- Started Windows, Metro and Linux Platform-Plugins - Moved the RecordingSample to the Samples folder - Started two samples for using the graphics device in a WinForms and Wpf Editor - Refactorings in the AddIn-System - Moved the Window initialization-code to the Platform modules - Changed the License text in all code files which is now way smaller - Started ProjectConverter tool which converts all the projects and solution to the target configuration - Changed the SupportedPlatform names in the Resource files - Changed the WIN8 define to WINDOWSMETRO which is actually meant - Removed NLog and started our own Logger class - Many more stuff...
128 lines
3.6 KiB
C#
128 lines
3.6 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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// 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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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(newEffect);
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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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