/// <summary>
        /// Adds all of the geometry used by a model component to the static geometry.
        /// This is used by the ModelComponent.
        /// </summary>
        public void Add(ModelComponent mc, ThingBlock template, ModelBlock block, ThingDefinition def)
        {
            // if the model detail option is low and this model wants imposters, don't even make any static geometry of it
            if (Options.ModelDetail == ModelDetailOption.Low) {
                if (def.GetBoolProperty("Imposters", false))
                    return;
            }

            var sceneMgr = LKernel.GetG<SceneManager>();

            string meshName = block.GetStringProperty("mesh", null);
            // map region goes first
            string sgeomName = template.GetStringProperty("MapRegion", "(Default)");
            // static group can override map region
            sgeomName = block.GetStringProperty("StaticGroup", sgeomName);
            Entity ent;

            // get our entity if it already exists
            if (!ents.TryGetValue(meshName, out ent)) {
                // getting the entity was not successful, so we have to create it
                ent = sceneMgr.CreateEntity(meshName + mc.ID, meshName);
                string material;
                if (block.StringTokens.TryGetValue("material", out material))
                    ent.SetMaterialName(material);

                ents.Add(meshName, ent);
            }

            Vector3 pos;
            // two ways to get the position
            // inherit it from the lthing, the default (if we were using nodes, this would be the default too)
            if (block.GetBoolProperty("InheritOrientation", true)) {
                pos = (mc.Owner.SpawnOrientation * block.GetVectorProperty("position", Vector3.ZERO)) + template.VectorTokens["position"];
            }
            // or we can choose not to inherit it for whatever reason
            else {
                pos = block.GetVectorProperty("position", Vector3.ZERO) + template.VectorTokens["position"];
            }
            Quaternion orient = block.GetQuatProperty("orientation", Quaternion.IDENTITY) * template.GetQuatProperty("orientation", Quaternion.IDENTITY);
            Vector3 sca = block.GetVectorProperty("scale", Vector3.UNIT_SCALE);

            StaticGeometry sg;
            if (!sgeoms.TryGetValue(sgeomName, out sg)) {
                sg = LKernel.GetG<SceneManager>().CreateStaticGeometry(sgeomName);

                sg.RegionDimensions = regionDimensions;
                sg.RenderingDistance = 300 / 5f;

                sgeoms.Add(sgeomName, sg);
            }

            sg.AddEntity(ent, pos, orient, sca);
        }
        public void Add(ModelComponent mc, ThingBlock template, ModelBlock block, ThingDefinition def)
        {
            // if the model detail option is low and this model wants imposters, don't even make any instanced geometry of it
            if (Options.ModelDetail == ModelDetailOption.Low) {
                if (def.GetBoolProperty("Imposters", false))
                    return;
            }

            var sceneMgr = LKernel.GetG<SceneManager>();

            string meshName = block.GetStringProperty("mesh", null);
            string mapRegion = template.GetStringProperty("MapRegion", string.Empty);
            string key = mapRegion + meshName;

            // create our entity if it doesn't exist
            if (!ents.ContainsKey(key)) {
                Entity ent = sceneMgr.CreateEntity(mc.Name + mc.ID, meshName);
                ent.SetMaterialName(block.GetStringProperty("Material", string.Empty));
                // then add it to our dictionary
                ents.Add(key, ent);
            }

            // get our transforms
            Vector3 pos;
            // two ways to get the position
            // inherit it from the lthing, the default (if we were using nodes, this would be the default too)
            if (block.GetBoolProperty("InheritOrientation", true)) {
                pos = (mc.Owner.SpawnOrientation * block.GetVectorProperty("position", Vector3.ZERO)) + template.VectorTokens["position"];
            }
            // or we can choose not to inherit it for whatever reason
            else {
                pos = block.GetVectorProperty("position", Vector3.ZERO) + template.VectorTokens["position"];
            }
            Quaternion orient = block.GetQuatProperty("orientation", Quaternion.IDENTITY) * template.GetQuatProperty("orientation", Quaternion.IDENTITY);
            Vector3 sca = block.GetVectorProperty("scale", Vector3.UNIT_SCALE);

            // put them in one class
            Transform trans = new Transform {
                Position = pos,
                Orientation = orient,
                Scale = sca,
            };

            // if the transforms dictionary doesn't contain the mesh yet, add a new one
            if (!transforms.ContainsKey(key)) {
                transforms.Add(key, new List<Transform>());
            }
            // then put our transform into the dictionary
            transforms[key].Add(trans);
        }
Ejemplo n.º 3
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        /// <summary>
        /// Sets up mogre stuff, like our root scene node
        /// </summary>
        private void SetupMogre(ThingBlock template, ThingDefinition def)
        {
            var sceneMgr = LKernel.GetG<SceneManager>();

            // create our root node
            // need to check for map regions
            string mapRegion = template.GetStringProperty("MapRegion", string.Empty);
            if (string.IsNullOrEmpty(mapRegion)) {
                // no map region, continue on as normal
                this.RootNode = sceneMgr.RootSceneNode.CreateChildSceneNode(Name + ID);
            }
            else {
                string mapRegionNodeName = mapRegion + "Node";
                // there is a map region, make our root node a child of a node with the region's name
                // first check to see if that node exists already
                if (sceneMgr.HasSceneNode(mapRegionNodeName)) {
                    // if it does, just attach our node to it
                    this.RootNode = sceneMgr.GetSceneNode(mapRegionNodeName).CreateChildSceneNode(Name + ID);
                }
                else {
                    // if it doesn't, create it first, then attach our node to it
                    SceneNode newSceneNode = sceneMgr.RootSceneNode.CreateChildSceneNode(mapRegionNodeName);
                    this.RootNode = newSceneNode.CreateChildSceneNode(Name + ID);
                }
            }
        }