90 lines
3.1 KiB
C#

#region Using Statements
using System;
using ANX.Framework.NonXNA.Development;
#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
{
[PercentageComplete(100)]
[Developer("Glatzemann")]
[TestState(TestStateAttribute.TestState.InProgress)]
public sealed class ModelMesh
{
private readonly BoundingSphere boundingSphere;
public BoundingSphere BoundingSphere
{
get { return boundingSphere; }
}
public ModelEffectCollection Effects { get; private set; }
public ModelMeshPartCollection MeshParts { get; private set; }
public string Name { get; private set; }
public ModelBone ParentBone { get; private set; }
public object Tag { get; set; }
internal 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 && Effects.Contains(item.Effect) == false)
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 (ReferenceEquals(item, part))
continue;
if (ReferenceEquals(item.Effect, oldEffect))
oldEffectIsInUse = true;
if (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);
}
}
}
}
}