コード例 #1
0
        void SetBones(Ambertation.Scenes.Envelope e, int index, GmdcElement be, GmdcElement bw)
        {
            for (int i = 0; i < e.Weights.Count; i++)
            {
                if (e.Weights[i] == 0)
                {
                    continue;
                }
                GmdcElementValueOneInt     a = be.Values[i] as GmdcElementValueOneInt;
                GmdcElementValueThreeFloat w = bw.Values[i] as GmdcElementValueThreeFloat;

                int k = -1;
                for (int j = 0; j < 3; j++)
                {
                    if (a.Bytes[j] == 0xff)
                    {
                        k = j; break;
                    }
                }

                if (k != -1)
                {
                    a.SetByte(k, (byte)index);
                    w.Data[k] = (float)e.Weights[i];
                }
            }
        }
コード例 #2
0
        /// <summary>
        /// Create a Clone of this Object
        /// </summary>
        /// <returns>The Clone</returns>
        public override GmdcElementValueBase Clone()
        {
            GmdcElementValueBase dest = new GmdcElementValueOneInt();

            Clone(dest);
            return(dest);
        }
コード例 #3
0
        /// <summary>
        /// Returns a List with all available Vertices
        /// </summary>
        /// <returns></returns>
        public SimPe.Geometry.Vectors4f GetVectors(ElementIdentity id)
        {
            SimPe.Geometry.Vectors4f ret = new SimPe.Geometry.Vectors4f();
            if (this.Link != null)
            {
                GmdcElement e = this.Link.FindElementType(id);
                if (e != null)
                {
                    int nr = this.Link.GetElementNr(e);

                    for (int i = 0; i < Link.ReferencedSize; i++)
                    {
                        GmdcElementValueBase    vb = Link.GetValue(nr, i);
                        SimPe.Geometry.Vector4f v;
                        if (vb is GmdcElementValueOneInt)
                        {
                            GmdcElementValueOneInt oi = (GmdcElementValueOneInt)vb;
                            byte[] data = oi.Bytes;
                            if (data.Length == 4)
                            {
                                v = new SimPe.Geometry.Vector4f(data[0], data[1], data[2], data[3]);
                            }
                            else if (data.Length == 3)
                            {
                                v = new SimPe.Geometry.Vector4f(data[0], data[1], data[2]);
                            }
                            else if (data.Length == 2)
                            {
                                v = new SimPe.Geometry.Vector4f(data[0], data[1], 0);
                            }
                            else
                            {
                                v = new SimPe.Geometry.Vector4f(data[0], 0, 0);
                            }
                        }
                        else if (vb.Data.Length == 3)
                        {
                            v = new SimPe.Geometry.Vector4f(vb.Data[0], vb.Data[1], vb.Data[2]);
                        }
                        else if (vb.Data.Length == 2)
                        {
                            v = new SimPe.Geometry.Vector4f(vb.Data[0], vb.Data[1], 0);
                        }
                        else
                        {
                            v = new SimPe.Geometry.Vector4f(vb.Data[0], 0, 0);
                        }

                        ret.Add(v);
                    }
                }
            }

            return(ret);
        }
コード例 #4
0
        /// <summary>
        /// Adjusts the Vertex List, from all Elements Vertices that are assigned to this joint
        /// </summary>
        public void CollectVertices()
        {
            //first get my Number in the Parent
            int index = Index;

            this.Vertices.Clear();
            this.Items.Clear();

            if (index == -1)
            {
                return;                        //not within Parent!
            }
            //scan all Groups in the Parent for Joint Assignements
            foreach (GmdcGroup g in parent.Groups)
            {
                GmdcLink    l      = parent.Links[g.LinkIndex];
                GmdcElement joints = l.FindElementType(ElementIdentity.BoneAssignment);

                GmdcElement vertices = l.FindElementType(ElementIdentity.Vertex);
                int         vindex   = l.GetElementNr(vertices);

                if (joints == null || vertices == null)
                {
                    continue;
                }
                for (int i = 0; i < g.UsedJoints.Count; i++)
                {
                    //this Bone is a Match, so add all assigned vertices
                    if (g.UsedJoints[i] == index)
                    {
                        Hashtable indices = new Hashtable();
                        Hashtable empty   = new Hashtable();

                        //load the vertices
                        for (int k = 0; k < joints.Values.Count; k++)
                        {
                            GmdcElementValueOneInt voi = (GmdcElementValueOneInt)joints.Values[k];

                            //All vertices either are within the empty or indices map
                            if (voi.Bytes[0] == (byte)i)
                            {
                                indices.Add(k, this.Vertices.Count);
                                this.Vertices.Add(Transform(index, new Vector3f(vertices.Values[k].Data[0], vertices.Values[k].Data[1], vertices.Values[k].Data[2])));
                            }
                            else                             //all unassigned Vertices get 0
                            {
                                empty.Add(k, this.Vertices.Count);
                                this.Vertices.Add(new Vector3f(0, 0, 0));
                            }
                        }

                        //now all faces where at least one vertex is assigned to a Bone
                        for (int f = 0; f < g.Faces.Count - 2; f += 3)
                        {
                            if (indices.ContainsKey(l.GetRealIndex(vindex, g.Faces[f])) ||
                                indices.ContainsKey(l.GetRealIndex(vindex, g.Faces[f + 1])) ||
                                indices.ContainsKey(l.GetRealIndex(vindex, g.Faces[f + 2])))
                            {
                                for (int k = 0; k < 3; k++)
                                {
                                    int nr         = l.GetRealIndex(vindex, g.Faces[f + k]);
                                    int face_index = -1;

                                    //this Vertex was empty and is now needed,
                                    //so add it to the available List
                                    if (!indices.ContainsKey(nr))
                                    {
                                        if (empty.ContainsKey(nr))
                                        {
                                            face_index = (int)empty[nr];
                                        }
                                        else
                                        {
                                            face_index = nr;
                                        }

                                        indices.Add(nr, face_index);
                                        this.Vertices[face_index] = Transform(index, new Vector3f(vertices.Values[nr].Data[0], vertices.Values[nr].Data[1], vertices.Values[nr].Data[2]));
                                    }

                                    face_index = (int)indices[nr];
                                    this.Items.Add(face_index);
                                }
                            }
                        }
                    }
                }
            }
        }