//============================================================ // <T>序列化数据。</T> //============================================================ public void Import() { string fileName = _directory + "\\model.m3x"; FXmlDocument xdoc = new FXmlDocument(fileName); FXmlNode xscene = xdoc.Root.Find("Scene"); // 重新导入所有集合体(可以重复) _renderables.Clear(); int n = 0; FXmlNode xmesh = xscene.Find("Mesh"); foreach (FXmlNode xgeometry in xmesh.Nodes) { if (xgeometry.IsName("Geometry")) { string name = xgeometry.Get("name"); string[] items = name.Split('|'); if (items.Length >= 2) { // 获得模型和集合体对象 string modelCode = items[0]; string geometryName = items[1]; FDrModel model = RContent3dManager.ModelConsole.Find(modelCode); if (null == model) { RMoCore.TrackConsole.Write(this, "Import", "Model is not exists. (model={0})", modelCode); continue; } model.Open(); FDrGeometry geometry = model.Mesh.Find(geometryName); if (null == geometry) { RMoCore.TrackConsole.Write(this, "Import", "Model geometry is not exists. (model={0}, geometry={1})", modelCode, geometryName); continue; } // 新建渲染对象 FDrTemplateRenderable renderable = new FDrTemplateRenderable(); renderable.Id = n++; renderable.Name = name; renderable.LightMapName = RString.Right(name, "|"); renderable.ModelName = model.Name; renderable.GeometryName = geometry.Name; renderable.MaterialName = geometry.MaterialName; renderable.LoadExportConfig(xgeometry); _renderables.Push(renderable); } } } _logger.Debug(this, "Import", "Import template success. (file_name={0})", fileName); Store(); }
//============================================================ // <T>释放内容。</T> //============================================================ public void Dispose() { _roots.Clear(); _bones.Clear(); _adjustBones.Clear(); }
//============================================================ // <T>释放内容。</T> //============================================================ public void Dispose() { _tracks.Clear(); _movies.Clear(); }