Beispiel #1
0
        /// <summary>
        /// Loads the model.
        /// </summary>
        /// <param name="factory">The factory.</param>
        /// <param name="BatchInformations">The batch informations.</param>
        /// <param name="TextureInformations">The texture informations.</param>
        protected override void LoadModel(GraphicFactory factory, out BatchInformation[][] BatchInformations, out TextureInformation[][] TextureInformations)
        {
            VertexPositionTexture[] billboardVertices = new VertexPositionTexture[4];
            int i = 0;

            billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(0, 0));
            billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(1, 0));
            billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(0, 1));
            billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(1, 1));

            VertexElement v0 = new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.TextureCoordinate, 1);
            VertexElement v1 = new VertexElement(sizeof(float) * 3, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 2);

            vd = new VertexDeclaration(v0, v1);

            VertexBuffer InstancedvertexBufferS;

            if (dynamicBufferSize != -1)
            {
                InstancedvertexBufferS = factory.CreateDynamicVertexBuffer(vd, dynamicBufferSize, BufferUsage.WriteOnly);
            }
            else
            {
                InstancedvertexBufferS = factory.CreateDynamicVertexBuffer(vd, instances.Count(), BufferUsage.WriteOnly);
            }

            InstancedvertexBufferS.SetData(instances);

            VertexBuffer vertexBufferS = factory.CreateVertexBuffer(VertexPositionTexture.VertexDeclaration, billboardVertices.Count(), BufferUsage.WriteOnly);

            vertexBufferS.SetData(billboardVertices);

            short[] indices = new short[] { 0, 2, 1, 1, 2, 3 };

            IndexBuffer indexBufferS = factory.CreateIndexBuffer(IndexElementSize.SixteenBits, 6, BufferUsage.WriteOnly);

            indexBufferS.SetData <short>(indices);

            BatchInformations = new BatchInformation[1][];
            BatchInformation[] b = new BatchInformation[1];
            b[0] = new BatchInformation(0, 4, 2, 0, 0, VertexPositionTexture.VertexDeclaration, VertexPositionTexture.VertexDeclaration.VertexStride, instances.Count());
            b[0].VertexBuffer          = vertexBufferS;
            b[0].IndexBuffer           = indexBufferS;
            b[0].InstancedVertexBuffer = InstancedvertexBufferS;
            BatchInformations[0]       = b;

            TextureInformations       = new TextureInformation[1][];
            TextureInformations[0]    = new TextureInformation[1];
            TextureInformations[0][0] = new TextureInformation(isInternal, factory, diffuseTextureName, null, null, null);
            TextureInformations[0][0].LoadTexture();
        }
Beispiel #2
0
        protected override void LoadModel(GraphicFactory factory, out BatchInformation[][] BatchInformations, out TextureInformation[][] TextureInformations)
        {
            billboardVertices = new VertexPositionTexture[maximumaParticles * 6];

            for (int i = 0; i < maximumaParticles * 6;)
            {
                billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(0, 0));
                billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(1, 0));
                billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(1, 1));

                billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(0, 0));
                billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(1, 1));
                billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(0, 1));
            }


            VertexBuffer vertexBufferS = factory.CreateDynamicVertexBuffer(VertexPositionTexture.VertexDeclaration, billboardVertices.Count(), BufferUsage.WriteOnly);

            vertexBufferS.SetData(billboardVertices);
            int noVertices  = billboardVertices.Count();
            int noTriangles = noVertices / 3;

            BatchInformations = new BatchInformation[1][];
            BatchInformation[] b = new BatchInformation[1];
            b[0] = new BatchInformation(0, 0, noTriangles, 0, 0, VertexPositionTexture.VertexDeclaration, VertexPositionTexture.VertexDeclaration.VertexStride, BatchType.NORMAL);
            b[0].VertexBuffer    = vertexBufferS;
            b[0].IndexBuffer     = null;
            BatchInformations[0] = b;

            TextureInformations       = new TextureInformation[1][];
            TextureInformations[0]    = new TextureInformation[1];
            TextureInformations[0][0] = new TextureInformation(false, factory, diffuseTextureName, null, null, null);
            TextureInformations[0][0].LoadTexture();
        }
        public ClothModel(GraphicFactory factory, PhysxPhysicWorld PhysxPhysicWorld, ClothMeshDescription clothMeshDesc,
                          XNA.Vector3[] Points,
                          XNA.Vector2[] TextCoords,
                          int[] Indices,
                          String diffuseTextureName = null)
            : base(factory, "Cloth", false)
        {
            this._diffuseName = diffuseTextureName;

            VerticesNum = Points.Length;
            IndicesNum  = Indices.Length;

            clothMeshDesc.AllocateVertices <Vector3>(VerticesNum);
            clothMeshDesc.AllocateTriangles <int>(IndicesNum / 3);

            clothMeshDesc.VertexCount   = VerticesNum;
            clothMeshDesc.TriangleCount = IndicesNum / 3;

            BatchInformation = new PloobsEngine.Modelo.BatchInformation(0, VerticesNum, IndicesNum / 3, 0, 0,
                                                                        VertexPositionNormalTexture.VertexDeclaration, VertexPositionNormalTexture.VertexDeclaration.VertexStride, PrimitiveType.TriangleList);
            BatchInformation.ModelLocalTransformation = XNA.Matrix.Identity;

            vertexPositionNormalTexture = new VertexPositionNormalTexture[VerticesNum];

            BatchInformation.VertexBuffer = factory.CreateDynamicVertexBuffer(VertexPositionNormalTexture.VertexDeclaration, VerticesNum + (int)(1.2 * VerticesNum), BufferUsage.WriteOnly);
            BatchInformation.IndexBuffer  = factory.CreateDynamicIndexBuffer(IndexElementSize.ThirtyTwoBits, IndicesNum + (int)(1.2 * IndicesNum), BufferUsage.WriteOnly);

            BatchInformation.IndexBuffer.SetData <int>(Indices);
            clothMeshDesc.VerticesStream.SetData(Points);
            clothMeshDesc.TriangleStream.SetData(Indices);

            for (int i = 0; i < BatchInformation.NumVertices; i++)
            {
                vertexPositionNormalTexture[i].TextureCoordinate = TextCoords[i];
                vertexPositionNormalTexture[i].Position          = Points[i];
            }



            // We are using 32 bit integers for our indices, so make sure the 16 bit flag is removed.
            // 32 bits are the default, so this isn't technically needed, but it's good to show in a sample
            clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit;
            //clothMeshDesc.Flags |= (MeshFlag)((int)clothMeshDesc.Flags | (int)ClothMeshFlag.Tearable);

            // Write the cooked data to memory
            using (var memoryStream = new MemoryStream())
            {
                Cooking.InitializeCooking();
                Cooking.CookClothMesh(clothMeshDesc, memoryStream);
                Cooking.CloseCooking();

                // Need to reset the position of the stream to the beginning
                memoryStream.Position = 0;

                ClothMesh = PhysxPhysicWorld.Core.CreateClothMesh(memoryStream);
            }

            modelRadius = Microsoft.Xna.Framework.BoundingSphere.CreateFromPoints(Points).Radius;
            LoadModel(factory, out BatchInformations, out TextureInformations);
        }
        protected override void  LoadModel(GraphicFactory factory, out BatchInformation[][] BatchInformations, out TextureInformation[][] TextureInformation)

        {
            vertexBufferS = factory.CreateDynamicVertexBuffer(VertexPositionTexture.VertexDeclaration, vertices.Count(), BufferUsage.None);
            vertexBufferS.SetData(vertices);
            int noVertices  = vertices.Count();
            int noTriangles = indices.Count() / 3;

            indexBufferS = factory.CreateDynamicIndexBuffer(IndexElementSize.ThirtyTwoBits, indices.Count(), BufferUsage.None);
            indexBufferS.SetData(indices);

            BatchInformations = new BatchInformation[1][];
            BatchInformation[] b = new BatchInformation[1];
            b[0] = new BatchInformation(0, noVertices, noTriangles, 0, 0, VertexPositionTexture.VertexDeclaration, VertexPositionTexture.VertexDeclaration.VertexStride, BatchType.INDEXED);
            b[0].VertexBuffer    = vertexBufferS;
            b[0].IndexBuffer     = indexBufferS;
            BatchInformations[0] = b;

            TextureInformation       = new TextureInformation[1][];
            TextureInformation[0]    = new TextureInformation[1];
            TextureInformation[0][0] = new TextureInformation(false, factory);
            TextureInformation[0][0].SetTexture(diffuseName, TextureType.DIFFUSE);
        }
        /// <summary>
        /// Loads the model.
        /// </summary>
        /// <param name="factory">The factory.</param>
        /// <param name="BatchInformations">The batch informations.</param>
        /// <param name="TextureInformations">The texture informations.</param>
        protected override void LoadModel(GraphicFactory factory, out BatchInformation[][] BatchInformations, out TextureInformation[][] TextureInformations)
        {
            int vertCount   = bilboards.Count() * 4;
            int indexCount  = bilboards.Count() * 6;
            int noVertices  = vertCount;
            int noTriangles = indexCount / 3;

            VertexBuffer vertexBufferS = factory.CreateDynamicVertexBuffer(VertexPositionTexture.VertexDeclaration, vertCount, BufferUsage.WriteOnly);
            IndexBuffer  IndexBufferS  = factory.CreateDynamicIndexBuffer(IndexElementSize.SixteenBits, indexCount, BufferUsage.WriteOnly);

            BatchInformations = new BatchInformation[1][];
            BatchInformation[] b = new BatchInformation[1];
            b[0] = new BatchInformation(0, vertCount, noTriangles, 0, 0, VertexPositionTexture.VertexDeclaration, VertexPositionTexture.VertexDeclaration.VertexStride, BatchType.INDEXED);
            b[0].ModelLocalTransformation = Matrix.Identity;
            b[0].VertexBuffer             = vertexBufferS;
            b[0].IndexBuffer     = IndexBufferS;
            BatchInformations[0] = b;

            TextureInformations    = new TextureInformation[1][];
            TextureInformations[0] = new TextureInformation[1];

            TextureInformations[0][0] = new TextureInformation(isInternal, factory, diffuseTextureName, null, null, null);
            TextureInformations[0][0].LoadTexture();
        }
        /// <summary>
        /// Initializes a new instance of the <see cref="SimpleModel"/> class.
        /// </summary>
        /// <param name="factory">The graphic factory.</param>
        /// <param name="PhysxPhysicWorld">The physx physic world.</param>
        /// <param name="clothMeshDesc">The cloth mesh desc.</param>
        /// <param name="Points">The points.</param>
        /// <param name="TextCoords">The text coords.</param>
        /// <param name="Indices">The indices.</param>
        /// <param name="diffuseTextureName">Name of the diffuse texture.</param>
        public ClothModel(GraphicFactory factory, PhysxPhysicWorld PhysxPhysicWorld, ClothMeshDescription clothMeshDesc,  
            Vector3[] Points ,
            Vector2[] TextCoords ,
            int[] Indices ,
            String diffuseTextureName = null)
            : base(factory, "Cloth", false)
        {
            this._diffuseName = diffuseTextureName;            

            VerticesNum = Points.Length;
            IndicesNum = Indices.Length;
            
            clothMeshDesc.AllocateVertices<Vector3>(VerticesNum);
            clothMeshDesc.AllocateTriangles<int>(IndicesNum / 3);

            clothMeshDesc.VertexCount = VerticesNum;
            clothMeshDesc.TriangleCount = IndicesNum / 3;

            BatchInformation = new PloobsEngine.Modelo.BatchInformation(0, VerticesNum, IndicesNum / 3, 0, 0,
                VertexPositionNormalTexture.VertexDeclaration, VertexPositionNormalTexture.VertexDeclaration.VertexStride, PrimitiveType.TriangleList);
            BatchInformation.ModelLocalTransformation = XNA.Matrix.Identity;

            vertexPositionNormalTexture = new VertexPositionNormalTexture[VerticesNum];

            BatchInformation.VertexBuffer = factory.CreateDynamicVertexBuffer(VertexPositionNormalTexture.VertexDeclaration, VerticesNum + (int)(1.2 * VerticesNum), BufferUsage.WriteOnly);
            BatchInformation.IndexBuffer = factory.CreateDynamicIndexBuffer(IndexElementSize.ThirtyTwoBits, IndicesNum + (int)(1.2 * IndicesNum), BufferUsage.WriteOnly);

            BatchInformation.IndexBuffer.SetData<int>(Indices);
            clothMeshDesc.VerticesStream.SetData(Points);
            clothMeshDesc.TriangleStream.SetData(Indices);


            XNA.Vector3[] pts = new XNA.Vector3[BatchInformation.NumVertices];
            for (int i = 0; i < BatchInformation.NumVertices; i++)
            {
                vertexPositionNormalTexture[i].TextureCoordinate = TextCoords[i].AsXNA();
                vertexPositionNormalTexture[i].Position = Points[i].AsXNA();
                pts[i] = vertexPositionNormalTexture[i].Position;
            }
                        
            modelRadius = Microsoft.Xna.Framework.BoundingSphere.CreateFromPoints(pts).Radius;
            pts = null;


            // We are using 32 bit integers for our indices, so make sure the 16 bit flag is removed.
            // 32 bits are the default, so this isn't technically needed, but it's good to show in a sample
            clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit;
            //clothMeshDesc.Flags |= (MeshFlag)((int)clothMeshDesc.Flags | (int)ClothMeshFlag.Tearable);

            // Write the cooked data to memory
            using (var memoryStream = new MemoryStream())
            {
                Cooking.InitializeCooking();
                Cooking.CookClothMesh(clothMeshDesc, memoryStream);
                Cooking.CloseCooking();

                // Need to reset the position of the stream to the beginning
                memoryStream.Position = 0;

                ClothMesh = PhysxPhysicWorld.Core.CreateClothMesh(memoryStream);
            }

            
            LoadModel(factory, out BatchInformations, out TextureInformations);
        }
        /// <summary>
        /// Loads the model.
        /// </summary>
        /// <param name="factory">The factory.</param>
        /// <param name="BatchInformations">The batch informations.</param>
        /// <param name="TextureInformations">The texture informations.</param>
        protected override void LoadModel(GraphicFactory factory, out BatchInformation[][] BatchInformations, out TextureInformation[][] TextureInformations)
        {
            VertexPositionTexture[] billboardVertices = new VertexPositionTexture[4];
            int i = 0;
            
            billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(0, 0));
            billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(1, 0));
            billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(0, 1));
            billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(1, 1));

            VertexElement v0 = new VertexElement(0,VertexElementFormat.Vector3,VertexElementUsage.TextureCoordinate,1);
            VertexElement v1 = new VertexElement(sizeof(float) * 3,VertexElementFormat.Vector2,VertexElementUsage.TextureCoordinate,2);

             vd = new VertexDeclaration(v0, v1);

             VertexBuffer InstancedvertexBufferS;
             if (dynamicBufferSize != -1)
             {
                 InstancedvertexBufferS = factory.CreateDynamicVertexBuffer(vd, dynamicBufferSize, BufferUsage.WriteOnly);
             }
             else
             {
                 InstancedvertexBufferS = factory.CreateDynamicVertexBuffer(vd, instances.Count(), BufferUsage.WriteOnly);
             }            
        
            InstancedvertexBufferS.SetData(instances);

            VertexBuffer vertexBufferS = factory.CreateVertexBuffer(VertexPositionTexture.VertexDeclaration, billboardVertices.Count(), BufferUsage.WriteOnly);
            vertexBufferS.SetData(billboardVertices);

            short[] indices = new short[] { 0,2,1,1,2,3};

            IndexBuffer indexBufferS = factory.CreateIndexBuffer(IndexElementSize.SixteenBits, 6, BufferUsage.WriteOnly);
            indexBufferS.SetData<short>(indices);
            
            BatchInformations = new BatchInformation[1][];
            BatchInformation[] b = new BatchInformation[1];
            b[0] = new BatchInformation(0, 4, 2, 0, 0, VertexPositionTexture.VertexDeclaration, VertexPositionTexture.VertexDeclaration.VertexStride,instances.Count());
            b[0].VertexBuffer = vertexBufferS;
            b[0].IndexBuffer = indexBufferS;
            b[0].InstancedVertexBuffer = InstancedvertexBufferS;
            BatchInformations[0] = b;

            TextureInformations = new TextureInformation[1][];
            TextureInformations[0] = new TextureInformation[1];
            TextureInformations[0][0] = new TextureInformation(isInternal, factory, diffuseTextureName, null, null, null);
            TextureInformations[0][0].LoadTexture();
        }
        /// <summary>
        /// Loads the model.
        /// </summary>
        /// <param name="factory">The factory.</param>
        /// <param name="BatchInformations">The batch informations.</param>
        /// <param name="TextureInformations">The texture informations.</param>
        protected override void LoadModel(GraphicFactory factory, out BatchInformation[][] BatchInformations, out TextureInformation[][] TextureInformations)
        {
            int vertCount = bilboards.Count() * 4;
            int indexCount = bilboards.Count() * 6;
            int noVertices = vertCount;
            int noTriangles = indexCount / 3;

            VertexBuffer vertexBufferS = factory.CreateDynamicVertexBuffer(VertexPositionTexture.VertexDeclaration, vertCount, BufferUsage.WriteOnly);
            IndexBuffer IndexBufferS = factory.CreateDynamicIndexBuffer(IndexElementSize.SixteenBits, indexCount, BufferUsage.WriteOnly);

            BatchInformations = new BatchInformation[1][];
            BatchInformation[] b = new BatchInformation[1];
            b[0] = new BatchInformation(0, vertCount, noTriangles, 0, 0, VertexPositionTexture.VertexDeclaration, VertexPositionTexture.VertexDeclaration.VertexStride, BatchType.INDEXED);
            b[0].ModelLocalTransformation = Matrix.Identity;
            b[0].VertexBuffer = vertexBufferS;
            b[0].IndexBuffer = IndexBufferS;
            BatchInformations[0] = b;

            TextureInformations = new TextureInformation[1][];
            TextureInformations[0] = new TextureInformation[1];
            
            TextureInformations[0][0] = new TextureInformation(isInternal, factory, diffuseTextureName, null, null, null);
            TextureInformations[0][0].LoadTexture();
        }
Beispiel #9
0
        protected override void LoadModel(GraphicFactory factory, out BatchInformation[][] BatchInformations, out TextureInformation[][] TextureInformation)
        {
            int vertCount  = vertices.Count();
            int indexCount = 0;

            if (indices != null)
            {
                indexCount = indices.Count();
            }
            int noVertices  = vertCount;
            int noTriangles = 0;

            if (indices != null)
            {
                noTriangles = indexCount / 3;
            }
            else
            {
                noTriangles = vertCount / 3;
            }

            VertexBuffer vertexBufferS;
            IndexBuffer  IndexBufferS = null;

            if (isDynamic)
            {
                vertexBufferS = factory.CreateDynamicVertexBuffer(vertices[0].VertexDeclaration, (int)(vertCount * dynamicMultiplier), BufferUsage);
                if (indices != null)
                {
                    IndexBufferS = factory.CreateDynamicIndexBuffer(IndexElementSize.ThirtyTwoBits, (int)(indexCount * dynamicMultiplier), BufferUsage);
                }
            }
            else
            {
                vertexBufferS = factory.CreateVertexBuffer(vertices[0].VertexDeclaration, vertCount, BufferUsage);
                if (indices != null)
                {
                    IndexBufferS = factory.CreateIndexBuffer(IndexElementSize.ThirtyTwoBits, indexCount, BufferUsage);
                }
            }

            vertexBufferS.SetData <T>(vertices);
            if (indices != null)
            {
                IndexBufferS.SetData <int>(indices);
            }

            BatchInformations = new BatchInformation[1][];
            BatchInformation[] b = new BatchInformation[1];
            b[0] = new BatchInformation(0, vertCount, noTriangles, 0, 0, vertices[0].VertexDeclaration, vertices[0].VertexDeclaration.VertexStride,
                                        indices != null ? BatchType.INDEXED : BatchType.NORMAL);
            b[0].ModelLocalTransformation = transformation;
            b[0].VertexBuffer             = vertexBufferS;
            if (indices != null)
            {
                b[0].IndexBuffer = IndexBufferS;
            }
            BatchInformations[0] = b;

            TextureInformations    = new TextureInformation[1][];
            TextureInformations[0] = new TextureInformation[1];

            TextureInformations[0][0] = new TextureInformation(isInternal, factory, diffuseTextureName, null, null, null);
            TextureInformations[0][0].LoadTexture();
            TextureInformation = TextureInformations;

            if (!isDynamic)
            {
                vertices = null;
                indices  = null;
            }
        }