コード例 #1
0
        private SkinnedModelLibrary.MaterialModel ProcessMaterialModelFilenames(SkinnedModelLibrary.MaterialModel matModel)
        {
            string rootDir  = TrashSoupGame.ROOT_DIRECTIORY;
            string pRootDir = TrashSoupGame.ROOT_DIRECTIORY_PROJECT;

            for (int i = 0; i < SkinnedModelLibrary.MaterialModel.TEXTURE_COUNT; ++i)
            {
                if (matModel.MaterialTextureNames[i] == null)
                {
                    continue;
                }

                string   path       = matModel.MaterialTextureNames[i];
                string   newPath    = "";
                string[] strDivided = path.Split(new char[] { '\\' });

                string fileName = (strDivided.Last()).Split(new char[] { '.' })[0];
                newPath += fileName;

                int    j = strDivided.Count() - 2;  // points to pre-last element, which is first part of tha path
                string tmpPathElement = fileName;
                while (j >= 0 && !(strDivided[j]).Equals(rootDir) && !(strDivided[j]).Equals(pRootDir))
                {
                    tmpPathElement = strDivided[j];
                    newPath        = tmpPathElement + "\\" + newPath;
                    --j;
                }

                matModel.MaterialTextureNames[i] = newPath;
            }
            return(matModel);
        }
コード例 #2
0
        /// <summary>
        /// Embeds animation data into ModelContent
        /// </summary>
        /// <param name="input"></param>
        /// <param name="context"></param>
        /// <returns></returns>
        public override ModelContent Process(NodeContent input, ContentProcessorContext context)
        {
            // Chain to teh base ModelProcessor class so it can convert the model data
            ModelContent model = base.Process(input, context);


            // Read material names from Material property
            List <SkinnedModelLibrary.MaterialModel> mats = new List <SkinnedModelLibrary.MaterialModel>();
            List <string> tmpNames = new List <string>();

            Vector3 currentTransform;

            foreach (ModelMeshContent mmc in model.Meshes)
            {
                foreach (ModelMeshPartContent mmpc in mmc.MeshParts)
                {
                    if (!tmpNames.Contains(mmpc.Material.Name))
                    {
                        SkinnedModelLibrary.MaterialModel m = new SkinnedModelLibrary.MaterialModel();
                        m.MaterialName = mmpc.Material.Name;
                        for (int i = 0; i < SkinnedModelLibrary.MaterialModel.TEXTURE_COUNT && i < mmpc.Material.Textures.Count; ++i)
                        {
                            m.MaterialTextureNames[i] = mmpc.Material.Textures.ElementAt(i).Value.Filename;
                        }
                        mats.Add(m);
                    }
                    tmpNames.Add(mmpc.Material.Name);
                }
            }

            // Store our custon animation data in the Tag property of the model
            object[] intoTag = new object[4];
            intoTag[0] = null;
            intoTag[1] = mats;
            intoTag[2] = tmpNames;
            intoTag[3] = model.Root.Transform;
            model.Tag  = intoTag;

            return(model);
        }