public override void Initialize() { _renderComponent = GetComponent <RenderEngineComponent>(); _gridMesh = new LineMeshRender(Game.Content); _gridMesh.CreateGrid(); base.Initialize(); }
public void Render(RenderEngineComponent renderEngine, Matrix parentWorld) { var skeleton = AnimationProvider.Skeleton; if (skeleton != null) { Name = AnimationProvider.Skeleton.SkeletonName; } else { Name = "Skeleton "; } if (IsVisible && skeleton != null /* && _animationProvider.IsActive*/) { _lineRenderer.Clear(); for (int i = 0; i < skeleton.BoneCount; i++) { var parentIndex = skeleton.GetParentBone(i); if (parentIndex == -1) { var boneMatrix2 = skeleton.GetAnimatedWorldTranform(i); _lineRenderer.AddCube(Matrix.CreateScale(SkeletonScale) * Matrix.CreateScale(0.05f) * boneMatrix2 * parentWorld, NodeColour); continue; } float scale = SkeletonScale; Color drawColour = NodeColour; if (SelectedBoneIndex.HasValue && SelectedBoneIndex.Value == i) { drawColour = SelectedNodeColour; scale *= 1.5f; } var boneMatrix = skeleton.GetAnimatedWorldTranform(i); var parentBoneMatrix = skeleton.GetAnimatedWorldTranform(parentIndex); _lineRenderer.AddCube(Matrix.CreateScale(scale) * Matrix.CreateScale(0.05f) * boneMatrix * parentWorld, drawColour); _lineRenderer.AddLine(Vector3.Transform(boneMatrix.Translation, parentWorld), Vector3.Transform(parentBoneMatrix.Translation, parentWorld)); } renderEngine.AddRenderItem(RenderBuckedId.Line, new LineRenderItem() { LineMesh = _lineRenderer, World = Matrix.Identity }); } }
public override void Initialize() { CreateSelectionSate(GeometrySelectionMode.Object); _renderEngine = GetComponent <RenderEngineComponent>(); _lineGeometry = new LineMeshRender(Game.Content); VertexRenderer = new VertexInstanceMesh(GraphicsDevice, Game.Content); _wireframeEffect = new BasicShader(GraphicsDevice); _wireframeEffect.DiffuseColor = Vector3.Zero; _selectedFacesEffect = new BasicShader(GraphicsDevice); _selectedFacesEffect.DiffuseColor = new Vector3(1, 0, 0); _selectedFacesEffect.SpecularColor = new Vector3(1, 0, 0); _selectedFacesEffect.EnableDefaultLighting(); base.Initialize(); }
public override void Initialize() { _renderEngine = GetComponent <RenderEngineComponent>(); base.Initialize(); }