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C# ContentProcessorContext.AddDependency方法代码示例

本文整理汇总了C#中ContentProcessorContext.AddDependency方法的典型用法代码示例。如果您正苦于以下问题:C# ContentProcessorContext.AddDependency方法的具体用法?C# ContentProcessorContext.AddDependency怎么用?C# ContentProcessorContext.AddDependency使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ContentProcessorContext的用法示例。


在下文中一共展示了ContentProcessorContext.AddDependency方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Process

    public override SpriteFontContent Process(FontDescription input,
        ContentProcessorContext context)
    {
        {
            //ファイル読み込み
            string fullPath = Path.GetFullPath("kana_list.txt");
            context.AddDependency(fullPath);
            string letters = File.ReadAllText(fullPath, System.Text.Encoding.UTF8);

            //フォントの追加
            foreach (char c in letters)
            {
                input.Characters.Add(c);
            }
        }

        {
            //ファイル読み込み
            string fullPath = Path.GetFullPath("kanji_list.txt");
            context.AddDependency(fullPath);
            string letters = File.ReadAllText(fullPath, System.Text.Encoding.UTF8);

            //フォントの追加
            foreach (char c in letters)
            {
                input.Characters.Add(c);
            }
        }

        return base.Process(input, context);
    }
开发者ID:bobuhiro11,项目名称:procon23,代码行数:31,代码来源:MyFontProcessor.cs

示例2: Process

        /// <summary>
        /// The main Process method converts an intermediate format content pipeline
        /// NodeContent tree to a ModelContent object with embedded animation data.
        /// </summary>
        public override ModelContent Process(NodeContent input, ContentProcessorContext context)
        {
            contentPath = Environment.CurrentDirectory;

            using (XmlReader reader = XmlReader.Create(MaterialDataFilePath))
            {
                incomingMaterials = IntermediateSerializer.Deserialize<List<MaterialData>>(reader, null);
            }
            context.AddDependency(Path.Combine(Environment.CurrentDirectory, MaterialDataFilePath));

            // Chain to the base ModelProcessor class so it can convert the model data.
            ModelContent model = base.Process(input, context);

            // Put the material's flags into the ModelMeshPartContent's Tag property.
            foreach (ModelMeshContent mmc in model.Meshes)
            {
                foreach (ModelMeshPartContent mmpc in mmc.MeshParts)
                {
                    MaterialData mat = incomingMaterials.Single(m => m.Name == mmpc.Material.Name);
                    MaterialInfo extraInfo = new MaterialInfo();
                    extraInfo.HandlingFlags = mat.HandlingFlags;
                    extraInfo.RenderState = mat.RenderState;
                    mmpc.Tag = extraInfo;
                }
            }

            return model;
        }
开发者ID:Tengato,项目名称:Mechadrone1,代码行数:32,代码来源:SimpleModelProcessor.cs

示例3: Process

        public override CompiledEffectContent Process(EffectContent input, ContentProcessorContext context)
        {
            //System.Diagnostics.Debugger.Launch();

            // If this isn't a MonoGame platform then do the default processing.
            var platform = ContentHelper.GetMonoGamePlatform();
            if (platform == MonoGamePlatform.None)
                return base.Process(input, context);

            var options = new Options();
            options.SourceFile = input.Identity.SourceFilename;
            options.Profile = platform == MonoGamePlatform.Windows8 ? ShaderProfile.DirectX_11 : ShaderProfile.OpenGL;
            options.Debug = DebugMode == EffectProcessorDebugMode.Debug;
            options.OutputFile = context.OutputFilename;

            // Parse the MGFX file expanding includes, macros, and returning the techniques.
            ShaderInfo shaderInfo;
            try
            {
                shaderInfo = ShaderInfo.FromFile(options.SourceFile, options);
                foreach (var dep in shaderInfo.Dependencies)
                    context.AddDependency(dep);
            }
            catch (Exception ex)
            {
                // TODO: Extract good line numbers from mgfx parser!
                throw new InvalidContentException(ex.Message, input.Identity, ex);
            }

            // Create the effect object.
            EffectObject effect = null;
            var shaderErrorsAndWarnings = string.Empty;
            try
            {
                effect = EffectObject.CompileEffect(shaderInfo, out shaderErrorsAndWarnings);
            }
            catch (ShaderCompilerException)
            {
                throw ProcessErrorsAndWarnings(shaderErrorsAndWarnings, input, context);
            }

            // Write out the effect to a runtime format.
            CompiledEffectContent result;
            try
            {
                using (var stream = new MemoryStream())
                {
                    using (var writer = new BinaryWriter(stream))
                        effect.Write(writer, options);

                    result = new CompiledEffectContent(stream.GetBuffer());
                }
            }
            catch (Exception ex)
            {
                throw new InvalidContentException("Failed to serialize the effect!", input.Identity, ex);
            }

            return result;
        }
开发者ID:BrainSlugs83,项目名称:MonoGame,代码行数:60,代码来源:MGEffectProcessor.cs

示例4: Process

 public override SpriteFontContent Process(FontDescription input, ContentProcessorContext context)
 {
     string path = Path.GetFullPath(m_FilePath);
     context.AddDependency(path);
     string content = File.ReadAllText(path, Encoding.UTF8);//FontDescription.txt文件必须保存成utf-8格式,此处也需使用utf-8读取
     foreach (char c in content)//读取文件中字符,存放到FontDescription中
     {
         input.Characters.Add(c);
     }
     return base.Process(input, context);
 }
开发者ID:tianjing,项目名称:SayWordByPicture,代码行数:11,代码来源:MyContentProcessor.cs

示例5: Process

        public override SpriteFontContent Process(FontDescription input, ContentProcessorContext context)
        {
            // TODO: 处理输入对象,并返回修改的数据。
            string fullPath = Path.GetFullPath(MessageFile);
            context.AddDependency(fullPath);
            string letters = File.ReadAllText(fullPath, System.Text.Encoding.UTF8);
            foreach (char c in letters)
            {
                input.Characters.Add(c);
            }

            return base.Process(input, context);
        }
开发者ID:no10pc,项目名称:cocos2dSimpleGame,代码行数:13,代码来源:ContentProcessor1.cs

示例6: ConvertMaterial

		protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context)
		{
			if (string.IsNullOrEmpty(StitchedEffect))
				throw new Exception("Stitched Effect property must be set for StitchUp Model Processor.");

			string fullPath = Path.GetFullPath(Path.Combine(new FileInfo(material.Identity.SourceFilename).DirectoryName, StitchedEffect));
			context.AddDependency(fullPath);

			EffectMaterialContent effectMaterial = new EffectMaterialContent
			{
				CompiledEffect = context.BuildAsset<StitchedEffectContent, CompiledEffectContent>(new ExternalReference<StitchedEffectContent>(fullPath), typeof(StitchedEffectProcessor).Name),
				Identity = material.Identity,
				Name = material.Name
			};

			return effectMaterial;
		}
开发者ID:modulexcite,项目名称:stitchup,代码行数:17,代码来源:StitchedEffectModelProcessor.cs

示例7: Process

        public override SpriteFontContent Process(FontDescription input, ContentProcessorContext context)
        {
            var fullPath = Path.GetFullPath(MessageFile);

            context.AddDependency(fullPath);

            var letters = File.ReadAllText(fullPath, System.Text.Encoding.UTF8);

            foreach (char c in letters)
            {
                if (c == '\r' || c == '\n')
                {
                    continue;
                }
                input.Characters.Add(c);
            }

            return base.Process(input, context);
        }
开发者ID:himapo,项目名称:ccm,代码行数:19,代码来源:FontProcessor.cs

示例8: ProcessAnimations

        /// <summary>
        /// Entry point for animation processing. 
        /// </summary>
        /// <param name="model"></param>
        /// <param name="input"></param>
        /// <param name="context"></param>
        private void ProcessAnimations(ModelContent model, NodeContent input, ContentProcessorContext context, ContentIdentity sourceIdentity)
        {
            // First build a lookup table so we can determine the
            // index into the list of bones from a bone name.
            for (int i = 0; i < model.Bones.Count; i++)
            {
                bones[model.Bones[i].Name] = i;
            }

            // For saving the bone transforms
            boneTransforms = new Matrix[model.Bones.Count];

            //
            // Collect up all of the animation data
            //

            ProcessAnimationsRecursive(input);

            // Check to see if there's an animation clip definition
            // Here, we're checking for a file with the _Anims suffix.
            // So, if your model is named dude.fbx, we'd add dude_Anims.xml in the same folder
            // and the pipeline will see the file and use it to override the animations in the
            // original model file.
            string SourceModelFile = sourceIdentity.SourceFilename;
            string SourcePath = Path.GetDirectoryName(SourceModelFile);
            string AnimFilename = Path.GetFileNameWithoutExtension(SourceModelFile);
            AnimFilename += "_Anims.xml";
            string AnimPath = Path.Combine(SourcePath, AnimFilename);
            if (File.Exists(AnimPath))
            {
                // Add the filename as a dependency, so if it changes, the model is rebuilt
                context.AddDependency(AnimPath);

                // Load the animation definition from the XML file
                AnimationDefinition AnimDef = context.BuildAndLoadAsset<XmlImporter, AnimationDefinition>(new ExternalReference<XmlImporter>(AnimPath), null);

                if (modelExtra.Clips.Count > 0) //if there are some animations in our model
                {
                    foreach (AnimationDefinition.ClipPart Part in AnimDef.ClipParts)
                    {
                        // Grab the main clip that we are using and copy to MainClip

                        AnimationClip MainClip = new AnimationClip();

                        float StartTime = GetTimeSpanForFrame(Part.StartFrame, AnimDef.OriginalFrameCount, modelExtra.Clips[AnimDef.OriginalClipName].Duration);
                        float EndTime = GetTimeSpanForFrame(Part.EndFrame, AnimDef.OriginalFrameCount, modelExtra.Clips[AnimDef.OriginalClipName].Duration);

                        MainClip.Duration = EndTime-StartTime;
                        MainClip.Name = modelExtra.Clips[AnimDef.OriginalClipName].Name;

                        // Process each of our new animation clip parts
                        for (int i = 0; i < modelExtra.Clips[AnimDef.OriginalClipName].Bones.Count; i++)
                        {
                            AnimationClip.Bone clipBone = new AnimationClip.Bone();
                            clipBone.Name = modelExtra.Clips[AnimDef.OriginalClipName].Bones[i].Name;
                            LinkedList<AnimationClip.Keyframe> keyframes = new LinkedList<AnimationClip.Keyframe>();

                            if (modelExtra.Clips[AnimDef.OriginalClipName].Bones[i].Keyframes.Count != 0)
                            {

                                for (int j = 0; j < modelExtra.Clips[AnimDef.OriginalClipName].Bones[i].Keyframes.Count; j++)
                                {

                                    if ((modelExtra.Clips[AnimDef.OriginalClipName].Bones[i].Keyframes[j].Time >= StartTime) && (modelExtra.Clips[AnimDef.OriginalClipName].Bones[i].Keyframes[j].Time <= EndTime))
                                    {
                                        AnimationClip.Keyframe frame = new AnimationClip.Keyframe();
                                        frame.Rotation = modelExtra.Clips[AnimDef.OriginalClipName].Bones[i].Keyframes[j].Rotation;
                                        frame.Time = modelExtra.Clips[AnimDef.OriginalClipName].Bones[i].Keyframes[j].Time - StartTime;
                                        frame.Translation = modelExtra.Clips[AnimDef.OriginalClipName].Bones[i].Keyframes[j].Translation;
                                        keyframes.AddLast(frame);
                                       //clipBone.Keyframes.Add(frame);
                                    }

                                }
                            }
                           // LinearKeyframeReduction(keyframes);
                            clipBone.Keyframes = keyframes.ToList<AnimationClip.Keyframe>();
                            MainClip.Bones.Add(clipBone);

                        }
                        modelExtra.Clips.Add(Part.ClipName, MainClip);

                    }
                }
            }

            // Ensure there is always a clip, even if none is included in the FBX
            // That way we can create poses using FBX files as one-frame
            // animation clips
            if (modelExtra.Clips.Count == 0)
            {
                AnimationClip clip = new AnimationClip();
                modelExtra.Clips.Add("Take 001",clip);

//.........这里部分代码省略.........
开发者ID:patrykos91,项目名称:Laikos,代码行数:101,代码来源:AnimationProcessor.cs

示例9: Split

        public static void Split(AnimationContentDictionary animationDictionary, string splitFile, ContentIdentity contentIdentity, ContentProcessorContext context)
        {
            if (animationDictionary == null)
            return;

              if (string.IsNullOrEmpty(splitFile))
            return;

              if (contentIdentity == null)
            throw new ArgumentNullException("contentIdentity");

              if (context == null)
            throw new ArgumentNullException("context");

              if (animationDictionary.Count == 0)
              {
            context.Logger.LogWarning(null, contentIdentity, "The model does not have an animation. Animation splitting is skipped.");
            return;
              }

              if (animationDictionary.Count > 1)
            context.Logger.LogWarning(null, contentIdentity, "The model contains more than 1 animation. The animation splitting is performed on the first animation. Other animations are deleted!");

              // Load XML file.
              splitFile = ContentHelper.FindFile(splitFile, contentIdentity);
              XDocument document = XDocument.Load(splitFile, LoadOptions.SetLineInfo);

              // Let the content pipeline know that we depend on this file and we need to
              // rebuild the content if the file is modified.
              context.AddDependency(splitFile);

              // Parse XML.
              var animationsElement = document.Element("Animations");
              if (animationsElement == null)
              {
            context.Logger.LogWarning(null, contentIdentity, "The animation split file \"{0}\" does not contain an <Animations> root node.", splitFile);
            return;
              }

              var wrappedContext = new ContentPipelineContext(context);
              var splits = ParseAnimationSplitDefinitions(animationsElement, contentIdentity, wrappedContext);
              if (splits == null || splits.Count == 0)
              {
            context.Logger.LogWarning(null, contentIdentity, "The XML file with the animation split definitions is invalid or empty. Animation is not split.");
            return;
              }

              // Split animations.
              Split(animationDictionary, splits, contentIdentity, context);
        }
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:50,代码来源:AnimationSplitter.cs

示例10: ProcessAnimations

        /// <summary>
        /// Converts an intermediate format content pipeline AnimationContentDictionary
        /// object to our runtime AnimationClip format.
        /// </summary>
        static Dictionary<string, AnimationClip> ProcessAnimations(
            AnimationContentDictionary animations, IList<BoneContent> bones,
            ContentProcessorContext context, ContentIdentity sourceIdentity)
        {
            // Build up a table mapping bone names to indices.
            Dictionary<string, int> boneMap = new Dictionary<string, int>();

            for (int i = 0; i < bones.Count; i++)
            {
                string boneName = bones[i].Name;

                if (!string.IsNullOrEmpty(boneName))
                    boneMap.Add(boneName, i);
            }

            // Convert each animation in turn.
            Dictionary<string, AnimationClip> animationClips;
            animationClips = new Dictionary<string, AnimationClip>();

            foreach (KeyValuePair<string, AnimationContent> animation in animations)
            {
                AnimationClip processed = ProcessAnimation(animation.Value, boneMap, animation.Key);

                animationClips.Add(animation.Key, processed);
            }

            // Check to see if there's an animation clip definition
            // Here, we're checking for a file with the _Anims suffix.
            // So, if your model is named dude.fbx, we'd add dude_Anims.xml in the same folder
            // and the pipeline will see the file and use it to override the animations in the
            // original model file.
            string SourceModelFile = sourceIdentity.SourceFilename;
            string SourcePath = Path.GetDirectoryName(SourceModelFile);
            string AnimFilename = Path.GetFileNameWithoutExtension(SourceModelFile);
            AnimFilename += "_Anims.xml";
            string AnimPath = Path.Combine(SourcePath, AnimFilename);
            if (File.Exists(AnimPath))
            {
                context.AddDependency(AnimPath);

                AnimationDefinition AnimDef = context.BuildAndLoadAsset<XmlImporter, AnimationDefinition>(new ExternalReference<XmlImporter>(AnimPath), null);

                //breaks up original animation clips into new clips
                if (animationClips.ContainsKey(AnimDef.originalClipName))
                {
                    //graps main clip
                    AnimationClip MainClip = animationClips[AnimDef.originalClipName];
                    //remove original clip from animations
                    animationClips.Remove(AnimDef.originalClipName);

                    foreach (AnimationDefinition.clipPart Part in AnimDef.ClipParts)
                    {
                        //calculate frame times
                        TimeSpan StartTime = GetTimeSpanForFrame(Part.StartFrame, AnimDef.originalFrameCount, MainClip.Duration.Ticks);
                        TimeSpan EndTime = GetTimeSpanForFrame(Part.EndFrame, AnimDef.originalFrameCount, MainClip.Duration.Ticks);

                        //get keyframes for animation clip thats in start and end time
                        List<Keyframe> Keyframes = new List<Keyframe>();
                        foreach (Keyframe AnimFrame in MainClip.Keyframes)
                        {
                            if ((AnimFrame.Time >= StartTime) && (AnimFrame.Time <= EndTime))
                            {
                                Keyframe NewFrame = new Keyframe(AnimFrame.Bone, AnimFrame.Time - StartTime, AnimFrame.Transform);
                                Keyframes.Add(NewFrame);
                            }
                        }

                        //process events
                        /*List<AnimationEvent> Events = new List<AnimationEvent>();
                        if (Part.Events != null)
                        {
                            foreach (AnimationDefinition.clipPart.Event Event in Part.Events)
                            {
                                TimeSpan EventTime = GetTimeSpanForFrame(Event.Keyframe, AnimDef.originalFrameCount, MainClip.Duration.Ticks);
                                EventTime -= StartTime;

                                AnimationEvent newEvent = new AnimationEvent();
                                newEvent.EventTime = EventTime;
                                newEvent.EventName = Event.Name;
                                Events.Add(newEvent);
                            }
                        }*/

                        AnimationClip newClip = new AnimationClip(EndTime - StartTime, Keyframes, Part.ClipName);
                        animationClips[Part.ClipName] = newClip;
                    }
                }
            }

               /* if (animationClips.Count == 0)
            {
                throw new InvalidContentException(
                            "Input file does not contain any animations.");
            }*/

            return animationClips;
//.........这里部分代码省略.........
开发者ID:unk1nd,项目名称:SkinningSample_4_0_Test,代码行数:101,代码来源:SkinnedModelProcessor.cs

示例11: AppendCharacters

        /// <summary>
        /// FontDescriptionにMessageFilenameで指定されたファイル内の文字を追加する
        /// </summary>
        void AppendCharacters(FontDescription input, ContentProcessorContext context)
        {
            // MessageFilenameは有効な文字列か?
            if (String.IsNullOrEmpty(MessageFilename))
                return;

            if (!File.Exists(MessageFilename))
            {
                throw new FileNotFoundException(
                    String.Format( "MessageFilenameで指定されたファイル[{0}]が存在しません",
                                    Path.GetFullPath(MessageFilename)));
            }

            // 指定されたファイルから文字列を読み込み、
            // FontDescription.Charctarsに追加する
            try
            {
                int totalCharacterCount = 0;

                using (StreamReader sr = File.OpenText(MessageFilename))
                {
                    string line;
                    while ( ( line = sr.ReadLine() ) != null )
                    {
                        totalCharacterCount += line.Length;

                        foreach( char c in line )
                            input.Characters.Add(c);
                    }
                }

                context.Logger.LogImportantMessage("使用文字数{0}, 総文字数:{1}",
                    input.Characters.Count, totalCharacterCount);

                // CPにファイル依存していることを教える
                context.AddDependency(Path.GetFullPath(MessageFilename));
            }
            catch (Exception e)
            {
                // 予期しない例外が発生
                context.Logger.LogImportantMessage("例外発生!! {0}", e.Message);
                throw e;
            }
        }
开发者ID:kuuri,项目名称:tohoSRPG,代码行数:47,代码来源:MessageProcessor.cs

示例12: ParseSplitAnimationFile

        // Parses the XML file defining the splits.
        // This method returns null if the file is not found.
        // This method returns an empty collection if the file does not contain any split definitions or
        // if the format is invalid.
        private static List<SplitDefinition> ParseSplitAnimationFile(string splitFile, ContentIdentity contentIdentity, ContentProcessorContext context)
        {
            // Get full path of XML file. File location is relative to the location of the model.
              string sourcePath = Path.GetDirectoryName(contentIdentity.SourceFilename);
              string splitFilePath = Path.GetFullPath(Path.Combine(sourcePath, splitFile));
              XDocument document;
              try
              {
             document = XDocument.Load(splitFilePath);
              }
              catch (FileNotFoundException)
              {
            return null;
              }

              var splits = new List<SplitDefinition>();

              // Let the content pipeline know that we depend on this file and we need to rebuild the
              // content if the file is modified.
              context.AddDependency(splitFilePath);

              var animationsNode = document.Element("Animations");
              if (animationsNode == null)
              {
            context.Logger.LogWarning(null, contentIdentity, splitFile + " does not contain an <Animations> root node.");
            return splits;
              }

              double? framerate = (double?)animationsNode.Element("Framerate");

              foreach (var animationNode in animationsNode.Elements("Animation"))
              {
            var name = (string)animationNode.Attribute("Name");
            if (string.IsNullOrEmpty(name))
            {
              string message = string.Format("{0} contains an <Animation> element with a missing or empty 'Name' attribute", splitFile);
              throw new InvalidContentException(message, contentIdentity);
            }

            double? startTime = (double?)animationNode.Attribute("StartTime");
            double? endTime = (double?)animationNode.Attribute("EndTime");

            int? startFrame = (int?)animationNode.Attribute("StartFrame");
            int? endFrame = (int?)animationNode.Attribute("EndFrame");

            if (startTime == null && startFrame == null)
            {
              string message = string.Format("{0} contains an <Animation> element that does not contain a valid 'StartTime' or 'StartFrame' attribute.", splitFile);
              throw new InvalidContentException(message, contentIdentity);
            }

            if (endTime == null && endFrame == null)
            {
              string message = string.Format("{0} contains an <Animation> element that does not contain a valid 'EndTime' or 'EndFrame' attribute.", splitFile);
              throw new InvalidContentException(message, contentIdentity);
            }

            if (framerate == null && (startTime == null || endTime == null))
            {
              string message = string.Format("{0} must have a <Framerate> element if start and end are specified in 'frames'.", splitFile);
              throw new InvalidContentException(message, contentIdentity);
            }

            startTime = startTime ?? startFrame.Value / framerate.Value;
            endTime = endTime ?? endFrame.Value / framerate.Value;
            TimeSpan start = new TimeSpan((long)(startTime.Value * TimeSpan.TicksPerSecond));
            TimeSpan end = new TimeSpan((long)(endTime.Value * TimeSpan.TicksPerSecond));

            if (start > end)
            {
              string message = string.Format("{0} contains an invalid <Animation> element: The start time is larger than the end time.", splitFile);
              throw new InvalidContentException(message, contentIdentity);
            }

            splits.Add(new SplitDefinition { Name = name, StartTime = start, EndTime = end });
              }

              return splits;
        }
开发者ID:HATtrick-games,项目名称:ICT309,代码行数:83,代码来源:AnimationSplitter.cs

示例13: ProcessAnimations

        /// <summary>
        /// Converts an intermediate format content pipeline AnimationContentDictionary
        /// object to our runtime AnimationClip format.
        /// </summary>
        static Dictionary<string, AnimationClip> ProcessAnimations(
            AnimationContentDictionary animations, IList<BoneContent> bones,
            ContentProcessorContext context, ContentIdentity sourceIdentity)
        {
            // Build up a table mapping bone names to indices.
            Dictionary<string, int> boneMap = new Dictionary<string, int>();

            for (int i = 0; i < bones.Count; i++)
            {
                string boneName = bones[i].Name;

                if (!string.IsNullOrEmpty(boneName))
                    boneMap.Add(boneName, i);
            }

            // Convert each animation in turn.
            Dictionary<string, AnimationClip> animationClips;
            animationClips = new Dictionary<string, AnimationClip>();

            // We process the original animation first, so we can use their keyframes
            foreach (KeyValuePair<string, AnimationContent> animation in animations)
            {
                AnimationClip processed = ProcessAnimation(animation.Value, boneMap, animation.Key);

                animationClips.Add(animation.Key, processed);
            }

            // Check to see if there's an animation clip definition
            // Here, we're checking for a file with the _Anims suffix.
            // So, if your model is named dude.fbx, we'd add dude_Anims.xml in the same folder
            // and the pipeline will see the file and use it to override the animations in the
            // original model file.
            string SourceModelFile = sourceIdentity.SourceFilename;
            string SourcePath = Path.GetDirectoryName(SourceModelFile);
            string AnimFilename = Path.GetFileNameWithoutExtension(SourceModelFile);
            AnimFilename += "_Anims.xml";
            string AnimPath = Path.Combine(SourcePath, AnimFilename);
            if (File.Exists(AnimPath))
            {
                // Add the filename as a dependency, so if it changes, the model is rebuilt
                context.AddDependency(AnimPath);

                // Load the animation definition from the XML file
                AnimationDefinition AnimDef = context.BuildAndLoadAsset<XmlImporter, AnimationDefinition>(new ExternalReference<XmlImporter>(AnimPath), null);

                // Break up the original animation clips into our new clips
                // First, we check if the clips contains our clip to break up
                if (animationClips.ContainsKey(AnimDef.OriginalClipName))
                {
                    // Grab the main clip that we are using
                    AnimationClip MainClip = animationClips[AnimDef.OriginalClipName];

                    // Now remove the original clip from our animations
                    animationClips.Remove(AnimDef.OriginalClipName);

                    // Process each of our new animation clip parts
                    foreach (AnimationDefinition.ClipPart Part in AnimDef.ClipParts)
                    {
                        // Calculate the frame times
                        TimeSpan StartTime = GetTimeSpanForFrame(Part.StartFrame, AnimDef.OriginalFrameCount, MainClip.Duration.Ticks);
                        TimeSpan EndTime = GetTimeSpanForFrame(Part.EndFrame, AnimDef.OriginalFrameCount, MainClip.Duration.Ticks);

                        // Get all the keyframes for the animation clip
                        // that fall within the start and end time
                        List<Keyframe> Keyframes = new List<Keyframe>();
                        foreach (Keyframe AnimFrame in MainClip.Keyframes)
                        {
                            if ((AnimFrame.Time >= StartTime) && (AnimFrame.Time <= EndTime))
                            {
                                Keyframe NewFrame = new Keyframe(AnimFrame.Bone, AnimFrame.Time - StartTime, AnimFrame.Transform);
                                Keyframes.Add(NewFrame);
                            }
                        }

                        // Process the events
                        List<AnimationEvent> Events = new List<AnimationEvent>();
                        if (Part.Events != null)
                        {
                            // Process each event
                            foreach (AnimationDefinition.ClipPart.Event Event in Part.Events)
                            {
                                // Get the event time within the animation
                                TimeSpan EventTime = GetTimeSpanForFrame(Event.Keyframe, AnimDef.OriginalFrameCount, MainClip.Duration.Ticks);

                                // Offset the event time so it is relative to the start of the animation
                                EventTime -= StartTime;

                                // Create the event
                                AnimationEvent NewEvent = new AnimationEvent();
                                NewEvent.EventTime = EventTime;
                                NewEvent.EventName = Event.Name;
                                Events.Add(NewEvent);
                            }
                        }

                        // Create the clip
//.........这里部分代码省略.........
开发者ID:nguoihocnghe,项目名称:chessbreaklaw,代码行数:101,代码来源:SkinnedModelProcessor.cs

示例14: Process

        /// <summary>
        /// The main Process method converts an intermediate format content pipeline
        /// NodeContent tree to a ModelContent object with embedded animation data.
        /// </summary>
        public override ModelContent Process(NodeContent input, ContentProcessorContext context)
        {
            ValidateMesh(input, context, null);

            // Find the skeleton.
            BoneContent skeleton = MeshHelper.FindSkeleton(input);

            if (skeleton == null)
                throw new InvalidContentException("Input skeleton not found.");

            // We don't want to have to worry about different parts of the model being
            // in different local coordinate systems, so let's just bake everything.
            FlattenTransforms(input, skeleton);

            // Read the bind pose and skeleton hierarchy data.
            IList<BoneContent> bones = MeshHelper.FlattenSkeleton(skeleton);

            // This value must match the constant of the same name in the Constants.fxh file.
            const int MAX_BONES = 72;

            if (bones.Count > MAX_BONES)
            {
                throw new InvalidContentException(string.Format(
                    "Skeleton has {0} bones, but the maximum supported is {1}.",
                    bones.Count, MAX_BONES));
            }

            List<Matrix> bindPose = new List<Matrix>();
            List<Matrix> inverseBindPose = new List<Matrix>();
            List<int> skeletonHierarchy = new List<int>();

            foreach (BoneContent bone in bones)
            {
                bindPose.Add(bone.Transform);
                inverseBindPose.Add(Matrix.Invert(bone.AbsoluteTransform));
                skeletonHierarchy.Add(bones.IndexOf(bone.Parent as BoneContent));
            }

            contentPath = Environment.CurrentDirectory;

            using (XmlReader reader = XmlReader.Create(MaterialDataFilePath))
            {
                incomingMaterials = IntermediateSerializer.Deserialize<List<MaterialData>>(reader, null);
            }
            context.AddDependency(Path.Combine(Environment.CurrentDirectory, MaterialDataFilePath));

            // Placeholder for when you could perform other ModelMeshPart/GeometryContent processing:
            //TraverseGeometryContents(input);

            AnimationPackageData incomingAnimation;

            using (XmlReader reader = XmlReader.Create(AnimationPackageDataFilePath))
            {
                incomingAnimation = IntermediateSerializer.Deserialize<AnimationPackageData>(reader, null);
            }
            context.AddDependency(Path.Combine(Environment.CurrentDirectory, AnimationPackageDataFilePath));

            // Convert animation data to our runtime format.
            Dictionary<string, Clip> animationClips;
            animationClips = ProcessAnimations(skeleton.Animations, bones, incomingAnimation.Clips);

            // Chain to the base ModelProcessor class so it can convert the model data.
            ModelContent model = base.Process(input, context);

            int modelMaxWeightsPerVert = 0;

            const string WEIGHTSPERVERT_PARAM_NAME = "gWeightsPerVert";

            // Put the material's extra data into the ModelMeshPartContent's Tag property.
            // Also, note the largest value of "WeightsPerVert" used in any material.
            foreach (ModelMeshContent mmc in model.Meshes)
            {
                foreach (ModelMeshPartContent mmpc in mmc.MeshParts)
                {
                    MaterialData mat = incomingMaterials.Single(m => m.Name == mmpc.Material.Name);
                    MaterialInfo extraInfo = new MaterialInfo();
                    extraInfo.HandlingFlags = mat.HandlingFlags;
                    extraInfo.RenderState = mat.RenderState;
                    mmpc.Tag = extraInfo;

                    EffectParam wpvEp = mat.EffectParams.Find(wpv => wpv.Name == WEIGHTSPERVERT_PARAM_NAME);
                    if (wpvEp != null)
                    {
                        modelMaxWeightsPerVert = Math.Max(modelMaxWeightsPerVert, (int)(wpvEp.Value));
                    }
                }
            }

            // Store our custom animation data in the Tag property of the model.
            SkinningData skinningData = new SkinningData(animationClips, bindPose, inverseBindPose, skeletonHierarchy, modelMaxWeightsPerVert);

            model.Tag = new AnimationPackage(
                skinningData,
                incomingAnimation.AnimationStateDescriptions,
                incomingAnimation.AnimationNodeDescriptions,
                incomingAnimation.InitialStateName,
//.........这里部分代码省略.........
开发者ID:Tengato,项目名称:Mechadrone1,代码行数:101,代码来源:SkinnedModelProcessor.cs

示例15: AppendCharacters

        /// <summary>
        /// FontDescription��MessageFilename�Ŏw�肳�ꂽ�t�@�C����̕�����lj�����
        /// </summary>
        void AppendCharacters(FontDescription input, ContentProcessorContext context)
        {
            // MessageFilename�͗L���ȕ����񂩁H
            if (String.IsNullOrEmpty(MessageFilename))
                return;

            if (!File.Exists(MessageFilename))
            {
                throw new FileNotFoundException(
                    String.Format( "MessageFilename�Ŏw�肳�ꂽ�t�@�C��[{0}]�����݂��܂���",
                                    Path.GetFullPath(MessageFilename)));
            }

            // �w�肳�ꂽ�t�@�C�����當�����ǂݍ��݁A
            // FontDescription.Charctars�ɒlj�����
            try
            {
                int totalCharacterCount = 0;

                using (StreamReader sr = File.OpenText(MessageFilename))
                {
                    string line;
                    while ( ( line = sr.ReadLine() ) != null )
                    {
                        totalCharacterCount += line.Length;

                        foreach( char c in line )
                            input.Characters.Add( c );
                    }
                }

                context.Logger.LogImportantMessage("�g�p������{0}, ��������:{1}",
                    input.Characters.Count, totalCharacterCount);

                // CP�Ƀt�@�C���ˑ����Ă��邱�Ƃ������
                context.AddDependency(Path.GetFullPath(MessageFilename));
            }
            catch (Exception e)
            {
                // �\�����Ȃ���O������
                context.Logger.LogImportantMessage("��O����!! {0}", e.Message);
                throw e;
            }
        }
开发者ID:pentiumx,项目名称:Tasrush-2DActionGame,代码行数:47,代码来源:MessageProcessor.cs


注:本文中的ContentProcessorContext.AddDependency方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。