Пример #1
0
        /// <summary>
        /// RUpdate an existing Group with  the passed Group in the current Gmdc
        /// </summary>
        /// <param name="g"></param>
        protected virtual void UpdateGroup(ImportedGroup g)
        {
            int index = g.Target.Index;

            if (index < 0 || index >= Gmdc.Groups.Length)
            {
                index = Gmdc.FindGroupByName(g.Target.Name);
            }

            GmdcGroup grp = Gmdc.Groups[index];
            GmdcLink  lnk = Gmdc.Links[grp.LinkIndex];

            g.Group.LinkIndex  = grp.LinkIndex;
            g.Group.UsedJoints = grp.UsedJoints;


            for (int i = 0; i < g.Link.ReferencedElement.Count; i++)
            {
                GmdcElement e = g.Elements[g.Link.ReferencedElement[i]];
                //foreach (GmdcElementValueBase evb in e.Values) evb *= g.Scale;
                GmdcElement old = lnk.FindElementType(e.Identity);

                //found an existing Element?
                if (old == null)
                {
                    gmdc.Elements.Add(e);
                    lnk.ReferencedElement.Add(gmdc.Elements.Length - 1);
                }
                else
                {
                    int id = lnk.GetElementNr(old);
                    Gmdc.Elements[lnk.ReferencedElement[id]] = e;
                }
            }

            Gmdc.Groups[index] = g.Group;
            lnk.ReferencedSize = lnk.GetReferencedSize();
            lnk.ActiveElements = lnk.ReferencedElement.Count;
        }
Пример #2
0
        /// <summary>
        /// Adjusts the Vertex List, from all Elements Vertices that are assigned to this joint
        /// </summary>
        public void CollectVertices()
        {
            //first get my Number in the Parent
            int index = Index;

            this.Vertices.Clear();
            this.Items.Clear();

            if (index == -1)
            {
                return;                        //not within Parent!
            }
            //scan all Groups in the Parent for Joint Assignements
            foreach (GmdcGroup g in parent.Groups)
            {
                GmdcLink    l      = parent.Links[g.LinkIndex];
                GmdcElement joints = l.FindElementType(ElementIdentity.BoneAssignment);

                GmdcElement vertices = l.FindElementType(ElementIdentity.Vertex);
                int         vindex   = l.GetElementNr(vertices);

                if (joints == null || vertices == null)
                {
                    continue;
                }
                for (int i = 0; i < g.UsedJoints.Count; i++)
                {
                    //this Bone is a Match, so add all assigned vertices
                    if (g.UsedJoints[i] == index)
                    {
                        Hashtable indices = new Hashtable();
                        Hashtable empty   = new Hashtable();

                        //load the vertices
                        for (int k = 0; k < joints.Values.Count; k++)
                        {
                            GmdcElementValueOneInt voi = (GmdcElementValueOneInt)joints.Values[k];

                            //All vertices either are within the empty or indices map
                            if (voi.Bytes[0] == (byte)i)
                            {
                                indices.Add(k, this.Vertices.Count);
                                this.Vertices.Add(Transform(index, new Vector3f(vertices.Values[k].Data[0], vertices.Values[k].Data[1], vertices.Values[k].Data[2])));
                            }
                            else                             //all unassigned Vertices get 0
                            {
                                empty.Add(k, this.Vertices.Count);
                                this.Vertices.Add(new Vector3f(0, 0, 0));
                            }
                        }

                        //now all faces where at least one vertex is assigned to a Bone
                        for (int f = 0; f < g.Faces.Count - 2; f += 3)
                        {
                            if (indices.ContainsKey(l.GetRealIndex(vindex, g.Faces[f])) ||
                                indices.ContainsKey(l.GetRealIndex(vindex, g.Faces[f + 1])) ||
                                indices.ContainsKey(l.GetRealIndex(vindex, g.Faces[f + 2])))
                            {
                                for (int k = 0; k < 3; k++)
                                {
                                    int nr         = l.GetRealIndex(vindex, g.Faces[f + k]);
                                    int face_index = -1;

                                    //this Vertex was empty and is now needed,
                                    //so add it to the available List
                                    if (!indices.ContainsKey(nr))
                                    {
                                        if (empty.ContainsKey(nr))
                                        {
                                            face_index = (int)empty[nr];
                                        }
                                        else
                                        {
                                            face_index = nr;
                                        }

                                        indices.Add(nr, face_index);
                                        this.Vertices[face_index] = Transform(index, new Vector3f(vertices.Values[nr].Data[0], vertices.Values[nr].Data[1], vertices.Values[nr].Data[2]));
                                    }

                                    face_index = (int)indices[nr];
                                    this.Items.Add(face_index);
                                }
                            }
                        }
                    }
                }
            }
        }