Example #1
0
        /// <summary>
        /// Load the graphics content.
        /// </summary>
        protected override void LoadContent()
        {
            //Set up the reference grid and sample camera
            grid           = new SampleGrid();
            grid.GridColor = Color.LimeGreen;
            grid.GridScale = 1.0f;
            grid.GridSize  = 32;
            grid.LoadGraphicsContent(graphics.GraphicsDevice);


            camera = new SampleArcBallCamera(
                SampleArcBallCameraMode.RollConstrained);
            camera.Distance = 3;
            //orbit the camera so we're looking down the z=-1 axis
            //the acr-ball camera is traditionally oriented to look
            //at the "front" of an object
            camera.OrbitRight(MathHelper.Pi);
            //orbit up a bit for perspective
            camera.OrbitUp(.2f);

            sampleMeshes = new Model[5];

            //load meshes
            sampleMeshes[0] = Content.Load <Model>("Cube");
            sampleMeshes[1] = Content.Load <Model>("SphereHighPoly");
            sampleMeshes[2] = Content.Load <Model>("SphereLowPoly");
            sampleMeshes[3] = Content.Load <Model>("Cylinder");
            sampleMeshes[4] = Content.Load <Model>("Cone");

            //Example 1.2
            //create the effect objects that correspond to the effect files
            //that have been imported via the Content Pipeline
            noLightingEffect     = Content.Load <Effect>("FlatShaded");
            vertexLightingEffect = Content.Load <Effect>("VertexLighting");

            GetEffectParameters();

            //Calculate the projection properties first on any
            //load callback.  That way if the window gets resized,
            //the perspective matrix is updated accordingly
            float aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width /
                                (float)graphics.GraphicsDevice.Viewport.Height;
            float fov = MathHelper.PiOver4 * aspectRatio * 3 / 4;

            projection = Matrix.CreatePerspectiveFieldOfView(fov,
                                                             aspectRatio, .1f, 1000f);

            //create a default world matrix
            world = Matrix.Identity;


            //grid requires a projection matrix to draw correctly
            grid.ProjectionMatrix = projection;

            //Set the grid to draw on the x/z plane around the origin
            grid.WorldMatrix = Matrix.Identity;
        }
Example #2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            //Set up the reference grid and sample camera
            grid = new SampleGrid { GridColor = Color.LimeGreen, GridScale = 10.0f, GridSize = 100 };
            grid.LoadGraphicsContent(graphics.GraphicsDevice);

            // Create a new SpriteBatch, which can be used to draw textures.
            basicEffect = new BasicEffect(GraphicsDevice);

            metaballs = new Metaball[2];
            metaballs[0] = new Metaball { CenterX = 60, CenterY = 60, CenterZ = 50, Radius = 40 };
            metaballs[1] = new Metaball { CenterX = 130, CenterY = 60, CenterZ = 70, Radius = 40 };
               // metaballs[2] = new Metaball { CenterX = 150, CenterY = 75, CenterZ = 100, Radius = 20 };

            marchingCubeAlgorithm = new MarchingCubeAlgorithm();

            vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionNormalTexture), 3, BufferUsage.WriteOnly);
            //vertexBuffer.SetData<VertexPositionColor>(vertices);

            //grid requires a projection matrix to draw correctly
            grid.ProjectionMatrix = projection;

            //Set the grid to draw on the x/z plane around the origin
            grid.WorldMatrix = Matrix.Identity;

            RasterizerState rasterizerState = new RasterizerState();
            rasterizerState.CullMode = CullMode.None;
            GraphicsDevice.RasterizerState = rasterizerState;

            basicEffect.World = world;
            basicEffect.View = view;
            basicEffect.Projection = projection;
            basicEffect.VertexColorEnabled = false;
            basicEffect.LightingEnabled = true;
            basicEffect.EnableDefaultLighting();
            basicEffect.PreferPerPixelLighting = true;
            basicEffect.AmbientLightColor = new Vector3(0.2f, 0.1f, 0.7f);

            for (int z = 0; z < 50; z++)
            {
                for (int y = 0; y < 50; y++)
                {
                    for (int x = 0; x < 50; x++)
                    {
                        var index = z * 50 * 50 + y * 50 + x;

                        // Grid edge length
                        var g = 5;

                        gridCells[index] = new GridCell();

                        gridCells[index].point[0] = new Vector3(x * g, y * g, z * g);
                        gridCells[index].point[1] = new Vector3(x * g + g, y * g, z * g);
                        gridCells[index].point[2] = new Vector3(x * g + g, y * g, z * g + g);
                        gridCells[index].point[3] = new Vector3(x * g, y * g, z * g + g);
                        gridCells[index].point[4] = new Vector3(x * g, y * g + g, z * g);
                        gridCells[index].point[5] = new Vector3(x * g + g, y * g + g, z * g);
                        gridCells[index].point[6] = new Vector3(x * g + g, y * g + g, z * g + g);
                        gridCells[index].point[7] = new Vector3(x * g, y * g + g, z * g + g);
                    }
                }
            }
        }