static void Main(string[] args) { var mediaPath = Path.GetFullPath("../../../../../js/r68/examples/"); var texturesPath = Path.Combine(mediaPath, "textures"); var renderer = new Renderer(); var scene = new Scene() { //Fog = new FogExp2(Color.Blue, 0.24f) }; var camera = new OrthographicCamera(renderer, -1000, 1000) { Position = new Vector3(0, 0, 2) }; //// create a point light scene.Add(new DirectionalLight(Color.White) { Target = Vector3.UnitX }); var geometry = new BoxGeometry(20, 20, 20); for (var i = 0; i < 2000; i++) { var o = new Mesh(geometry, new MeshLambertMaterial(renderer) { Diffuse = Color.Random() }); o.Position = new Vector3(Mathf.RandomF(-400, 400), Mathf.RandomF(-400, 400), Mathf.RandomF(-400, 400)); o.Rotation = new Euler(Mathf.Tau * Mathf.RandomF(), Mathf.Tau * Mathf.RandomF(), Mathf.Tau * Mathf.RandomF()); o.Scale = new Vector3(Mathf.RandomF(0.5f, 1.5f), Mathf.RandomF(0.5f, 1.5f), Mathf.RandomF(0.5f, 1.5f)); scene.Add(o); } var raycaster = new Raycaster(); Object3D INTERSECTED = null; Color previousColor = Color.White; var radius = 100; var previousTime = 0f; var stopwatch = Stopwatch.StartNew(); while (!renderer.Done) { var now = (float)stopwatch.Elapsed.TotalSeconds; var deltaTime = now - previousTime; previousTime = now; var offset = now / 4; var sin = Mathf.Sin(offset) * radius; var cos = Mathf.Cos(offset) * radius; camera.Position = new Vector3(sin, sin, cos); camera.LookAt(Vector3.Zero); #region FindIntersections var vector = Projector.UnprojectVector(new Vector3(renderer.MousePositionNormalized,-1),camera.projectionMatrix, camera.matrixWorld); var direction = new Vector3(0, 0, -1); direction.TransformDirection(camera.matrixWorld); raycaster.Set(vector, direction); var intersects = raycaster.IntersectObjects(scene.Children); if (intersects != null && intersects.Count > 0) { var first = intersects[0]; if (INTERSECTED != first.Object) { if (INTERSECTED != null) { var basic = INTERSECTED.Material as MeshLambertMaterial; basic.Emissive = previousColor; } var firstMat = first.Object.Material as MeshLambertMaterial; INTERSECTED = first.Object; previousColor = firstMat.Emissive; firstMat.Emissive = Color.Red; } } else { if (INTERSECTED != null) { (INTERSECTED.Material as MeshLambertMaterial).Emissive = previousColor; } INTERSECTED = null; } #endregion renderer.RenderFrame(scene, camera); } }
public static Object3D Parse(Renderer renderer, string path, Action<string> mtllibCallback = null) { ObjMtlLoader.renderer = renderer; var text = File.ReadAllText(path); var vector = new Func<string, string, string, Vector3>((x, y, z) => { var vx = Convert.ToSingle(x); var vy = Convert.ToSingle(y); var vz = Convert.ToSingle(z); return new Vector3(vx, vy, vz); }); var uv = new Func<string, string, Vector2>((u, v) => { var vu = Convert.ToSingle(u); var vv = Convert.ToSingle(v); return new Vector2(vu, vv); }); var parseVertexIndex = new Func<string, int>((indexString) => { var index = Convert.ToInt32(indexString); return index >= 0 ? index - 1 : index + vertexIndicies.Count; }); var parseNormalIndex = new Func<string, int>((indexString) => { var index = Convert.ToInt32(indexString); return index >= 0 ? index - 1 : index + normals.Count; }); var parseUVIndex = new Func<string, int>((indexString) => { var index = Convert.ToInt32(indexString); return index >= 0 ? index - 1 : index + uvs2.Count; }); var add_face = new Action<string, string, string, List<string>>((a, b, c, normals_inds) => { if (normals_inds == null) { geometry.faces.Add(new Face3( vertexIndicies[parseVertexIndex(a)] - 1, vertexIndicies[parseVertexIndex(b)] - 1, vertexIndicies[parseVertexIndex(c)] - 1 )); } else { geometry.faces.Add(new Face3( vertexIndicies[parseVertexIndex(a)] - 1, vertexIndicies[parseVertexIndex(b)] - 1, vertexIndicies[parseVertexIndex(c)] - 1, normals[parseNormalIndex(normals_inds[0])], normals[parseNormalIndex(normals_inds[1])], normals[parseNormalIndex(normals_inds[2])])); } }); var add_uvs = new Action<string, string, string>((a, b, c) => { geometry.faceVertexUvs[0].Add(new UVFaceSet(uvs2[parseUVIndex(a)], uvs2[parseUVIndex(b)], uvs2[parseUVIndex(c)])); }); var handle_face_line = new Action<List<string>, List<string>, List<string>>((faces, uvs, normals_inds) => { if (faces.Count == 3) { add_face(faces[0], faces[1], faces[2], normals_inds); if (uvs != null && uvs.Count > 0) { add_uvs(uvs[0], uvs[1], uvs[2]); } } else { if (normals_inds != null && normals_inds.Count > 0) { add_face(faces[0], faces[1], faces[3], new List<string>() { normals_inds[0], normals_inds[1], normals_inds[3] }); add_face(faces[1], faces[2], faces[3], new List<string>() { normals_inds[1], normals_inds[2], normals_inds[3] }); } else { add_face(faces[0], faces[1], faces[3], null); add_face(faces[1], faces[2], faces[3], null); } if (uvs != null && uvs.Count > 0) { add_uvs(uvs[0], uvs[1], uvs[3]); add_uvs(uvs[1], uvs[2], uvs[3]); } } }); var o = new Object3D(); var lines = text.Split('\n'); // create mesh if no objects in text if (lines.Where(l => l.StartsWith("o")).Count() == 0) { geometry = new Geometry(); material = new MeshBasicMaterial(renderer); mesh = new Mesh(geometry, material); o.Add(mesh); } vertexIndicies = new List<int>(); normals = new List<Vector3>(); uvs2 = new List<Vector2>(); // fixes //text = text.Replace("\r\n",string.Empty); // handles line continuations \ foreach (var l in lines) { if (l.Length == 0 || l[0] == '#') continue; var line = l.Trim(); var result = line.Split(' ','/'); if (vertex_pattern.IsMatch(line)) { // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"] geometry.vertices.Add( vector( result[1], result[2], result[3] ) ); vertexIndicies.Add(geometry.vertices.Count); } else if (normal_pattern.IsMatch(line)) { // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"] normals.Add(vector(result[1], result[2], result[3])); } else if (uv_pattern.IsMatch(line)) { // ["vt 0.1 0.2", "0.1", "0.2"] uvs2.Add( uv( result[1], result[2] ) ); } else if (face_pattern1.IsMatch(line)) { // ["f 1 2 3", "1", "2", "3", undefined]WDEAADEAWAAAADD if (result.Length == 4) { handle_face_line(new List<string>() { result[1], result[2], result[3] }, null, null); } else { handle_face_line(new List<string>() { result[1], result[2], result[3], result[4] }, null, null); } } else if (face_pattern2.IsMatch(line)) { // ["f 1/1 2/2 3/3", " 1/1", "1", "1", " 2/2", "2", "2", " 3/3", "3", "3", undefined, undefined, undefined] if (result.Length == 7) { handle_face_line( new List<string>() { result[1], result[3], result[5] }, //faces new List<string>() { result[2], result[4], result[6] }, //uv null ); } else { handle_face_line( new List<string>() { result[1], result[3], result[5], result[7] }, //faces new List<string>() { result[2], result[4], result[6], result[8] }, //uv null ); } } else if (face_pattern3.IsMatch(line)) { if (result.Length == 10) { handle_face_line( new List<string>() { result[1], result[4], result[7], }, //faces new List<string>() { result[2], result[5], result[8], }, //uv new List<string>() { result[3], result[6], result[9], } //normal ); } else { // ["f 1/1/1 2/2/2 3/3/3", " 1/1/1", "1", "1", "1", " 2/2/2", "2", "2", "2", " 3/3/3", "3", "3", "3", undefined, undefined, undefined, undefined] handle_face_line( new List<string>() { result[1], result[4], result[7], result[10] }, //faces new List<string>() { result[2], result[5], result[8], result[11] }, //uv new List<string>() { result[3], result[6], result[9], result[12] } //normal ); } } else if (face_pattern4.IsMatch(line)) { if (result.Length == 10) { // ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined] handle_face_line( new List<string>() { result[1], result[4], result[7] }, //faces null, //uv new List<string>() { result[3], result[6], result[9] } //normal ); } else { // ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined] handle_face_line( new List<string>() { result[1], result[4], result[7], result[10] }, //faces null, //uv new List<string>() { result[3], result[6], result[9], result[12] } //normal ); } } else if (objectTest.IsMatch(line)) { geometry = new Geometry(); material = new MeshBasicMaterial(renderer); mesh = new Mesh(geometry, material); mesh.Name = line.Substring(2).Trim(); o.Add(mesh); } else if (groupTest.IsMatch(line)) { // group } else if (useMTLTest.IsMatch(line)) { // material material = materials[result[1].Trim()]; mesh.Material = material; } else if (mtlTest.IsMatch(line)) { // mtl file var objPath = Path.GetDirectoryName(path); var fullPath = Path.Combine(objPath, result[1].Trim()); ParseMaterials(fullPath); } else if (smoothShadingTest.IsMatch(line)) { // smooth shading } else { throw new NotSupportedException(line); } } var children = o.Children; foreach (var c in o.Children) { var geometry = c.geometry; geometry.ComputeNormals(); geometry.ComputeBoundingSphere(); } return o; }
private static Mesh CreateCube(Renderer renderer, Scene scene, string texturesPath, MeshBasicMaterial material) { var cube = new Mesh(new SphereGeometry(1, 50, 50), material); return cube; }
private static void Init() { camera = new PerspectiveCamera(renderer, 30, 1, 10000 ) { Position = new Vector3(0,0,100) }; cameraRTT = new OrthographicCamera(renderer, -10000, 10000 ) { Position= new Vector3(0,0,100) }; scene = new Scene(); sceneRTT = new Scene(); sceneScreen = new Scene(); var light = new DirectionalLight( Color.White ) { Position = Vector3.UnitZ.Normalized() }; sceneRTT.Add( light ); light = new DirectionalLight(new Color(0xffaaaa)) { Position = Vector3.UnitNegativeZ.Normalized(), Intensity = 1.5f }; sceneRTT.Add( light ); rtTexture = new RenderTarget(renderer.Width, renderer.Height) { MinFilter = TextureMinFilter.Linear, MagFilter = TextureMagFilter.Nearest, Format = Three.Net.Renderers.PixelFormat.RGB }; var vertexShaderSource = @" varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }"; var fragment_shader_screenSource = @" varying vec2 vUv; uniform sampler2D tDiffuse; void main() { gl_FragColor = texture2D( tDiffuse, vUv ); }"; var fragment_shader_pass_1Source = @" varying vec2 vUv; uniform float time; void main() { float r = vUv.x; if( vUv.y < 0.5 ) r = 0.0; float g = vUv.y; if( vUv.x < 0.5 ) g = 0.0; gl_FragColor = vec4( r, g, time, 1.0 ); }"; material = new CustomShaderMaterial(renderer,vertexShaderSource,fragment_shader_pass_1Source, m => { }); var materialScreen = new CustomShaderMaterial(renderer, vertexShaderSource, fragment_shader_screenSource, m => {}) { ShouldDepthWrite = false }; var plane = new PlaneGeometry( renderer.Width, renderer.Height); var quad = new Mesh( plane, material ) { Position = new Vector3(0,0,-100) }; sceneRTT.Add( quad ); var geometry = new TorusGeometry( 100, 25, 15, 30 ); var mat1 = new MeshPhongMaterial(renderer) { Diffuse = new Color(0x555555), Specular = new Color(0xffaa00), Shininess = 5 }; var mat2 = new MeshPhongMaterial(renderer) { Diffuse = new Color(0x550000), Specular = new Color(0xff2200), Shininess = 5 }; zmesh1 = new Mesh( geometry, mat1 ) { Position = new Vector3( 0, 0, 100 ), Scale = new Vector3( 1.5f, 1.5f, 1.5f ) }; sceneRTT.Add( zmesh1 ); zmesh2 = new Mesh( geometry, mat2 ) { Position = new Vector3( 0, 150, 100 ), Scale = new Vector3( 0.75f, 0.75f, 0.75f) }; sceneRTT.Add( zmesh2 ); quad = new Mesh( plane, materialScreen ){ Position = new Vector3(0,0,-100) }; sceneScreen.Add( quad ); var n = 5; var sphereGeometry = new SphereGeometry( 10, 64, 32 ); var material2 = new MeshBasicMaterial(renderer) { Diffuse = Color.White, DiffuseMap = rtTexture }; for( var j = 0; j < n; j ++ ) { for( var i = 0; i < n; i ++ ) { var mesh = new Mesh(sphereGeometry, material2) { Position = new Vector3( ( i - ( n - 1 ) / 2 ) * 20, ( j - ( n - 1 ) / 2 ) * 20, 0), Rotation = new Euler(0,-Mathf.Pi / 2, 0) }; scene.Add( mesh ); } } renderer.ShouldAutoClear = false; }