// "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> /// Converts the bone weight collections into working vertex channels by using the /// provided bone index dictionary. Converts bone names into indices. /// </summary> /// <param name="boneIndices">A dictionary that maps bone names to their indices</param> public void AddWeights(Dictionary <string, int> boneIndices) { if (!isSkinned) { return; } Dictionary <string, int> meshBoneIndices = new Dictionary <string, int>(); int currentIndex = 0; // The bone indices are already sorted by index foreach (KeyValuePair <string, int> k in boneIndices) { if (skinTransformDictionary.ContainsKey(k.Key)) { meshBoneIndices.Add(k.Key, currentIndex++); SkinTransformContent transform = new SkinTransformContent(); transform.BoneName = k.Key; transform.Transform = skinTransformDictionary[k.Key]; skinTransforms.Add(transform); } } }