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Ogre Mesh and Skeleton XML Loader (Unity Engine)

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Ogre Mesh and Skeleton XML Loader (Unity Engine) Empty Ogre Mesh and Skeleton XML Loader (Unity Engine)

Post by InfinitasImpetum Fri Jan 02, 2015 4:05 pm

if i loaded the xml directly into unity  it would be slow, so i will be using a mid binary format to handle things.  thought i share my work so others can help improve it. code written in visual studio express C#

//tested and works. doesn't load bone weights yet
Code:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using System.IO;

public class OgreMesh {
   XmlDocument meshdoc = new XmlDocument();

   public void loadFile(string FileName)
   {
      meshdoc.Load(FileName);
   }

   public Mesh constructMesh()
   {
      //Debug.Log ("works");
      Mesh mesh = new Mesh();

      //indices
      XmlNode sharedgeometry = meshdoc.DocumentElement.SelectSingleNode("/mesh/sharedgeometry");
      XmlNode vertexbuffer = sharedgeometry.FirstChild;
      int Count;
      int texCoords;
      bool norms;
      bool positions;
      
      int.TryParse(sharedgeometry.Attributes["vertexcount"].InnerText,out Count);
      bool.TryParse(vertexbuffer.Attributes["positions"].InnerText, out positions);
      int.TryParse(vertexbuffer.Attributes["texture_coords"].InnerText, out texCoords);
      bool.TryParse(vertexbuffer.Attributes["normals"].InnerText, out norms);

      XmlNodeList vertexList = vertexbuffer.ChildNodes;
      List<Vector3> Vertices = new List<Vector3> ();
      List<Vector3> Normals = new List<Vector3> ();
      List<Vector2> UVs = new List<Vector2> ();
      
      for (int i = 0; i < Count; i++)
      {
         XmlNodeList vertex = vertexList.Item(i).ChildNodes;

         if (positions)
         {
            XmlNode pNode = vertex.Item(findChild(vertex, "position", 0));
            Vertices.Add(new Vector3(float.Parse(pNode.Attributes["x"].InnerText),
                                          float.Parse(pNode.Attributes["y"].InnerText),
                                          float.Parse(pNode.Attributes["z"].InnerText)));
         }
         
         if (norms)
         { 
            XmlNode nNode = vertex.Item(findChild(vertex, "normal", 1));
            Normals.Add(new Vector3(float.Parse(nNode.Attributes["x"].InnerText),
                                         float.Parse(nNode.Attributes["y"].InnerText),
                                         float.Parse(nNode.Attributes["z"].InnerText)));
         }
         if (texCoords > 0)
         {
            XmlNode tNode = vertex.Item(findChild(vertex, "texcoord", 1));
            UVs.Add(new Vector2(float.Parse(tNode.Attributes["u"].InnerText),
                                    float.Parse(tNode.Attributes["v"].InnerText)));
         }
      }

      if (positions)
         mesh.vertices = Vertices.ToArray();
      if (norms)
         mesh.normals = Normals.ToArray();
      if (texCoords > 0)
         mesh.uv = UVs.ToArray();


      //triangles/faces
      XmlNode faces = meshdoc.DocumentElement.SelectSingleNode("/mesh/submeshes/submesh/faces");
      int.TryParse(faces.Attributes["count"].InnerText, out Count);
      
      List<int> Triangles = new List<int> ();
      for (int i = 0; i < Count; i++)
      {
         Triangles.Add(int.Parse(faces.ChildNodes.Item(i).Attributes["v1"].InnerText));
         Triangles.Add(int.Parse(faces.ChildNodes.Item(i).Attributes["v2"].InnerText));
         Triangles.Add(int.Parse(faces.ChildNodes.Item(i).Attributes["v3"].InnerText));
      }

      mesh.triangles = Triangles.ToArray ();

      return mesh;
   }
   
   int findChild(XmlNodeList List, string Name, int firstCheck)
   {
      if (List.Item(firstCheck).Name == Name)
         return firstCheck;
      
      return findChild(List, Name);
   }
   int findChild(XmlNodeList List, string Name)
   {
      for(int k = 0; k < List.Count; k++)
      {
         if (List.Item(k).Name == Name)
            return k;
      }
      
      return -1;
   }

   public BoneWeight[] constructSkinning()
   {
      List<BoneWeight> weights = new List<BoneWeight> ();
















      return weights.ToArray ();
   }
   
}



my failed skeleton loading script. works but not completely.
Code:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using System.IO;

public struct BoneData
{
   public string Name;
   public string Parent;
   public Vector3 Position;
   public Quaternion Rotation;
}
public class OgreSkeleton{

   XmlDocument meshdoc = new XmlDocument();

   public void loadFile(string FileName)
   {
      meshdoc.Load(FileName);
   }

   public BoneData[] constructSkeleton()
   {
      List<BoneData> BD = new List<BoneData> ();
      BoneData sBD;
      XmlNode Bones = meshdoc.DocumentElement.SelectSingleNode ("/skeleton/bones");
      for (int i = 0; i < Bones.ChildNodes.Count; i ++) {
         XmlNode Bone = Bones.ChildNodes[i];
         XmlNode bonePosition = Bone.ChildNodes[0];
         XmlNode boneRotation = Bone.ChildNodes[1];

         sBD = new BoneData();
         sBD.Name = Bone.Attributes["name"].InnerText;
         sBD.Position = new Vector3(float.Parse(bonePosition.Attributes["x"].InnerText),
                                   float.Parse(bonePosition.Attributes["y"].InnerText),
                                   float.Parse(bonePosition.Attributes["z"].InnerText));

         sBD.Rotation = new Quaternion(float.Parse(boneRotation.FirstChild.Attributes["x"].InnerText),
                                      float.Parse(boneRotation.FirstChild.Attributes["y"].InnerText),
                                      float.Parse(boneRotation.FirstChild.Attributes["z"].InnerText),
                                      float.Parse(boneRotation.Attributes["angle"].InnerText));

         BD.Add(sBD);

      }
      BoneData[] BoneDataArray = BD.ToArray();

      XmlNode bonehierarchy = meshdoc.DocumentElement.SelectSingleNode ("/skeleton/bonehierarchy");

      for (int i = 0; i < bonehierarchy.ChildNodes.Count; i ++) {
         string bpBone = bonehierarchy.ChildNodes[i].Attributes["bone"].InnerText;   
         string bpParent = bonehierarchy.ChildNodes[i].Attributes["parent"].InnerText;
         //find bone a set parent
         for (int x = 0; x < BoneDataArray.Length; x++)
         {
            if (BoneDataArray[x].Name == bpBone)
            {
               BoneDataArray[x].Parent = bpParent; break;
            }
         }
      }

      return BoneDataArray;
   }

   public void constructAnimations()
   {




   }



}
InfinitasImpetum
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Post by 00f Sat Jan 03, 2015 1:59 pm

who understands programming here other than u?
00f
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Post by InfinitasImpetum Sat Jan 03, 2015 4:09 pm

so it here for those who are learning or interested.  maxilos is studying programming he might want to see my scripts.
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