Exemple #1
0
        public BoundingBox CalculateBoundingBox(AnimatedModel model, AnimatedModel skin, List <int> meshesToUse = null)
        {
            Vector3 min = new Vector3(float.MaxValue);
            Vector3 max = new Vector3(float.MinValue);

            for (int i = 0; i < skin.Meshes.Count; i++)
            {
                if (meshesToUse != null && !meshesToUse.Contains(i))
                {
                    continue;
                }

                foreach (var vertex in skin.Meshes[i].Vertices)
                {
                    var transformedPosition = MathC.HomogenousTransform(vertex.Position, model.AnimationTransforms[i]);
                    min = Vector3.Min(transformedPosition, min);
                    max = Vector3.Max(transformedPosition, max);
                }
            }

            BoundingBox = new BoundingBox(new Vector3((int)min.X, (int)max.Y, (int)min.Z),
                                          new Vector3((int)max.X, (int)min.Y, (int)max.Z));

            return(BoundingBox);
        }
Exemple #2
0
        // This method is optional. By sorting the wad textures it may result ahead of time
        // we may have better texture space efficency.
        public void PreloadReplaceWad(IEnumerable <WadMoveable> newMoveables, IEnumerable <WadStatic> newStatics)
        {
            Dispose();
            try
            {
                PreloadReplaceTextures(newMoveables, newStatics);
            }
            catch (TextureAtlasFullException)
            {
                logger.Error("Unable to preload wad because the texture atlas became too full!");
                return;
            }

            // Create moveable models
            Parallel.ForEach(newMoveables, moveable =>
            {
                var model = AnimatedModel.FromWadMoveable(GraphicsDevice, moveable, AllocateTexture);
                lock (Moveables)
                    Moveables.Add(moveable, model);
            });

            // Create static meshes
            Parallel.ForEach(newStatics, @static =>
            {
                var model = new StaticModel(GraphicsDevice);
                model.Meshes.Add(ObjectMesh.FromWad2(GraphicsDevice, @static.Mesh, AllocateTexture));
                model.UpdateBuffers();
                lock (Statics)
                    Statics.Add(@static, model);
            });
        }
Exemple #3
0
        public static AnimatedModel FromWadMoveable(GraphicsDevice device, WadMoveable mov, Func <WadTexture, VectorInt2> allocateTexture)
        {
            AnimatedModel  model = new AnimatedModel(device);
            List <WadBone> bones = mov.Bones;

            // Create meshes
            for (int m = 0; m < bones.Count; m++)
            {
                model.Meshes.Add(ObjectMesh.FromWad2(device, bones[m].Mesh, allocateTexture));
            }

            // HACK: Add matrices here because if original WAD stack was corrupted, we could have broken parent - children
            // relations and so we could have meshes count different from matrices count
            for (int j = 0; j < bones.Count; j++)
            {
                model.BindPoseTransforms.Add(Matrix4x4.Identity);
                model.AnimationTransforms.Add(Matrix4x4.Identity);
            }

            // Build the skeleton
            model.Root = BuildSkeleton(model, null, bones);

            // Prepare animations
            for (int j = 0; j < mov.Animations.Count; j++)
            {
                model.Animations.Add(Animation.FromWad2(bones, mov.Animations[j]));
            }

            // Prepare data by loading the first valid animation and uploading data to the GPU
            model.BuildHierarchy();

            if (model.Animations.Count > 0 && model.Animations.Any(a => a.KeyFrames.Count > 0))
            {
                model.BuildAnimationPose(model.Animations.FirstOrDefault(a => a.KeyFrames.Count > 0)?.KeyFrames[0]);
            }
            model.UpdateBuffers();

            return(model);
        }
Exemple #4
0
        public AnimatedModel GetMoveable(WadMoveable moveable, bool maybeRebuildAll = true)
        {
            // Check if the data is already loaded
            // If yes attempt to use that one
            AnimatedModel model;

            if (Moveables.TryGetValue(moveable, out model))
            {
                if (model.Version >= moveable.Version)
                {
                    return(model);
                }
                ReclaimTextureSpace(model);
                model.Dispose();
                Moveables.Remove(moveable);
            }

            // The data is either new or has changed, unfortunately we need to reload it
            try
            {
                model = AnimatedModel.FromWadMoveable(GraphicsDevice, moveable, AllocateTexture);
            }
            catch (TextureAtlasFullException exc)
            {
                logger.Info(exc.Message);

                if (maybeRebuildAll)
                {
                    logger.Info("Starting to rebuild the entire atlas.");
                    Dispose();
                    return(GetMoveable(moveable, false));
                }
            }
            Moveables.Add(moveable, model);
            return(model);
        }
Exemple #5
0
        private static Bone BuildSkeleton(AnimatedModel model, Bone parentBone, List <WadBone> bones)
        {
            model.Bones = new List <Bone>();
            var stack = new Stack <Bone>();

            for (int i = 0; i < bones.Count; i++)
            {
                var nb = new Bone();
                nb.Name  = bones[i].Name;
                nb.Pivot = bones[i].Translation;
                nb.Index = i;
                model.Bones.Add(nb);
            }

            var currentBone = model.Bones[0];

            currentBone.Transform       = Matrix4x4.Identity;
            currentBone.GlobalTransform = Matrix4x4.Identity;

            for (int j = 1; j < model.Bones.Count; j++)
            {
                int linkX = (int)bones[j].Translation.X;
                int linkY = (int)bones[j].Translation.Y;
                int linkZ = (int)bones[j].Translation.Z;

                switch (bones[j].OpCode)
                {
                case WadLinkOpcode.NotUseStack:
                    model.Bones[j].Transform = Matrix4x4.CreateTranslation(linkX, linkY, linkZ);
                    model.Bones[j].Parent    = currentBone;
                    currentBone.Children.Add(model.Bones[j]);
                    currentBone = model.Bones[j];

                    break;

                case WadLinkOpcode.Pop:
                    if (stack.Count <= 0)
                    {
                        continue;
                    }
                    currentBone = stack.Pop();

                    model.Bones[j].Transform = Matrix4x4.CreateTranslation(linkX, linkY, linkZ);
                    model.Bones[j].Parent    = currentBone;
                    currentBone.Children.Add(model.Bones[j]);
                    currentBone = model.Bones[j];

                    break;

                case WadLinkOpcode.Push:
                    stack.Push(currentBone);

                    model.Bones[j].Transform = Matrix4x4.CreateTranslation(linkX, linkY, linkZ);
                    model.Bones[j].Parent    = currentBone;
                    currentBone.Children.Add(model.Bones[j]);
                    currentBone = model.Bones[j];

                    break;

                case WadLinkOpcode.Read:
                    if (stack.Count <= 0)
                    {
                        continue;
                    }
                    var bone = stack.Pop();
                    model.Bones[j].Transform = Matrix4x4.CreateTranslation(linkX, linkY, linkZ);
                    model.Bones[j].Parent    = bone;
                    bone.Children.Add(model.Bones[j]);
                    currentBone = model.Bones[j];
                    stack.Push(bone);

                    break;
                }
            }

            return(model.Bones[0]);
        }