DXGfxLib.EnhancedMeshContainer Class Reference

We want to keep track of quite a lot of information that are not kept by MeshContainer. So we derive our own class from it and add members to keep track of every single information we need. These information are populated when loading a hierarchy from file by EnhancedAllocateHierarchy. More...

Collaboration diagram for DXGfxLib.EnhancedMeshContainer:

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List of all members.

Public Attributes

Mesh oriMesh = null
 The original mesh.
bool hasSkin = false
 This property flags whether or not we have skinning information for this mesh.
Mesh BlendedMesh
 The blended mesh to draw.
BoneCombination[] BoneCombinations
 The bone combinations for this mesh. Each bone combination represents a mesh subset with the same attribute and bone combination, and can be drawn in a single drawing call.
int numMaterials = 0
Microsoft.DirectX.Direct3D.Material[] materials
 Materials for the blended mesh.
Texture[] textures
 Textures for the blended mesh.
int MaxFaceInfluences = 0
 Maximum number of influences effecting any single face in the skin mesh.
Matrix[] BoneOffsetMatrices
 Bone offset matrices for all bones that affect this mesh. Stored here for fast lookup while drawing. Fetched from SkinInformation.GetBoneOffsetMatrix(matrixId).
EnhancedFrame[] AffectingBones
 Bones (frames) that affect this mesh. Stored here for fast lookup while drawing. Fetched from Frame.Find(root, SkinInformation.GetBoneName(i)).
EffectInstance[] EffectInstances
 In case our blended mesh needs effects for its rendering we would store them here.
AABBox localBoundingBox
 It is interesting to calculate and keep a local bounding box for each container.


Detailed Description

We want to keep track of quite a lot of information that are not kept by MeshContainer. So we derive our own class from it and add members to keep track of every single information we need. These information are populated when loading a hierarchy from file by EnhancedAllocateHierarchy.

Definition at line 61 of file ArticulatedModel.cs.


Member Data Documentation

Bones (frames) that affect this mesh. Stored here for fast lookup while drawing. Fetched from Frame.Find(root, SkinInformation.GetBoneName(i)).

Definition at line 110 of file ArticulatedModel.cs.

The blended mesh to draw.

Definition at line 76 of file ArticulatedModel.cs.

The bone combinations for this mesh. Each bone combination represents a mesh subset with the same attribute and bone combination, and can be drawn in a single drawing call.

Definition at line 82 of file ArticulatedModel.cs.

Bone offset matrices for all bones that affect this mesh. Stored here for fast lookup while drawing. Fetched from SkinInformation.GetBoneOffsetMatrix(matrixId).

Definition at line 104 of file ArticulatedModel.cs.

In case our blended mesh needs effects for its rendering we would store them here.

Definition at line 115 of file ArticulatedModel.cs.

This property flags whether or not we have skinning information for this mesh.

Definition at line 71 of file ArticulatedModel.cs.

It is interesting to calculate and keep a local bounding box for each container.

Definition at line 120 of file ArticulatedModel.cs.

Microsoft.DirectX.Direct3D.Material [] DXGfxLib.EnhancedMeshContainer.materials

Materials for the blended mesh.

Definition at line 88 of file ArticulatedModel.cs.

Maximum number of influences effecting any single face in the skin mesh.

Definition at line 98 of file ArticulatedModel.cs.

Definition at line 84 of file ArticulatedModel.cs.

The original mesh.

Definition at line 66 of file ArticulatedModel.cs.

Textures for the blended mesh.

Definition at line 93 of file ArticulatedModel.cs.


The documentation for this class was generated from the following files:

Generated on Thu Jan 8 20:48:32 2009 for DXGfx by  doxygen 1.5.8