コード例 #1
0
ファイル: Mesh.cs プロジェクト: Tranquill6/Project-Dollhouse
        /// <summary>
        /// Draw this mesh geometry onto the graphics device
        /// </summary>
        public void Draw(GraphicsDevice gd)
        {
            gd.VertexDeclaration = new VertexDeclaration(gd, MeshVertex.VertexElements);

            foreach (var face in FaceData)
            {
                var vertexA = TransformedVertices[face.VertexA];
                var vertexB = TransformedVertices[face.VertexB];
                var vertexC = TransformedVertices[face.VertexC];

                var vertexList = new MeshVertex[3] { vertexA.Vertex, vertexB.Vertex, vertexC.Vertex };
                gd.DrawUserPrimitives(PrimitiveType.TriangleList, vertexList, 0, 1);
            }
        }
コード例 #2
0
ファイル: Mesh.cs プロジェクト: Tranquill6/Project-Dollhouse
        /// <summary>
        /// Reads this mesh.
        /// </summary>
        /// <param name="data">The data for the mesh file to read from.</param>
        public void Read(byte[] data)
        {
            using (var reader = new VBReader(new MemoryStream(data)))
            {
                System.Diagnostics.Debug.WriteLine("========== Mesh ==========");

                Version = reader.ReadInt32();
                BoneCount = reader.ReadInt32();

                System.Diagnostics.Debug.WriteLine("Version: " + Version);
                System.Diagnostics.Debug.WriteLine("BoneCount: " + BoneCount);

                /** Read bone names |str_len|str_body| **/
                BoneNames = new string[BoneCount];
                for (var i = 0; i < BoneCount; i++){
                    BoneNames[i] = reader.ReadPascalString();

                    System.Diagnostics.Debug.WriteLine("| Bone " + (i + 1) + ": " + BoneNames[i]);
                }

                /** Faces **/
                FaceCount = reader.ReadInt32();
                System.Diagnostics.Debug.WriteLine("FaceCount: " + FaceCount);

                FaceData = new Face[FaceCount];
                for (var i = 0; i < FaceCount; i++){
                    FaceData[i] = new Face {
                        VertexA = reader.ReadInt32(),
                        VertexB = reader.ReadInt32(),
                        VertexC = reader.ReadInt32()
                    };
                }

                /** Bone bindings **/
                BindingCount = reader.ReadInt32();
                BoneBindings = new BoneBinding[BindingCount];
                for (var i = 0; i < BindingCount; i++){
                    BoneBindings[i] = new BoneBinding {
                        BoneIndex = reader.ReadInt32(),
                        FirstRealVertex = reader.ReadInt32(),
                        RealVertexCount = reader.ReadInt32(),
                        FirstBlendVertex = reader.ReadInt32(),
                        BlendVertexCount = reader.ReadInt32()
                    };
                }

                /** Texture vertex data **/
                RealVertexCount = reader.ReadInt32();

                var textureData = new Vector2[RealVertexCount];
                for (var i = 0; i < RealVertexCount; i++){
                    textureData[i] = new Vector2(
                        reader.ReadFloat(),
                        reader.ReadFloat()
                    );
                }

                /** Blend data **/
                BlendVertexCount = reader.ReadInt32();
                var blend = new BlendData[BlendVertexCount];
                for (var i = 0; i < BlendVertexCount; i++)
                {
                    blend[i] = new BlendData {
                        Weight = (float)reader.ReadInt32()/0x8000,
                        OtherVertex = reader.ReadInt32()
                    };
                }

                TotalVertexCount = reader.ReadInt32();

                Vertex = new MeshVertexData[TotalVertexCount];
                TransformedVertices = new MeshVertexData[TotalVertexCount];

                for (var i = 0; i < TotalVertexCount; i++)
                {
                    var vertexData = new MeshVertex
                    {
                        Coord = new Vector3
                        (
                            -reader.ReadFloat(),
                            reader.ReadFloat(),
                            reader.ReadFloat()
                        )
                    };
                    var tVertexData = new MeshVertex
                    {
                        Coord = vertexData.Coord,
                        NormalCoord = new Vector3(
                            -reader.ReadFloat(),
                            reader.ReadFloat(),
                            reader.ReadFloat()
                        )
                    };

                    var vertex = new MeshVertexData {
                        Vertex = vertexData
                    };

                    var tVertex = new MeshVertexData{
                        Vertex = tVertexData
                    };

                    if (i < RealVertexCount)
                    {
                        tVertex.Vertex.TextureCoord = textureData[i];
                    }
                    else
                    {
                        tVertex.BlendData = blend[i - RealVertexCount];
                    }

                    Vertex[i] = vertex;
                    TransformedVertices[i] = tVertex;
                }
            }
        }
コード例 #3
0
        /// <summary>
        /// Reads this mesh.
        /// </summary>
        /// <param name="data">The data for the mesh file to read from.</param>
        public void Read(byte[] data)
        {
            using (var reader = new VBReader(new MemoryStream(data)))
            {
                System.Diagnostics.Debug.WriteLine("========== Mesh ==========");

                Version   = reader.ReadInt32();
                BoneCount = reader.ReadInt32();

                System.Diagnostics.Debug.WriteLine("Version: " + Version);
                System.Diagnostics.Debug.WriteLine("BoneCount: " + BoneCount);

                /** Read bone names |str_len|str_body| **/
                BoneNames = new string[BoneCount];
                for (var i = 0; i < BoneCount; i++)
                {
                    BoneNames[i] = reader.ReadPascalString();

                    System.Diagnostics.Debug.WriteLine("| Bone " + (i + 1) + ": " + BoneNames[i]);
                }

                /** Faces **/
                FaceCount = reader.ReadInt32();
                System.Diagnostics.Debug.WriteLine("FaceCount: " + FaceCount);

                FaceData = new Face[FaceCount];
                for (var i = 0; i < FaceCount; i++)
                {
                    FaceData[i] = new Face {
                        VertexA = reader.ReadInt32(),
                        VertexB = reader.ReadInt32(),
                        VertexC = reader.ReadInt32()
                    };
                }

                /** Bone bindings **/
                BindingCount = reader.ReadInt32();
                BoneBindings = new BoneBinding[BindingCount];
                for (var i = 0; i < BindingCount; i++)
                {
                    BoneBindings[i] = new BoneBinding {
                        BoneIndex        = reader.ReadInt32(),
                        FirstRealVertex  = reader.ReadInt32(),
                        RealVertexCount  = reader.ReadInt32(),
                        FirstBlendVertex = reader.ReadInt32(),
                        BlendVertexCount = reader.ReadInt32()
                    };
                }

                /** Texture vertex data **/
                RealVertexCount = reader.ReadInt32();

                var textureData = new Vector2[RealVertexCount];
                for (var i = 0; i < RealVertexCount; i++)
                {
                    textureData[i] = new Vector2(
                        reader.ReadFloat(),
                        reader.ReadFloat()
                        );
                }

                /** Blend data **/
                BlendVertexCount = reader.ReadInt32();
                var blend = new BlendData[BlendVertexCount];
                for (var i = 0; i < BlendVertexCount; i++)
                {
                    blend[i] = new BlendData {
                        Weight      = (float)reader.ReadInt32() / 0x8000,
                        OtherVertex = reader.ReadInt32()
                    };
                }

                TotalVertexCount = reader.ReadInt32();

                Vertex = new MeshVertexData[TotalVertexCount];
                TransformedVertices = new MeshVertexData[TotalVertexCount];

                for (var i = 0; i < TotalVertexCount; i++)
                {
                    var vertexData = new MeshVertex
                    {
                        Coord = new Vector3
                                (
                            -reader.ReadFloat(),
                            reader.ReadFloat(),
                            reader.ReadFloat()
                                )
                    };
                    var tVertexData = new MeshVertex
                    {
                        Coord       = vertexData.Coord,
                        NormalCoord = new Vector3(
                            -reader.ReadFloat(),
                            reader.ReadFloat(),
                            reader.ReadFloat()
                            )
                    };

                    var vertex = new MeshVertexData {
                        Vertex = vertexData
                    };

                    var tVertex = new MeshVertexData {
                        Vertex = tVertexData
                    };

                    if (i < RealVertexCount)
                    {
                        tVertex.Vertex.TextureCoord = textureData[i];
                    }
                    else
                    {
                        tVertex.BlendData = blend[i - RealVertexCount];
                    }

                    Vertex[i] = vertex;
                    TransformedVertices[i] = tVertex;
                }
            }
        }