コード例 #1
0
        /// <summary>
        /// Constructs a new animation player.
        /// </summary>
        public AnimationPlayer(SkinningData skinningData)
        {
            if (skinningData == null)
            {
                throw new ArgumentNullException("skinningData");
            }

            skinningDataValue = skinningData;

            boneTransforms  = new Matrix[skinningData.BindPose.Count];
            worldTransforms = new Matrix[skinningData.BindPose.Count];
            skinTransforms  = new Matrix[skinningData.BindPose.Count];
        }
コード例 #2
0
ファイル: AnimatedModel.cs プロジェクト: NinjaSteph/SureShot
        /// <summary>
        /// Creates a model with both information loaded from a model file and mesh defined
        /// using VertexBuffer and IndexBuffer
        /// </summary>
        /// <param name="transforms">Transforms applied to each model meshes</param>
        /// <param name="mesh">A collection of model meshes</param>
        /// <param name="model"></param>
        public AnimatedModel(Microsoft.Xna.Framework.Graphics.Model aModel)
            : base(null, aModel.Meshes)
        {  
            this.skinnedModel = aModel;

            // Look up our custom skinning information.
            skinningData = aModel.Tag as SkinningData;

            if (skinningData == null)
                throw new GoblinException("This model does not contain a SkinningData tag.");

            // Create an animation player, and start decoding an animation clip.
            animationPlayer = new AnimationPlayer(skinningData);

            Matrix[] newBones = animationPlayer.GetBoneTransforms();
            int k = animationPlayer.GetBoneTransforms().Length;

            this.transforms = new Matrix[k];

            for (int i = 0; i < k; i++)
                this.transforms[i] = newBones[i];

            CalculateMinimumBoundingSphere();
            
            //The text you pass in here needs to match the .fx shader file 
            shader = new SkinnedModelShader();

            resourceName = "";
#if WINDOWS
            shaderName = TypeDescriptor.GetClassName(shader);
#endif
            modelLoaderName = "AnimatedModelLoader";
        }
コード例 #3
0
ファイル: AnimatedModel.cs プロジェクト: NinjaSteph/SureShot
        /// <summary>
        /// Copies only the geometry (Mesh,  
        /// MinimumBoundingBox, MinimumBoundingSphere, TriangleCount and Transforms)
        /// </summary>
        /// <param name="model">A source model from which to copy</param>
        public override void CopyGeometry(IModel model)
        {
            if (!(model is AnimatedModel))
                return;

            AnimatedModel srcModel = (AnimatedModel)model;
            skinnedModel = srcModel.SkinnedModel;

            vertices.AddRange(((IPhysicsMeshProvider)model).Vertices);
            indices.AddRange(((IPhysicsMeshProvider)model).Indices);

            // Look up our custom skinning information.
            skinningData = srcModel.skinnedModel.Tag as SkinningData;

            if (skinningData == null)
                throw new GoblinException("This model does not contain a SkinningData tag.");

            // Create an animation player, and start decoding an animation clip.
            animationPlayer = new AnimationPlayer(skinningData);

            triangleCount = srcModel.TriangleCount;
            boundingBox = srcModel.MinimumBoundingBox;
            boundingSphere = srcModel.MinimumBoundingSphere;
            UseInternalMaterials = srcModel.UseInternalMaterials;
        }