#region Using Statements using System; using System.Collections; using System.Collections.Generic; #endregion // Using Statements #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // 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(oldEffect); } } 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); } } } } }