本文整理汇总了C#中GraphicFactory.GetModel方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicFactory.GetModel方法的具体用法?C# GraphicFactory.GetModel怎么用?C# GraphicFactory.GetModel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类GraphicFactory
的用法示例。
在下文中一共展示了GraphicFactory.GetModel方法的5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: LoadModel
protected override void LoadModel(GraphicFactory factory, out BatchInformation[][] BatchInformations, out TextureInformation[][] TextureInformation)
{
model = factory.GetModel(this.Name, isInternal, forceFromDisk);
ModelBuilderHelper.Extract(factory,out BatchInformations, out TextureInformation,model,_diffuseName,_bumpName,_specularName,_glowName,isInternal);
BoundingSphere sphere = new BoundingSphere();
foreach (var item in model.Meshes)
{
sphere = BoundingSphere.CreateMerged(sphere, item.BoundingSphere);
}
modelRadius = sphere.Radius;
}
示例2: Load
//.........这里部分代码省略.........
{
String name = SerializerHelper.DeserializeAttributeBaseType<String>("name", node);
Vector3 pos = SerializerHelper.DeserializeVector3("position", node);
pos = new Vector3(pos.X, -pos.Y, -pos.Z);
DummyInfo di = new DummyInfo();
di.Name = name;
di.Position = pos;
elements.DummyInfo.Add(di);
}
}
///////PROCCESS LIGHTS /////////////////////
foreach (var item in spotLights)
{
SpotLightInformation si = item.Value;
targetInfo ti = targets[item.Key + ".Target"];
SpotLightPE sl = new SpotLightPE(si.pos, Vector3.Normalize(ti.targetPos - si.pos), si.color,si.decay, (ti.targetPos - si.pos).Length() * 10f, (float)Math.Cos(si.angle / 2), si.multiplier);
sl.CastShadown = si.castShadow;
sl.Name = si.name;
elements.LightsInfo.Add(sl);
}
///////PROCCESS CAMERAS/////////////////////
foreach (var item in cameras)
{
CameraInfo ci = item.Value;
targetInfo ti = targets[item.Key + ".Target"];
ci.Target = ti.targetPos;
elements.CameraInfo.Add(ci);
}
Model model = factory.GetModel(modelPath + Name);
modelNames.Add(modelPath + Name);
Matrix[] m = new Matrix[model.Bones.Count];
model.CopyAbsoluteBoneTransformsTo(m);
////////////EXTRAINDO MESHES
for (int i = 0; i < model.Meshes.Count; i++)
{
String name = model.Meshes[i].Name.Substring(5);
if (infos.ContainsKey(name))
{
for (int j = 0; j < model.Meshes[i].MeshParts.Count; j++)
{
XmlModelMeshInfo inf = infos[name];
Matrix tr = m[model.Meshes[i].ParentBone.Index];
Vector3 scale;
Vector3 pos;
Quaternion ori;
tr.Decompose(out scale, out ori, out pos);
ObjectInformation mi = new ObjectInformation();
mi.modelName = inf.modelName;
mi.meshPartIndex = j;
mi.meshIndex = i;
mi.position = pos;
mi.scale = scale;
mi.rotation = ori;
ModelBuilderHelper.Extract(m, model.Meshes[i].MeshParts[j], out mi.batchInformation);
mi.ellasticity = inf.ellasticity;
mi.dinamicfriction = inf.dinamicfriction;
示例3: ClothModel
public ClothModel(GraphicFactory factory, PhysxPhysicWorld PhysxPhysicWorld, ClothMeshDescription clothMeshDesc,
String ModelName,XNA.Vector3 scale,
String diffuseTextureName = null)
: base(factory, ModelName, false)
{
this._diffuseName = diffuseTextureName;
Model model = factory.GetModel(ModelName);
SimpleModel SimpleModel = new Modelo.SimpleModel(factory, ModelName,null,null,null,null,false);
Vector3[] verts = null;
Vector2[] tex = null;
int[] inds = null;
ExtractData(ref verts, ref inds, ref tex, SimpleModel,scale);
SimpleModel.CleanUp(factory);
VerticesNum = verts.Length;
IndicesNum = inds.Length;
clothMeshDesc.AllocateVertices<Vector3>(VerticesNum);
clothMeshDesc.AllocateTriangles<int>(IndicesNum / 3);
clothMeshDesc.VertexCount = VerticesNum;
clothMeshDesc.TriangleCount = IndicesNum / 3;
BatchInformation = new PloobsEngine.Modelo.BatchInformation(0, VerticesNum, IndicesNum / 3, 0, 0,
VertexPositionNormalTexture.VertexDeclaration, VertexPositionNormalTexture.VertexDeclaration.VertexStride, PrimitiveType.TriangleList);
BatchInformation.ModelLocalTransformation = XNA.Matrix.Identity;
vertexPositionNormalTexture = new VertexPositionNormalTexture[VerticesNum];
BatchInformation.VertexBuffer = factory.CreateDynamicVertexBuffer(VertexPositionNormalTexture.VertexDeclaration, VerticesNum + (int)(1.2 * VerticesNum), BufferUsage.WriteOnly);
BatchInformation.IndexBuffer = factory.CreateDynamicIndexBuffer(IndexElementSize.ThirtyTwoBits, IndicesNum + (int)(1.2 * IndicesNum), BufferUsage.WriteOnly);
BatchInformation.IndexBuffer.SetData<int>(inds);
clothMeshDesc.VerticesStream.SetData(verts);
clothMeshDesc.TriangleStream.SetData(inds);
XNA.Vector3[] pts = new XNA.Vector3[BatchInformation.NumVertices];
for (int i = 0; i < BatchInformation.NumVertices; i++)
{
vertexPositionNormalTexture[i].TextureCoordinate = tex[i].AsXNA();
vertexPositionNormalTexture[i].Position = verts[i].AsXNA();
pts[i] = vertexPositionNormalTexture[i].Position;
}
modelRadius = Microsoft.Xna.Framework.BoundingSphere.CreateFromPoints(pts).Radius;
pts = null;
// We are using 32 bit integers for our indices, so make sure the 16 bit flag is removed.
// 32 bits are the default, so this isn't technically needed, but it's good to show in a sample
clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit;
//clothMeshDesc.Flags |= (MeshFlag)((int)clothMeshDesc.Flags | (int)ClothMeshFlag.Tearable);
// Write the cooked data to memory
using (var memoryStream = new MemoryStream())
{
Cooking.InitializeCooking();
Cooking.CookClothMesh(clothMeshDesc, memoryStream);
Cooking.CloseCooking();
// Need to reset the position of the stream to the beginning
memoryStream.Position = 0;
ClothMesh = PhysxPhysicWorld.Core.CreateClothMesh(memoryStream);
}
LoadModel(factory, out BatchInformations, out TextureInformations);
}
示例4: LoadModel
/// <summary>
/// Loads the model.
/// </summary>
/// <param name="factory">The factory.</param>
/// <param name="BatchInformations">The batch informations.</param>
/// <param name="TextureInformations">The texture informations.</param>
protected override void LoadModel(GraphicFactory factory, out BatchInformation[][] BatchInformations, out TextureInformation[][] TextureInformations)
{
//code not called !!!
//Here for future usage.
model = factory.GetModel(this.Name, isInternal);
ModelBuilderHelper.Extract(model, out BatchInformations);
BoundingSphere sphere = new BoundingSphere();
foreach (var item in model.Meshes)
{
BoundingSphere.CreateMerged(sphere, item.BoundingSphere);
}
modelRadius = sphere.Radius;
TextureInformations = new TextureInformation[1][];
TextureInformations[0] = new TextureInformation[1];
TextureInformations[0][0] = new TextureInformation(isInternal, factory);
TextureInformations[0][0].LoadTexture();
}
示例5: Extract
public static void Extract(GraphicFactory factory, out BatchInformation[][] batchInformationS, out TextureInformation[][] textureInformationS, string modelName, String diffuseName = null, String bumpName = null, string specularName = null, String glowName = null, bool isinternal = false)
{
Model model = factory.GetModel(modelName, isinternal);
Extract(factory, out batchInformationS, out textureInformationS, model, diffuseName, bumpName, specularName, glowName, isinternal);
}