NextFloat() public method

Parses a float from a .X file
public NextFloat ( ) : float
return float
Exemplo n.º 1
0
        /// <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);
        }
Exemplo n.º 2
0
            // "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); });

                while (tokens.Peek == ";")
                {
                    tokens.NextToken();
                }

                // 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]));
                }
            }