90 lines
3.1 KiB
C#
90 lines
3.1 KiB
C#
#region Using Statements
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using System;
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using ANX.Framework.NonXNA.Development;
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#endregion // Using Statements
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Graphics
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{
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[PercentageComplete(100)]
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[Developer("Glatzemann")]
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[TestState(TestStateAttribute.TestState.InProgress)]
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public sealed class ModelMesh
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{
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private readonly BoundingSphere boundingSphere;
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public BoundingSphere BoundingSphere
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{
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get { return boundingSphere; }
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}
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public ModelEffectCollection Effects { get; private set; }
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public ModelMeshPartCollection MeshParts { get; private set; }
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public string Name { get; private set; }
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public ModelBone ParentBone { get; private set; }
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public object Tag { get; set; }
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internal ModelMesh(string name, ModelBone bone, BoundingSphere sphere, ModelMeshPart[] meshParts, Object tag)
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{
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this.Name = name;
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this.ParentBone = bone;
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this.boundingSphere = sphere;
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this.Tag = tag;
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this.MeshParts = new ModelMeshPartCollection(meshParts);
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this.Effects = new ModelEffectCollection();
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foreach (var item in this.MeshParts)
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{
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item.parentMesh = this;
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if (item.Effect != null && Effects.Contains(item.Effect) == false)
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Effects.Add(item.Effect);
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}
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}
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internal void EffectChangedOnMeshPart(ModelMeshPart part, Effect oldEffect, Effect newEffect)
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{
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bool oldEffectIsInUse = false;
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bool newEffectIsKnown = false;
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foreach (var item in MeshParts)
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{
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if (ReferenceEquals(item, part))
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continue;
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if (ReferenceEquals(item.Effect, oldEffect))
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oldEffectIsInUse = true;
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if (ReferenceEquals(item.Effect, newEffect))
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newEffectIsKnown = true;
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}
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if (oldEffect != null && !oldEffectIsInUse)
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Effects.Remove(oldEffect);
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if (newEffect != null && !newEffectIsKnown)
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Effects.Add(newEffect);
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}
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public void Draw()
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{
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foreach (var part in MeshParts)
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{
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foreach (var pass in part.Effect.CurrentTechnique.Passes)
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{
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pass.Apply();
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GraphicsDevice graphics = part.VertexBuffer.GraphicsDevice;
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graphics.SetVertexBuffer(part.VertexBuffer, part.VertexOffset);
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graphics.Indices = part.IndexBuffer;
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graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex,
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part.PrimitiveCount);
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}
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}
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}
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}
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}
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