SND\GinieDp_cp 352903c836 - Fixed the model reader.
- Implemented missing model draw methods
- removed NotImplementedExceptions in BasicEffect.cs, to enable the model reading for testing
2012-03-09 23:23:51 +00:00

171 lines
6.4 KiB
C#

#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);
}
}
}
}
}