/// <summary>
        /// draws the registered sprite objects by using the sprite batch.
        /// </summary>
        /// <param name="renderTracer"></param>
        protected override void OnDraw(RenderTracer renderTracer)
        {
            if (TextureResource == null)
            {
                throw new InvalidOperationException("The texture is empty");
            }
            else if (TextureResource.IsDisposed)
            {
                throw new ObjectDisposedException("TextureResource");
            }

            for (int i = 0; i < spriteList.Count; i++)
            {
                Sprite2DObject sprite = spriteList[i];

                if (sprite != null)
                {
                    //  If active visible
                    if (sprite.Visible)
                    {
                        renderTracer.SpriteBatch.Draw(TextureResource,
                                                      sprite.ScreenRectangle, sprite.SourceRectangle,
                                                      sprite.Color);
                    }
                }
            }
        }
        /// <summary>
        /// draw up in order every scene node when before drawing and draw scene.
        /// </summary>
        protected void DrawSort(RenderTracer renderTracer, bool ascending)
        {
            int nodeCount = 0;

            //  fill in sort array.
            for (int i = 0; i < ChildCount; i++)
            {
                GameSceneNode child = GetChild(i) as GameSceneNode;

                if (child.Visible)
                {
                    Matrix modelView = child.TransformedMatrix * renderTracer.View;

                    sortArray[nodeCount].node  = child;
                    sortArray[nodeCount].depth = modelView.Translation.Length();

                    nodeCount++;
                }
            }

            //  draw every scene node using quick sort algorithm.
            QuickSort(ref sortArray, 0, nodeCount - 1, ascending);

            //  draw every sorted node in array.
            for (int i = 0; i < nodeCount; i++)
            {
                sortArray[i].node.Draw(renderTracer);
                sortArray[i].Clear();
            }
        }
Exemple #3
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 public RenderingCustomEffectEventArgs(RenderTracer renderTracer,
                                       ModelMesh mesh, Effect effect, Matrix world)
     : base()
 {
     this.renderTracer = renderTracer;
     this.mesh         = mesh;
     this.effect       = effect;
     this.world        = world;
 }
Exemple #4
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 /// <summary>
 /// draws string on screens by using the information stored in TextItem.
 /// Internally, the sprite batch’s Begin() function and the End() function
 /// are not called.
 /// </summary>
 /// <param name="renderTracer"></param>
 protected override void OnDraw(RenderTracer renderTracer)
 {
     renderTracer.SpriteBatch.DrawString(this.textItem.Font,
                                         this.textItem.Text,
                                         new Vector2(this.textItem.PosX,
                                                     this.textItem.PosY),
                                         this.textItem.Color,
                                         this.textItem.Rotation,
                                         Vector2.Zero,
                                         this.textItem.Scale,
                                         SpriteEffects.None,
                                         1.0f);
 }
        /// <summary>
        /// It draws itself and child nodes.
        /// When "Visible" is set to false, it will not get executed.
        /// </summary>
        public virtual void Draw(RenderTracer renderTracer)
        {
            //  If not set to visible, it will not draw.
            if (Visible)
            {
                switch (orderWhenDraw)
                {
                case DrawOrderType.None:
                {
                    //  Draw itself
                    OnDraw(renderTracer);

                    //  Draw each child node
                    if (childList != null)
                    {
                        for (int i = 0; i < childList.Count; i++)
                        {
                            GameSceneNode gameSceneNode =
                                childList[i] as GameSceneNode;

                            if ((gameSceneNode != null) &&
                                gameSceneNode.Visible)
                            {
                                gameSceneNode.Draw(renderTracer);
                            }
                        }
                    }
                }
                break;

                case DrawOrderType.Ascending:
                {
                    //  draw up in order
                    DrawSort(renderTracer, true);
                }
                break;

                case DrawOrderType.Descending:
                {
                    //  draw up in order
                    DrawSort(renderTracer, false);
                }
                break;
                }
            }
        }
Exemple #6
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        /// <summary>
        /// draws a 3D quad.
        /// </summary>
        /// <param name="renderTracer"></param>
        protected override void OnDraw(RenderTracer renderTracer)
        {
            World      = this.TransformedMatrix;
            View       = renderTracer.View;
            Projection = renderTracer.Projection;

            renderTracer.Device.VertexDeclaration = vertexDecl;

            renderTracer.Device.RenderState.AlphaTestEnable  = alphaTestEnable;
            renderTracer.Device.RenderState.AlphaBlendEnable = alphaBlendEnable;
            renderTracer.Device.RenderState.AlphaFunction    = alphaFunction;

            renderTracer.Device.RenderState.SourceBlend      = sourceBlend;
            renderTracer.Device.RenderState.DestinationBlend = destinationBlend;
            renderTracer.Device.RenderState.BlendFunction    = blendFunction;

            renderTracer.Device.RenderState.ReferenceAlpha         = referenceAlpha;
            renderTracer.Device.RenderState.DepthBufferEnable      = depthBufferEnable;
            renderTracer.Device.RenderState.DepthBufferWriteEnable =
                depthBufferWriteEnable;
            renderTracer.Device.RenderState.DepthBufferFunction = depthBufferFunction;
            renderTracer.Device.RenderState.CullMode            = cullMode;

            GraphicsDevice device = renderTracer.Device;

            effect.Begin();
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Begin();

                device.DrawUserIndexedPrimitives <VertexPositionNormalTexture>(
                    PrimitiveType.TriangleList, this.vertices, 0, 4, this.indices, 0, 2);

                pass.End();
            }
            effect.End();
        }
Exemple #7
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        /// <summary>
        /// draws the registered sprite objects by using the sprite batch.
        /// </summary>
        /// <param name="renderTracer"></param>
        protected override void OnDraw(RenderTracer renderTracer)
        {
            if (TextureResource == null)
                throw new InvalidOperationException("The texture is empty");
            else if (TextureResource.IsDisposed )
                throw new ObjectDisposedException("TextureResource");

            for (int i = 0; i < spriteList.Count; i++)
            {
                Sprite2DObject sprite = spriteList[i];

                if (sprite != null)
                {
                    //  If active visible
                    if (sprite.Visible )
                    {
                        renderTracer.SpriteBatch.Draw(TextureResource,
                                      sprite.ScreenRectangle, sprite.SourceRectangle,
                                      sprite.Color);
                    }
                }
            }
        }
Exemple #8
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        /// <summary>
        /// updates the vertex data and draws
        /// It always looks at the view matrix at the center between 
        /// the begin point and the end point of the billboard.
        /// </summary>
        /// <param name="renderTracer">render information</param>
        protected override void OnDraw(RenderTracer renderTracer)
        {
            int count = 0;

            for (int i = 0; i < objectCount; i++)
            {
                if (billboardList[i].Enable == false) continue;
                count++;
            }

            if (count == 0) return;

            PrimitiveCount = count * 2;
            UpdateVertexCount = objectCount * vertexStride;

            //  needs to update?
            if (renderTracer.View != lastViewMatrix)
            {
                needToUpdate = true;
                this.lastViewMatrix = renderTracer.View;
            }

            if (alwaysUpdate || needToUpdate)
            {
                int vertexOffset = 0;
                int indexOffset = 0;

                // calculates inverse view matrix.
                Matrix billboardMatrix = this.TransformedMatrix * renderTracer.View;
                billboardMatrix = Helper3D.Transpose(billboardMatrix);

                // gets inverse view direction.
                Vector3 invertViewAt = billboardMatrix.Forward;
                invertViewAt.Normalize();

                for (int i = 0; i < objectCount; i++)
                {
                    BillboardObject obj = billboardList[i];

                    if (obj.Enable == false) continue;

                    Vector3 vec = Vector3.Zero;
                    Vector3 dir = Vector3.Zero;

                    dir = obj.End - obj.Start;
                    dir.Normalize();
                    Vector3.Cross(ref dir, ref invertViewAt, out vec);
                    vec.Normalize();

                    //  updates vertex positions.
                    SetBufferPosition(ref vertexData, obj, vertexOffset, vec);

                    //  updates texture coordinates.
                    SetBufferTextureCoord(ref vertexData, obj, vertexOffset, 
                                          renderingSpace);

                    //  updates vertex colors.
                    SetBufferColor(ref vertexData, obj, vertexOffset);

                    indexData[indexOffset + 0] = (short)(vertexOffset + 0);
                    indexData[indexOffset + 1] = (short)(vertexOffset + 2);
                    indexData[indexOffset + 2] = (short)(vertexOffset + 1);
                    indexData[indexOffset + 3] = (short)(vertexOffset + 1);
                    indexData[indexOffset + 4] = (short)(vertexOffset + 2);
                    indexData[indexOffset + 5] = (short)(vertexOffset + 3);

                    vertexOffset += vertexStride;
                    indexOffset += indexStride;                    
                }

                if (userPrimitive == false)
                {
                    //  binds the vertex buffer.
                    BindVertexBuffer();

                    //  binds the index buffer.
                    BindIndexBuffer();
                }

                if (needToUpdate)
                    needToUpdate = false;
            }

            // draws mesh
            base.OnDraw(renderTracer);   
        }
Exemple #9
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        protected override void OnDraw(RenderTracer renderTracer)
        {
            RenderState renderState = renderTracer.Device.RenderState;

            //  Transform culling sphere
            if (enableCulling)
            {
                cullingSphere.Center = Vector3.Transform(cullingSphereLocalCenter,
                                                         RootAxis * Collide.TransformMatrix);

                //  Check if the the model is contained inside or intersecting
                //  with the frustum.
                ContainmentType cullingResult =
                    renderTracer.Frustum.Contains(cullingSphere);

                //  Draw a the model If inside in the frustum
                if (cullingResult == ContainmentType.Disjoint)
                {
                    return;
                }
            }

            renderState.AlphaTestEnable  = alphaTestEnable;
            renderState.AlphaBlendEnable = alphaBlendEnable;
            renderState.AlphaFunction    = alphaFunction;
            renderState.SourceBlend      = sourceBlend;
            renderState.DestinationBlend = destinationBlend;
            renderState.BlendFunction    = blendFunction;

            renderState.ReferenceAlpha         = referenceAlpha;
            renderState.DepthBufferEnable      = depthBufferEnable;
            renderState.DepthBufferWriteEnable = depthBufferWriteEnable;
            renderState.DepthBufferFunction    = depthBufferFunction;
            renderState.CullMode = cullMode;

            // Draw the model.
            for (int i = 0; i < ModelData.model.Meshes.Count; i++)
            {
                ModelMesh mesh = ModelData.model.Meshes[i];

                for (int j = 0; j < mesh.Effects.Count; j++)
                {
                    //  call a entried custom effect processing
                    if (RenderingCustomEffect != null)
                    {
                        //  Shader custom processing
                        RenderingCustomEffect(this,
                                              new RenderingCustomEffectEventArgs(renderTracer, mesh,
                                                                                 mesh.Effects[j], BoneTransforms[mesh.ParentBone.Index]));
                    }
                    else if (mesh.Effects[j] is BasicEffect)
                    {
                        BasicEffect effect = (BasicEffect)mesh.Effects[j];

                        //  Apply fog
                        if (renderTracer.Fog != null && ActiveFog)
                        {
                            RenderFog fog = renderTracer.Fog;

                            effect.FogEnabled = fog.enabled;

                            if (effect.FogEnabled)
                            {
                                effect.FogStart = fog.start;
                                effect.FogEnd   = fog.end;
                                effect.FogColor = fog.color.ToVector3();
                            }
                        }
                        else
                        {
                            effect.FogEnabled = false;
                        }

                        if (ActiveLighting)
                        {
                            //  Apply lighting
                            if (renderTracer.Lighting != null)
                            {
                                RenderLighting lighting = renderTracer.Lighting;

                                effect.LightingEnabled = lighting.enabled;

                                if (effect.LightingEnabled)
                                {
                                    effect.AmbientLightColor =
                                        lighting.ambientColor.ToVector3();

                                    effect.DirectionalLight0.Enabled = true;

                                    effect.DirectionalLight0.Direction =
                                        lighting.direction;

                                    effect.DirectionalLight0.DiffuseColor =
                                        lighting.diffuseColor.ToVector3();

                                    effect.DirectionalLight0.SpecularColor =
                                        lighting.specularColor.ToVector3();
                                }
                            }

                            if (Lighting != null)
                            {
                                effect.LightingEnabled = true;

                                for (int cnt = 0; cnt < Lighting.Length; cnt++)
                                {
                                    RenderLighting        lighting   = Lighting[cnt];
                                    BasicDirectionalLight basicLight = null;

                                    if (cnt == 0)
                                    {
                                        basicLight = effect.DirectionalLight1;
                                    }
                                    else if (cnt == 1)
                                    {
                                        basicLight = effect.DirectionalLight2;
                                    }
                                    else
                                    {
                                        continue;
                                    }

                                    if (lighting.enabled)
                                    {
                                        basicLight.Enabled = true;

                                        basicLight.Direction =
                                            lighting.direction;

                                        basicLight.DiffuseColor =
                                            lighting.diffuseColor.ToVector3();

                                        basicLight.SpecularColor =
                                            lighting.specularColor.ToVector3();
                                    }
                                    else
                                    {
                                        basicLight.Enabled = false;
                                    }
                                }
                            }

                            if (renderTracer.Lighting == null && Lighting == null)
                            {
                                effect.LightingEnabled = false;
                            }

                            //  Apply material
                            if (Material != null)
                            {
                                effect.Alpha = Material.alpha;

                                effect.DiffuseColor =
                                    Material.diffuseColor.ToVector3();

                                effect.SpecularColor =
                                    Material.specularColor.ToVector3();

                                effect.SpecularPower =
                                    Material.specularPower;

                                effect.EmissiveColor =
                                    Material.emissiveColor.ToVector3();

                                effect.VertexColorEnabled =
                                    Material.vertexColorEnabled;

                                effect.PreferPerPixelLighting =
                                    Material.preferPerPixelLighting;
                            }
                        }
                        else
                        {
                            effect.LightingEnabled = false;
                        }

                        //  Apply transform
                        effect.World      = BoneTransforms[mesh.ParentBone.Index];
                        effect.View       = renderTracer.View;
                        effect.Projection = renderTracer.Projection;
                    }
                }

                mesh.Draw();
            }
        }
Exemple #10
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 public RenderingCustomEffectEventArgs(RenderTracer renderTracer,
     ModelMesh mesh, Effect effect, Matrix world)
     : base()
 {
     this.renderTracer = renderTracer;
     this.mesh = mesh;
     this.effect = effect;
     this.world = world;
 }
Exemple #11
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        /// <summary>
        /// the mesh is drawn by using the vertexData.
        /// When the userPrimitive member is set to true,
        /// it is drawn without using the vertex buffer and the index buffer.
        /// </summary>
        /// <param name="renderTracer"></param>
        protected override void OnDraw(RenderTracer renderTracer)
        {
            GraphicsDevice device      = renderTracer.Device;
            RenderState    renderState = device.RenderState;

            basicEffect.Texture         = this.textureResource;
            basicEffect.World           = this.TransformedMatrix;
            basicEffect.View            = renderTracer.View;
            basicEffect.Projection      = renderTracer.Projection;
            basicEffect.LightingEnabled = false;

            device.VertexDeclaration          = vertexDeclaration;
            device.SamplerStates[0].AddressU  = TextureAddressMode.Wrap;
            device.SamplerStates[0].AddressV  = TextureAddressMode.Wrap;
            device.SamplerStates[0].MinFilter = TextureFilter.Linear;
            device.SamplerStates[0].MagFilter = TextureFilter.Linear;
            device.SamplerStates[0].MipFilter = TextureFilter.Point;

            renderState.AlphaTestEnable  = alphaTestEnable;
            renderState.AlphaBlendEnable = alphaBlendEnable;
            renderState.AlphaFunction    = alphaFunction;

            renderState.SourceBlend      = sourceBlend;
            renderState.DestinationBlend = destinationBlend;
            renderState.BlendFunction    = blendFunction;

            renderState.ReferenceAlpha         = referenceAlpha;
            renderState.DepthBufferEnable      = depthBufferEnable;
            renderState.DepthBufferWriteEnable = depthBufferWriteEnable;
            renderState.DepthBufferFunction    = depthBufferFunction;
            renderState.CullMode = cullMode;

            basicEffect.Begin();

            for (int i = 0; i < basicEffect.CurrentTechnique.Passes.Count; i++)
            {
                EffectPass pass = basicEffect.CurrentTechnique.Passes[i];

                pass.Begin();

                if (userPrimitive)
                {
                    //  Use index?
                    if (indexData != null)
                    {
                        // only use vertex and index data
                        device.DrawUserIndexedPrimitives <VertexPositionColorTexture>(
                            PrimitiveType.TriangleList,
                            vertexData,
                            0,
                            vertexData.Length,
                            indexData,
                            0,
                            this.primitiveCount);
                    }
                    else
                    {
                        device.DrawUserPrimitives <VertexPositionColorTexture>(
                            PrimitiveType.TriangleList,
                            vertexData,
                            0,
                            this.primitiveCount);
                    }
                }
                else
                {
                    //  Use vertex buffer
                    device.Vertices[0].SetSource(vertexBuffer,
                                                 0,
                                                 VertexPositionColorTexture.SizeInBytes);

                    //  Use index?
                    if (indexBuffer != null)
                    {
                        //  Use index buffer
                        device.Indices = indexBuffer;

                        device.DrawIndexedPrimitives(PrimitiveType.TriangleList,
                                                     0,
                                                     0,
                                                     updateVertexCount,
                                                     0,
                                                     this.primitiveCount);
                    }
                    else
                    {
                        device.DrawPrimitives(PrimitiveType.TriangleList,
                                              0,
                                              this.primitiveCount);
                    }
                }

                pass.End();
            }

            basicEffect.End();

            device.RenderState.DepthBufferWriteEnable = true;
        }
Exemple #12
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 /// <summary>
 /// draws string on screens by using the information stored in TextItem.
 /// Internally, the sprite batch’s Begin() function and the End() function 
 /// are not called.
 /// </summary>
 /// <param name="renderTracer"></param>
 protected override void OnDraw(RenderTracer renderTracer)
 {
     renderTracer.SpriteBatch.DrawString(this.textItem.Font, 
                                         this.textItem.Text,
                                         new Vector2(this.textItem.PosX, 
                                             this.textItem.PosY), 
                                         this.textItem.Color,
                                         this.textItem.Rotation,
                                         Vector2.Zero,
                                         this.textItem.Scale,
                                         SpriteEffects.None,
                                         1.0f);
 }
 protected override void OnDraw(RenderTracer renderTracer)
 {
     base.OnDraw(renderTracer);
 }
Exemple #14
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        /// <summary>
        /// draws a 3D quad.
        /// </summary>
        /// <param name="renderTracer"></param>
        protected override void OnDraw(RenderTracer renderTracer)
        {
            World = this.TransformedMatrix;
            View = renderTracer.View;
            Projection = renderTracer.Projection;

            renderTracer.Device.VertexDeclaration = vertexDecl;
          
            renderTracer.Device.RenderState.AlphaTestEnable = alphaTestEnable;
            renderTracer.Device.RenderState.AlphaBlendEnable = alphaBlendEnable;
            renderTracer.Device.RenderState.AlphaFunction = alphaFunction;

            renderTracer.Device.RenderState.SourceBlend = sourceBlend;
            renderTracer.Device.RenderState.DestinationBlend = destinationBlend;
            renderTracer.Device.RenderState.BlendFunction = blendFunction;

            renderTracer.Device.RenderState.ReferenceAlpha = referenceAlpha;
            renderTracer.Device.RenderState.DepthBufferEnable = depthBufferEnable;
            renderTracer.Device.RenderState.DepthBufferWriteEnable = 
                depthBufferWriteEnable;
            renderTracer.Device.RenderState.DepthBufferFunction = depthBufferFunction;
            renderTracer.Device.RenderState.CullMode = cullMode;

            GraphicsDevice device = renderTracer.Device;
            effect.Begin();
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Begin();

                device.DrawUserIndexedPrimitives<VertexPositionNormalTexture>(
                    PrimitiveType.TriangleList, this.vertices, 0, 4, this.indices, 0, 2);

                pass.End();
            }
            effect.End();
        }
 /// <summary>
 /// When Draw() function is executed, it will be called automatically.
 /// It gets overridden and defined externally.
 /// When the parent is called, the child also gets called.
 /// </summary>
 protected virtual void OnDraw(RenderTracer renderTracer)
 {
 }
Exemple #16
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        /// <summary>
        /// updates the vertex data and draws
        /// </summary>
        /// <param name="renderTracer">render information</param>
        protected override void OnDraw(RenderTracer renderTracer)
        {
            int objectCount = 0;

            for (int i = 0; i < this.count; i++)
            {
                if (spriteList[i].Enable == false) continue;
                objectCount++;
            }

            if (objectCount == 0) return;

            PrimitiveCount = objectCount * 2;
            UpdateVertexCount = this.count * vertexStride;

            //  needs to update?
            if (renderTracer.View != lastViewMatrix)
            {
                needToUpdate = true;
                this.lastViewMatrix = renderTracer.View;
            }

            if (alwaysUpdate || needToUpdate)
            {
                int vertexOffset = 0;
                int indexOffset = 0;

                for (int i = 0; i < this.count; i++)
                {
                    Sprite3DObject obj = spriteList[i];

                    if (obj.Enable == false) continue;

                    //  rotates the paticle by z-axis. (Sprite3D can rotate)
                    Matrix transformMatrix = Matrix.CreateRotationZ(obj.Rotation) * 
                                            Helper3D.Transpose(
                                            this.TransformedMatrix * renderTracer.View);

                    //  updates vertex positions.
                    SetBufferPosition(ref vertexData, obj, vertexOffset, 
                                      transformMatrix, this.renderingSpace);

                    //  updates texture coordinates.
                    SetBufferTextureCoord(ref vertexData, obj, vertexOffset, 
                                          this.renderingSpace);

                    //  updates vertex colors.
                    SetBufferColor(ref vertexData, obj, vertexOffset);

                    indexData[indexOffset + 0] = (short)(vertexOffset + 0);
                    indexData[indexOffset + 1] = (short)(vertexOffset + 2);
                    indexData[indexOffset + 2] = (short)(vertexOffset + 1);
                    indexData[indexOffset + 3] = (short)(vertexOffset + 1);
                    indexData[indexOffset + 4] = (short)(vertexOffset + 2);
                    indexData[indexOffset + 5] = (short)(vertexOffset + 3);

                    vertexOffset += vertexStride;
                    indexOffset += indexStride;
                }

                if (userPrimitive == false)
                {
                    //  binds the vertex buffer.
                    BindVertexBuffer();

                    //  binds the index buffer.
                    BindIndexBuffer();
                }

                if (needToUpdate)
                    needToUpdate = false;
            }

            // draws mesh
            base.OnDraw(renderTracer);
        }
Exemple #17
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 protected override void OnDraw(RenderTracer renderTracer)
 {
     base.OnDraw(renderTracer);
 }
        /// <summary>
        /// updates the vertex data and draws
        /// It always looks at the view matrix at the center between
        /// the begin point and the end point of the billboard.
        /// </summary>
        /// <param name="renderTracer">render information</param>
        protected override void OnDraw(RenderTracer renderTracer)
        {
            int count = 0;

            for (int i = 0; i < objectCount; i++)
            {
                if (billboardList[i].Enable == false)
                {
                    continue;
                }
                count++;
            }

            if (count == 0)
            {
                return;
            }

            PrimitiveCount    = count * 2;
            UpdateVertexCount = objectCount * vertexStride;

            //  needs to update?
            if (renderTracer.View != lastViewMatrix)
            {
                needToUpdate        = true;
                this.lastViewMatrix = renderTracer.View;
            }

            if (alwaysUpdate || needToUpdate)
            {
                int vertexOffset = 0;
                int indexOffset  = 0;

                // calculates inverse view matrix.
                Matrix billboardMatrix = this.TransformedMatrix * renderTracer.View;
                billboardMatrix = Helper3D.Transpose(billboardMatrix);

                // gets inverse view direction.
                Vector3 invertViewAt = billboardMatrix.Forward;
                invertViewAt.Normalize();

                for (int i = 0; i < objectCount; i++)
                {
                    BillboardObject obj = billboardList[i];

                    if (obj.Enable == false)
                    {
                        continue;
                    }

                    Vector3 vec = Vector3.Zero;
                    Vector3 dir = Vector3.Zero;

                    dir = obj.End - obj.Start;
                    dir.Normalize();
                    Vector3.Cross(ref dir, ref invertViewAt, out vec);
                    vec.Normalize();

                    //  updates vertex positions.
                    SetBufferPosition(ref vertexData, obj, vertexOffset, vec);

                    //  updates texture coordinates.
                    SetBufferTextureCoord(ref vertexData, obj, vertexOffset,
                                          renderingSpace);

                    //  updates vertex colors.
                    SetBufferColor(ref vertexData, obj, vertexOffset);

                    indexData[indexOffset + 0] = (short)(vertexOffset + 0);
                    indexData[indexOffset + 1] = (short)(vertexOffset + 2);
                    indexData[indexOffset + 2] = (short)(vertexOffset + 1);
                    indexData[indexOffset + 3] = (short)(vertexOffset + 1);
                    indexData[indexOffset + 4] = (short)(vertexOffset + 2);
                    indexData[indexOffset + 5] = (short)(vertexOffset + 3);

                    vertexOffset += vertexStride;
                    indexOffset  += indexStride;
                }

                if (userPrimitive == false)
                {
                    //  binds the vertex buffer.
                    BindVertexBuffer();

                    //  binds the index buffer.
                    BindIndexBuffer();
                }

                if (needToUpdate)
                {
                    needToUpdate = false;
                }
            }

            // draws mesh
            base.OnDraw(renderTracer);
        }
Exemple #19
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        protected override void OnDraw(RenderTracer renderTracer)
        {
            RenderState renderState = renderTracer.Device.RenderState;

            //  Transform culling sphere
            if (enableCulling )
            {
                cullingSphere.Center = Vector3.Transform(cullingSphereLocalCenter,
                                                RootAxis * Collide.TransformMatrix);

                //  Check if the the model is contained inside or intersecting
                //  with the frustum.
                ContainmentType cullingResult = 
                                    renderTracer.Frustum.Contains(cullingSphere);

                //  Draw a the model If inside in the frustum
                if (cullingResult == ContainmentType.Disjoint)
                    return;
            }

            renderState.AlphaTestEnable = alphaTestEnable;
            renderState.AlphaBlendEnable = alphaBlendEnable;
            renderState.AlphaFunction = alphaFunction;
            renderState.SourceBlend = sourceBlend;
            renderState.DestinationBlend = destinationBlend;
            renderState.BlendFunction = blendFunction;

            renderState.ReferenceAlpha = referenceAlpha;
            renderState.DepthBufferEnable = depthBufferEnable;
            renderState.DepthBufferWriteEnable = depthBufferWriteEnable;
            renderState.DepthBufferFunction = depthBufferFunction;
            renderState.CullMode = cullMode;

            // Draw the model.
            for( int i = 0; i < ModelData.model.Meshes.Count; i++)
            {
                ModelMesh mesh = ModelData.model.Meshes[i];

                for (int j = 0; j < mesh.Effects.Count; j++)
                {
                    //  call a entried custom effect processing
                    if (RenderingCustomEffect != null)
                    {
                        //  Shader custom processing
                        RenderingCustomEffect(this, 
                            new RenderingCustomEffectEventArgs(renderTracer, mesh,
                            mesh.Effects[j], BoneTransforms[mesh.ParentBone.Index]));
                    }
                    else if (mesh.Effects[j] is BasicEffect)
                    {
                        BasicEffect effect = (BasicEffect)mesh.Effects[j];

                        //  Apply fog
                        if (renderTracer.Fog != null && ActiveFog )
                        {
                            RenderFog fog = renderTracer.Fog;

                            effect.FogEnabled = fog.enabled;

                            if (effect.FogEnabled )
                            {
                                effect.FogStart = fog.start;
                                effect.FogEnd = fog.end;
                                effect.FogColor = fog.color.ToVector3();
                            }
                        }
                        else
                        {
                            effect.FogEnabled = false;
                        }

                        if (ActiveLighting )
                        {
                            //  Apply lighting
                            if (renderTracer.Lighting != null)
                            {
                                RenderLighting lighting = renderTracer.Lighting;

                                effect.LightingEnabled = lighting.enabled;

                                if (effect.LightingEnabled )
                                {
                                    effect.AmbientLightColor =
                                                lighting.ambientColor.ToVector3();

                                    effect.DirectionalLight0.Enabled = true;

                                    effect.DirectionalLight0.Direction =
                                                lighting.direction;

                                    effect.DirectionalLight0.DiffuseColor =
                                                lighting.diffuseColor.ToVector3();

                                    effect.DirectionalLight0.SpecularColor =
                                                lighting.specularColor.ToVector3();
                                }
                            }

                            if (Lighting != null)
                            {
                                effect.LightingEnabled = true;

                                for (int cnt = 0; cnt < Lighting.Length; cnt++)
                                {
                                    RenderLighting lighting = Lighting[cnt];
                                    BasicDirectionalLight basicLight = null;

                                    if (cnt == 0)
                                        basicLight = effect.DirectionalLight1;
                                    else if (cnt == 1)
                                        basicLight = effect.DirectionalLight2;
                                    else
                                        continue;

                                    if (lighting.enabled )
                                    {
                                        basicLight.Enabled = true;

                                        basicLight.Direction =
                                                        lighting.direction;

                                        basicLight.DiffuseColor =
                                                lighting.diffuseColor.ToVector3();

                                        basicLight.SpecularColor =
                                                lighting.specularColor.ToVector3();
                                    }
                                    else
                                    {
                                        basicLight.Enabled = false;
                                    }
                                }
                            }

                            if (renderTracer.Lighting == null && Lighting == null)
                            {
                                effect.LightingEnabled = false;
                            }

                            //  Apply material
                            if (Material != null)
                            {
                                effect.Alpha = Material.alpha;

                                effect.DiffuseColor =
                                        Material.diffuseColor.ToVector3();

                                effect.SpecularColor =
                                        Material.specularColor.ToVector3();

                                effect.SpecularPower =
                                        Material.specularPower;

                                effect.EmissiveColor =
                                        Material.emissiveColor.ToVector3();

                                effect.VertexColorEnabled =
                                        Material.vertexColorEnabled;

                                effect.PreferPerPixelLighting =
                                        Material.preferPerPixelLighting;
                            }
                        }
                        else
                        {
                            effect.LightingEnabled = false;
                        }

                        //  Apply transform
                        effect.World = BoneTransforms[mesh.ParentBone.Index];
                        effect.View = renderTracer.View;
                        effect.Projection = renderTracer.Projection;
                    }
                }

                mesh.Draw();
            }
        }
Exemple #20
0
 /// <summary>
 /// It calls Drive() function by using the data of the ParticleInfo to update 
 /// the information of each ParticleObject’s position, rotation, and scale.
 /// </summary>
 /// <param name="renderTracer">render information in the RenderContext</param>
 protected override void OnDraw(RenderTracer renderTracer)
 {
     //  Update particle info
     Drive(renderTracer);
 }
        /// <summary>
        /// updates the vertex data and draws
        /// </summary>
        /// <param name="renderTracer">render information</param>
        protected override void OnDraw(RenderTracer renderTracer)
        {
            int objectCount = 0;

            for (int i = 0; i < this.count; i++)
            {
                if (pointSpriteList[i].Enable == false)
                {
                    continue;
                }
                objectCount++;
            }

            if (objectCount == 0)
            {
                return;
            }

            PrimitiveCount    = objectCount * 2;
            UpdateVertexCount = this.count * vertexStride;

            this.alwaysUpdate = true;

            //  needs to update?
            if (renderTracer.View != lastViewMatrix)
            {
                needToUpdate        = true;
                this.lastViewMatrix = renderTracer.View;
            }

            if (this.alwaysUpdate || needToUpdate)
            {
                int vertexOffset = 0;
                int indexOffset  = 0;

                // calculates inverse view matrix.
                Matrix transformMatrix =
                    Helper3D.Transpose(this.TransformedMatrix * renderTracer.View);

                for (int i = 0; i < this.count; i++)
                {
                    PointSpriteObject obj = pointSpriteList[i];

                    if (obj.Enable == false)
                    {
                        continue;
                    }

                    //  updates vertex positions.
                    SetBufferPosition(ref vertexData, obj, vertexOffset,
                                      transformMatrix, this.space);

                    //  updates texture coordinates.
                    SetBufferTextureCoord(ref vertexData, obj,
                                          vertexOffset, this.space);

                    //  updates vertex colors.
                    SetBufferColor(ref vertexData, obj, vertexOffset);

                    indexData[indexOffset + 0] = (short)(vertexOffset + 0);
                    indexData[indexOffset + 1] = (short)(vertexOffset + 1);
                    indexData[indexOffset + 2] = (short)(vertexOffset + 2);
                    indexData[indexOffset + 3] = (short)(vertexOffset + 3);
                    indexData[indexOffset + 4] = (short)(vertexOffset + 0);
                    indexData[indexOffset + 5] = (short)(vertexOffset + 2);

                    vertexOffset += vertexStride;
                    indexOffset  += indexStride;
                }

                if (userPrimitive == false)
                {
                    //  binds the vertex buffer.
                    BindVertexBuffer();

                    //  binds the index buffer.
                    BindIndexBuffer();
                }

                if (needToUpdate)
                {
                    needToUpdate = false;
                }
            }

            // draws mesh
            base.OnDraw(renderTracer);
        }
Exemple #22
0
        /// <summary>        
        /// When the information of each ParticleObject gets updated, 
        /// the vertex values of the GameMesh, GamePointSprite, GameSprite3D, and
        /// GameBillboard classes are updated.
        /// </summary>
        /// <param name="renderTracer">render information in the RenderContext</param>
        protected void Drive(RenderTracer renderTracer)
        {
            int emitCount = 0, aliveCount = 0;
            float time = 0, s = 0.0f;
            float lifeTime = 0.0f;
            Vector3 dir = Vector3.Zero;;
            bool isEnable = false;
            bool isEmit = false;
            bool isInterpolate = false;
            Matrix mtx = Matrix.Identity;
            Vector3 vGravDir = Vector3.Zero;
            bool isUv = false;
            Vector2 uv1 = Vector2.Zero;
            Vector2 uv2 = Vector2.Zero;

            // If the changeTime is false, no update
            if (changeTime == false) return;
            else if (changeTime ) changeTime = false;

            time = (float)renderTracer.GameTime.ElapsedGameTime.TotalSeconds;

            emitInterval -= time;
            if (isStopping == false && emitInterval <= 0.0f)
            {
                //  New particle object emit
                isEmit = true;
                emitInterval = Info.EmitInterval;
            }

            mtx = this.TransformedMatrix * renderTracer.View;
            mtx = Helper3D.Transpose(mtx);

            //  Calculate gravity direction 
            vGravDir = Vector3.TransformNormal(globalGravityDirection, mtx );

            for (int i = 0; i < Info.MaxObjectCount; i++)
            {
                ParticleObject obj = particleObjectList[i];

                isEnable = true;
                isUv = false;
                lifeTime = 0.0f;

                //  If the object state is deactivate
                if (!obj.IsState(ParticleObject.States.Enable))
                {                    
                    if ((isEmit ) && (emitCount < Info.EmitCount))
                    {
                        if (!((Info.Volatile ) && 
                            obj.IsState(ParticleObject.States.Fired)))
                        {
                            emitCount++;

                            //  Emit a new particle object
                            EmitParticle(ref obj);
                        }
                        else
                        {
                            isEnable = false;
                        }
                    }
                    else
                    {
                        isEnable = false;
                    }
                }
                else
                {
                    // If the object state is activate
                    obj.time += time;
                    lifeTime = obj.time * rObjectLifeTime;
                    if (lifeTime >= 1.0f)
                    {
                        //  The object is finished
                        if ((isEmit ) && (Info.Volatile == false))
                        {
                            //  Finished particle object is restarting!
                            emitCount++;

                            //  Emit a new particle object
                            EmitParticle(ref obj);

                            lifeTime = 0.0f;
                        }
                        //  Has to deactivate
                        else
                        {
                            obj.state &= ~((uint)ParticleObject.States.Enable);
                            isEnable = false;
                        }
                    }
                }

                if (isEnable == false)
                {
                    switch (Info.ParticleType)
                    {
                        case ParticleInfo.ParticleObjectType.PointSprite:
                            {
                                scenePointSprite.SetObjectEnable(i, false);
                            }
                            break;
                        case ParticleInfo.ParticleObjectType.Sprite:
                            {
                                sceneSprite3D.SetObjectEnable(i, false);
                            }
                            break;
                        case ParticleInfo.ParticleObjectType.AnchorBillboard:
                        case ParticleInfo.ParticleObjectType.Billboard:
                            {
                                sceneBillboard.SetUpdateType(i, false);
                            }
                            break;
                        case ParticleInfo.ParticleObjectType.Scene:
                            {
                                sceneMesh.Enabled = false;
                                sceneMesh.Visible = false;
                            }
                            break;
                    }
                }
                else
                {
                    float tempInterval = 0.0f;

                    isInterpolate = true;
                    aliveCount++;

                    //////////////////////////////////////////////////////////
                    //  Position
                    obj.posInterval += time;
                    tempInterval = obj.posInterval;

                    if (tempInterval >= Info.PositionUpdateInterval)
                    {
                        int last = posArgCount - 1;

                        if (Info.PositionUpdateInterval < time)
                        {
                            tempInterval = obj.posInterval = time;
                            isInterpolate = false;
                        }

                        switch (Info.PositionFunc[last])
                        {
                            case ParticleInfo.FuncType.Constant:
                                {
                                    obj.posArg[last] = Info.PositionInit[last];
                                }
                                break;
                            case ParticleInfo.FuncType.Sin:
                                {
                                    obj.posArg[last] = 
                                        (float)Math.Sin(MathHelper.PiOver2 * lifeTime) *
                                        Info.PositionFactor[last];
                                }
                                break;
                            case ParticleInfo.FuncType.Cos:
                                {
                                    obj.posArg[last] = 
                                        (float)Math.Cos(MathHelper.PiOver2 * lifeTime) *
                                        Info.PositionFactor[last];
                                }
                                break;
                            case ParticleInfo.FuncType.Rnd:
                                {
                                    obj.posArg[last] = HelperMath.RandomNormal2();
                                }
                                break;
                            case ParticleInfo.FuncType.Table:
                                {
                                    KeyFrameTable table = Info.PositionTable[last];

                                    obj.posArg[last] = table.GetKeyFrame(lifeTime,
                                        positionInterpolate);
                                }
                                break;
                        }

                        obj.posArg[last] *= obj.posRandom;

                        if (last == 1)
                        {
                            //  Accelation...v = v0 + at
                            obj.posArg[0] += obj.posArg[1] * tempInterval;
                        }

                        if (Info.IsPositionStyle(ParticleInfo.ParamStyles.Clamp))
                        {
                            obj.posArg[0] = MathHelper.Clamp(obj.posArg[0], 
                                                            Info.PositionMin, 
                                                            Info.PositionMax);
                        }

                        //  Move distance...s = vt
                        s = obj.posArg[0] * tempInterval;

                        //  Calculate move amount
                        dir = obj.emitDir * s;

                        //  Applies acceleration of gravity 
                        if (Info.IsPositionStyle(ParticleInfo.ParamStyles.Gravity))
                        {
                            float _fact = globalGravityFactor * (obj.mass * 
                                (tempInterval * tempInterval));

                            obj.gravity += vGravDir * _fact;
                            dir += obj.gravity;
                        }

                        obj.targetPos = obj.pos[0] + dir;
                        obj.startPos = obj.pos[0];

                        obj.posInterval -= Info.PositionUpdateInterval;
                    }

                    //  If random type
                    if (Info.IsPositionStyle(ParticleInfo.ParamStyles.Random))
                    {
                        obj.posRandomInterval -= time;

                        if (obj.posRandomInterval <= 0.0f)
                        {
                            Vector3 rndVec = HelperMath.RandomVector2();

                            rndVec *= Info.PositionRandomFactor;
                            obj.targetPos += rndVec;

                            obj.posRandomInterval = Info.PositionRandomInterval;
                        }
                    }

                    //  Trace to position
                    if (Info.ParticleType == ParticleInfo.ParticleObjectType.Billboard)
                    {
                        obj.pos[1] = obj.pos[0];
                    }

                    // Position interpolate
                    if (isInterpolate)
                    {
                        obj.pos[0] = Vector3.Lerp(obj.startPos, obj.targetPos,
                                      (obj.posInterval * posRinterval));
                    }
                    else
                    {
                        obj.pos[0] = obj.targetPos;
                    }

                    //////////////////////////////////////////////////////////
                    // Scale
                    isInterpolate = true;

                    obj.scaleInterval += time;
                    tempInterval = obj.scaleInterval;

                    if (tempInterval >= Info.ScaleUpdateInterval)
                    {
                        int last = scaleArgCount - 1;

                        if (Info.ScaleUpdateInterval < time)
                        {
                            tempInterval = obj.scaleInterval = time;
                            isInterpolate = false;
                        }

                        switch (Info.ScaleFunc[last])
                        {
                            case ParticleInfo.FuncType.Constant:
                                {
                                    obj.scaleArg[last] = Info.ScaleInit[last];
                                }
                                break;
                            case ParticleInfo.FuncType.Sin:
                                {
                                    obj.scaleArg[last] = 
                                        (float)Math.Sin(MathHelper.PiOver2 * lifeTime) *
                                        Info.ScaleFactor[last];
                                }
                                break;
                            case ParticleInfo.FuncType.Cos:
                                {
                                    obj.scaleArg[last] = 
                                        (float)Math.Cos(MathHelper.PiOver2 * lifeTime) *
                                        Info.ScaleFactor[last];
                                }
                                break;
                            case ParticleInfo.FuncType.Rnd:
                                {
                                    obj.scaleArg[last] = HelperMath.RandomNormal2();
                                }
                                break;
                            case ParticleInfo.FuncType.Table:
                                {
                                    KeyFrameTable table = Info.ScaleTable[last];
                                    obj.scaleArg[last] = table.GetKeyFrame(lifeTime, 
                                        scaleInterpolate);
                                }
                                break;
                        }

                        // Applies random value
                        obj.scaleArg[last] *= obj.scaleRandom;

                        if( last == 1)
                            obj.scaleArg[0] += obj.scaleArg[1] * tempInterval;

                        if (Info.IsScaleStyle(ParticleInfo.ParamStyles.Clamp))
                        {
                            obj.scaleArg[0] = MathHelper.Clamp(obj.scaleArg[0],
                                                        Info.ScaleMin, Info.ScaleMax);
                        }

                        obj.targetScale = Info.ScaleMask * obj.scaleArg[0];

                        //  back up the previous scale value
                        obj.startScale = obj.scale;       

                        obj.scaleInterval -= Info.ScaleUpdateInterval;
                    }

                    if (isInterpolate)
                    {
                        obj.scale = Vector3.Lerp(obj.startScale, obj.targetScale,
                                    (obj.scaleInterval * scaleRinterval));
                    }
                    else
                    {
                        obj.scale = obj.targetScale;
                    }

                    //////////////////////////////////////////////////////////
                    // Rotation
                    if( enableRotate)
                    {
                        switch(Info.RotateFunc)
                        {
                            case ParticleInfo.FuncType.None:
                                {
                                    obj.rotateArg = 0.0f;
                                }
                                break;
                            case ParticleInfo.FuncType.Constant:
                                {
                                    obj.rotateArg = Info.RotateInit * time;
                                }
                                break;
                            case ParticleInfo.FuncType.Sin:
                                {
                                    obj.rotateArg = 
                                        (float)Math.Sin(MathHelper.PiOver2 * lifeTime) *
                                        Info.RotateFactor;
                                }
                                break;
                            case ParticleInfo.FuncType.Cos:
                                {
                                    obj.rotateArg = 
                                        (float)Math.Sin(MathHelper.PiOver2 * lifeTime) *
                                        Info.RotateFactor;
                                }
                                break;
                            case ParticleInfo.FuncType.Rnd:
                                {
                                    obj.rotateArg = HelperMath.RandomNormal2();
                                }
                                break;
                            case ParticleInfo.FuncType.Table:
                                {
                                    KeyFrameTable table = Info.RotateTable;

                                    obj.rotateArg = table.GetKeyFrame(lifeTime,       
                                                    KeyFrameTable.Interpolation.Lerp);
                                }
                                break;
                        }

                        obj.rotateAccm += obj.rotateArg * obj.rotateRandom;
                    }

                    //////////////////////////////////////////////////////////
                    // Color
                    {
                        byte r = obj.color.R;
                        byte g = obj.color.G;
                        byte b = obj.color.B;
                        byte a = obj.color.A;

                        if (!Info.IsColorStyle(ParticleInfo.ParamStyles.Random) || 
                            obj.IsState(ParticleObject.States.FirstTime))
                        {                            
                            switch (Info.RgbFunc)
                            {
                                case ParticleInfo.FuncType.Constant:
                                    {
                                        r = Info.RgbInitValue.R;
                                        g = Info.RgbInitValue.G;
                                        b = Info.RgbInitValue.B;
                                    }
                                    break;
                                case ParticleInfo.FuncType.Table:
                                    {
                                        float rt = 0.0f;

                                        if (Info.IsColorStyle(
                                                    ParticleInfo.ParamStyles.Random))
                                        {
                                            rt = HelperMath.RandomNormal();
                                        }
                                        else
                                        {
                                            rt = lifeTime;
                                        }

                                        r = (byte)Info.Rtable.GetKeyFrame(rt, 
                                                                    colorInterpolate);

                                        g = (byte)Info.Gtable.GetKeyFrame(rt, 
                                                                    colorInterpolate);

                                        b = (byte)Info.Btable.GetKeyFrame(rt, 
                                                                    colorInterpolate);
                                    }
                                    break;
                                default:
                                    {
                                        r = 255;
                                        g = 255;
                                        b = 255;
                                    }
                                    break;
                            }
                        }
                        
                        float alpha = 255f;
                        switch (Info.AlphaFunc)
                        {
                            case ParticleInfo.FuncType.Constant:
                                alpha = (float)Info.AlphaInit;
                                break;
                            case ParticleInfo.FuncType.Sin:
                                alpha = 255f * (float)Math.Sin(
                                    MathHelper.PiOver2 * lifeTime);
                                break;
                            case ParticleInfo.FuncType.Cos:
                                alpha = 255f * (float)Math.Cos(
                                    MathHelper.PiOver2 * lifeTime);
                                break;
                            case ParticleInfo.FuncType.Table:
                                alpha = Info.Atable.GetKeyFrame(lifeTime, 
                                    colorInterpolate);
                                break;
                            default:
                                alpha = 255f;
                                break;
                        }
                        a = (byte)alpha;

                        obj.color = new Color(r, g, b, a);
                    }

                    //////////////////////////////////////////////////////////
                    // TextureSequence
                    if (textureSequence != null)
                    {
                        obj.textureSequenceInterval -= time;

                        // Calculate texture sequence
                        if( (obj.textureSequenceInterval <= 0.0f) &&
                            ((textureSequence.IsFixedFrameMode == false) || 
                            (obj.IsState( ParticleObject.States.FirstTime))))
                        {
                            obj.textureSequenceInterval = textureSequence.StaticInterval;

                            textureSequence.GetUV(obj.time, out uv1, out uv2);
                            isUv = true;
                        }
                    }

                    switch (Info.ParticleType)
                    {
                        case ParticleInfo.ParticleObjectType.PointSprite:
                            {
                                scenePointSprite.SetObjectEnable(i, true);
                                scenePointSprite.SetCenter(i, obj.pos[0]);
                                scenePointSprite.SetSize(i, obj.scale.X, obj.scale.Y);
                                scenePointSprite.SetColor(i, obj.color);

                                if (isUv)
                                    scenePointSprite.SetTextureCoord(i, uv1, uv2);
                            }
                            break;
                        case ParticleInfo.ParticleObjectType.Sprite:
                            {
                                sceneSprite3D.SetObjectEnable(i, true);
                                sceneSprite3D.SetCenter(i, obj.pos[0]);
                                sceneSprite3D.SetSize(i, obj.scale.X, obj.scale.Y);
                                sceneSprite3D.SetColor(i, obj.color);
                                sceneSprite3D.SetRotation(i, obj.rotateAccm);

                                if (isUv)
                                    sceneSprite3D.SetTextureCoord(i, uv1, uv2);
                            }
                            break;
                        case ParticleInfo.ParticleObjectType.Billboard:
                            {
                                Vector3 diff = Vector3.Zero;
                                diff = obj.pos[0] - obj.pos[1];
                                diff *= Info.ScaleBillboardFactor;
                                diff += obj.pos[0];

                                sceneBillboard.SetUpdateType(i, true);
                                sceneBillboard.SetStart(i, obj.pos[0]);
                                sceneBillboard.SetEnd(i, diff);
                                sceneBillboard.SetSize(i, obj.scale.Y);
                                sceneBillboard.SetColor(i, obj.color);

                                if(isUv)
                                    sceneBillboard.SetTextureCoord(i, uv1, uv2);
                            }
                            break;
                        case ParticleInfo.ParticleObjectType.AnchorBillboard:
                            {
                                sceneBillboard.SetUpdateType(i, true);
                                sceneBillboard.SetStart(i, obj.pos[1]);
                                sceneBillboard.SetEnd(i, obj.pos[0]);
                                sceneBillboard.SetSize(i, obj.scale.Y);
                                sceneBillboard.SetColor(i, obj.color);

                                if (isUv)
                                    sceneBillboard.SetTextureCoord(i, uv1, uv2);
                            }
                            break;
                        case ParticleInfo.ParticleObjectType.Scene:
                            {
                                sceneMesh.Enabled = true;
                                sceneMesh.Visible = true;

                                //  Rotation
                                Matrix localTransform = Matrix.CreateFromAxisAngle(
                                                        obj.rotateDir, obj.rotateAccm);

                                //  Scale
                                localTransform = Helper3D.PostScale(localTransform,
                                    obj.scale);

                                //  Position
                                localTransform.Translation = obj.pos[0];

                                //  Set transform
                                sceneMesh.WorldTransform = localTransform * 
                                                           sceneMesh.WorldTransform;
                            }
                            break;
                    }
                }

                obj.state &= ~((uint)ParticleObject.States.FirstTime);
            }

            if (isStopping && aliveCount == 0)
            {
                //  Particle disabled
                SetSceneEnable(false);
            }
        }