Beispiel #1
0
        public BlendShapeManager(List<BlendShapeContent> shapes, ANSKModel model, Game game)
        {
            /* _bShapes = new List<BlendShapeComplex>();
             for (int i = 0; i < shapes.Count; i++)
                 _bShapes.Add(new BlendShapeComplex(new BlendShape(shapes[i]), model, game));

             _model = model;*/
        }
Beispiel #2
0
            private void ExtractBlendShapeVerts(ANSKModel model)
            {
                List<short> check = new List<short>();
                Vector3[] verts;
                short[] inds;

                /*for (int i = 0; i < model.Meshes.Count; i++)
                {
                    for (int q = 0; q < model.Meshes[i].MeshParts.Count; q++)
                    {
                        //verts = new Vector3[model.Meshes[i].MeshParts[q].VertexBuffer.VertexCount];
                        //inds = new short[model.Meshes[i].MeshParts[q].IndexBuffer.IndexCount];

                        VertexDeclaration vertexDec = model.Meshes[i].MeshParts[q].VertexBuffer.VertexDeclaration;
                        var vertEle = vertexDec.GetVertexElements();

                        var posEle = vertEle.First(e => e.VertexElementUsage == VertexElementUsage.Position);
                        if (posEle.VertexElementFormat != VertexElementFormat.Vector3)
                            throw new NotSupportedException();

                        var positions = new Vector3[model.Meshes[i].MeshParts[q].NumVertices];
                        model.Meshes[i].MeshParts[q].VertexBuffer.GetData(model.Meshes[i].MeshParts[q].VertexOffset * vertexDec.VertexStride + posEle.Offset, positions, 0, model.Meshes[i].MeshParts[q].NumVertices, vertexDec.VertexStride);

                        var indexElementSize = (model.Meshes[i].MeshParts[q].IndexBuffer.IndexElementSize == IndexElementSize.SixteenBits) ? 2 : 4;
                        if (indexElementSize != 2)
                        throw new NotSupportedException();

                        var indices = new short[model.Meshes[i].MeshParts[q].PrimitiveCount * 3];
                        model.Meshes[i].MeshParts[q].IndexBuffer.GetData(model.Meshes[i].MeshParts[q].StartIndex * 2, indices, 0, model.Meshes[i].MeshParts[q].PrimitiveCount * 3);

                        //model.Meshes[i].MeshParts[q].VertexBuffer.GetData<Vector3>(verts);
                        //model.Meshes[i].MeshParts[q].IndexBuffer.GetData<short>(inds);

                        for (int p = 0; p < _shape.Indices.Count; p++)
                        {
                            for (int w = 0; w < indices.Length; w++)
                            {
                                if (_shape.Indices[p] == indices[w] && !check.Exists(temp => temp == _shape.Indices[p]))
                                {
                                    _verts.Add(new BlendShapeVert(i, q, indices[w], p, _shape.Vertices[p]));
                                    check.Add(indices[w]);
                                }
                            }
                        }
                    }
                }*/
            }
Beispiel #3
0
 public void LoadModel(ANSKModel model)
 {
     _model = model;
 }
Beispiel #4
0
 public BlendShapeComplex(BlendShape shape, ANSKModel model, Game game)
 {
     _shape = shape;
     _min = 0;
     _max = 1;
     _toValue = 0;
     _timePassed = 0.0f;
     _timeToWait = 0.0f;
     _blend = false;
     _verts = new List<BlendShapeVert>();
     ExtractBlendShapeVerts(model);
     _game = game;
 }