Esempio n. 1
0
        private void TransformVertices(Mesh mesh, Bone bone)
        {
            //var x = mesh.BoneBindings;
            var boneBinding = mesh.BoneBindings.FirstOrDefault(x => mesh.BoneNames[x.BoneIndex] == bone.Name);

            if (boneBinding != null){
                for (var i = 0; i < boneBinding.RealVertexCount; i++)
                {
                    var vertexIndex = boneBinding.FirstRealVertex + i;
                    var transformedVertex = mesh.TransformedVertex[vertexIndex];
                    var relativeVertex = mesh.Vertex[vertexIndex];

                    var translatedMatrix = Matrix.CreateTranslation(new Vector3(relativeVertex.Vertex.Coord.X, relativeVertex.Vertex.Coord.Y, relativeVertex.Vertex.Coord.Z)) * bone.AbsoluteMatrix;
                    transformedVertex.Vertex.Coord = Vector3.Transform(Vector3.Zero, translatedMatrix);

                    //var translatedMatrix = bone.AbsoluteMatrix * Matrix.CreateTranslation(relativeVertex.Vertex.Coord);
                    //transformedVertex.Vertex.Coord = Vector3.Transform(Vector3.Zero, translatedMatrix);

                }

                for (var i = 0; i < boneBinding.BlendVertexCount; i++)
                {
                    var vertexIndex = boneBinding.FirstBlendVertex + i;
                    var transformedVertex = mesh.TransformedVertex[vertexIndex];
                    var relativeVertex = mesh.Vertex[vertexIndex];

                }

                //for (var i = 0; i < boneBinding.BlendVertexCount; i++)
                //{
                //    var vertexIndex = boneBinding.FirstBlendVertex + i;
                //    var transformedVertex = mesh.TransformedVertex[vertexIndex];
                //    var relativeVertex = mesh.Vertex[vertexIndex];

                //    //var translatedMatrix = bone.AbsoluteMatrix * Matrix.CreateTranslation(relativeVertex.Vertex.Coord);
                //    //transformedVertex.Vertex.Coord = Vector3.Transform(Vector3.Zero, translatedMatrix);

                //    var translatedMatrix = Matrix.CreateTranslation(new Vector3(relativeVertex.Vertex.Coord.X, relativeVertex.Vertex.Coord.Y, relativeVertex.Vertex.Coord.Z)) * bone.AbsoluteMatrix;
                //    transformedVertex.Vertex.Coord = Vector3.Transform(Vector3.Zero, translatedMatrix);
                //}
            }

            foreach (var child in bone.Children){
                TransformVertices(mesh, child);
            }
        }
Esempio n. 2
0
        private void BlendVertices(Mesh mesh)
        {
            for (var i = 0; i < mesh.BlendVertexCount; i++)
            {
                var blendVertex = mesh.TransformedVertex[mesh.RealVertexCount + i];
                var weight = blendVertex.BlendData.Weight;

                var realVertex = mesh.TransformedVertex[blendVertex.BlendData.OtherVertex];
                realVertex.Vertex.Coord.X = weight * blendVertex.Vertex.Coord.X + (1 - weight) * realVertex.Vertex.Coord.X;
                realVertex.Vertex.Coord.Y = weight * blendVertex.Vertex.Coord.Y + (1 - weight) * realVertex.Vertex.Coord.Y;
                realVertex.Vertex.Coord.Z = weight * blendVertex.Vertex.Coord.Z + (1 - weight) * realVertex.Vertex.Coord.Z;
            }
        }
Esempio n. 3
0
        private void DrawMesh(Mesh mesh, Texture2D texture)
        {
            //glTranslatef(Character.Translation.x, Character.Translation.y, zoom + Character.Translation.z);
            //glRotatef(Character.Rotation.x, 1.0f, 0.0f, 0.0f);
            //glRotatef(Character.Rotation.y, 0.0f, 1.0f, 0.0f);
            //glRotatef(Character.Rotation.z, 0.0f, 0.0f, 1.0f);

            var device = GraphicsDevice;

            device.VertexDeclaration = new VertexDeclaration(GraphicsDevice, MeshVertex.VertexElements);
            device.RenderState.CullMode = CullMode.None;

            var effect = new BasicEffect(GraphicsDevice, null);
            effect.Texture = texture;
            effect.TextureEnabled = true;
            effect.VertexColorEnabled = false;
            effect.World = World;
            effect.View = View;
            effect.Projection = Projection;
            effect.CommitChanges();

            effect.Begin();
            foreach (var pass in effect.Techniques[0].Passes)
            {
                pass.Begin();

                foreach (var face in mesh.FaceData)
                {
                    var vertexA = mesh.TransformedVertex[face.VertexA];
                    var vertexB = mesh.TransformedVertex[face.VertexB];
                    var vertexC = mesh.TransformedVertex[face.VertexC];

                    var vertexList = new MeshVertex[3] { vertexA.Vertex, vertexB.Vertex, vertexC.Vertex };
                    device.DrawUserPrimitives(PrimitiveType.TriangleList, vertexList, 0, 1);
                }

                //device.DrawUserPrimitives(PrimitiveType.TriangleList, mesh.TransformedVertexData, 0, mesh.TransformedVertexData.Length / 3);
                pass.End();
            }
            effect.End();
        }
Esempio n. 4
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();

            Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.Pi / 4.0f, GraphicsDevice.Viewport.Width / GraphicsDevice.Viewport.Height, 1.0f, 2000.0f);
            View = Matrix.CreateLookAt(new Vector3(0, 0, 5), Vector3.Zero, Vector3.Up);
            World = Matrix.Identity;

            Head = new Mesh();
            Head.Read(File.ReadAllBytes("head.mesh"));

            Body = new Mesh();
            Body.Read(File.ReadAllBytes("body.mesh"));

            HeadTexture = Texture2D.FromFile(GraphicsDevice, "head.jpg");
            BodyTexture = Texture2D.FromFile(GraphicsDevice, "body.jpg");

            RightHand = new Mesh();
            RightHand.Read(File.ReadAllBytes("rhand.mesh"));

            LeftHand = new Mesh();
            LeftHand.Read(File.ReadAllBytes("lhand.mesh"));

            RightHandTexture = Texture2D.FromFile(GraphicsDevice, "hand.jpg");
            LeftHandTexture = Texture2D.FromFile(GraphicsDevice, "hand.jpg");

            Skelenton = new Skelenton();
            Skelenton.Read(File.ReadAllBytes("skeleton.skel"));
        }