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#region Using Statements
using System;
using System.Collections;
using System.Collections.Generic;
#endregion // Using Statements
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
public sealed class ModelMesh
{
private BoundingSphere boundingSphere;
public BoundingSphere BoundingSphere
{
get { return boundingSphere; }
}
private ModelEffectCollection effects;
public ModelEffectCollection Effects
{
get { return effects; }
}
private ModelMeshPartCollection meshParts;
public ModelMeshPartCollection MeshParts
{
get { return meshParts; }
}
private string name;
public string Name
{
get { return name; }
}
private ModelBone parentBone;
public ModelBone ParentBone
{
get { return parentBone; }
}
private Object tag;
public Object Tag
{
get { return tag; }
set { this.tag = value; }
}
public ModelMesh(string name, ModelBone bone, BoundingSphere sphere, ModelMeshPart[] meshParts, Object tag)
{
this.name = name;
this.parentBone = bone;
this.boundingSphere = sphere;
this.tag = tag;
this.meshParts = new ModelMeshPartCollection(meshParts);
this.effects = new ModelEffectCollection();
foreach (var item in this.meshParts)
{
item.parentMesh = this;
if (item.Effect != null && !this.effects.Contains(item.Effect))
{
this.effects.Add(item.Effect);
}
}
}
internal void EffectChangedOnMeshPart(ModelMeshPart part, Effect oldEffect, Effect newEffect)
{
bool oldEffectIsInUse = false;
bool newEffectIsKnown = false;
foreach (var item in meshParts)
{
if (object.ReferenceEquals(item, part))
{
continue;
}
if (object.ReferenceEquals(item.Effect, oldEffect))
{
oldEffectIsInUse = true;
}
if (object.ReferenceEquals(item.Effect, newEffect))
{
newEffectIsKnown = true;
}
}
if (oldEffect != null && !oldEffectIsInUse)
{
effects.Remove(oldEffect);
}
if (newEffect != null && !newEffectIsKnown)
{
effects.Add(newEffect);
}
}
public void Draw()
{
foreach (var part in meshParts)
{
foreach (var pass in part.Effect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice graphics = part.VertexBuffer.GraphicsDevice;
graphics.SetVertexBuffer(part.VertexBuffer, part.VertexOffset);
graphics.Indices = part.IndexBuffer;
graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount);
}
}
}
}
}