public ClothModel(GraphicFactory factory, PhysxPhysicWorld PhysxPhysicWorld, ClothMeshDescription clothMeshDesc, XNA.Vector3[] Points, XNA.Vector2[] TextCoords, int[] Indices, String diffuseTextureName = null) : base(factory, "Cloth", false) { this._diffuseName = diffuseTextureName; VerticesNum = Points.Length; IndicesNum = Indices.Length; clothMeshDesc.AllocateVertices <Vector3>(VerticesNum); clothMeshDesc.AllocateTriangles <int>(IndicesNum / 3); clothMeshDesc.VertexCount = VerticesNum; clothMeshDesc.TriangleCount = IndicesNum / 3; BatchInformation = new PloobsEngine.Modelo.BatchInformation(0, VerticesNum, IndicesNum / 3, 0, 0, VertexPositionNormalTexture.VertexDeclaration, VertexPositionNormalTexture.VertexDeclaration.VertexStride, PrimitiveType.TriangleList); BatchInformation.ModelLocalTransformation = XNA.Matrix.Identity; vertexPositionNormalTexture = new VertexPositionNormalTexture[VerticesNum]; BatchInformation.VertexBuffer = factory.CreateDynamicVertexBuffer(VertexPositionNormalTexture.VertexDeclaration, VerticesNum + (int)(1.2 * VerticesNum), BufferUsage.WriteOnly); BatchInformation.IndexBuffer = factory.CreateDynamicIndexBuffer(IndexElementSize.ThirtyTwoBits, IndicesNum + (int)(1.2 * IndicesNum), BufferUsage.WriteOnly); BatchInformation.IndexBuffer.SetData <int>(Indices); clothMeshDesc.VerticesStream.SetData(Points); clothMeshDesc.TriangleStream.SetData(Indices); for (int i = 0; i < BatchInformation.NumVertices; i++) { vertexPositionNormalTexture[i].TextureCoordinate = TextCoords[i]; vertexPositionNormalTexture[i].Position = Points[i]; } // We are using 32 bit integers for our indices, so make sure the 16 bit flag is removed. // 32 bits are the default, so this isn't technically needed, but it's good to show in a sample clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit; //clothMeshDesc.Flags |= (MeshFlag)((int)clothMeshDesc.Flags | (int)ClothMeshFlag.Tearable); // Write the cooked data to memory using (var memoryStream = new MemoryStream()) { Cooking.InitializeCooking(); Cooking.CookClothMesh(clothMeshDesc, memoryStream); Cooking.CloseCooking(); // Need to reset the position of the stream to the beginning memoryStream.Position = 0; ClothMesh = PhysxPhysicWorld.Core.CreateClothMesh(memoryStream); } modelRadius = Microsoft.Xna.Framework.BoundingSphere.CreateFromPoints(Points).Radius; LoadModel(factory, out BatchInformations, out TextureInformations); }
/// <summary> /// Initializes a new instance of the <see cref="SimpleModel"/> class. /// </summary> /// <param name="factory">The graphic factory.</param> /// <param name="PhysxPhysicWorld">The physx physic world.</param> /// <param name="clothMeshDesc">The cloth mesh desc.</param> /// <param name="Points">The points.</param> /// <param name="TextCoords">The text coords.</param> /// <param name="Indices">The indices.</param> /// <param name="diffuseTextureName">Name of the diffuse texture.</param> public ClothModel(GraphicFactory factory, PhysxPhysicWorld PhysxPhysicWorld, ClothMeshDescription clothMeshDesc, Vector3[] Points , Vector2[] TextCoords , int[] Indices , String diffuseTextureName = null) : base(factory, "Cloth", false) { this._diffuseName = diffuseTextureName; VerticesNum = Points.Length; IndicesNum = Indices.Length; clothMeshDesc.AllocateVertices<Vector3>(VerticesNum); clothMeshDesc.AllocateTriangles<int>(IndicesNum / 3); clothMeshDesc.VertexCount = VerticesNum; clothMeshDesc.TriangleCount = IndicesNum / 3; BatchInformation = new PloobsEngine.Modelo.BatchInformation(0, VerticesNum, IndicesNum / 3, 0, 0, VertexPositionNormalTexture.VertexDeclaration, VertexPositionNormalTexture.VertexDeclaration.VertexStride, PrimitiveType.TriangleList); BatchInformation.ModelLocalTransformation = XNA.Matrix.Identity; vertexPositionNormalTexture = new VertexPositionNormalTexture[VerticesNum]; BatchInformation.VertexBuffer = factory.CreateDynamicVertexBuffer(VertexPositionNormalTexture.VertexDeclaration, VerticesNum + (int)(1.2 * VerticesNum), BufferUsage.WriteOnly); BatchInformation.IndexBuffer = factory.CreateDynamicIndexBuffer(IndexElementSize.ThirtyTwoBits, IndicesNum + (int)(1.2 * IndicesNum), BufferUsage.WriteOnly); BatchInformation.IndexBuffer.SetData<int>(Indices); clothMeshDesc.VerticesStream.SetData(Points); clothMeshDesc.TriangleStream.SetData(Indices); XNA.Vector3[] pts = new XNA.Vector3[BatchInformation.NumVertices]; for (int i = 0; i < BatchInformation.NumVertices; i++) { vertexPositionNormalTexture[i].TextureCoordinate = TextCoords[i].AsXNA(); vertexPositionNormalTexture[i].Position = Points[i].AsXNA(); pts[i] = vertexPositionNormalTexture[i].Position; } modelRadius = Microsoft.Xna.Framework.BoundingSphere.CreateFromPoints(pts).Radius; pts = null; // We are using 32 bit integers for our indices, so make sure the 16 bit flag is removed. // 32 bits are the default, so this isn't technically needed, but it's good to show in a sample clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit; //clothMeshDesc.Flags |= (MeshFlag)((int)clothMeshDesc.Flags | (int)ClothMeshFlag.Tearable); // Write the cooked data to memory using (var memoryStream = new MemoryStream()) { Cooking.InitializeCooking(); Cooking.CookClothMesh(clothMeshDesc, memoryStream); Cooking.CloseCooking(); // Need to reset the position of the stream to the beginning memoryStream.Position = 0; ClothMesh = PhysxPhysicWorld.Core.CreateClothMesh(memoryStream); } LoadModel(factory, out BatchInformations, out TextureInformations); }