コード例 #1
0
ファイル: BonePose.cs プロジェクト: bradleat/trafps
        // Internal creation
        internal BonePose(ModelBone bone,
                          ModelBoneCollection bones,
                          BonePose[] anims)
        {
            // Set the values according to the bone
            index         = bone.Index;
            name          = bone.Name;
            defaultMatrix = bone.Transform;
            if (bone.Parent != null)
            {
                parent = anims[bone.Parent.Index];
            }
            anims[index] = this;

            // Recurse on children
            List <BonePose> childList = new List <BonePose>();

            foreach (ModelBone child in bone.Children)
            {
                BonePose newChild = new BonePose(
                    bones[child.Index],
                    bones,
                    anims);
                childList.Add(newChild);
            }
            children = new BonePoseCollection(childList);
        }
コード例 #2
0
ファイル: ModelAnimator.cs プロジェクト: bradleat/trafps
        /// <summary>
        /// Creates a new instance of ModelAnimator.
        /// </summary>
        /// <param name="game">The game to which this component will belong.</param>
        /// <param name="model">The model to be animated.</param>
        public ModelAnimator(Game game, Model model)
            : base(game)
        {
            this.model = model;

            animations = AnimationInfoCollection.FromModel(model);
            bonePoses  = BonePoseCollection.FromModelBoneCollection(
                model.Bones);
            numMeshes = model.Meshes.Count;
            // Find total number of effects used by the model
            numEffects = 0;
            foreach (ModelMesh mesh in model.Meshes)
            {
                foreach (Effect effect in mesh.Effects)
                {
                    numEffects++;
                }
            }


            // Initialize the arrays that store effect parameters
            modelEffects        = new Effect[numEffects];
            worldParams         = new EffectParameter[numEffects];
            matrixPaletteParams = new EffectParameter[numEffects];
            InitializeEffectParams();

            pose = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(pose);
            // Get all the skinning info for the model
            Dictionary <string, object> modelTagInfo = (Dictionary <string, object>)model.Tag;

            if (modelTagInfo == null)
            {
                throw new Exception("Model Processor must subclass AnimatedModelProcessor.");
            }
            skinInfo = (SkinInfoCollection[])modelTagInfo["SkinInfo"];
            if (skinInfo == null)
            {
                throw new Exception("Model processor must pass skinning info through the tag.");
            }

            palette = new Matrix[model.Meshes.Count][];
            for (int i = 0; i < skinInfo.Length; i++)
            {
                if (Util.IsSkinned(model.Meshes[i]))
                {
                    palette[i] = new Matrix[skinInfo[i].Count];
                }
                else
                {
                    palette[i] = null;
                }
            }
            // Update after AnimationController by default
            base.UpdateOrder = 1;
            game.Components.Add(this);

            // Test to see if model has too many bones
            for (int i = 0; i < model.Meshes.Count; i++)
            {
                if (palette[i] != null && matrixPaletteParams[i] != null)
                {
                    Matrix[] meshPalette = palette[i];
                    try
                    {
                        matrixPaletteParams[i].SetValue(meshPalette);
                    }
                    catch
                    {
                        throw new Exception("Model has too many skinned bones for the matrix palette.");
                    }
                }
            }
        }