Пример #1
0
        private static Mesh LoadXbfObject(XbfObject xbfObject, XbfShader shader, IReadOnlyList <int> textures)
        {
            var allVertices = new Dictionary <int, List <VertexPositionNormalUv> >();
            var allIndices  = new Dictionary <int, List <ShaderIndex> >();

            foreach (var triangle in xbfObject.Triangles)
            {
                if (triangle.Texture == -1)
                {
                    continue;
                }

                if (!allVertices.ContainsKey(triangle.Texture))
                {
                    allVertices.Add(triangle.Texture, new List <VertexPositionNormalUv>());
                    allIndices.Add(triangle.Texture, new List <ShaderIndex>());
                }

                var vertices = allVertices[triangle.Texture];
                var indices  = allIndices[triangle.Texture];

                for (var i = 0; i < 3; i++)
                {
                    vertices.Add(
                        new VertexPositionNormalUv(
                            XbfMesh.Convert(xbfObject.Vertices[triangle.Vertices[i]].Position),
                            XbfMesh.Convert(xbfObject.Vertices[triangle.Vertices[i]].Normal),
                            XbfMesh.Convert(triangle.Uv[i]) * new Vector2(1, -1)
                            )
                        );
                }

                indices.Add(new ShaderIndex(vertices.Count - 3, vertices.Count - 2, vertices.Count - 1));
            }

            return(new Mesh(null, null, null)
            {
                Name = xbfObject.Name,
                Transform = XbfMesh.Convert(xbfObject.Transform),
                TransformAnimation =
                    xbfObject.ObjectAnimation != null && xbfObject.ObjectAnimation.Frames.Count > 0
                                                ? XbfMesh.BuildAnimation(xbfObject.ObjectAnimation)
                                                : null,
                Children = allVertices.Keys
                           .Select(
                    texture => new Mesh(
                        new XbfShader.XbfShaderParameters(shader)
                {
                    Texture = textures[texture]
                },
                        allVertices[texture].Select(vertex => vertex.Pack()).SelectMany(v => v).ToArray(),
                        allIndices[texture].Select(index => index.Pack()).SelectMany(i => i).ToArray()
                        )
                    )
                           .Concat(xbfObject.Children.Select(childXbfObject => XbfMesh.LoadXbfObject(childXbfObject, shader, textures)))
                           .ToArray(),
            });
        }
Пример #2
0
        private static Matrix4[] BuildAnimation(XbfObjectAnimation xbfObjectAnimation)
        {
            var frames = new Matrix4[xbfObjectAnimation.Length];
            var first  = xbfObjectAnimation.Frames.Keys.Min();
            var last   = xbfObjectAnimation.Frames.Keys.Max();

            var lastFrame = 0;

            for (var i = 0; i < xbfObjectAnimation.Length; i++)
            {
                if (!xbfObjectAnimation.Frames.ContainsKey(i))
                {
                    continue;
                }

                frames[i] = XbfMesh.Convert(xbfObjectAnimation.Frames[i]);

                if (i == first)
                {
                    for (var j = 0; j < i; j++)
                    {
                        frames[j] = frames[i];
                    }
                }
                else if (i > last)
                {
                    frames[i] = frames[last];
                }
                else
                {
                    for (; lastFrame + 1 < i; lastFrame++)
                    {
                        frames[lastFrame + 1] = frames[lastFrame] + (frames[i] - frames[lastFrame]) * (1f / (i - lastFrame));
                    }
                }

                lastFrame = i;
            }

            return(frames);
        }