예제 #1
0
        static void processNode(TDRNode node, Model model, Model mshses, HIE hie, int parentBoneIndex = 0)
        {
            int boneIndex = parentBoneIndex;

            switch (node.Type)
            {
            case TDRNode.NodeType.Matrix:
                boneIndex = model.AddMesh(null, boneIndex);

                model.SetName(node.Name, boneIndex);
                model.SetTransform(node.Transform, boneIndex);
                break;

            case TDRNode.NodeType.Mesh:
                int index = node.Index;
                mshses.Meshes[index].MeshParts[0].Material = material;

                if (model.Bones[parentBoneIndex].Mesh == null)
                {
                    model.SetMesh(mshses.Meshes[index], boneIndex);
                }
                else
                {
                    boneIndex = model.AddMesh(mshses.Meshes[index], parentBoneIndex);
                    model.SetName(mshses.Meshes[index].Name, boneIndex);
                }
                break;

            case TDRNode.NodeType.Texture:
                if (node.Index > -1)
                {
                    material = SceneManager.Current.Content.Load <Material, TXImporter>(hie.Textures[node.Index]);
                }
                else
                {
                    material = null;
                }
                break;
            }

            foreach (TDRNode child in node.Children)
            {
                processNode(child, model, mshses, hie, boneIndex);
            }
        }
예제 #2
0
        static void ProcessNode(TDRNode node, Model model, Model mshses, HIE hie, int ParentBoneIndex = 0)
        {
            int boneIndex = ParentBoneIndex;

            if (exit)
            {
                return;
            }

            switch (node.Type)
            {
            case TDRNode.NodeType.Matrix:
                boneIndex = model.AddMesh(null, boneIndex);

                model.SetName(node.Name, boneIndex);
                model.SetTransform(
                    new Matrix4(
                        node.Transform.M11, node.Transform.M12, node.Transform.M13, 0,
                        node.Transform.M21, node.Transform.M22, node.Transform.M23, 0,
                        node.Transform.M31, node.Transform.M32, node.Transform.M33, 0,
                        node.Transform.M41, node.Transform.M42, node.Transform.M43, 1
                        ), boneIndex);
                break;

            case TDRNode.NodeType.Mesh:
                int index = node.Index;
                mshses.Meshes[index].MeshParts[0].Material = material;

                if (model.Bones[ParentBoneIndex].Mesh == null)
                {
                    model.SetMesh(mshses.Meshes[index], boneIndex);
                    //exit = true;
                    //Console.WriteLine("Adding mesh #{0} \"{1}\" to bone #{2} \"{3}\"", index, mshses.Meshes[index].Name, boneIndex, model.Bones[boneIndex].Name);
                }
                else
                {
                    boneIndex = model.AddMesh(mshses.Meshes[index], ParentBoneIndex);
                    model.SetName(mshses.Meshes[index].Name, boneIndex);

                    //model.SetName(mshses.Meshes[index].Name, model.AddMesh(mshses.Meshes[index], ParentBoneIndex));
                    //Console.WriteLine("Adding mesh #{0} \"{1}\" to brand new bone", index, mshses.Meshes[index].Name);
                }
                break;

            case TDRNode.NodeType.Texture:
                if (node.Index > -1)
                {
                    material = SceneManager.Current.Content.Load <Material, TXImporter>(hie.Textures[node.Index]);
                }
                else
                {
                    material = null;
                }
                break;
            }

            foreach (var child in node.Children)
            {
                ProcessNode(child, model, mshses, hie, boneIndex);
            }
        }