Example #1
0
        ClockNode(SceneNode parent, SceneManager smgr)
            : base(parent, smgr)
        {
            OnGetBoundingBox    += new GetBoundingBoxEventHandler(ClockNode_OnGetBoundingBox);
            OnGetMaterialCount  += new GetMaterialCountEventHandler(ClockNode_OnGetMaterialCount);
            OnGetMaterial       += new GetMaterialEventHandler(ClockNode_OnGetMaterial);
            OnRegisterSceneNode += new RegisterSceneNodeEventHandler(ClockNode_OnRegisterSceneNode);
            OnRender            += new RenderEventHandler(ClockNode_OnRender);
            OnAnimate           += new AnimateEventHandler(ClockNode_OnAnimate);

            // add clock face

            Mesh          mesh      = SceneManager.GeometryCreator.CreateCylinderMesh(100, 32, 6, new Color(180, 180, 180));
            MeshSceneNode clockFace = SceneManager.AddMeshSceneNode(mesh, this);

            clockFace.Rotation = new Vector3Df(90, 0, 0);
            clockFace.Position = new Vector3Df(0, 0, 10);
            mesh.Drop();

            clockFace.UpdateAbsolutePosition();
            boundingBox = clockFace.BoundingBoxTransformed;
            for (int i = 0; i < clockFace.MaterialCount; i++)
            {
                materialList.Add(clockFace.GetMaterial(i));
            }

            // add clock center

            mesh = SceneManager.GeometryCreator.CreateCylinderMesh(10, 24, 16, new Color(255, 255, 255), false);
            MeshSceneNode clockCenter = SceneManager.AddMeshSceneNode(mesh, this);

            clockCenter.Rotation = new Vector3Df(90, 0, 0);
            clockCenter.Position = new Vector3Df(0, 0, -14);
            mesh.Drop();

            clockCenter.UpdateAbsolutePosition();
            boundingBox.AddInternalBox(clockCenter.BoundingBoxTransformed);
            for (int i = 0; i < clockCenter.MaterialCount; i++)
            {
                materialList.Add(clockCenter.GetMaterial(i));
            }

            // add clock ticks

            for (int j = 0; j < 12; j++)
            {
                mesh = SceneManager.GeometryCreator.CreateCylinderMesh(5, 10, 16, new Color(255, 255, 255), false);
                MeshSceneNode clockTick = SceneManager.AddMeshSceneNode(mesh, this);
                clockTick.Rotation = new Vector3Df(90, 0, 0);

                float s = (float)Math.Sin((j * (360 / 12)) / (180 / Math.PI));
                float c = (float)Math.Cos((j * (360 / 12)) / (180 / Math.PI));
                clockTick.Position = new Vector3Df(s * 80, c * 80, 0);

                if ((j % 3) == 0)
                {
                    clockTick.Scale = new Vector3Df(2, 1, 2);
                }

                mesh.Drop();

                clockTick.UpdateAbsolutePosition();
                boundingBox.AddInternalBox(clockTick.BoundingBoxTransformed);
                for (int i = 0; i < clockTick.MaterialCount; i++)
                {
                    materialList.Add(clockTick.GetMaterial(i));
                }
            }

            // add hour arrow

            mesh       = SceneManager.GeometryCreator.CreateArrowMesh(12, 12, 40, 35, 4, 4, new Color(40, 40, 255), new Color(40, 40, 255));
            arrowHours = SceneManager.AddMeshSceneNode(mesh, this);
            arrowHours.GetMaterial(0).EmissiveColor = new Color(0, 0, 255);
            arrowHours.GetMaterial(1).EmissiveColor = new Color(0, 0, 255);
            arrowHours.Position = new Vector3Df(0, 0, 3);
            mesh.Drop();

            arrowHours.UpdateAbsolutePosition();
            boundingBox.AddInternalBox(arrowHours.BoundingBoxTransformed);
            for (int i = 0; i < arrowHours.MaterialCount; i++)
            {
                materialList.Add(arrowHours.GetMaterial(i));
            }

            // add minute arrow

            mesh         = SceneManager.GeometryCreator.CreateArrowMesh(12, 12, 60, 50, 4, 4, new Color(40, 255, 40), new Color(40, 255, 40));
            arrowMinutes = SceneManager.AddMeshSceneNode(mesh, this);
            arrowMinutes.GetMaterial(0).EmissiveColor = new Color(0, 255, 0);
            arrowMinutes.GetMaterial(1).EmissiveColor = new Color(0, 255, 0);
            arrowMinutes.Position = new Vector3Df(0, 0, -5);
            mesh.Drop();

            arrowMinutes.UpdateAbsolutePosition();
            boundingBox.AddInternalBox(arrowMinutes.BoundingBoxTransformed);
            for (int i = 0; i < arrowMinutes.MaterialCount; i++)
            {
                materialList.Add(arrowMinutes.GetMaterial(i));
            }

            // add second arrow

            mesh         = SceneManager.GeometryCreator.CreateArrowMesh(12, 12, 70, 60, 2, 2, new Color(255, 40, 40), new Color(255, 40, 40));
            arrowSeconds = SceneManager.AddMeshSceneNode(mesh, this);
            arrowSeconds.GetMaterial(0).EmissiveColor = new Color(255, 0, 0);
            arrowSeconds.GetMaterial(1).EmissiveColor = new Color(255, 0, 0);
            arrowSeconds.Position = new Vector3Df(0, 0, -11);
            mesh.Drop();

            arrowSeconds.UpdateAbsolutePosition();
            boundingBox.AddInternalBox(arrowSeconds.BoundingBoxTransformed);
            for (int i = 0; i < arrowSeconds.MaterialCount; i++)
            {
                materialList.Add(arrowSeconds.GetMaterial(i));
            }

            SceneManager.AddLightSceneNode(arrowSeconds, new Vector3Df(0, 70, 0), new Colorf(arrowSeconds.GetMaterial(0).EmissiveColor), 80);
            SceneManager.AddLightSceneNode(arrowMinutes, new Vector3Df(0, 60, 0), new Colorf(arrowMinutes.GetMaterial(0).EmissiveColor), 60);
            SceneManager.AddLightSceneNode(arrowHours, new Vector3Df(0, 40, 0), new Colorf(arrowHours.GetMaterial(0).EmissiveColor), 40);
        }
Example #2
0
		ClockNode(SceneNode parent, SceneManager smgr)
			: base(parent, smgr)
		{
			OnGetBoundingBox += new GetBoundingBoxEventHandler(ClockNode_OnGetBoundingBox);
			OnGetMaterialCount += new GetMaterialCountEventHandler(ClockNode_OnGetMaterialCount);
			OnGetMaterial += new GetMaterialEventHandler(ClockNode_OnGetMaterial);
			OnRegisterSceneNode += new RegisterSceneNodeEventHandler(ClockNode_OnRegisterSceneNode);
			OnRender += new RenderEventHandler(ClockNode_OnRender);
			OnAnimate += new AnimateEventHandler(ClockNode_OnAnimate);

			// add clock face

			Mesh mesh = SceneManager.GeometryCreator.CreateCylinderMesh(100, 32, 6, new Color(180, 180, 180));
			MeshSceneNode clockFace = SceneManager.AddMeshSceneNode(mesh, this);
			clockFace.Rotation = new Vector3Df(90, 0, 0);
			clockFace.Position = new Vector3Df(0, 0, 10);
			mesh.Drop();

			clockFace.UpdateAbsolutePosition();
			boundingBox = clockFace.BoundingBoxTransformed;
			for (int i = 0; i < clockFace.MaterialCount; i++) materialList.Add(clockFace.GetMaterial(i));
			
			// add clock center

			mesh = SceneManager.GeometryCreator.CreateCylinderMesh(10, 24, 16, new Color(255, 255, 255), false);
			MeshSceneNode clockCenter = SceneManager.AddMeshSceneNode(mesh, this);
			clockCenter.Rotation = new Vector3Df(90, 0, 0);
			clockCenter.Position = new Vector3Df(0, 0, -14);
			mesh.Drop();

			clockCenter.UpdateAbsolutePosition();
			boundingBox.AddInternalBox(clockCenter.BoundingBoxTransformed);
			for (int i = 0; i < clockCenter.MaterialCount; i++) materialList.Add(clockCenter.GetMaterial(i));

			// add clock ticks

			for (int j = 0; j < 12; j++)
			{
				mesh = SceneManager.GeometryCreator.CreateCylinderMesh(5, 10, 16, new Color(255, 255, 255), false);
				MeshSceneNode clockTick = SceneManager.AddMeshSceneNode(mesh, this);
				clockTick.Rotation = new Vector3Df(90, 0, 0);

				float s = (float)Math.Sin((j * (360 / 12)) / (180 / Math.PI));
				float c = (float)Math.Cos((j * (360 / 12)) / (180 / Math.PI));
				clockTick.Position = new Vector3Df(s * 80, c * 80, 0);

				if ((j % 3) == 0)
					clockTick.Scale = new Vector3Df(2, 1, 2);

				mesh.Drop();

				clockTick.UpdateAbsolutePosition();
				boundingBox.AddInternalBox(clockTick.BoundingBoxTransformed);
				for (int i = 0; i < clockTick.MaterialCount; i++) materialList.Add(clockTick.GetMaterial(i));
			}

			// add hour arrow

			mesh = SceneManager.GeometryCreator.CreateArrowMesh(12, 12, 40, 35, 4, 4, new Color(40, 40, 255), new Color(40, 40, 255));
			arrowHours = SceneManager.AddMeshSceneNode(mesh, this);
			arrowHours.GetMaterial(0).EmissiveColor = new Color(0, 0, 255);
			arrowHours.GetMaterial(1).EmissiveColor = new Color(0, 0, 255);
			arrowHours.Position = new Vector3Df(0, 0, 3);
			mesh.Drop();

			arrowHours.UpdateAbsolutePosition();
			boundingBox.AddInternalBox(arrowHours.BoundingBoxTransformed);
			for (int i = 0; i < arrowHours.MaterialCount; i++) materialList.Add(arrowHours.GetMaterial(i));

			// add minute arrow

			mesh = SceneManager.GeometryCreator.CreateArrowMesh(12, 12, 60, 50, 4, 4, new Color(40, 255, 40), new Color(40, 255, 40));
			arrowMinutes = SceneManager.AddMeshSceneNode(mesh, this);
			arrowMinutes.GetMaterial(0).EmissiveColor = new Color(0, 255, 0);
			arrowMinutes.GetMaterial(1).EmissiveColor = new Color(0, 255, 0);
			arrowMinutes.Position = new Vector3Df(0, 0, -5);
			mesh.Drop();

			arrowMinutes.UpdateAbsolutePosition();
			boundingBox.AddInternalBox(arrowMinutes.BoundingBoxTransformed);
			for (int i = 0; i < arrowMinutes.MaterialCount; i++) materialList.Add(arrowMinutes.GetMaterial(i));

			// add second arrow

			mesh = SceneManager.GeometryCreator.CreateArrowMesh(12, 12, 70, 60, 2, 2, new Color(255, 40, 40), new Color(255, 40, 40));
			arrowSeconds = SceneManager.AddMeshSceneNode(mesh, this);
			arrowSeconds.GetMaterial(0).EmissiveColor = new Color(255, 0, 0);
			arrowSeconds.GetMaterial(1).EmissiveColor = new Color(255, 0, 0);
			arrowSeconds.Position = new Vector3Df(0, 0, -11);
			mesh.Drop();

			arrowSeconds.UpdateAbsolutePosition();
			boundingBox.AddInternalBox(arrowSeconds.BoundingBoxTransformed);
			for (int i = 0; i < arrowSeconds.MaterialCount; i++) materialList.Add(arrowSeconds.GetMaterial(i));

			SceneManager.AddLightSceneNode(arrowSeconds, new Vector3Df(0, 70, 0), new Colorf(arrowSeconds.GetMaterial(0).EmissiveColor), 80);
			SceneManager.AddLightSceneNode(arrowMinutes, new Vector3Df(0, 60, 0), new Colorf(arrowMinutes.GetMaterial(0).EmissiveColor), 60);
			SceneManager.AddLightSceneNode(arrowHours, new Vector3Df(0, 40, 0), new Colorf(arrowHours.GetMaterial(0).EmissiveColor), 40);
		}