Beispiel #1
0
        public void Load()
        {
            // Camera
            _gameManager.TvCamera.SetPosition(100, 150, 50);
            _gameManager.TvCamera.SetLookAt(100, 0, 55);

            // Scene and lighting
            _gameManager.TvScene.SetShadowParameters(_gameManager.TvGlobals.RGBA(0.1f, 0.1f, 0.1f, 0.5f), false);
            _gameManager.TvScene.SetBackgroundColor(0, 0, 0);
            _light = _gameManager.TvLights.CreatePointLight(new TV_3DVECTOR(100, 200, -100), 0.2f, 0.2f, 0.2f, 500);
            _gameManager.TvLights.SetLightProperties(_light, false, true, true);
            _gameManager.TvLights.EnableLight(_light, true);
            StandardMaterial = _gameManager.TvMaterials.CreateLightMaterial(1, 1, 1, 1);

            // Walls and floor. 100 units = 1m
            _field = _gameManager.TvScene.CreateMeshBuilder();
            _field.AddWall3D(0, 0, 50f, 200, 50f, 10f, 100);                              // floor
            _field.AddWall3D(0, 0, 105f, 200, 105f, 20f, 10f, false, false, 0, 0.1f, 1f); // top side
            _field.AddWall3D(0, 0, -5f, 200, -5f, 20f, 10f, false, false, 0, 0.1f, 1f);   // bottom side

            _field.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL);
            _field.SetMaterial(StandardMaterial);
            _field.SetShadowCast(true, true);
            _field.ComputeNormalsEx();

            _fieldPhysicsBody = _gameManager.TvPhysics.CreateStaticMeshBody(_field);
            _gameManager.TvPhysics.SetBodyMaterialGroup(_fieldPhysicsBody, 0);

            // Ball
            Ball = new Ball(_gameManager);
            Ball.Load(new TV_3DVECTOR(100f, 20f, 55f));

            // Player 1
            Area player1MoveArea = new Area(20, 25, 50, 75);

            Player1GoalArea   = new Area(-50, 0, 50, 100);
            Player1GoalHeight = -20;
            _gameManager.Player1.Bat.Load(player1MoveArea);

            // Player 2
            Area player2MoveArea = new Area(150, 25, 180, 75);

            Player2GoalArea   = new Area(150, 0, 250, 100);
            Player2GoalHeight = -20;
            _gameManager.Player2.Bat.Load(player2MoveArea);
        }
Beispiel #2
0
        public void Load(Area moveArea)
        {
            MoveArea = moveArea;

            _mesh = new TVMesh();
            _mesh = _gameManager.TvScene.CreateMeshBuilder();
            _mesh.CreateCylinder(15, 10, 100);

            _mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL);
            _mesh.SetMaterial(_gameManager.CurrentLevel.StandardMaterial);
            _mesh.ComputeNormalsEx();
            _mesh.SetShadowCast(true, true);

            _physicsBody = _gameManager.TvPhysics.CreateMeshBody(1000000, _mesh, CONST_TV_PHYSICSBODY_BOUNDING.TV_BODY_CYLINDER);

            _gameManager.TvPhysics.SetBodyMaterialGroup(_physicsBody, 0);

            _gameManager.TvPhysics.SetBodyPosition(_physicsBody, MoveArea.MidPoint.x, 14f, MoveArea.MidPoint.y);
        }
Beispiel #3
0
        public void Load(TV_3DVECTOR startPosition)
        {
            _startPos = startPosition;

            // Mesh
            _mesh = _gameManager.TvScene.CreateMeshBuilder();
            _mesh.CreateSphere(4.5f);

            _mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL);
            _mesh.SetMaterial(_gameManager.CurrentLevel.StandardMaterial);
            _mesh.ComputeNormalsEx();

            // Physics
            _physicsBody = _gameManager.TvPhysics.CreateMeshBody(0.01f, _mesh, CONST_TV_PHYSICSBODY_BOUNDING.TV_BODY_BOX);

            _gameManager.TvPhysics.SetBodyMaterialGroup(_physicsBody, 0);
            _gameManager.TvPhysics.SetDamping(_physicsBody, 0.00001f, new TV_3DVECTOR());

            _gameManager.TvPhysics.SetBodyPosition(_physicsBody, _startPos.x, _startPos.y, _startPos.z);
        }
Beispiel #4
0
        private void LoadTextures()
        {
            //mesh.SetShadowCast(true, true);
            var lightMode = LightMode.Managed;

            for (var i = 0; i < mesh.GetGroupCount(); i++)
            {
                var textureInfo = TextureFactory.GetTextureInfo(mesh.GetTexture(i));

                // Skip if there is no texture.
                if (textureInfo.Filename.Equals(textureInfo.Name))
                {
                    break;
                }

                var normalTexture       = string.Empty;
                var normalTextureName   = string.Empty;
                var specularTexture     = string.Empty;
                var specularTextureName = string.Empty;
                var heightTexture       = string.Empty;
                var heightTextureName   = string.Empty;

                var texture = textureInfo.Filename;

                var fileInfo = new FileInfo(textureInfo.Filename);
                normalTextureName   = fileInfo.Name.Replace(fileInfo.Extension, Constants.TextureNormalSuffix + fileInfo.Extension);
                normalTexture       = Directory.GetParent(textureInfo.Filename) + @"\" + normalTextureName;
                heightTextureName   = fileInfo.Name.Replace(fileInfo.Extension, Constants.TextureHeightSuffix + fileInfo.Extension);
                heightTexture       = Directory.GetParent(textureInfo.Filename) + @"\" + heightTextureName;
                specularTextureName = fileInfo.Name.Replace(fileInfo.Extension, Constants.TextureSpecularSuffix + fileInfo.Extension);
                specularTexture     = Directory.GetParent(textureInfo.Filename) + @"\" + specularTextureName;
                //mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_BASETEXTURE, Globals.GetTex(textureInfo.Name), i);

                if (File.Exists(normalTexture))
                {
                    var normalId = TextureFactory.LoadTexture(normalTexture, normalTextureName);
                    mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_NORMALMAP, normalId, i);

                    if (lightMode != LightMode.Offset)
                    {
                        lightMode = LightMode.Normal;
                    }

                    if (File.Exists(specularTexture))
                    {
                        var alphaId    = TextureFactory.LoadTexture(specularTexture);
                        var specularId = TextureFactory.AddAlphaChannel(normalId, alphaId, specularTexture);
                        mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_SPECULARMAP, specularId, i);
                    }
                }

                if (File.Exists(heightTexture))
                {
                    var heightId = TextureFactory.LoadTexture(heightTexture);
                    mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_HEIGHTMAP, heightId, i);
                    lightMode = LightMode.Offset;
                }
            }

            switch (lightMode)
            {
            case LightMode.Normal:
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_BUMPMAPPING_TANGENTSPACE);
                break;

            case LightMode.Offset:
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_OFFSETBUMPMAPPING_TANGENTSPACE);
                break;

            case LightMode.Managed:
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
                break;

            default:
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NONE);
                break;
            }

            // Setup material
            TV_COLOR ambient  = new TV_COLOR(0.25f, 0.25f, 0.25f, 1f);
            TV_COLOR diffuse  = new TV_COLOR(1f, 1f, 1f, 1f);
            TV_COLOR specular = new TV_COLOR(0.35f, 0.35f, 0.35f, 1f);
            TV_COLOR emissive = new TV_COLOR(1f, 1f, 1f, 1f);
            float    power    = 100;

            materialIdx = MaterialFactory.CreateMaterial();
            MaterialFactory.SetAmbient(materialIdx, ambient.r, ambient.g, ambient.b, ambient.a);
            MaterialFactory.SetDiffuse(materialIdx, diffuse.r, diffuse.g, diffuse.b, diffuse.a);
            MaterialFactory.SetSpecular(materialIdx, specular.r, specular.g, specular.b, specular.a);
            MaterialFactory.SetEmissive(materialIdx, emissive.r, emissive.g, emissive.b, emissive.a);
            MaterialFactory.SetPower(materialIdx, power);
            mesh.SetMaterial(materialIdx);
        }
Beispiel #5
0
        private void InitObjects()
        {
            #region Car
            //Building PK9
            pk_9 = scene.CreateMeshBuilder("pk");
            // load the object from an x file
            pk_9.LoadTVM(@"Models\pk8.tvm", false, false);
            // set its position
            pk_9.SetPosition(5.0f, 0.0f, 50.0f);
            // make the table 3x larger
            pk_9.SetScale(3, 3, 3);
            // rotate it 25 degrees around the Y 3D Axis
            pk_9.RotateY(25, true);
            // set the tables texture
            pk_9.SetShadowCast(true, true);
            pk_9.SetTexture(globals.GetTex("pk9tex"), 0);

            //Chassis
            m_chassis = scene.CreateMeshBuilder("mChassis");
            m_chassis.LoadTVM(@"Models\chassis.tvm", false, false);
            m_chassis.SetShadowCast(true, true);
            m_chassis.SetTexture(globals.GetTex("ChassisSTI"), 0);
            //m_chassis.SetTextureEx(0, globals.GetTex("ChassisSTI"), 1);
            //m_chassis.SetTextureEx(1, globals.GetTex("ChassisSTI"), 1);
            m_chassis.SetTexture(globals.GetTex("UnderCarriage"), 2);
            m_chassis.SetMaterial(matWindow, 1);
            m_chassis.SetAlphaTest(true, 0, true, 1);
            m_chassis.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ADD, 1);
            m_chassis.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_chassis.SetShadowCast(true, true);

            //Front Left Wheel
            float scale = 1f;
            m_fl = scene.CreateMeshBuilder("mfl");
            m_fl.LoadTVM(@"Models\wheel_l.tvm", true, true);
            m_fl.SetScale(scale, scale, scale);
            m_fl.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_fl.SetMaterial(matWheels);
            m_fl.SetTexture(globals.GetTex("Wheel"));
            m_fl.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_fl.SetShadowCast(true, true);

            //Front Right Wheel
            m_rl = scene.CreateMeshBuilder("mrl");
            m_rl.LoadTVM(@"Models\wheel_l.tvm", true, true);
            m_rl.SetScale(scale, scale, scale);
            m_rl.SetMaterial(matWheels);
            m_rl.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_rl.SetTexture(globals.GetTex("Wheel"));
            m_rl.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_rl.SetShadowCast(true, false);
            m_rl.SetShadowCast(true, true);

            //Rear Left Wheel
            m_fr = scene.CreateMeshBuilder("mfr");
            m_fr.LoadTVM(@"Models\wheel_r.tvm", true, true);
            m_fr.SetScale(scale, scale, scale);
            m_fr.SetMaterial(matWheels);
            m_fr.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_fr.SetTexture(globals.GetTex("Wheel"));
            m_fr.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_fr.SetShadowCast(true, false);

            //Rear Right Wheel
            m_rr = scene.CreateMeshBuilder("mrr");
            m_rr.LoadTVM(@"Models\wheel_r.tvm", true, true);
            m_rr.SetScale(scale, scale, scale);
            m_rr.SetMaterial(matWheels);
            m_rr.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_rr.SetTexture(globals.GetTex("Wheel"));
            m_rr.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_rr.SetShadowCast(true, false);
            m_rr.SetShadowCast(true, true);

            m_chassis.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_chassis.SetMaterial(matVehicleBody);
            m_chassis.ComputeNormals();
            m_chassis.ComputeBoundings();
            m_chassis.SetScale(scale, scale, scale);
            #endregion

            //Add The Physics to the chassis
            pbi_chassis = physics.CreateMeshBody(1500, m_chassis, CONST_TV_PHYSICSBODY_BOUNDING.TV_BODY_CONVEXHULL); //1500
            physics.SetAutoFreeze(pbi_chassis, false);
            physics.SetBodyPosition(pbi_chassis, 0f, 15, 0f);
            physics.SetBodyRotation(pbi_chassis, 0f, 0f, 0f);

            //Create The Vehicle
            car_ID = physics.CreateVehicle(pbi_chassis);

            //Do Suspention Settings
            float susheight = 1.5f; //distance from chassis to wheel 0.5f
            float susplen = 1.5f; // 10
            float susshock = 40f; //Springiness of suspension 10
            float susspring = 300f; //Stiffness of suspension 400
            flw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), -0.8f * scale, -susheight * scale - 0.1f, 1.25f * scale + 0.5f, 1, 0, 0, susplen, susshock, susspring, m_fl); //fl
            frw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), 0.8f * scale, -susheight * scale - 0.1f, 1.25f * scale + 0.5f, 1, 0, 0, susplen, susshock, susspring, m_fr); //fr
            rlw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), -0.8f * scale, -susheight * scale - 0.1f, -1.425f * scale + 0.2f, 1, 0, 0, susplen, susshock, susspring, m_rl); //rl
            rrw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), 0.8f * scale, -susheight * scale - 0.1f, -1.425f * scale + 0.2f, 1, 0, 0, susplen, susshock, susspring, m_rr); //rr

            //Change the car's center of mass / make it drive better
            physics.SetBodyCenterOfMass(car_ID, new TV_3DVECTOR(0, -1.0f, 10f));

            //Add wheel frictions
            //Note that this code will also stop sliding on slopes
            float sideslip = 0.1f;
            float sideslipcoef = 0f;
            float maxlongslide = 10000f;
            float maxlongslidecoef = 0f;
            physics.SetVehicleWheelParameters(car_ID, flw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef);
            physics.SetVehicleWheelParameters(car_ID, frw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef);
            physics.SetVehicleWheelParameters(car_ID, rlw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef);
            physics.SetVehicleWheelParameters(car_ID, rrw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef);
        }
Beispiel #6
0
        private void LoadTextures()
        {
            if (!settings.UseAdvanceTexturing)
            {
                // Set default texture for mesh with no textures.
                for (int i = 0; i < mesh.GetGroupCount(); i++)
                {
                    TV_TEXTURE textureInfo = Core.TextureFactory.GetTextureInfo(mesh.GetTexture(i));
                    if (textureInfo.Name.Equals(Helpers.TEXTURE_BLANK))
                    {
                        SetDefaultTexture(mesh, i);
                    }
                }
            }
            else if (!enableLightning)
            {
                mesh.SetMaterial(0);
                mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_LIGHTMAP, lightmapIdx);
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
                mesh.SetShadowCast(false, false);
            }
            else
            {
                mesh.SetShadowCast(true, true);
                var lightMode = LightMode.None;

                int defaultNormalTexId   = -1;
                int defaultSpecularTexId = -1;

                for (var i = 0; i < mesh.GetGroupCount(); i++)
                {
                    var textureInfo = Core.TextureFactory.GetTextureInfo(mesh.GetTexture(i));

                    var normalTexture       = string.Empty;
                    var normalTextureName   = string.Empty;
                    var specularTexture     = string.Empty;
                    var specularTextureName = string.Empty;
                    var heightTexture       = string.Empty;
                    var heightTextureName   = string.Empty;

                    if (textureInfo.Name.Equals(Helpers.TEXTURE_BLANK))
                    {
                        Helpers.SetTextureFromResource(core, mesh, Resources.defaultTexture, i);
                    }
                    else if (Helpers.IsTextureFromMemory(textureInfo.Filename))
                    {
                        mesh.SetTexture(Core.TextureFactory.LoadTexture(textureInfo.Name), i);
                    }
                    else
                    {
                        var texture = textureInfo.Filename;

                        var fileInfo = new FileInfo(textureInfo.Filename);
                        normalTextureName = fileInfo.Name.Replace(fileInfo.Extension,
                                                                  settings.TextureNormalSuffix +
                                                                  fileInfo.Extension);
                        normalTexture     = Directory.GetParent(textureInfo.Filename) + @"\" + normalTextureName;
                        heightTextureName = fileInfo.Name.Replace(fileInfo.Extension,
                                                                  settings.TextureHeightSuffix +
                                                                  fileInfo.Extension);
                        heightTexture       = Directory.GetParent(textureInfo.Filename) + @"\" + heightTextureName;
                        specularTextureName = fileInfo.Name.Replace(fileInfo.Extension,
                                                                    settings.TextureSpecularSuffix +
                                                                    fileInfo.Extension);
                        specularTexture = Directory.GetParent(textureInfo.Filename) + @"\" + specularTextureName;
                        //mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_BASETEXTURE, core.Globals.GetTex(textureInfo.Name), i);
                    }

                    var normalId = -1;
                    if (File.Exists(normalTexture))
                    {
                        normalId = core.TextureFactory.LoadTexture(normalTexture, normalTextureName);
                    }
                    else
                    {
                        if (defaultNormalTexId == -1)
                        {
                            normalId           = Helpers.LoadTextureFromResourceToMemory(core, Resources.defaultNormal);
                            defaultNormalTexId = normalId;
                        }
                        else
                        {
                            normalId = defaultNormalTexId;
                        }
                    }

                    mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_NORMALMAP, normalId, i);

                    if (lightMode != LightMode.Offset)
                    {
                        lightMode = LightMode.Normal;
                    }

                    #region Set specular texture
                    // http://www.truevision3d.com/forums/empty-t19109.0.html;msg131232#msg131232
                    var specularId = -1;

                    if (File.Exists(specularTexture))
                    {
                        specularId = Core.TextureFactory.AddAlphaChannel(normalId,
                                                                         Core.TextureFactory.LoadTexture(specularTexture),
                                                                         specularTexture);
                    }
                    else
                    {
                        if (defaultSpecularTexId == -1)
                        {
                            defaultSpecularTexId = Helpers.LoadTextureFromResourceToMemory(core, Resources.defaultSpecular);
                        }

                        specularId = Core.TextureFactory.AddAlphaChannel(normalId, defaultSpecularTexId, "defaultSpecular");
                    }

                    mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_SPECULARMAP, specularId, i);
                    #endregion

                    if (File.Exists(heightTexture))
                    {
                        mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_HEIGHTMAP,
                                          Core.TextureFactory.LoadTexture(heightTexture), i);
                        lightMode = LightMode.Offset;
                    }

                    if (core.MaterialIdx == -1)
                    {
                        TV_COLOR ambient  = new TV_COLOR(0.25f, 0.25f, 0.25f, 1f);
                        TV_COLOR diffuse  = new TV_COLOR(1f, 1f, 1f, 1f);
                        TV_COLOR specular = new TV_COLOR(0.35f, 0.35f, 0.35f, 1f);
                        TV_COLOR emissive = new TV_COLOR(1f, 1f, 1f, 1f);
                        float    power    = 100;

                        core.MaterialIdx = Core.MaterialFactory.CreateMaterial(Guid.NewGuid().ToString());
                        core.MaterialFactory.SetAmbient(core.MaterialIdx, ambient.r, ambient.g, ambient.b, ambient.a);
                        core.MaterialFactory.SetDiffuse(core.MaterialIdx, diffuse.r, diffuse.g, diffuse.b, diffuse.a);
                        core.MaterialFactory.SetSpecular(core.MaterialIdx, specular.r, specular.g, specular.b, specular.a);
                        core.MaterialFactory.SetEmissive(core.MaterialIdx, emissive.r, emissive.g, emissive.b, emissive.a);
                        core.MaterialFactory.SetPower(core.MaterialIdx, power);
                    }

                    mesh.SetMaterial(core.MaterialIdx, i);
                }

                switch (lightMode)
                {
                case LightMode.Normal:
                    mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_BUMPMAPPING_TANGENTSPACE);
                    break;

                case LightMode.Offset:
                    mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_OFFSETBUMPMAPPING_TANGENTSPACE);
                    break;

                case LightMode.Managed:
                    mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
                    break;

                default:
                    mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NONE);
                    break;
                }
            }
        }