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ModelDataExtractor.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
using ConversionHelper;
namespace BEPUphysicsDemos
{
/// <summary>
/// Contains helper methods for extracting vertices and indices from XNA models.
/// </summary>
public static class ModelDataExtractor
{
//TODO: This section could use some improvements. It's not very robust, especially on WP7. Remember the VertexBuffer.GetData bug on WP7.
#if WINDOWS_PHONE
/// <summary>
/// Gets an array of vertices and indices from the provided model.
/// </summary>
/// <param name="collisionModel">Model to use for the collision shape.</param>
/// <param name="vertices">Compiled set of vertices from the model.</param>
/// <param name="indices">Compiled set of indices from the model.</param>
public static void GetVerticesAndIndicesFromModel(Model collisionModel, out Vector3[] vertices, out int[] indices)
{
var verticesList = new List<Vector3>();
var indicesList = new List<int>();
var transforms = new Matrix[collisionModel.Bones.Count];
collisionModel.CopyAbsoluteBoneTransformsTo(transforms);
Matrix transform;
foreach (ModelMesh mesh in collisionModel.Meshes)
{
if (mesh.ParentBone != null)
transform = transforms[mesh.ParentBone.Index];
else
transform = Matrix.Identity;
AddMesh(mesh, transform, verticesList, indicesList);
}
vertices = verticesList.ToArray();
indices = indicesList.ToArray();
}
/// <summary>
/// Adds a mesh's vertices and indices to the given lists.
/// </summary>
/// <param name="collisionModelMesh">Model to use for the collision shape.</param>
/// <param name="transform">Transform to apply to the mesh.</param>
/// <param name="vertices">List to receive vertices from the mesh.</param>
/// <param name="indices">List to receive indices from the mesh.</param>
public static void AddMesh(ModelMesh collisionModelMesh, Matrix transform, List<Vector3> vertices, List<int> indices)
{
foreach (ModelMeshPart meshPart in collisionModelMesh.MeshParts)
{
int startIndex = vertices.Count;
VertexElement[] elements = meshPart.VertexBuffer.VertexDeclaration.GetVertexElements();
Vector3[] meshPartVertices = new Vector3[meshPart.NumVertices];
//Check for the built in vertex types.
//This could be generalized to support any kind of vertex, but the GetData(... vertexStride) bug makes it a little too annoying.
if (elements.Length == 3 &&
elements[0].VertexElementUsage == VertexElementUsage.Position &&
elements[0].VertexElementFormat == VertexElementFormat.Vector3 &&
elements[1].VertexElementUsage == VertexElementUsage.Normal &&
elements[1].VertexElementFormat == VertexElementFormat.Vector3 &&
elements[2].VertexElementUsage == VertexElementUsage.TextureCoordinate &&
elements[2].VertexElementFormat == VertexElementFormat.Vector2)
{
var verts = new VertexPositionNormalTexture[meshPart.VertexBuffer.VertexCount];
meshPart.VertexBuffer.GetData(verts);
for (int i = meshPart.VertexOffset; i < meshPart.VertexOffset + meshPart.NumVertices; i++)
{
Vector3.Transform(ref verts[i].Position, ref transform, out meshPartVertices[i - meshPart.VertexOffset]);
}
}
else if (elements.Length == 2 &&
elements[0].VertexElementUsage == VertexElementUsage.Position &&
elements[0].VertexElementFormat == VertexElementFormat.Vector3 &&
elements[1].VertexElementUsage == VertexElementUsage.Color &&
elements[1].VertexElementFormat == VertexElementFormat.Color)
{
var verts = new VertexPositionColor[meshPart.VertexBuffer.VertexCount];
meshPart.VertexBuffer.GetData(verts);
for (int i = meshPart.VertexOffset; i < meshPart.VertexOffset + meshPart.NumVertices; i++)
{
Vector3.Transform(ref verts[i].Position, ref transform, out meshPartVertices[i - meshPart.VertexOffset]);
}
}
else if (elements.Length == 3 &&
elements[0].VertexElementUsage == VertexElementUsage.Position &&
elements[0].VertexElementFormat == VertexElementFormat.Vector3 &&
elements[1].VertexElementUsage == VertexElementUsage.Color &&
elements[1].VertexElementFormat == VertexElementFormat.Color &&
elements[2].VertexElementUsage == VertexElementUsage.TextureCoordinate &&
elements[2].VertexElementFormat == VertexElementFormat.Vector2)
{
var verts = new VertexPositionColorTexture[meshPart.VertexBuffer.VertexCount];
meshPart.VertexBuffer.GetData(verts);
for (int i = meshPart.VertexOffset; i < meshPart.VertexOffset + meshPart.NumVertices; i++)
{
Vector3.Transform(ref verts[i].Position, ref transform, out meshPartVertices[i - meshPart.VertexOffset]);
}
}
else if (elements.Length == 2 &&
elements[0].VertexElementUsage == VertexElementUsage.Position &&
elements[0].VertexElementFormat == VertexElementFormat.Vector3 &&
elements[1].VertexElementUsage == VertexElementUsage.TextureCoordinate &&
elements[1].VertexElementFormat == VertexElementFormat.Vector2)
{
var verts = new VertexPositionTexture[meshPart.VertexBuffer.VertexCount];
meshPart.VertexBuffer.GetData(verts);
for (int i = meshPart.VertexOffset; i < meshPart.VertexOffset + meshPart.NumVertices; i++)
{
Vector3.Transform(ref verts[i].Position, ref transform, out meshPartVertices[i - meshPart.VertexOffset]);
}
}
else
throw new FormatException("Unsupported vertex type in mesh.");
//Transform it so its vertices are located in the model's space as opposed to mesh part space.
vertices.AddRange(meshPartVertices);
if (meshPart.IndexBuffer.IndexElementSize == IndexElementSize.ThirtyTwoBits)
{
var meshIndices = new int[meshPart.PrimitiveCount * 3];
meshPart.IndexBuffer.GetData(meshPart.StartIndex * 4, meshIndices, 0, meshPart.PrimitiveCount * 3);
for (int k = 0; k < meshIndices.Length; k++)
{
indices.Add(startIndex + meshIndices[k]);
}
}
else
{
var meshIndices = new ushort[meshPart.PrimitiveCount * 3];
meshPart.IndexBuffer.GetData(meshPart.StartIndex * 2, meshIndices, 0, meshPart.PrimitiveCount * 3);
for (int k = 0; k < meshIndices.Length; k++)
{
indices.Add(startIndex + meshIndices[k]);
}
}
}
}
#else
/// <summary>
/// Gets an array of vertices and indices from the provided model.
/// </summary>
/// <param name="collisionModel">Model to use for the collision shape.</param>
/// <param name="vertices">Compiled set of vertices from the model.</param>
/// <param name="indices">Compiled set of indices from the model.</param>
public static void GetVerticesAndIndicesFromModel(Model collisionModel, out BEPUutilities.Vector3[] vertices, out int[] indices)
{
Vector3[] tempVertices;
GetVerticesAndIndicesFromModel(collisionModel, out tempVertices, out indices);
vertices = MathConverter.Convert(tempVertices);
}
/// <summary>
/// Gets an array of vertices and indices from the provided model.
/// </summary>
/// <param name="collisionModel">Model to use for the collision shape.</param>
/// <param name="vertices">Compiled set of vertices from the model.</param>
/// <param name="indices">Compiled set of indices from the model.</param>
public static void GetVerticesAndIndicesFromModel(Model collisionModel, out Vector3[] vertices, out int[] indices)
{
var verticesList = new List<Vector3>();
var indicesList = new List<int>();
var transforms = new Matrix[collisionModel.Bones.Count];
collisionModel.CopyAbsoluteBoneTransformsTo(transforms);
Matrix transform;
foreach (ModelMesh mesh in collisionModel.Meshes)
{
if (mesh.ParentBone != null)
transform = transforms[mesh.ParentBone.Index];
else
transform = Matrix.Identity;
AddMesh(mesh, transform, verticesList, indicesList);
}
vertices = verticesList.ToArray();
indices = indicesList.ToArray();
}
/// <summary>
/// Adds a mesh's vertices and indices to the given lists.
/// </summary>
/// <param name="collisionModelMesh">Model to use for the collision shape.</param>
/// <param name="transform">Transform to apply to the mesh.</param>
/// <param name="vertices">List to receive vertices from the mesh.</param>
/// <param name="indices">List to receive indices from the mesh.</param>
public static void AddMesh(ModelMesh collisionModelMesh, Matrix transform, List<Vector3> vertices, IList<int> indices)
{
foreach (ModelMeshPart meshPart in collisionModelMesh.MeshParts)
{
int startIndex = vertices.Count;
var meshPartVertices = new Vector3[meshPart.NumVertices];
//Grab position data from the mesh part.
int stride = meshPart.VertexBuffer.VertexDeclaration.VertexStride;
meshPart.VertexBuffer.GetData(
meshPart.VertexOffset * stride,
meshPartVertices,
0,
meshPart.NumVertices,
stride);
//Transform it so its vertices are located in the model's space as opposed to mesh part space.
Vector3.Transform(meshPartVertices, ref transform, meshPartVertices);
vertices.AddRange(meshPartVertices);
if (meshPart.IndexBuffer.IndexElementSize == IndexElementSize.ThirtyTwoBits)
{
var meshIndices = new int[meshPart.PrimitiveCount * 3];
meshPart.IndexBuffer.GetData(meshPart.StartIndex * 4, meshIndices, 0, meshPart.PrimitiveCount * 3);
for (int k = 0; k < meshIndices.Length; k++)
{
indices.Add(startIndex + meshIndices[k]);
}
}
else
{
var meshIndices = new ushort[meshPart.PrimitiveCount * 3];
meshPart.IndexBuffer.GetData(meshPart.StartIndex * 2, meshIndices, 0, meshPart.PrimitiveCount * 3);
for (int k = 0; k < meshIndices.Length; k++)
{
indices.Add(startIndex + meshIndices[k]);
}
}
}
}
#endif
}
}