Пример #1
0
 internal void Update()
 {
     foreach (TSOPair p in rel)
     {
         for (int i = 0; i < 4; i++)
         {
             if (skin_weights[i].weight < WeightEpsilon)
             {
                 p.a.skin_weights[i] = new SkinWeight(0, 0.0f);
             }
             else
             {
                 TSONode bone     = skin_weights[i].bone;
                 int     bone_idx = p.sub_mesh.bones.IndexOf(bone);
                 if (bone_idx == -1)
                 {
                     bone_idx = p.sub_mesh.AddBone(bone);
                 }
                 if (bone_idx != -1)
                 {
                     p.a.skin_weights[i] = new SkinWeight(bone_idx, skin_weights[i].weight);
                 }
             }
         }
         p.a.FillSkinWeights();
         p.a.GenerateBoneIndices();
     }
 }
Пример #2
0
        bool HiddenNode(TSONode node)
        {
            Vector3 position      = node.GetWorldPosition();
            Vector3 view_position = Vector3.TransformCoordinate(position, Transform_View);

            return(view_position.Z > 0.0f);
        }
Пример #3
0
        Vector3 GetNodePositionOnScreen(TSONode node)
        {
            Vector3 p1 = node.GetWorldPosition();
            Vector3 p2 = WorldToScreen(p1);

            return(p2);
        }
Пример #4
0
 /// node操作を生成します。
 public NodeCommand(Figure fig, TSONode node)
 {
     this.fig  = fig;
     this.node = node;
     this.old_attr.rotation    = node.Rotation;
     this.old_attr.translation = node.Translation;
 }
Пример #5
0
 /// 頂点操作を生成します。
 public VertexCommand(TSOFile tso, TSONode selected_node, MqoVert vertex, float weight, WeightOperation weight_op)
 {
     this.tso           = tso;
     this.selected_node = selected_node;
     this.vertex        = vertex;
     this.weight        = weight;
     this.weight_op     = weight_op;
 }
Пример #6
0
 /// メッシュ操作を生成します。
 public MeshCommand(TSOFile tso, TSOMesh mesh, TSONode selected_node, float weight, WeightOperation weight_op)
 {
     this.tso           = tso;
     this.mesh          = mesh;
     this.selected_node = selected_node;
     this.weight        = weight;
     this.weight_op     = weight_op;
 }
Пример #7
0
        /// 統合メッシュ操作を生成します。
        public SmoothMqoMeshCommand(TSOFile tso, MqoMesh mqo_mesh, TSONode selected_node)
        {
            this.tso           = tso;
            this.mqo_mesh      = mqo_mesh;
            this.selected_node = selected_node;

            weits     = new float[mqo_mesh.vertices.Length];
            new_weits = new float[mqo_mesh.vertices.Length];
        }
Пример #8
0
        void ComputePosingMatrix(TSONode node, ref Matrix m)
        {
            node.posing_matrix = node.TransformationMatrix * m;

            foreach (TSONode child in node.children)
            {
                ComputePosingMatrix(child, ref node.posing_matrix);
            }
        }
Пример #9
0
        /// <summary>
        /// 指定nodeを追加します。
        /// </summary>
        /// <param name="node">node</param>
        /// <returns>ボーン参照配列の添字</returns>
        public int AddBone(TSONode node)
        {
            int end = AddBoneIndex(node.ID);

            if (end != -1)
            {
                bones.Add(node);
            }
            return(end);
        }
Пример #10
0
        /// <summary>
        /// ボーン選択の配列を得ます。
        /// </summary>
        /// <param name="sub_mesh">サブメッシュ</param>
        /// <param name="selected_node">選択ボーン</param>
        /// <returns>ボーン選択の配列</returns>
        static int[] ClipBoneSelections(TSOSubMesh sub_mesh, TSONode selected_node)
        {
            int[] clipped_boneSelections = new int[sub_mesh.maxPalettes];

            for (int numPalettes = 0; numPalettes < sub_mesh.maxPalettes; numPalettes++)
            {
                TSONode tso_node = sub_mesh.GetBone(numPalettes);
                clipped_boneSelections[numPalettes] = (selected_node == tso_node) ? 1 : 0;
            }
            return(clipped_boneSelections);
        }
Пример #11
0
        /// <summary>
        /// 指定nodeに対するオフセット行列を計算します。
        /// </summary>
        /// <param name="node">node</param>
        public static Matrix GetOffsetMatrix(TSONode node)
        {
            Matrix m = Matrix.Identity;

            while (node != null)
            {
                m.Multiply(node.TransformationMatrix);
                node = node.parent;
            }
            return(Matrix.Invert(m));
        }
Пример #12
0
        /// <summary>
        /// ワールド座標系での位置を得ます。
        /// </summary>
        /// <returns></returns>
        public Vector3 GetWorldPosition()
        {
            TSONode node = this;
            Vector3 v    = Vector3.Empty;

            while (node != null)
            {
                v    = Vector3.TransformCoordinate(v, node.TransformationMatrix);
                node = node.parent;
            }
            return(v);
        }
Пример #13
0
        /// <summary>
        /// ワールド座標系での位置と向きを得ます。
        /// </summary>
        /// <returns></returns>
        public Matrix GetWorldCoordinate()
        {
            TSONode node = this;
            Matrix  m    = Matrix.Identity;

            while (node != null)
            {
                m.Multiply(node.TransformationMatrix);
                node = node.parent;
            }
            return(m);
        }
Пример #14
0
        /// 選択nodeを指定軸中心に回転します。
        public void RotateAxisOnScreen(int dx, int dy, Vector3 axis)
        {
            TSONode node = SelectedNode;

            if (node == null)
            {
                return;
            }

            float angle = dx * 0.005f;

            node.Rotation = Quaternion.RotationAxis(axis, angle) * node.Rotation;
        }
Пример #15
0
        /// nodeを選択します。
        /// returns: nodeを見つけたかどうか
        public bool SelectNode()
        {
            bool found = false;

            Figure fig;

            if (TryGetFigure(out fig))
            {
                if (SelectedTSOFile != null)
                {
                    //スクリーン座標からnodeを見つけます。
                    //衝突する頂点の中で最も近い位置にあるnodeを返します。

                    float x = lastScreenPoint.X;
                    float y = lastScreenPoint.Y;

                    int   width = 5;//頂点ハンドルの幅
                    float min_z = 1e12f;

                    TSONode found_node = null;

                    foreach (TSONode node in SelectedTSOFile.nodes)
                    {
                        TMONode bone;
                        if (fig.nodemap.TryGetValue(node, out bone))
                        {
                            Vector3 p2 = GetNodePositionOnScreen(bone);
                            if (p2.X - width <= x && x <= p2.X + width && p2.Y - width <= y && y <= p2.Y + width)
                            {
                                if (p2.Z < min_z)
                                {
                                    min_z      = p2.Z;
                                    found      = true;
                                    found_node = node;
                                }
                            }
                        }
                    }

                    if (found)
                    {
                        selected_node = found_node;
                        if (SelectedNodeChanged != null)
                        {
                            SelectedNodeChanged(this, EventArgs.Empty);
                        }
                    }
                }
            }
            return(found);
        }
Пример #16
0
        /// node操作を開始します。
        public void BeginNodeCommand()
        {
            if (SelectedNode == null)
            {
                return;
            }

            Figure fig;

            if (TryGetFigure(out fig))
            {
                TSONode node = SelectedNode;
                node_command = new NodeCommand(fig, node);
            }
        }
Пример #17
0
        /// 選択nodeを指定軸方向に移動します。
        public void TranslateAxisOnScreen(int dx, int dy, Vector3 axis)
        {
            TSONode node = SelectedNode;

            if (node == null)
            {
                return;
            }

            axis = Vector3.TransformNormal(axis, node.RotationMatrix);

            float len = dx * 0.005f;

            node.Translation = new Vector3(axis.X * len, axis.Y * len, axis.Z * len) + node.Translation;
        }
Пример #18
0
        /// <summary>
        /// スキン変形行列の配列を得ます。
        /// </summary>
        /// <param name="tso">tso</param>
        /// <returns>スキン変形行列の配列</returns>
        public Matrix[] ClipBoneMatrices(TSOFile tso)
        {
            Matrix[] clipped_boneMatrices = new Matrix[tso.nodes.Length];

            for (int numPalettes = 0; numPalettes < tso.nodes.Length; numPalettes++)
            {
                TSONode tso_node = tso.nodes[numPalettes];
                TMONode tmo_node;
                if (nodemap.TryGetValue(tso_node, out tmo_node))
                {
                    clipped_boneMatrices[numPalettes] = tso_node.offset_matrix * tmo_node.combined_matrix;
                }
            }
            return(clipped_boneMatrices);
        }
Пример #19
0
        /// <summary>
        /// スキン変形行列の配列を得ます。
        /// </summary>
        /// <param name="sub_mesh">サブメッシュ</param>
        /// <returns>スキン変形行列の配列</returns>
        public Matrix[] ClipBoneMatrices(TSOSubMesh sub_mesh)
        {
            Matrix[] clipped_boneMatrices = new Matrix[sub_mesh.maxPalettes];

            for (int numPalettes = 0; numPalettes < sub_mesh.maxPalettes; numPalettes++)
            {
                TSONode tso_node = sub_mesh.GetBone(numPalettes);
                TMONode tmo_node;
                if (nodemap.TryGetValue(tso_node, out tmo_node))
                {
                    clipped_boneMatrices[numPalettes] = tso_node.offset_matrix * tmo_node.combined_matrix;
                }
            }
            return(clipped_boneMatrices);
        }
Пример #20
0
        void DrawNodeAxis(TSONode node)
        {
            Vector3 p1 = GetNodePositionOnScreen(node);

            p1.Z = 0.0f;

            Vector3 position = node.GetWorldPosition();
            Matrix  m        = node.GetWorldCoordinate();
            Vector3 dirx     = GetMatrixDirX(ref m);
            Vector3 diry     = GetMatrixDirY(ref m);
            Vector3 dirz     = GetMatrixDirZ(ref m);

            Vector3 view_position_dirx = Vector3.TransformCoordinate(position + dirx, Transform_View);
            Vector3 view_position_diry = Vector3.TransformCoordinate(position + diry, Transform_View);
            Vector3 view_position_dirz = Vector3.TransformCoordinate(position + dirz, Transform_View);

            bool hidden_dirx = view_position_dirx.Z > 0.0f;
            bool hidden_diry = view_position_diry.Z > 0.0f;
            bool hidden_dirz = view_position_dirz.Z > 0.0f;

            Line line = new Line(device);

            line.Width = 3;

            Vector2[] vertices = new Vector2[2];
            vertices[0] = new Vector2(p1.X, p1.Y);
            if (!hidden_dirx)
            {
                Vector3 px = WorldToScreen(position + dirx);
                vertices[1] = new Vector2(px.X, px.Y);
                line.Draw(vertices, Color.FromArgb(255, 0, 0));//R
            }
            if (!hidden_diry)
            {
                Vector3 py = WorldToScreen(position + diry);
                vertices[1] = new Vector2(py.X, py.Y);
                line.Draw(vertices, Color.FromArgb(0, 255, 0));//G
            }
            if (!hidden_dirz)
            {
                Vector3 pz = WorldToScreen(position + dirz);
                vertices[1] = new Vector2(pz.X, pz.Y);
                line.Draw(vertices, Color.FromArgb(0, 0, 255));//B
            }

            line.Dispose();
            line = null;
        }
Пример #21
0
        /// nodeを選択します。
        /// returns: nodeを見つけたかどうか
        public bool SelectNode()
        {
            bool found = false;

            if (SelectedTSOFile != null)
            {
                //スクリーン座標からnodeを見つけます。
                //衝突する頂点の中で最も近い位置にあるnodeを返します。

                float x = lastScreenPoint.X;
                float y = lastScreenPoint.Y;

                int   width = 5;//頂点ハンドルの幅
                float min_z = 1e12f;

                TSONode found_node = null;

                foreach (TSONode node in SelectedTSOFile.nodes)
                {
                    Vector3 p2 = GetNodePositionOnScreen(node);
                    if (p2.X - width <= x && x <= p2.X + width && p2.Y - width <= y && y <= p2.Y + width)
                    {
                        if (p2.Z < min_z)
                        {
                            min_z      = p2.Z;
                            found      = true;
                            found_node = node;
                        }
                    }
                }

                if (found)
                {
                    SelectedNode = found_node;
                }
            }
            return(found);
        }
Пример #22
0
 /// メッシュ操作を生成します。
 public SmoothMeshCommand(TSOFile tso, TSOMesh mesh, TSONode selected_node)
 {
     this.tso           = tso;
     this.mesh          = mesh;
     this.selected_node = selected_node;
 }
Пример #23
0
        /// <summary>
        /// ボーン参照リストを生成します。
        /// </summary>
        public void LinkBones(TSONode[] nodes)
        {
            this.bones = new List<TSONode>();

            foreach (int bone_index in bone_indices)
                this.bones.Add(nodes[bone_index]);
        }
Пример #24
0
 /// <summary>
 /// オフセット行列を計算します。
 /// </summary>
 public void ComputeOffsetMatrix()
 {
     offset_matrix = TSONode.GetOffsetMatrix(this);
 }
Пример #25
0
 /// <summary>
 /// ボーン参照リストを生成します。
 /// </summary>
 public void LinkBones(TSONode[] nodes)
 {
     foreach (TSOSubMesh sub_mesh in sub_meshes)
         sub_mesh.LinkBones(nodes);
 }
Пример #26
0
 /// <summary>
 /// 指定nodeに対するオフセット行列を計算します。
 /// </summary>
 /// <param name="node">node</param>
 public static Matrix GetOffsetMatrix(TSONode node)
 {
     Matrix m = Matrix.Identity;
     while (node != null)
     {
         m *= node.TransformationMatrix;
         node = node.parent;
     }
     return Matrix.Invert(m);
 }
Пример #27
0
        /// <summary>
        /// 指定ストリームから読み込みます。
        /// </summary>
        /// <param name="source_stream">ストリーム</param>
        public void Load(Stream source_stream)
        {
            reader = new BinaryReader(source_stream, System.Text.Encoding.Default);

            byte[] magic = reader.ReadBytes(4);

            if (magic[0] != (byte)'T' ||
                magic[1] != (byte)'S' ||
                magic[2] != (byte)'O' ||
                magic[3] != (byte)'1')
            {
                throw new Exception("File is not TSO");
            }

            int node_count = reader.ReadInt32();

            nodes = new TSONode[node_count];
            for (int i = 0; i < node_count; i++)
            {
                nodes[i] = new TSONode(i);
                nodes[i].Read(reader);
            }

            GenerateNodemapAndTree();

            int    node_matrix_count = reader.ReadInt32();
            Matrix m = Matrix.Identity;

            for (int i = 0; i < node_matrix_count; i++)
            {
                reader.ReadMatrix(ref m);
                nodes[i].TransformationMatrix = m;
            }
            for (int i = 0; i < node_matrix_count; i++)
            {
                nodes[i].ComputeOffsetMatrix();
            }

            UInt32 texture_count = reader.ReadUInt32();

            textures = new TSOTex[texture_count];
            for (int i = 0; i < texture_count; i++)
            {
                textures[i] = new TSOTex();
                textures[i].Read(reader);
            }

            UInt32 script_count = reader.ReadUInt32();

            scripts = new TSOScript[script_count];
            for (int i = 0; i < script_count; i++)
            {
                scripts[i] = new TSOScript();
                scripts[i].Read(reader);
            }

            UInt32 sub_script_count = reader.ReadUInt32();

            sub_scripts = new TSOSubScript[sub_script_count];
            for (int i = 0; i < sub_script_count; i++)
            {
                sub_scripts[i] = new TSOSubScript();
                sub_scripts[i].Read(reader);
                sub_scripts[i].GenerateShader();
            }

            UInt32 mesh_count = reader.ReadUInt32();

            meshes = new TSOMesh[mesh_count];
            for (int i = 0; i < mesh_count; i++)
            {
                meshes[i] = new TSOMesh();
                meshes[i].Read(reader);
                meshes[i].LinkBones(nodes);

                //Console.WriteLine("mesh name {0} len {1}", mesh.name, mesh.sub_meshes.Length);
            }
        }
Пример #28
0
        /// <summary>
        /// 指定ストリームから読み込みます。
        /// </summary>
        /// <param name="source_stream">ストリーム</param>
        public void Load(Stream source_stream)
        {
            BinaryReader reader = new BinaryReader(source_stream, System.Text.Encoding.Default);

            byte[] magic = reader.ReadBytes(4);

            if (magic[0] != (byte)'T' || magic[1] != (byte)'S' || magic[2] != (byte)'O' || magic[3] != (byte)'1')
                throw new Exception("File is not TSO");

            int node_count = reader.ReadInt32();
            nodes = new TSONode[node_count];
            for (int i = 0; i < node_count; i++)
            {
                nodes[i] = new TSONode(i);
                nodes[i].Read(reader);
            }

            GenerateNodemapAndTree();

            int node_matrix_count = reader.ReadInt32();
            Matrix m = Matrix.Identity;
            for (int i = 0; i < node_matrix_count; i++)
            {
                reader.ReadMatrix(ref m);
                nodes[i].TransformationMatrix = m;
            }
            for (int i = 0; i < node_matrix_count; i++)
            {
                nodes[i].ComputeOffsetMatrix();
            }

            UInt32 texture_count = reader.ReadUInt32();
            textures = new TSOTex[texture_count];
            for (int i = 0; i < texture_count; i++)
            {
                textures[i] = new TSOTex();
                textures[i].Read(reader);
            }

            UInt32 script_count = reader.ReadUInt32();
            scripts = new TSOScript[script_count];
            for (int i = 0; i < script_count; i++)
            {
                scripts[i] = new TSOScript();
                scripts[i].Read(reader);
            }

            UInt32 sub_script_count = reader.ReadUInt32();
            sub_scripts = new TSOSubScript[sub_script_count];
            for (int i = 0; i < sub_script_count; i++)
            {
                sub_scripts[i] = new TSOSubScript();
                sub_scripts[i].Read(reader);
                sub_scripts[i].GenerateShader();
            }

            UInt32 mesh_count = reader.ReadUInt32();
            meshes = new TSOMesh[mesh_count];
            for (int i = 0; i < mesh_count; i++)
            {
                meshes[i] = new TSOMesh();
                meshes[i].Read(reader);
                meshes[i].LinkBones(nodes);

                //Console.WriteLine("mesh name {0} len {1}", mesh.name, mesh.sub_meshes.Length);
            }
        }
Пример #29
0
        /// 選択ボーンに対応するウェイトを加算する。
        /// returns: ウェイトを変更したか
        public bool Execute()
        {
            foreach (MqoSkinWeight skin_weight in vertex.skin_weights)
            {
                SkinWeightCommand skin_weight_command = new SkinWeightCommand(skin_weight);
                this.skin_weight_commands.Add(skin_weight_command);
            }
            //処理前の値を記憶する。
            {
                int nskin_weight = 0;
                foreach (MqoSkinWeight skin_weight in vertex.skin_weights)
                {
                    this.skin_weight_commands[nskin_weight].old_attr.bone   = skin_weight.bone;
                    this.skin_weight_commands[nskin_weight].old_attr.weight = skin_weight.weight;
                    nskin_weight++;
                }
            }

            bool updated = false;

            //選択ボーンに対応するウェイトを検索する。
            MqoSkinWeight selected_skin_weight = null;

            foreach (MqoSkinWeight skin_weight in vertex.skin_weights)
            {
                if (skin_weight.bone == selected_node)
                {
                    selected_skin_weight = skin_weight;
                    break;
                }
            }

            bool prepare_bone = false;

            switch (weight_op)
            {
            case WeightOperation.Gain:
                prepare_bone = weight > 0;
                break;

            case WeightOperation.Assign:
                prepare_bone = weight > 0;
                break;
            }

            //選択ボーンに対応するウェイトがなければ、最小値を持つウェイトを置き換える。
            if (selected_skin_weight == null && prepare_bone)
            {
                TSONode bone = selected_node;
                {
                    selected_skin_weight        = vertex.skin_weights[3]; //前提: vertex.skin_weights の要素数は 4 かつ並び順はウェイト値の降順
                    selected_skin_weight.bone   = bone;
                    selected_skin_weight.weight = 0.0f;
                }
            }

            //選択ボーンに対応するウェイトを加算する。
            if (selected_skin_weight != null)
            {
                updated = true;

                float w0 = selected_skin_weight.weight; //変更前の対象ウェイト値
                float m0 = 1.0f - w0;                   //変更前の残りウェイト値
                float w1;                               //変更後の対象ウェイト値
                switch (weight_op)
                {
                case WeightOperation.Gain:
                    w1 = w0 + weight;
                    break;

                case WeightOperation.Reduce:
                    w1 = w0 - weight;
                    break;

                case WeightOperation.Assign:
                    w1 = weight;
                    break;

                default:
                    w1 = w0;
                    break;
                }
                //clamp 0.0f .. 1.0f
                if (w1 > 1.0f)
                {
                    w1 = 1.0f;
                }
                if (w1 < 0.0f)
                {
                    w1 = 0.0f;
                }

                float d1 = w1 - w0; //実際の加算値
                float m1 = 0.0f;    //減算後の残りウェイト値
                if (m0 != 0)
                {
                    //残りウェイトを減算する。
                    foreach (MqoSkinWeight skin_weight in vertex.skin_weights)
                    {
                        if (skin_weight == selected_skin_weight)
                        {
                            continue;
                        }

                        float w2 = skin_weight.weight - skin_weight.weight * d1 / m0;
                        if (w2 < 0.001f)
                        {
                            w2 = 0.0f;//微小ウェイトは捨てる。
                        }
                        skin_weight.weight = w2;
                        m1 += w2;
                    }
                }
                selected_skin_weight.weight = 1.0f - m1;

                Array.Sort(vertex.skin_weights);
            }
#if false
            {
                int nskin_weight = 0;
                foreach (MqoSkinWeight skin_weight in vertex.skin_weights)
                {
                    Console.WriteLine("i:{0} bone:{1} w:{2}", nskin_weight, skin_weight.bone.Name, skin_weight.weight);
                    nskin_weight++;
                }
                Console.WriteLine();
            }
#endif
            //処理後の値を記憶する。
            {
                int nskin_weight = 0;
                foreach (MqoSkinWeight skin_weight in vertex.skin_weights)
                {
                    this.skin_weight_commands[nskin_weight].new_attr.bone   = skin_weight.bone;
                    this.skin_weight_commands[nskin_weight].new_attr.weight = skin_weight.weight;
                    nskin_weight++;
                }
            }
            return(updated);
        }
Пример #30
0
        /// <summary>
        /// フィギュアに含まれるnode treeを描画する。
        /// </summary>
        void DrawNodeTree()
        {
            TSOFile tso = selected_tso_file;

            if (tso == null)
            {
                return;
            }

            Line line = new Line(device);

            foreach (TSONode node in tso.nodes)
            {
                if (HiddenNode(node))
                {
                    continue;
                }
                Vector3 p0 = GetNodePositionOnScreen(node);
                p0.Z = 0.0f;

                TSONode parent_node = node.parent;
                if (parent_node != null)
                {
                    if (HiddenNode(parent_node))
                    {
                        continue;
                    }
                    Vector3 p1 = GetNodePositionOnScreen(parent_node);
                    p1.Z = 0.0f;

                    Vector3 pd    = p0 - p1;
                    float   len   = Vector3.Length(pd);
                    float   scale = 4.0f / len;
                    Vector2 p3    = new Vector2(p1.X + pd.Y * scale, p1.Y - pd.X * scale);
                    Vector2 p4    = new Vector2(p1.X - pd.Y * scale, p1.Y + pd.X * scale);

                    Vector2[] vertices = new Vector2[3];
                    vertices[0] = new Vector2(p3.X, p3.Y);
                    vertices[1] = new Vector2(p0.X, p0.Y);
                    vertices[2] = new Vector2(p4.X, p4.Y);
                    line.Draw(vertices, TSONodeLineColor);
                }
            }
            line.Dispose();
            line = null;

            Rectangle rect        = new Rectangle(0, 16, 15, 15); //node circle
            Vector3   rect_center = new Vector3(7, 7, 0);

            sprite.Begin(SpriteFlags.None);
            foreach (TSONode node in tso.nodes)
            {
                if (HiddenNode(node))
                {
                    continue;
                }
                Vector3 p0 = GetNodePositionOnScreen(node);
                p0.Z = 0.0f;
                sprite.Draw(dot_texture, rect, rect_center, p0, Color.White);
            }
            sprite.End();
        }
Пример #31
0
 /// <summary>
 /// 指定nodeを追加します。
 /// </summary>
 /// <param name="node">node</param>
 /// <returns>ボーン参照配列の添字</returns>
 public int AddBone(TSONode node)
 {
     int end = AddBoneIndex(node.ID);
     if (end != -1)
         bones.Add(node);
     return end;
 }
Пример #32
0
 /// <summary>
 /// 指定ライタにnodeを書き出します。
 /// </summary>
 /// <param name="bw">ライタ</param>
 /// <param name="item">node</param>
 public static void Write(BinaryWriter bw, TSONode item)
 {
     Write(bw, item.Name);
 }
Пример #33
0
 public MqoSkinWeight(TSONode bone, float weight)
 {
     this.bone   = bone;
     this.weight = weight;
 }