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- #region License
- // Copyright 2011-2016 Kastellanos Nikolaos
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- #endregion
- using System;
- using System.Collections.Generic;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Content;
- namespace nkast.Aether.Animation.Content
- {
- public class AnimationsReader : ContentTypeReader<Animations>
- {
- protected override Animations Read(ContentReader input, Animations existingInstance)
- {
- Animations animations = existingInstance;
- if (existingInstance == null)
- {
- Dictionary<string, Clip> clips = ReadAnimationClips(input, null);
- List<Matrix> bindPose = ReadBindPose(input, null);
- List<Matrix> invBindPose = ReadInvBindPose(input, null);
- List<int> skeletonHierarchy = ReadSkeletonHierarchy(input, null);
- Dictionary<string, int> boneMap = ReadBoneMap(input, null);
- animations = new Animations(bindPose, invBindPose, skeletonHierarchy, boneMap, clips);
- }
- else
- {
- ReadAnimationClips(input, animations.Clips);
- ReadBindPose(input, animations._bindPose);
- ReadInvBindPose(input, animations._invBindPose);
- ReadSkeletonHierarchy(input, animations._skeletonHierarchy);
- ReadBoneMap(input, animations._boneMap);
- }
- return animations;
- }
- private Dictionary<string, Clip> ReadAnimationClips(ContentReader input, Dictionary<string, Clip> existingInstance)
- {
- Dictionary<string, Clip> animationClips = existingInstance;
- int count = input.ReadInt32();
- if (animationClips == null)
- animationClips = new Dictionary<string, Clip>(count);
- for (int i = 0; i < count; i++)
- {
- string key = input.ReadString();
- Clip val = input.ReadObject<Clip>();
- if (existingInstance == null)
- animationClips.Add(key, val);
- else
- animationClips[key] = val;
- }
- return animationClips;
- }
- private List<Matrix> ReadBindPose(ContentReader input, List<Matrix> existingInstance)
- {
- List<Matrix> bindPose = existingInstance;
- int count = input.ReadInt32();
- if (bindPose == null)
- bindPose = new List<Matrix>(count);
- for (int i = 0; i < count; i++)
- {
- Matrix val = input.ReadMatrix();
- if (existingInstance == null)
- bindPose.Add(val);
- else
- bindPose[i] = val;
- }
- return bindPose;
- }
- private List<Matrix> ReadInvBindPose(ContentReader input, List<Matrix> existingInstance)
- {
- List<Matrix> invBindPose = existingInstance;
- int count = input.ReadInt32();
- if (invBindPose == null)
- invBindPose = new List<Matrix>(count);
- for (int i = 0; i < count; i++)
- {
- Matrix val = input.ReadMatrix();
- if (existingInstance == null)
- invBindPose.Add(val);
- else
- invBindPose[i] = val;
- }
- return invBindPose;
- }
- private List<int> ReadSkeletonHierarchy(ContentReader input, List<int> existingInstance)
- {
- List<int> skeletonHierarchy = existingInstance;
- int count = input.ReadInt32();
- if (skeletonHierarchy == null)
- skeletonHierarchy = new List<int>(count);
- for (int i = 0; i < count; i++)
- {
- Int32 val = input.ReadInt32();
- if (existingInstance == null)
- skeletonHierarchy.Add(val);
- else
- skeletonHierarchy[i] = val;
- }
- return skeletonHierarchy;
- }
- private Dictionary<string, int> ReadBoneMap(ContentReader input, Dictionary<string, int> existingInstance)
- {
- Dictionary<string, int> boneMap = existingInstance;
- int count = input.ReadInt32();
- if (boneMap == null)
- boneMap = new Dictionary<string, int>(count);
- for (int boneIndex = 0; boneIndex < count; boneIndex++)
- {
- string key = input.ReadString();
- if (existingInstance == null)
- boneMap.Add(key, boneIndex);
- else
- boneMap[key] = boneIndex;
- }
- return boneMap;
- }
-
- }
-
- }
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