- Implemented missing model draw methods - removed NotImplementedExceptions in BasicEffect.cs, to enable the model reading for testing
171 lines
6.4 KiB
C#
171 lines
6.4 KiB
C#
#region Using Statements
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using System;
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using System.Collections;
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using System.Collections.Generic;
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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.Graphics
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{
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public sealed class ModelMesh
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{
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private 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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private ModelEffectCollection effects;
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public ModelEffectCollection Effects
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{
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get { return effects; }
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}
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private ModelMeshPartCollection meshParts;
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public ModelMeshPartCollection MeshParts
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{
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get { return meshParts; }
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}
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private string name;
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public string Name
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{
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get { return name; }
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}
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private ModelBone parentBone;
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public ModelBone ParentBone
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{
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get { return parentBone; }
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}
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private Object tag;
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public Object Tag
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{
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get { return tag; }
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set { this.tag = value; }
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}
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public 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 && !this.effects.Contains(item.Effect))
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{
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this.effects.Add(item.Effect);
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}
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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 (object.ReferenceEquals(item, part))
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{
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continue;
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}
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if (object.ReferenceEquals(item.Effect, oldEffect))
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{
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oldEffectIsInUse = true;
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}
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if (object.ReferenceEquals(item.Effect, newEffect))
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{
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newEffectIsKnown = true;
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}
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}
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if (oldEffect != null && !oldEffectIsInUse)
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{
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effects.Remove(oldEffect);
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}
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if (newEffect != null && !newEffectIsKnown)
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{
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effects.Add(oldEffect);
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}
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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, 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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