Beispiel #1
0
        public Mesh(ICore core, ProgramSettings settings, string fileName)
            : base(core)
        {
            this.core = core;
            this.settings = settings;

            mass = 0f;
            staticFriction = 0.9f;
            kineticFriction = 0.5f;
            softness = 0.1f;
            bounciness = 0.1f;
            materialIdx = -1;
            SetMaterialToCustom();

            FileName = fileName;
            customTexture = string.Empty;
            //Name = fileName.Split(new[] { '\\' }).Last();
            PhysicsId = -1;

            enableLightning = true;

            Name = core.GetName<Mesh>();
            string ending = fileName.Split(new[] { '\\' }).Last().ToUpper();
            mesh = core.Scene.CreateMeshBuilder();

            if (ending.EndsWith(Helpers.GetFileExtension(Helpers.FileFormat.TVM)))
            {
                mesh.LoadTVM(fileName, true, false);
            }
            else if (ending.EndsWith(Helpers.GetFileExtension(Helpers.FileFormat.X)))
            {
                mesh.LoadXFile(fileName, true, false);
            }
            else if (ending.EndsWith(Helpers.GetFileExtension(Helpers.FileFormat.TVA)))
            {
                TVActor actor = core.Scene.CreateActor();
                actor.Load(fileName, true, false);
                mesh = actor.GetDeformedMesh();
                core.Scene.DestroyAllActors();
                IsAnimated = true;
            }
            else
                return;

            mesh.EnableFrustumCulling(true, true);
            mesh.ComputeNormals();
            mesh.ComputeBoundings();
            mesh.ComputeOctree();
            mesh.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
            mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ALPHA);
            mesh.SetAlphaTest(true);
            mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            mesh.SetShadowCast(true, true);
            lightmapIdx = mesh.GetTextureEx((int)CONST_TV_LAYER.TV_LAYER_LIGHTMAP);

            textureScale = new UV(1.0f, 1.0f);

            LoadTextures();

            UniqueId = mesh.GetMeshName();
        }
Beispiel #2
0
        public override object ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, object value)
        {
            var sValue = value as string;
            object retVal = null;

            if (sValue != null)
            {
                sValue = sValue.Trim();

                if (sValue.Length != 0)
                {
                    if (null == culture)
                        culture = CultureInfo.CurrentCulture;

                    string[] parms = sValue.Split(new char[] {culture.TextInfo.ListSeparator[0]});

                    if (parms.Length == 1)
                    {
                        float u = float.Parse(parms[0]);
                        retVal = new UV(u, u);
                    }
                    else if (parms.Length == 2)
                    {
                        float u = float.Parse(parms[0]);
                        float v = float.Parse(parms[1]);

                        retVal = new UV(u, v);
                    }
                }
            }
            else
                retVal = ConvertFrom(context, culture, value);

            return retVal;
        }