コード例 #1
0
ファイル: Mesh.cs プロジェクト: jpernst/GameStack
		public Mesh (string name, Material mat, VertexFormat format, float[] vertices, int[] indices, Bone[] bones) {
			_name = name;
			_material = mat;
			_vbuffer = new VertexBuffer(format, vertices);
			_ibuffer = new IndexBuffer(indices, BeginMode.Triangles);
			_bones = bones;
			if(_bones != null)
				_boneTransforms = new Matrix4[_bones.Length];
		}
コード例 #2
0
ファイル: Model.cs プロジェクト: jpernst/GameStack
		unsafe Mesh[] ReadMeshes (BinaryReader reader, Material[] materials) {
			var meshCount = reader.ReadInt32();
			var meshes = new Mesh[meshCount];
			for (var i = 0; i < meshCount; i++) {
				var name = reader.ReadString();
				var format = GetVertexFormat((VertexFlags)reader.ReadInt32(), reader.ReadInt32());
				var matIdx = reader.ReadInt32();
				if (matIdx < 0 || matIdx >= materials.Length)
					throw new ContentException("Invalid material index " + matIdx);
				var count = reader.ReadInt32();
				var vertices = new float[count];
				byte[] buf = new byte[count * sizeof(float)];
				reader.Read(buf, 0, buf.Length);
				fixed(byte *bp = &buf[0]) {
					fixed(float *fp = &vertices[0]) {
						float* src = (float*)bp;
						float* dst = fp;
						for (var j = 0; j < count; j++) {
							*(dst++) = *(src++);
						}
					}
				}
				count = reader.ReadInt32();
				var indices = new int[count];
				buf = new byte[count * sizeof(int)];
				reader.Read(buf, 0, buf.Length);
				fixed(byte *bp = &buf[0]) {
					fixed(int *ip = &indices[0]) {
						int* src = (int*)bp;
						int* dst = ip;
						for (var j = 0; j < count; j++) {
							*(dst++) = *(src++);
						}
					}
				}
				count = reader.ReadInt32();
				Bone[] bones = null;
				if (count > 0) {
					bones = new Bone[count];
					for (var j = 0; j < count; j++) {
						var boneName = reader.ReadString();
						Matrix4 offset;
						reader.ReadMatrix4(out offset);
						var weightCount = reader.ReadInt32();
						var weights = new VertexWeight[weightCount];
						var sz = weightCount * sizeof(VertexWeight);
						if (buf.Length < sz)
							buf = new byte[sz];
						reader.Read(buf, 0, sz);
						fixed(byte *src = &buf[0]) {
							var p = (VertexWeight*)src;
							fixed(VertexWeight *dst = &weights[0]) {
								for (var k = 0; k < weightCount; k++) {
									*(dst + k) = *(p + k);
								}
							}
						}
						bones[j] = new Bone(j, boneName, ref offset, weights);
					}
				}
				meshes[i] = new Mesh(name, materials[matIdx], format, vertices, indices, bones);
			}
			return meshes;
		}