public InstancedSkinnedModelContent(ModelContent model,
                                     InstancedSkinningDataContent instancedSkinningInfo)
 {
     this.modelContent          = model;
     this.instancedSkinningData = instancedSkinningInfo;
 }
Exemple #2
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        /// <summary>
        /// The main Process method converts an intermediate format content pipeline
        /// NodeContent tree to a ModelContent object with embedded animation data.
        /// </summary>
        public override InstancedSkinnedModelContent Process(NodeContent input,
                                                             ContentProcessorContext context)
        {
            //System.Diagnostics.Debugger.Launch();

            ValidateMesh(input, context, null);

            // Find the skeleton.
            BoneContent skeleton = MeshHelper.FindSkeleton(input);

            if (skeleton == null)
            {
                throw new InvalidContentException("Input skeleton not found.");
            }

            //Bake the transforms so everything is in the same coordinate system
            FlattenTransforms(input, skeleton);

            // This is a helper function that wasn't in the SkinnedModelSample,
            // but was implemented here. Go through and remove meshes that don't have bone weights
            RemoveInvalidGeometry(input, context);

            // Read the bind pose and skeleton hierarchy data.
            IList <BoneContent> bones = MeshHelper.FlattenSkeleton(skeleton);

            // Collect bone information
            foreach (BoneContent bone in bones)
            {
                bindPose.Add(bone.Transform);
                inverseBindPose.Add(Matrix.Invert(bone.AbsoluteTransform));
                skeletonHierarchy.Add(bones.IndexOf(bone.Parent as BoneContent));
            }

            // We're going to keep a list of all the rows of animation matrices
            // We'll eventually turn this list into a texture
            List <Matrix[]> keyFrameMatrices = new List <Matrix[]>();

            // Get a list of animation clips, and at the same time, populate our keyFrameMatrices list
            Dictionary <string, InstancedAnimationClip> animationClips;

            animationClips = ProcessAnimations(skeleton.Animations, bones, keyFrameMatrices);

            // Create a content object that will hold the animation texture data
            PixelBitmapContent <Vector4> animationContent = GetEncodedTexture(keyFrameMatrices, bones.Count);

            // Create a texture 2D content object, and populate it with our data
            TextureContent animationTexture = new Texture2DContent();

            animationTexture.Faces[0].Add(animationContent);

            // We're going to create an instance of the original ModelProcessor,
            // with our minor material modification. The reason we do this is that
            // the ModelProcessor does the heavy lifting for us of doing some BoneWeight
            // stuff, and we don't want to reimplement that when ModelProcessor does
            // such a fine job!
            //ModelProcessor processor = new ModifiedModelProcessor();

            DeferredLightingSystemModelProcessor processor = new DeferredLightingSystemModelProcessor();
            ModelContent model = processor.Process(input, context);

            InstancedSkinningDataContent data           = new InstancedSkinningDataContent(animationClips, animationTexture);
            InstancedSkinnedModelContent instancedModel = new InstancedSkinnedModelContent(model, data);

            return(instancedModel);
        }
 public InstancedSkinnedModelContent(ModelContent model,
     InstancedSkinningDataContent instancedSkinningInfo)
 {
     this.modelContent = model;
     this.instancedSkinningData = instancedSkinningInfo;
 }