#region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System.Collections.Generic; using Microsoft.Xna.Framework.Graphics; #endregion namespace Microsoft.Xna.Framework.Content { internal class ModelReader : ContentTypeReader { #region Public Constructor public ModelReader() { } #endregion #region Private Bone Helper Method private static int ReadBoneReference(ContentReader reader, uint boneCount) { uint boneId; // Read the bone ID, which may be encoded as either an 8 or 32 bit value. if (boneCount < 255) { boneId = reader.ReadByte(); } else { boneId = reader.ReadUInt32(); } if (boneId != 0) { return (int) (boneId - 1); } return -1; } #endregion #region Protected Read Method protected internal override Model Read(ContentReader reader, Model existingInstance) { // Read the bone names and transforms. uint boneCount = reader.ReadUInt32(); List bones = new List((int) boneCount); for (uint i = 0; i < boneCount; i += 1) { string name = reader.ReadObject(); Matrix matrix = reader.ReadMatrix(); ModelBone bone = new ModelBone { Transform = matrix, Index = (int) i, Name = name }; bones.Add(bone); } // Read the bone hierarchy. for (int i = 0; i < boneCount; i += 1) { ModelBone bone = bones[i]; // Read the parent bone reference. int parentIndex = ReadBoneReference(reader, boneCount); if (parentIndex != -1) { bone.Parent = bones[parentIndex]; } // Read the child bone references. uint childCount = reader.ReadUInt32(); if (childCount != 0) { for (uint j = 0; j < childCount; j += 1) { int childIndex = ReadBoneReference(reader, boneCount); if (childIndex != -1) { bone.AddChild(bones[childIndex]); } } } } List meshes = new List(); // Read the mesh data. int meshCount = reader.ReadInt32(); for (int i = 0; i < meshCount; i += 1) { string name = reader.ReadObject(); int parentBoneIndex = ReadBoneReference(reader, boneCount); BoundingSphere boundingSphere = reader.ReadBoundingSphere(); // Tag object meshTag = reader.ReadObject(); // Read the mesh part data. int partCount = reader.ReadInt32(); List parts = new List(partCount); for (uint j = 0; j < partCount; j += 1) { ModelMeshPart part; if (existingInstance != null) { part = existingInstance.Meshes[i].MeshParts[(int) j]; } else { part = new ModelMeshPart(); } part.VertexOffset = reader.ReadInt32(); part.NumVertices = reader.ReadInt32(); part.StartIndex = reader.ReadInt32(); part.PrimitiveCount = reader.ReadInt32(); // Tag part.Tag = reader.ReadObject(); parts.Add(part); int jj = (int) j; reader.ReadSharedResource( delegate (VertexBuffer v) { parts[jj].VertexBuffer = v; } ); reader.ReadSharedResource( delegate (IndexBuffer v) { parts[jj].IndexBuffer = v; } ); reader.ReadSharedResource( delegate (Effect v) { parts[jj].Effect = v; } ); } if (existingInstance != null) { continue; } ModelMesh mesh = new ModelMesh(reader.GraphicsDevice, parts); mesh.Tag = meshTag; mesh.Name = name; mesh.ParentBone = bones[parentBoneIndex]; mesh.ParentBone.AddMesh(mesh); mesh.BoundingSphere = boundingSphere; meshes.Add(mesh); } if (existingInstance != null) { // Read past remaining data and return existing instance ReadBoneReference(reader, boneCount); reader.ReadObject(); return existingInstance; } // Read the final pieces of model data. int rootBoneIndex = ReadBoneReference(reader, boneCount); Model model = new Model(reader.GraphicsDevice, bones, meshes); model.Root = bones[rootBoneIndex]; model.BuildHierarchy(); // Tag? model.Tag = reader.ReadObject(); return model; } #endregion } }