Пример #1
0
		/// <summary></summary>
		protected override void OnEndProcessAnimation()
		{
			Matrix identity = Matrix.Identity;

			overrideExpression = false;
			expression = new Microsoft.Xna.Framework.GamerServices.AvatarExpression();

			foreach (AnimationStreamControl animation in this.animations)
			{
				AvatarAnimationStreamControl anim = animation as AvatarAnimationStreamControl;
				if (anim != null)
				{
					overrideExpression |= anim.GetExpression(ref expression);

					float weight = anim.WeightedScale;

					if (weight == 0)
						continue;

					Matrix matrix;

					if (weight == 1)
					{
						//mult the bone matrices...

						for (int i = 0; i < this.boneList.Length; i++)
						{
							matrix = anim.BoneTransforms[i];
							Transform transform = new Transform(ref matrix);

							Transform.Multiply(ref this.transformedBones[i], ref transform, out this.transformedBones[i]);
						}
					}
					else
					{
						for (int i = 0; i < this.boneList.Length; i++)
						{
							//matrices are annoying to lerp...
							//so.. use a transform.
							matrix = anim.BoneTransforms[i];
							Transform transform = new Transform(ref matrix);
							transform.InterpolateToIdentity(weight);

							Transform.Multiply(ref this.transformedBones[i], ref transform, out this.transformedBones[i]);
						}
					}
				}
			}


			if (this.parent.sourceData != null && boneModifierBuffer != null)
			{
				boneModifierBuffer.ProcessAvatarBones(this.transformedBones, parent.sourceData,
					new ReadOnlyArrayCollection<Transform>(parent.bindPoseWorld),
					new ReadOnlyArrayCollection<Transform>(parent.bindPoseWorldInverse));
			}

			for (int i = 0; i < this.transformedBones.Length; i++)
			{
				this.transformedBones[i].GetMatrix(out this.boneList[i]);
			}

			if (this.parent.sourceData != null && boneModifierBuffer != null &&
				boneModifierBuffer.CallProcessReadonlyHierarchyTransformedBones)
			{
				this.parent.sourceData.skeleton.TransformHierarchy(this.transformedBones);

				boneModifierBuffer.ProcessReadonlyHierarchyTransformedBones(this.transformedBones, parent.sourceData,
					new ReadOnlyArrayCollection<Transform>(parent.bindPoseWorld),
					new ReadOnlyArrayCollection<Transform>(parent.bindPoseWorldInverse));
			}

		}