Go through its children - first process the master vertex list,
            //then the polygon list
            foreach (XmlNode node in xmlNode.ChildNodes)
            {
                switch (node.Name)
                {
                case "vertices":
                    for (int i = 0; i < node.ChildNodes.Count; i++)
                    {
                        ParseMasterVertex(node.ChildNodes[i], prim);
                    }
                    break;

                case "polygons":
                    for (int i = 0; i < node.ChildNodes.Count; i++)
                    {
                        ParsePolygon(node.ChildNodes[i], prim);
                    }
                    break;
                }
            }
            dxsNode.AddChild(prim);
        }
示例#5
0
        /// <summary>
        /// Uses the first vertex in a polygon as a pivot to triangulate the polygon,
        /// which get added to the dxs primitive.
        /// </summary>
        /// <param name="dxsPrim">Dxs Primitive the poly belongs to</param>
        /// <param name="dxsPoly">Dxs Poly to be triangulated</param>
        private void TriangulatePolygon(DxsPrimitive dxsPrim, DxsPoly dxsPoly)
        {
            DxsVertex[] vertices = dxsPoly.Vertices.ToArray();
            DxsVertex   v0       = vertices[0];

            //Use the first vertex as a pivot and create triangles.
            for (int v = 1; v < vertices.Length - 1; v++)
            {
                DxsPoly poly = new DxsPoly(dxsPoly.MaterialID);
                poly.Vertices.Add(v0);
                poly.Vertices.Add(vertices[v]);
                poly.Vertices.Add(vertices[v + 1]);
                poly.ComputeFaceNormal();
                dxsPrim.AddPoly(poly);
            }
        }