72 lines
2.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Neo;
namespace UniversalEditor.ObjectModels.Multimedia3D.Model
{
public class ModelSurface : ICloneable
{
public class ModelSurfaceCollection
: System.Collections.ObjectModel.Collection<ModelSurface>
{
}
private string mvarName = String.Empty;
public string Name { get { return mvarName; } set { mvarName = value; } }
private ModelTriangle.ModelTriangleCollection mvarTriangles = new ModelTriangle.ModelTriangleCollection();
public ModelTriangle.ModelTriangleCollection Triangles { get { return mvarTriangles; } }
private ModelVertex.ModelVertexCollection mvarVertices = new ModelVertex.ModelVertexCollection();
public ModelVertex.ModelVertexCollection Vertices { get { return mvarVertices; } }
public object Clone()
{
ModelSurface surface = new ModelSurface();
surface.Name = (mvarName.Clone() as string);
foreach (ModelTriangle triangle in mvarTriangles)
{
surface.Triangles.Add(triangle.Clone() as ModelTriangle);
}
foreach (ModelVertex vertex in mvarVertices)
{
surface.Vertices.Add(vertex.Clone() as ModelVertex);
}
return surface;
}
public void Update()
{
for (int i = 0; i < mvarVertices.Count; i++)
{
if (mvarVertices[i].Weight == 0.0f)
{
mvarVertices[i].Position = PositionVector3.Transform(mvarVertices[i].OriginalPosition, mvarVertices[i].Bone1.GetSkinningMatrix());
mvarVertices[i].Normal = PositionVector3.Rotate(mvarVertices[i].OriginalNormal, mvarVertices[i].Bone1.GetSkinningMatrix());
}
else if (mvarVertices[i].Weight >= 0.9999f)
{
mvarVertices[i].Position = PositionVector3.Transform(mvarVertices[i].OriginalPosition, mvarVertices[i].Bone0.GetSkinningMatrix());
mvarVertices[i].Normal = PositionVector3.Rotate(mvarVertices[i].OriginalNormal, mvarVertices[i].Bone0.GetSkinningMatrix());
}
else
{
Matrix matTemp = Matrix.Lerp(mvarVertices[i].Bone0.GetSkinningMatrix(), mvarVertices[i].Bone1.GetSkinningMatrix(), mvarVertices[i].Weight);
mvarVertices[i].Position = PositionVector3.Transform(mvarVertices[i].OriginalPosition, matTemp);
mvarVertices[i].Normal = PositionVector3.Rotate(mvarVertices[i].OriginalNormal, matTemp);
}
}
}
public void Reset()
{
foreach (ModelVertex vtx in mvarVertices)
{
vtx.Reset();
}
}
}
}