// "This template is instantiated on a per-mesh basis. Within a mesh, a sequence of n // instances of this template will appear, where n is the number of bones (X file frames) // that influence the vertices in the mesh. Each instance of the template basically defines // the influence of a particular bone on the mesh. There is a list of vertex indices, and a // corresponding list of weights. // template SkinWeights // { // STRING transformNodeName; // DWORD nWeights; // array DWORD vertexIndices[nWeights]; // array float weights[nWeights]; // Matrix4x4 matrixOffset; // } // - The name of the bone whose influence is being defined is transformNodeName, // and nWeights is the number of vertices affected by this bone. // - The vertices influenced by this bone are contained in vertexIndices, and the weights for // each of the vertices influenced by this bone are contained in weights. // - The matrix matrixOffset transforms the mesh vertices to the space of the bone. When concatenated // to the bone's transform, this provides the world space coordinates of the mesh as affected by the bone." // (http://msdn.microsoft.com/library/default.asp?url=/library/en-us/ // directx9_c/dx9_graphics_reference_x_file_format_templates.asp) // // Reads in a bone that contains skin weights. It then adds one bone weight // to every vertex that is influenced by ths bone, which contains the name of the bone and the // weight. public void ImportSkinWeights() { isSkinned = true; string boneName = tokens.SkipName().NextString(); // an influence is an index to a vertex that is affected by the current bone int numInfluences = tokens.NextInt(); List <int> influences = new List <int>(); List <float> weights = new List <float>(); for (int i = 0; i < numInfluences; i++) { influences.Add(tokens.NextInt()); } for (int i = 0; i < numInfluences; i++) { weights.Add(tokens.NextFloat()); if (weights[i] == 0) { influences[i] = -1; } } influences.RemoveAll(delegate(int i) { return(i == -1); }); weights.RemoveAll(delegate(float f) { return(f == 0); }); // Add the matrix that transforms the vertices to the space of the bone. // we will need this for skinned animation. Matrix blendOffset = tokens.NextMatrix(); ContentUtil.ReflectMatrix(ref blendOffset); skinTransformDictionary.Add(boneName, blendOffset); SkinTransformContent trans = new SkinTransformContent(); trans.BoneName = boneName; trans.Transform = blendOffset; skinTransforms.Add(trans); // end of skin weights tokens.SkipToken(); // add a new name/weight pair to every vertex influenced by the bone for (int i = 0; i < influences.Count; i++) { skinInfo[influences[i]].Add(new BoneWeight(boneName, weights[i])); } }
/// <summary> /// Loads a custom material. That is, loads a material with a custom effect. /// </summary> /// <returns>The custom material</returns> private MaterialContent ImportCustomMaterial() { EffectMaterialContent content = new EffectMaterialContent(); tokens.SkipName(); string effectName = GetAbsolutePath(tokens.NextString()); content.Effect = new ExternalReference <EffectContent>(effectName); // Find value initializers for the effect parameters and set the values // as indicated for (string token = tokens.NextToken(); token != "}"; token = tokens.NextToken()) { if (token == "EffectParamFloats") { tokens.SkipName(); string floatsParamName = tokens.NextString(); int numFloats = tokens.NextInt(); float[] floats = new float[numFloats]; for (int i = 0; i < numFloats; i++) { floats[i] = tokens.NextFloat(); } tokens.SkipToken(); content.OpaqueData.Add(floatsParamName, floats); } else if (token == "EffectParamDWord") { tokens.SkipName(); string dwordParamName = tokens.NextString(); float dword = tokens.NextFloat(); tokens.SkipToken(); content.OpaqueData.Add(dwordParamName, dword); } else if (token == "EffectParamString") { tokens.SkipName(); string stringParamName = tokens.NextString(); string paramValue = tokens.NextString(); tokens.SkipToken(); content.OpaqueData.Add(stringParamName, paramValue); } if (token == "{") { tokens.SkipNode(); } } return(content); }