コード例 #1
0
 /// <summary>
 /// Replaces a bone in this skeleton's list of bones with a specific bone.
 /// </summary>
 /// <param name="Index">The index of the bone to replace/update.</param>
 /// <param name="Bne">The bone with which to replace the bone at the specified index.</param>
 public void UpdateBone(int Index, Bone Bne)
 {
     m_Bones[Index] = Bne;
 }
コード例 #2
0
ファイル: Mesh.cs プロジェクト: Ronnrein/Project-Dollhouse
        /// <summary>
        /// Transforms the vertices in a mesh to their location in 3D-space based on 
        /// the location of a bone.
        /// </summary>
        /// <param name="Bne">The bone to start with (should be a skeleton's ROOT bone).</param>
        /// <param name="Effect">The BasicEffect instance used for rendering.</param>
        public void TransformVertices2(Bone Bne, ref Matrix World)
        {
            int BoneIndex = 0;
            Matrix WorldMat = World * Bne.AbsoluteTransform;

            for (BoneIndex = 0; BoneIndex < m_BndCount; BoneIndex++)
            {
                if (Bne.BoneName == m_BoneNames[m_BoneBindings[BoneIndex].BoneIndex])
                    break;
            }

            if (BoneIndex < m_BndCount)
            {
                for (int i = 0; i < m_BoneBindings[BoneIndex].VertexCount; i++)
                {
                    int VertexIndex = m_BoneBindings[BoneIndex].FirstVertex + i;
                    Vector3 RelativeVertex = new Vector3(m_VertexData[VertexIndex, 0],
                        m_VertexData[VertexIndex, 1], m_VertexData[VertexIndex, 2]);
                    Vector3 RelativeNormal = new Vector3(m_VertexData[VertexIndex, 3],
                        m_VertexData[VertexIndex, 4], m_VertexData[VertexIndex, 5]);

                    WorldMat *= Matrix.CreateTranslation(RelativeVertex);

                    Vector3.Transform(RelativeVertex, WorldMat);
                    m_TransformedVertices[VertexIndex].Coord.X = WorldMat.M41;
                    m_TransformedVertices[VertexIndex].Coord.Y = WorldMat.M42;
                    m_TransformedVertices[VertexIndex].Coord.Z = WorldMat.M43;

                    WorldMat *= Matrix.CreateTranslation(new Vector3(-RelativeVertex.X,
                        -RelativeVertex.Y, -RelativeVertex.Z));

                    WorldMat *= Matrix.CreateTranslation(RelativeNormal);

                    Vector3.TransformNormal(RelativeNormal, WorldMat);
                    m_TransformedVertices[VertexIndex].Normal.X = WorldMat.M41;
                    m_TransformedVertices[VertexIndex].Normal.Y = WorldMat.M42;
                    m_TransformedVertices[VertexIndex].Normal.Z = WorldMat.M43;

                    WorldMat *= Matrix.CreateTranslation(new Vector3(-RelativeNormal.X,
                        -RelativeNormal.Y, -RelativeNormal.Z));
                }

                for (int i = 0; i < m_BoneBindings[BoneIndex].BlendedVertexCount; i++)
                {
                    int VertexIndex = m_RealVertexCount + m_BoneBindings[BoneIndex].FirstBlendedVert + i;
                    Vector3 RelativeVertex = new Vector3(m_VertexData[VertexIndex, 0],
                        m_VertexData[VertexIndex, 1], m_VertexData[VertexIndex, 2]);
                    Vector3 RelativeNormal = new Vector3(m_VertexData[VertexIndex, 3],
                        m_VertexData[VertexIndex, 4], m_VertexData[VertexIndex, 5]);

                    WorldMat *= Matrix.CreateTranslation(RelativeVertex);

                    Vector3.Transform(RelativeVertex, WorldMat);
                    m_TransformedVertices[VertexIndex].Coord.X = WorldMat.M41;
                    m_TransformedVertices[VertexIndex].Coord.Y = WorldMat.M42;
                    m_TransformedVertices[VertexIndex].Coord.Z = WorldMat.M43;

                    WorldMat *= Matrix.CreateTranslation(new Vector3(-RelativeVertex.X,
                        -RelativeVertex.Y, -RelativeVertex.Z));

                    WorldMat *= Matrix.CreateTranslation(RelativeNormal);

                    Vector3.TransformNormal(RelativeNormal, WorldMat);
                    m_TransformedVertices[VertexIndex].Normal.X = WorldMat.M41;
                    m_TransformedVertices[VertexIndex].Normal.Y = WorldMat.M42;
                    m_TransformedVertices[VertexIndex].Normal.Z = WorldMat.M43;

                    WorldMat *= Matrix.CreateTranslation(new Vector3(-RelativeNormal.X,
                        -RelativeNormal.Y, -RelativeNormal.Z));
                }
            }

            if (Bne.NumChildren == 1)
                TransformVertices2(Bne.Children[0], ref World);
            else if (Bne.NumChildren > 1)
            {
                for (int i = 0; i < Bne.NumChildren; i++)
                    TransformVertices2(Bne.Children[i], ref World);
            }
        }
コード例 #3
0
        public Skeleton(GraphicsDevice Device, byte[] Filedata)
        {
            MemoryStream MemStream = new MemoryStream(Filedata);
            BinaryReader Reader = new BinaryReader(MemStream);

            m_Version = Endian.SwapUInt32(Reader.ReadUInt32());
            m_Name = Encoding.ASCII.GetString(Reader.ReadBytes(Reader.ReadByte()));

            m_BoneCount = Endian.SwapUInt16(Reader.ReadUInt16());
            m_Bones = new Bone[m_BoneCount];

            for (int i = 0; i < m_BoneCount; i++)
            {
                Endian.SwapUInt32(Reader.ReadUInt32()); //1 in hexadecimal... typical useless Maxis value...

                Bone Bne = new Bone();

                Bne.ID = i;

                Bne.BoneName = Encoding.ASCII.GetString(Reader.ReadBytes(Reader.ReadByte()));
                Bne.ParentName = Encoding.ASCII.GetString(Reader.ReadBytes(Reader.ReadByte()));

                Bne.HasPropertyList = Reader.ReadByte();

                if (Bne.HasPropertyList == 1)
                    Bne.PList = ReadPropList(Reader);

                //Little Endian
                Bne.Translations = new float[3];
                Bne.Translations[0] = Reader.ReadSingle();
                Bne.Translations[1] = Reader.ReadSingle();
                Bne.Translations[2] = Reader.ReadSingle();

                Bne.Quaternions = new float[4];
                Bne.Quaternions[0] = Reader.ReadSingle();
                Bne.Quaternions[1] = Reader.ReadSingle();
                Bne.Quaternions[2] = Reader.ReadSingle();
                Bne.Quaternions[3] = Reader.ReadSingle();

                Bne.CanTranslate = Endian.SwapInt32(Reader.ReadInt32());
                Bne.CanRotate = Endian.SwapInt32(Reader.ReadInt32());
                Bne.CanUseBlending = Endian.SwapInt32(Reader.ReadInt32());
                //Little endian.
                Bne.CanWiggle = Reader.ReadSingle();
                Bne.WiggleAmount = Reader.ReadSingle();

                Bne.BoneEffect = new BasicEffect(Device, null);

                Bne.Children = new Bone[m_BoneCount - i - 1];

                m_Bones[i] = Bne;
            }

            for(int i = 0; i < m_Bones.Length; i++)
            {
                for(int j = 0; j < m_Bones.Length; j++)
                {
                    if (m_Bones[i].ParentName == m_Bones[j].BoneName)
                        m_Bones[i].Parent = m_Bones[j];
                }
            }

            foreach (Bone Bne in m_Bones)
            {
                Bne.ComputeAbsoluteTransform();
            }

            Reader.Close();
        }