Example #1
1
        private void SaveX(TVMesh tvm, string fileName)
        {
            ExtendedMaterial[] exMaterials = new ExtendedMaterial[tvm.GetGroupCount()];
            Material dxMaterial;
            int idx = 0;

            for (int group = 0; group < tvm.GetGroupCount(); group++)
            {
                idx = tvm.GetMaterial(group);
                dxMaterial = new Material();
                dxMaterial.AmbientColor = ToDx(core.MaterialFactory.GetAmbient(idx));
                dxMaterial.DiffuseColor = ToDx(core.MaterialFactory.GetDiffuse(idx));
                dxMaterial.EmissiveColor = ToDx(core.MaterialFactory.GetEmissive(idx));
                dxMaterial.SpecularColor = ToDx(core.MaterialFactory.GetSpecular(idx));
                dxMaterial.SpecularSharpness = core.MaterialFactory.GetPower(idx);
                exMaterials[group].Material3D = dxMaterial;
                // Get the Texture Filename.
                idx = tvm.GetTexture(group);
                // Add em to the array.
                exMaterials[group].TextureFilename = core.TextureFactory.GetTextureInfo(idx).Name;
            }

            // Save the Mesh.
            Microsoft.DirectX.Direct3D.Mesh dxMesh = new Microsoft.DirectX.Direct3D.Mesh(core.InternalObjects.GetD3DMesh(tvm.GetIndex()));
            int[] adjacency = new int[dxMesh.NumberFaces * 3];
            dxMesh.GenerateAdjacency(0f, adjacency);
            dxMesh.Save(fileName, adjacency, exMaterials, XFileFormat.Text);
        }
Example #2
0
        public void RotateZAroundPoint(TV_3DVECTOR point, float angle)
        {
            TVMesh node = Scene.CreateMeshBuilder();

            node.SetPosition(point.x, point.y, point.z);
            mesh.AttachTo(CONST_TV_NODETYPE.TV_NODETYPE_MESH, node.GetIndex(), -1);
            TV_3DVECTOR nodePos = node.GetPosition();
            TV_3DMATRIX mat     = new TV_3DMATRIX();
            TV_3DMATRIX modyMat = node.GetMatrix();

            MathLibrary.TVMatrixRotationZ(ref mat, angle);
            node.SetRotationMatrix(mat);
            mesh.AttachTo(CONST_TV_NODETYPE.TV_NODETYPE_NONE, -1, -1);
            node.Destroy();
            mat = mesh.GetMatrix();
            Physics.SetBodyMatrix(PhysicsId, mat);
        }
        //*** Render Method
        private void SetupScene(IntPtr hWnd)
        {
            TV_3DVECTOR Min = new TV_3DVECTOR();
            TV_3DVECTOR Max = new TV_3DVECTOR();
            TV_3DVECTOR Offset = new TV_3DVECTOR();
            TV_3DVECTOR SphereCenter = new TV_3DVECTOR();
            TV_3DVECTOR posVector = new TV_3DVECTOR();

            TV = new TVEngine();
            Scene = new TVScene();
            Cam = new TVCamera();
            TF = new TVTextureFactory();
            Mats = new TVMaterialFactory();
            Lights = new TVLightEngine();
            Maths = new TVMathLibrary();

            //Initialize the TV engine
            TV.SetDebugFile(Application.StartupPath + "\\debug.txt");
            TV.Init3DWindowed(hWnd, true);
            TV.SetSearchDirectory(Application.StartupPath);
            TV.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE);  // use degree system

            Scene.SetBackgroundColor(0.6f, 0.6f, 0.6f);

            //Load the texture into the integer ID holder
            FloorTex = TF.LoadTexture("smallGrid.bmp", "Grid", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            WallTex = TF.LoadTexture("smallGridWall.bmp", "Wall", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);

            Room = Scene.CreateMeshBuilder("Room");
            Room.AddFloor(FloorTex, -300.0f, -300.0f, 300.0f, 300.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, -300.0f, 300.0f, 300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, 300.0f, -300.0f, -300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, 300.0f, 300.0f, 300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, -300.0f, -300.0f, -300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            //ShowVector("RoomLocal", Room.GetPosition());
            //ShowVector("RoomWorld", Room.GetWorldPosition(Room.GetPosition()));

            SensorNode = Scene.CreateMeshBuilder("SensorNode");
            SensorNode.LoadXFile("N70.X", true, true);
            SensorNode.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 1);
            SensorNode.SetPosition(0.0f, 150.0f, 0.0f);
            TV_3DVECTOR oriScale = SensorNode.GetScale();
            SensorNode.SetScale(oriScale.x, oriScale.y, oriScale.z * 1.5f);
            SensorNode.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1);
            SensorNode.SetRotation(90.0f, 0.0f, 0.0f);
            //SensorNode.GetBoundingBox(ref Min, ref Max, true);
            //SensorNode.ShowBoundingBox(true);
            //ShowVector("MoteLocal", SensorNode.GetPosition());
            //ShowVector("MoteWorld", Room.GetWorldPosition(SensorNode.GetPosition()));

            //WiimoteMesh = Scene.CreateMeshBuilder("Wiimote");
            //WiimoteMesh.LoadXFile("Wiimote.X", true, true);
            //TV_3DVECTOR oriScale = WiimoteMesh.GetScale();
            //WiimoteMesh.SetScale(oriScale.x * 0.15f, oriScale.y * 0.15f, oriScale.z * 0.15f);
            //WiimoteMesh.SetPosition(0.0f, 70.0f, 0.0f);
            //WiimoteMesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1);//Tell TV we want normal, per-vertex, lighting with 1 point light.

            Cam.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 0);
            Cam.SetPosition(0.0f, 250.0f, 200.0f);
            Cam.LookAtMesh(SensorNode);
            //ShowVector("CamLocal", Cam.GetPosition());
            //ShowVector("CamWorld", Room.GetWorldPosition(Cam.GetPosition()));

            //Create a point light. Again, these can be more complex.
            IDLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, 200.0f), 0.9f, 0.9f, 0.9f, 250.0f);
            IDBackLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, -200.0f), 0.1f, 0.1f, 0.1f, 250.0f);
            Lights.SetSpecularLighting(false);
        }