Exemple #1
0
        private void AddMeshes(Node node, CModelAsset asset, string assetPath, CMeshLoadingJob loadingJob, ref Matrix transform)
        {
            Matrix previousTransform = transform;

            transform = Matrix.Multiply(previousTransform, FromAssimpMatrix(node.Transform));

            if (node.HasMeshes)
            {
                foreach (int meshIndex in node.MeshIndices)
                {
                    CMeshAsset meshAsset = new CMeshAsset();

                    // We always import all meshes in a file so we use always import here
                    LoadMeshInternal(meshIndex, meshAsset, loadingJob, assetPath, null, true);
                    meshAsset.LoadFinished();

                    SMeshChild modelChild = new SMeshChild()
                    {
                        meshAsset         = meshAsset,
                        relativeTransform = transform
                    };

                    asset.MeshChildren.Add(modelChild);
                }
            }

            for (int i = 0; i < node.ChildCount; i++)
            {
                AddMeshes(node.Children[i], asset, assetPath, loadingJob, ref transform);
            }

            transform = previousTransform;
        }
        public bool TryExecute(Device device, DeviceContext deviceContext, CRenderScene scene)
        {
            if (!m_sourceAsset.IsLoaded)
            {
                return(false);
            }

            for (int i = 0; i < m_sourceAsset.MeshChildren.Count; i++)
            {
                SMeshChild meshChild      = m_sourceAsset.MeshChildren[i];
                Transform  childTransform = new Transform();
                childTransform.SetFromMatrix(in meshChild.relativeTransform);
                childTransform.Parent = m_modelTransform;

                CMeshRenderNode renderNode = new CMeshRenderNode(m_outer, meshChild.meshAsset, null, childTransform);
                if (meshChild.meshAsset.GetAsset().IsLoaded)
                {
                    renderNode.TryCreateResources();
                }
                scene.RegisterRenderNode(renderNode);
            }

            return(true);
        }