📄 skinnedmodelprocessor.cs
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#region File Description
//-----------------------------------------------------------------------------
// SkinnedModelProcessor.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using System.IO;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline.Processors;
using SkinnedModel;
#endregion
namespace SkinnedModelPipeline
{
/// <summary>
/// Custom processor extends the builtin framework ModelProcessor class,
/// adding animation support.
/// </summary>
[ContentProcessor]
public class SkinnedModelProcessor : ModelProcessor
{
// Maximum number of bone matrices we can render using shader 2.0
// in a single pass. If you change this, update SkinnedModelfx to match.
const int MaxBones = 59;
/// <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);
if (bones.Count > MaxBones)
{
throw new InvalidContentException(string.Format(
"Skeleton has {0} bones, but the maximum supported is {1}.",
bones.Count, MaxBones));
}
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));
}
// Convert animation data to our runtime format.
Dictionary<string, AnimationClip> animationClips;
animationClips = ProcessAnimations(skeleton.Animations, bones);
// Chain to the base ModelProcessor class so it can convert the model data.
ModelContent model = base.Process(input, context);
// Store our custom animation data in the Tag property of the model.
model.Tag = new SkinningData(animationClips, bindPose,
inverseBindPose, skeletonHierarchy);
return model;
}
/// <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)
{
// 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);
animationClips.Add(animation.Key, processed);
}
if (animationClips.Count == 0)
{
throw new InvalidContentException(
"Input file does not contain any animations.");
}
return animationClips;
}
/// <summary>
/// Converts an intermediate format content pipeline AnimationContent
/// object to our runtime AnimationClip format.
/// </summary>
static AnimationClip ProcessAnimation(AnimationContent animation,
Dictionary<string, int> boneMap)
{
List<Keyframe> keyframes = new List<Keyframe>();
// For each input animation channel.
foreach (KeyValuePair<string, AnimationChannel> channel in
animation.Channels)
{
// Look up what bone this channel is controlling.
int boneIndex;
if (!boneMap.TryGetValue(channel.Key, out boneIndex))
{
throw new InvalidContentException(string.Format(
"Found animation for bone '{0}', " +
"which is not part of the skeleton.", channel.Key));
}
// Convert the keyframe data.
foreach (AnimationKeyframe keyframe in channel.Value)
{
keyframes.Add(new Keyframe(boneIndex, keyframe.Time,
keyframe.Transform));
}
}
// Sort the merged keyframes by time.
keyframes.Sort(CompareKeyframeTimes);
if (keyframes.Count == 0)
throw new InvalidContentException("Animation has no keyframes.");
if (animation.Duration <= TimeSpan.Zero)
throw new InvalidContentException("Animation has a zero duration.");
return new AnimationClip(animation.Duration, keyframes);
}
/// <summary>
/// Comparison function for sorting keyframes into ascending time order.
/// </summary>
static int CompareKeyframeTimes(Keyframe a, Keyframe b)
{
return a.Time.CompareTo(b.Time);
}
/// <summary>
/// Makes sure this mesh contains the kind of data we know how to animate.
/// </summary>
static void ValidateMesh(NodeContent node, ContentProcessorContext context,
string parentBoneName)
{
MeshContent mesh = node as MeshContent;
if (mesh != null)
{
// Validate the mesh.
if (parentBoneName != null)
{
context.Logger.LogWarning(null, null,
"Mesh {0} is a child of bone {1}. SkinnedModelProcessor " +
"does not correctly handle meshes that are children of bones.",
mesh.Name, parentBoneName);
}
if (!MeshHasSkinning(mesh))
{
context.Logger.LogWarning(null, null,
"Mesh {0} has no skinning information, so it has been deleted.",
mesh.Name);
mesh.Parent.Children.Remove(mesh);
return;
}
}
else if (node is BoneContent)
{
// If this is a bone, remember that we are now looking inside it.
parentBoneName = node.Name;
}
// Recurse (iterating over a copy of the child collection,
// because validating children may delete some of them).
foreach (NodeContent child in new List<NodeContent>(node.Children))
ValidateMesh(child, context, parentBoneName);
}
/// <summary>
/// Checks whether a mesh contains skininng information.
/// </summary>
static bool MeshHasSkinning(MeshContent mesh)
{
foreach (GeometryContent geometry in mesh.Geometry)
{
if (!geometry.Vertices.Channels.Contains(VertexChannelNames.Weights()))
return false;
}
return true;
}
/// <summary>
/// Bakes unwanted transforms into the model geometry,
/// so everything ends up in the same coordinate system.
/// </summary>
static void FlattenTransforms(NodeContent node, BoneContent skeleton)
{
foreach (NodeContent child in node.Children)
{
// Don't process the skeleton, because that is special.
if (child == skeleton)
continue;
// Bake the local transform into the actual geometry.
MeshHelper.TransformScene(child, child.Transform);
// Having baked it, we can now set the local
// coordinate system back to identity.
child.Transform = Matrix.Identity;
// Recurse.
FlattenTransforms(child, skeleton);
}
}
/// <summary>
/// Changes all the materials to use our skinned model effect.
/// </summary>
protected override MaterialContent ConvertMaterial(MaterialContent material,
ContentProcessorContext context)
{
BasicMaterialContent basicMaterial = material as BasicMaterialContent;
if (basicMaterial == null)
{
throw new InvalidContentException(string.Format(
"SkinnedModelProcessor only supports BasicMaterialContent, " +
"but input mesh uses {0}.", material.GetType()));
}
EffectMaterialContent effectMaterial = new EffectMaterialContent();
// Store a reference to our skinned mesh effect.
string effectPath = Path.GetFullPath("SkinnedModel.fx");
effectMaterial.Effect = new ExternalReference<EffectContent>(effectPath);
// Copy texture settings from the input
// BasicMaterialContent over to our new material.
if (basicMaterial.Texture != null)
effectMaterial.Textures.Add("Texture", basicMaterial.Texture);
// Chain to the base ModelProcessor converter.
return base.ConvertMaterial(effectMaterial, context);
}
}
}
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