Inheritance: IDisposable
コード例 #1
0
        /// <summary>
        /// Sets this avatar's head outfit.
        /// </summary>
        public void SetHead(Outfit HeadOutfit, SkinType Type)
        {
            Appearance Apr;

            switch (Type)
            {
                case SkinType.Light:
                    Apr = FileManager.GetAppearance(HeadOutfit.LightAppearance.UniqueID);
                    break;
                case SkinType.Medium:
                    Apr = FileManager.GetAppearance(HeadOutfit.MediumAppearance.UniqueID);
                    break;
                case SkinType.Dark:
                    Apr = FileManager.GetAppearance(HeadOutfit.DarkAppearance.UniqueID);
                    break;
                default:
                    Apr = FileManager.GetAppearance(HeadOutfit.LightAppearance.UniqueID);
                    break;
            }

            AccessoryMesh = null;
            AccessoryTexture = null;

            //I think that heads are always 0...
            Binding Bnd = FileManager.GetBinding(Apr.BindingIDs[0].UniqueID);

            HeadMesh = FileManager.GetMesh(Bnd.MeshID.UniqueID);
            HeadTexture = FileManager.GetTexture(Bnd.TextureID.UniqueID);

            if(Apr.BindingIDs.Count > 1) //This head has accessories.
                Bnd = FileManager.GetBinding(Apr.BindingIDs[1].UniqueID);
        }
コード例 #2
0
        /// <summary>
        /// Transforms all vertices in a given mesh to their correct positions.
        /// </summary>
        /// <param name="Msh">The mesh to transform.</param>
        /// <param name="bone">The bone to transform to.</param>
        private void TransformVertices(Mesh Msh, Bone bone, MeshType MshType)
        {
            switch (MshType)
            {
                case MeshType.Head:
                    for (int i = 0; i < Msh.TotalVertexCount; i++)
                    {
                        //Transform the head vertices' position by the absolute transform
                        //for the headbone (which is always bone 17) to render the head in place.
                        Msh.TransformedVertices[i].Position = Vector3.Transform(Msh.RealVertices[i].Position,
                            Skel.Bones[16].AbsoluteMatrix);

                        Msh.TransformedVertices[i].TextureCoordinate = Msh.RealVertices[i].TextureCoordinate;

                        //Transform the head normals' position by the absolute transform
                        //for the headbone (which is always bone 17) to render the head in place.
                        Msh.TransformedVertices[i].Normal = Vector3.Transform(Msh.RealVertices[i].Normal,
                            Skel.Bones[16].AbsoluteMatrix);
                    }

                    return;

                case MeshType.Body:
                    BoneBinding boneBinding = Msh.BoneBindings.FirstOrDefault(x => Msh.Bones[(int)x.BoneIndex] == bone.Name);

                    if (boneBinding != null)
                    {
                        for (int i = 0; i < boneBinding.RealVertexCount; i++)
                        {
                            int vertexIndex = (int)boneBinding.FirstRealVertexIndex + i;
                            VertexPositionNormalTexture relativeVertex = Msh.RealVertices[vertexIndex];

                            Matrix translatedMatrix = Matrix.CreateTranslation(new Vector3(relativeVertex.Position.X, relativeVertex.Position.Y, relativeVertex.Position.Z)) * bone.AbsoluteMatrix;
                            Msh.TransformedVertices[vertexIndex].Position = Vector3.Transform(Vector3.Zero, translatedMatrix);

                            Msh.TransformedVertices[vertexIndex].TextureCoordinate = relativeVertex.TextureCoordinate;

                            //Normals...
                            translatedMatrix = Matrix.CreateTranslation(new Vector3(relativeVertex.Normal.X, relativeVertex.Normal.Y, relativeVertex.Normal.Z)) * bone.AbsoluteMatrix;
                            Msh.TransformedVertices[vertexIndex].Normal = Vector3.Transform(Vector3.Zero, translatedMatrix);
                        }
                    }

                    foreach (var child in bone.Children)
                        TransformVertices(Msh, child, MshType);

                    break;

                case MeshType.LHand:
                    for (int i = 0; i < Msh.TotalVertexCount; i++)
                    {
                        //Transform the left hand vertices' position by the absolute transform
                        //for the left handbone (which is always bone 10) to render the left hand in place.
                        Msh.TransformedVertices[i].Position = Vector3.Transform(Msh.RealVertices[i].Position,
                            Skel.Bones[9].AbsoluteMatrix);

                        //Transform the left hand normals' position by the absolute transform
                        //for the left handbone (which is always bone 10) to render the left hand in place.
                        Msh.TransformedVertices[i].Normal = Vector3.Transform(Msh.RealVertices[i].Normal,
                            Skel.Bones[9].AbsoluteMatrix);
                    }

                    return;

                case MeshType.RHand:
                    for (int i = 0; i < Msh.TotalVertexCount; i++)
                    {
                        //Transform the right hand vertices' position by the absolute transform
                        //for the right handbone (which is always bone 15) to render the right hand in place.
                        Msh.TransformedVertices[i].Position = Vector3.Transform(Msh.RealVertices[i].Position,
                            Skel.Bones[14].AbsoluteMatrix);

                        //Transform the right hand normals' position by the absolute transform
                        //for the right handbone (which is always bone 15) to render the right hand in place.
                        Msh.TransformedVertices[i].Normal = Vector3.Transform(Msh.RealVertices[i].Normal,
                            Skel.Bones[14].AbsoluteMatrix);
                    }

                    return;
            }
        }
コード例 #3
0
        /// <summary>
        /// Changes this avatar's outfit.
        /// </summary>
        public void ChangeOutfit(Outfit Oft, SkinType Type)
        {
            Binding[] Bindings;

            AccessoryMesh = null;
            AccessoryTexture = null;

            if (Oft.HandgroupID.FileID != 0)
            {
                HandGroup Hag = FileManager.GetHandgroup(Oft.HandgroupID.UniqueID);
                Appearance LeftHandApr, RightHandApr;

                switch (Type)
                {
                    case SkinType.Light:
                        LeftHandApr = FileManager.GetAppearance(Hag.Light.Left.Idle.AppearanceID.UniqueID);
                        RightHandApr = FileManager.GetAppearance(Hag.Light.Right.Idle.AppearanceID.UniqueID);
                        break;
                    case SkinType.Medium:
                        LeftHandApr = FileManager.GetAppearance(Hag.Medium.Left.Idle.AppearanceID.UniqueID);
                        RightHandApr = FileManager.GetAppearance(Hag.Medium.Right.Idle.AppearanceID.UniqueID);
                        break;
                    case SkinType.Dark:
                        LeftHandApr = FileManager.GetAppearance(Hag.Dark.Left.Idle.AppearanceID.UniqueID);
                        RightHandApr = FileManager.GetAppearance(Hag.Dark.Right.Idle.AppearanceID.UniqueID);
                        break;
                    default:
                        LeftHandApr = FileManager.GetAppearance(Hag.Light.Left.Idle.AppearanceID.UniqueID);
                        RightHandApr = FileManager.GetAppearance(Hag.Light.Right.Idle.AppearanceID.UniqueID);
                        break;
                }

                Bindings = FileManager.GetBindings(LeftHandApr.BindingIDs);

                foreach (Binding Bnd in Bindings)
                {
                    switch (Bnd.Bone)
                    {
                        case "L_HAND":
                            LeftHandMesh = FileManager.GetMesh(Bnd.MeshID.UniqueID);
                            LeftHandTexture = FileManager.GetTexture(Bnd.TextureID.UniqueID);
                            break;
                    }
                }

                Bindings = FileManager.GetBindings(RightHandApr.BindingIDs);

                foreach (Binding Bnd in Bindings)
                {
                    switch (Bnd.Bone)
                    {
                        case "R_HAND":
                            RightHandMesh = FileManager.GetMesh(Bnd.MeshID.UniqueID);
                            RightHandTexture = FileManager.GetTexture(Bnd.TextureID.UniqueID);
                            break;
                    }
                }
            }

            Appearance Apr;

            switch (Type)
            {
                case SkinType.Light:
                    Apr = FileManager.GetAppearance(Oft.LightAppearance.UniqueID);
                    break;
                case SkinType.Medium:
                    Apr = FileManager.GetAppearance(Oft.MediumAppearance.UniqueID);
                    break;
                case SkinType.Dark:
                    Apr = FileManager.GetAppearance(Oft.DarkAppearance.UniqueID);
                    break;
                default:
                    Apr = FileManager.GetAppearance(Oft.LightAppearance.UniqueID);
                    break;
            }

            Bindings = FileManager.GetBindings(Apr.BindingIDs);

            if(Oft.Region == OutfitRegion.Head)
                HeadMesh = null; //IMPORTANT: Reset the head mesh before loading a new one.

            foreach (Binding Bnd in Bindings)
            {
                switch (Bnd.Bone)
                {
                    case "PELVIS":
                        BodyMesh = FileManager.GetMesh(Bnd.MeshID.UniqueID);
                        BodyTexture = FileManager.GetTexture(Bnd.TextureID.UniqueID);
                        break;
                    case "HEAD":
                        if (HeadMesh == null)
                        {
                            HeadMesh = FileManager.GetMesh(Bnd.MeshID.UniqueID);
                            HeadTexture = FileManager.GetTexture(Bnd.TextureID.UniqueID);
                        }
                        else
                        {
                            AccessoryMesh = FileManager.GetMesh(Bnd.MeshID.UniqueID);
                            AccessoryTexture = FileManager.GetTexture(Bnd.TextureID.UniqueID);
                        }
                        break;
                }
            }
        }