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ANX.Framework/Content/GraphicTypeReaders/ModelReader.cs
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ANX.Framework/Content/GraphicTypeReaders/ModelReader.cs
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#region Using Statements
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using System;
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using System.IO;
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using System.Collections.Generic;
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using ANX.Framework.Graphics;
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using ANX.Framework.ContentPipeline;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Content.GraphicTypeReaders
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{
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public class ModelReader : ContentTypeReader<Model>
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{
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protected internal override Model Read(ContentReader input, Model existingInstance)
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{
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IServiceProvider service = input.ContentManager.ServiceProvider;
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var rfc = service.GetService(typeof(IRenderSystemCreator)) as IRenderSystemCreator;
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if (rfc == null)
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{
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throw new ContentLoadException("Service not found IRenderFrameworkCreator");
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}
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var gds = service.GetService(typeof(IGraphicsDeviceService)) as IGraphicsDeviceService;
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if (gds == null)
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{
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throw new ContentLoadException("Service not found IGraphicsDeviceService");
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}
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ModelBoneCollection bones = ReadBones(input);
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ModelMeshCollection meshes = ReadMeshes(input, bones);
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ModelBone rootBone = ReadBoneReference(input, bones);
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object tag = input.ReadObject<object>();
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return new Model(bones, meshes, rootBone, tag);
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}
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private ModelBoneCollection ReadBones(ContentReader reader)
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{
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int boneCount = reader.ReadInt32();
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ModelBone[] bones = new ModelBone[boneCount];
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for (int i = 0; i < boneCount; i++)
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{
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string name = reader.ReadString();
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Matrix transform = reader.ReadMatrix();
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bones[i] = new ModelBone(name, transform, i);
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}
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for (int i = 0; i < boneCount; i++)
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{
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ModelBone bone = bones[i];
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bone.Parent = ReadBoneReference(reader, bones);
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int childCount = reader.ReadInt32();
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ModelBone[] childBones = new ModelBone[childCount];
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for (int c = 0; c < childCount; c++)
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{
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childBones[c] = ReadBoneReference(reader, bones);
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}
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bone.Children = new ModelBoneCollection(childBones);
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}
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return new ModelBoneCollection(bones);
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}
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private int ReadBoneIndex(ContentReader reader, int bones)
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{
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int index = 0;
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if (bones < 255)
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{
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index = (int)reader.ReadByte();
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}
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else
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{
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index = (int)reader.ReadInt32();
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}
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return index;
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}
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private ModelBone ReadBoneReference(ContentReader reader, ModelBone[] bones)
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{
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ModelBone reference = null;
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int index = ReadBoneIndex(reader, bones.Length);
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if (index != 0)
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{
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reference = bones[index];
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}
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return reference;
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}
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private ModelBone ReadBoneReference(ContentReader reader, ModelBoneCollection bones)
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{
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ModelBone reference = null;
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int index = ReadBoneIndex(reader, bones.Count);
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if (index != 0)
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{
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reference = bones[index];
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}
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return reference;
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}
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private ModelMeshCollection ReadMeshes(ContentReader reader, ModelBoneCollection bones)
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{
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int meshCount = reader.ReadInt32();
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ModelMesh[] meshes = new ModelMesh[meshCount];
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for (int i = 0; i < meshCount; i++)
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{
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string name = reader.ReadString();
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ModelBone parentBone = ReadBoneReference(reader, bones);
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BoundingSphere boundingSphere = reader.ReadObject<BoundingSphere>();
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object meshTag = reader.ReadObject<object>();
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int meshPartCount = reader.ReadInt32();
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ModelMeshPart[] meshParts = new ModelMeshPart[meshPartCount];
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for (int j = 0; j < meshPartCount; j++)
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{
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int vertexOffset = reader.ReadInt32();
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int numVertices = reader.ReadInt32();
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int startIndex = reader.ReadInt32();
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int primitiveCount = reader.ReadInt32();
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object meshPartTag = reader.ReadObject<object>();
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ModelMeshPart meshPart = new ModelMeshPart(vertexOffset, numVertices, startIndex, primitiveCount, meshPartTag);
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reader.ReadSharedResource<VertexBuffer>((buffer) => { meshPart.VertexBuffer = buffer; });
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reader.ReadSharedResource<IndexBuffer>((buffer) => { meshPart.IndexBuffer = buffer; });
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reader.ReadSharedResource<Effect>((effect) => { meshPart.Effect = effect; });
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meshParts[j] = meshPart;
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}
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meshes[i] = new ModelMesh(name, parentBone, boundingSphere, meshParts, meshTag);
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}
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return new ModelMeshCollection(meshes);
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}
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}
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}
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@ -4,16 +4,16 @@
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<Assembly>..\..\..\..\bin\Debug\ANX.Framework.dll</Assembly>
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</ANXAssemblies>
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<XNAAssemblies>
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<Assembly>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.dll</Assembly>
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<Assembly>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Game.dll</Assembly>
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<Assembly>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.GamerServices.dll</Assembly>
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<Assembly>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Graphics.dll</Assembly>
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<Assembly>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Input.Touch.dll</Assembly>
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<Assembly>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Net.dll</Assembly>
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<Assembly>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Storage.dll</Assembly>
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<Assembly>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Video.dll</Assembly>
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<Assembly>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Xact.dll</Assembly>
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<Assembly>C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Avatar.dll</Assembly>
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<Assembly>C:\Program Files\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.dll</Assembly>
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<Assembly>C:\Program Files\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Game.dll</Assembly>
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<Assembly>C:\Program Files\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.GamerServices.dll</Assembly>
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<Assembly>C:\Program Files\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Graphics.dll</Assembly>
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<Assembly>C:\Program Files\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Input.Touch.dll</Assembly>
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<Assembly>C:\Program Files\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Net.dll</Assembly>
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<Assembly>C:\Program Files\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Storage.dll</Assembly>
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<Assembly>C:\Program Files\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Video.dll</Assembly>
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<Assembly>C:\Program Files\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Xact.dll</Assembly>
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<Assembly>C:\Program Files\Microsoft XNA\XNA Game Studio\v4.0\References\Windows\x86\Microsoft.Xna.Framework.Avatar.dll</Assembly>
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</XNAAssemblies>
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<Output>
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