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Now you need to create a new model processor that extends the default XNA model processor. You ll use this new processor to process the animated models, extract their skeleton and animations, and store them as an AnimatedModelData object. To create the new model processor you should create a new Content Pipeline Extension Library project named AnimatedModelProcessorWin. The Content Pipeline Extension
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CHAPTER 11 s SKELETAL ANIMATION
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Library project comes with a new content processor class, and automatically adds the Content Pipeline assembly (Microsoft.Xna.Framework.Content.Pipeline) to the project. Because you re going to use the AnimatedModelContentWin library (that you created in the last section) to store the animation data, you need to add its assembly to the project too. Following is the code for the new content processor class that is created with the Content Pipeline Extension project:
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[ContentProcessor] public class ContentProcessor1 : ContentProcessor<TInput, TOutput> { public override TOutput Process(TInput input, ContentProcessorContext context) { // TODO throw new NotImplementedException(); } }
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The default content processor class extends the ContentProcessor class, which is the base class for any Content Pipeline processor, and it s used to process an object of the type TInput outputting a new object of the type TOutput. Because you aren t interested in creating a new content processor but in extending the features of an existing one, you must extend an existing content processor instead of the ContentProcessor class. In this case, you ll extend XNA s ModelProcessor class, which is the default model processor class. Also, you re going to rename your new content processor class to AnimatedModelProcessor. Following is the base structure of your new model processor the AnimatedModelProcessor class:
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[ContentProcessor] public class AnimatedModelProcessor : ModelProcessor { public static string TEXTURES_PATH = "Textures/"; public static string EFFECTS_PATH = "Effects/"; public static string EFFECT_FILENAME = "AnimatedModel.fx"; public override ModelContent Process(NodeContent input, ContentProcessorContext context) { ... }
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CHAPTER 11 s SKELETAL ANIMATION
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protected override MaterialContent ConvertMaterial( MaterialContent material, ContentProcessorContext context) { ... } }
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The ModelProcessor class has many methods that you can overwrite, where you only need to overwrite the Process and ConvertMaterial methods to process the animated models. The main method called to process a model is the Process method. This method needs to convert a NodeContent object which has the meshes, skeleton, and animations of the model into a ModelContent object which stores the data for an XNA Model object. Besides the Process method, the ConvertMaterial method is called to process the model s materials.
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Overwriting the Default Process Method
In this section you ll overwrite the Process method of the ModelProcessor class, which is called to process the model. Also, you ll create two new methods to extract the model s skeleton and animations: the ExtractSkeletonAndAnimations method and the ExtractAnimations method, where the ExtractAnimations method is called inside the ExtractSkeletonAndAnimations method. Following is the code for the overwritten Process method:
public override ModelContent Process(NodeContent input, ContentProcessorContext context) { // Process the model with the default processor ModelContent model = base.Process(input, context); // Now extract the model skeleton and all its animations AnimatedModelData animatedModelData = ExtractSkeletonAndAnimations(input, context); // Stores the skeletal animation data in the model Dictionary<string, object> dictionary = new Dictionary<string, object>(); dictionary.Add("AnimatedModelData", animatedModelData); model.Tag = dictionary; return model; }
CHAPTER 11 s SKELETAL ANIMATION
At the beginning of the Process method, you call the Process method of the base class, the ModelProcessor. Then you call the ExtractSkeletonAndAnimations method, which processes the input NodeContent and returns an AnimatedModelData object containing the model s skeleton and animations. Finally, you create a dictionary that maps a string into an object, add the AnimatedModelData to this dictionary, and set it in the Tag property of the resulting ModelContent object. XNA s Model class has a Tag property that enables custom user data to be added to the model. Using a dictionary as the Tag property, you can add many different custom objects to XNA s Model class, and query for any of them at runtime using a string. Notice that the data you set in the Tag property of the ModelContent object is stored together with the model data in a binary XNB file. This data is retrieved when the model is loaded using the content manager.
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