public WorldObject(IXNAGame game, WorldObjectType objectType, SimpleMeshRenderer renderer) { this.game = game; ObjectType = objectType; Renderer = renderer; renderElement = Renderer.AddMesh(ObjectType.Mesh); updateWorldMatrix(); }
public void TestMeshRendererRenderCity() { var c = new OBJToRAMMeshConverter(new RAMTextureFactory()); var importer = new ObjImporter(); importer.AddMaterialFileStream("Town001.mtl", new FileStream("../../bin/GameData/Core/Town/OBJ03/Town001.mtl", FileMode.Open)); importer.ImportObjFile("../../bin/GameData/Core/Town/OBJ03/Town001.obj"); var mesh = c.CreateMesh(importer); var texturePool = new TexturePool(); var meshpartPool = new MeshPartPool(); var vertexDeclarationPool = new VertexDeclarationPool(); var renderer = new SimpleMeshRenderer(texturePool, meshpartPool, vertexDeclarationPool); vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements); var el = renderer.AddMesh(mesh); el.WorldMatrix = Matrix.CreateTranslation(Vector3.Right * 0 * 2 + Vector3.UnitZ * 0 * 2); var game = new XNAGame(); game.IsFixedTimeStep = false; game.DrawFps = true; game.Graphics1.PreparingDeviceSettings += delegate(object sender, PreparingDeviceSettingsEventArgs e) { DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode; e.GraphicsDeviceInformation.PresentationParameters.BackBufferFormat = displayMode.Format; e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = displayMode.Width; e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = displayMode.Height; game.SpectaterCamera.AspectRatio = displayMode.Width / (float)displayMode.Height; }; game.Graphics1.ToggleFullScreen(); game.AddXNAObject(texturePool); game.AddXNAObject(meshpartPool); game.AddXNAObject(vertexDeclarationPool); game.AddXNAObject(renderer); game.Run(); }
public void TestOBJToRAMMeshConverterPerObjectVisualCool() { var textureFactory = new RAMTextureFactory(); var c = new OBJToRAMMeshConverter(textureFactory); var importer = new ObjImporter(); importer.AddMaterialFileStream("Town001.mtl", new FileStream("../GameData/Town/OBJ03/Town001.mtl", FileMode.Open)); importer.ImportObjFile("../GameData/Town/OBJ03/Town001.obj"); var meshes = c.CreateMeshesFromObjects(importer); var texturePool = new TexturePool(); var meshpartPool = new MeshPartPool(); var vertexDeclarationPool = new VertexDeclarationPool(); var renderer = new SimpleMeshRenderer(texturePool, meshpartPool, vertexDeclarationPool); vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements); var spheres = new List <ClientPhysicsTestSphere>(); var engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; var root = CreatePhysicsQuadtree(20, 5); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var physicsElementFactory = physicsElementFactoryXNA.Factory; var physicsElements = new List <MeshStaticPhysicsElement>(); for (int i = 0; i < 0 * 100 + 1 * meshes.Count; i++) { var mesh = meshes[i]; var el = renderer.AddMesh(mesh); el.WorldMatrix = Matrix.CreateTranslation(Vector3.Right * 0 * 2 + Vector3.UnitZ * 0 * 2); var pEl = physicsElementFactory.CreateStaticElement(mesh, Matrix.Identity); physicsElements.Add(pEl); } var gameMeshes = new List <OBJParserTest.TestGameMesh>(); var game = new XNAGame(); game.IsFixedTimeStep = false; game.DrawFps = true; game.SpectaterCamera.FarClip = 5000; game.Graphics1.PreparingDeviceSettings += delegate(object sender, PreparingDeviceSettingsEventArgs e) { DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode; e.GraphicsDeviceInformation.PresentationParameters.BackBufferFormat = displayMode.Format; e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = displayMode.Width; e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = displayMode.Height; game.SpectaterCamera.AspectRatio = displayMode.Width / (float)displayMode.Height; }; game.Graphics1.ToggleFullScreen(); var barrelMesh = OBJParserTest.GetBarrelMesh(c); var crateMesh = OBJParserTest.GetCrateMesh(c); var sphereMesh = new SphereMesh(0.3f, 20, Color.Green); var visualizer = new QuadTreeVisualizerXNA(); game.AddXNAObject(physicsElementFactoryXNA); game.AddXNAObject(texturePool); game.AddXNAObject(meshpartPool); game.AddXNAObject(vertexDeclarationPool); game.AddXNAObject(renderer); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); sphereMesh.Initialize(game); for (int i = 0; i < meshes.Count; i++) { var mesh = meshes[i]; var data = mesh.GetCollisionData(); /*if (data.TriangleMesh != null) * physicsElementFactory.MeshPhysicsPool.PreloadTriangleMesh(engine.Scene, data.TriangleMesh);*/ } }; bool showPhysics = true; game.DrawEvent += delegate { if (game.Keyboard.IsKeyPressed(Keys.P)) { showPhysics = !showPhysics; } if (showPhysics) { debugRenderer.Render(game); } /*visualizer.RenderNodeGroundBoundig(game, root, * delegate(ClientPhysicsQuadTreeNode node, out Color col) * { * col = Color.Green; * * return node.PhysicsObjects.Count == 0; * }); * * visualizer.RenderNodeGroundBoundig(game, root, * delegate(ClientPhysicsQuadTreeNode node, out Color col) * { * col = Color.Orange; * * return node.PhysicsObjects.Count > 0; * });*/ for (int i = 0; i < physicsElements.Count; i++) { var el = physicsElements[i]; //game.LineManager3D.AddBox(BoundingBox.CreateFromSphere( el.BoundingSphere), Color.Orange); } for (int i = 0; i < spheres.Count; i++) { sphereMesh.WorldMatrix = Matrix.CreateTranslation(spheres[i].Center); sphereMesh.Render(game); } }; game.UpdateEvent += delegate { engine.Update(game.Elapsed); sphereMesh.Update(game); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var pEl = physicsElementFactory.CreateDynamicElement(crateMesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); pEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 30; var rEl = renderer.AddMesh(crateMesh); gameMeshes.Add(new OBJParserTest.TestGameMesh(rEl, pEl)); } if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.E)) { var pEl = physicsElementFactory.CreateDynamicElement(barrelMesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); pEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 30; var rEl = renderer.AddMesh(barrelMesh); gameMeshes.Add(new OBJParserTest.TestGameMesh(rEl, pEl)); } for (int i = 0; i < gameMeshes.Count; i++) { var m = gameMeshes[i]; m.RenderElement.WorldMatrix = m.PhysicsElement.World; } }; game.Run(); }
public void TestThrowBarrels() { var texFactory = new RAMTextureFactory(); var c = new OBJToRAMMeshConverter(texFactory); RAMMesh mesh = OBJParserTest.GetBarrelMesh(c); var texturePool = new TexturePool(); var meshpartPool = new MeshPartPool(); var vertexDeclarationPool = new VertexDeclarationPool(); var renderer = new SimpleMeshRenderer(texturePool, meshpartPool, vertexDeclarationPool); vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements); var gameMeshes = new List <OBJParserTest.TestGameMesh>(); var engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; var root = CreatePhysicsQuadtree(16, 4); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var physicsElementFactory = physicsElementFactoryXNA.Factory; var game = new XNAGame(); game.IsFixedTimeStep = false; game.DrawFps = true; var visualizer = new QuadTreeVisualizerXNA(); game.AddXNAObject(physicsElementFactoryXNA); game.AddXNAObject(texturePool); game.AddXNAObject(meshpartPool); game.AddXNAObject(vertexDeclarationPool); game.AddXNAObject(renderer); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); }; bool showPhysics = true; game.DrawEvent += delegate { if (game.Keyboard.IsKeyPressed(Keys.P)) { showPhysics = !showPhysics; } if (showPhysics) { debugRenderer.Render(game); } visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Green; return(node.PhysicsObjects.Count == 0); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Orange; return(node.PhysicsObjects.Count > 0); }); }; game.UpdateEvent += delegate { engine.Update(game.Elapsed); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var pEl = physicsElementFactory.CreateDynamicElement(mesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); pEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 30; var rEl = renderer.AddMesh(mesh); gameMeshes.Add(new OBJParserTest.TestGameMesh(rEl, pEl)); } for (int i = 0; i < gameMeshes.Count; i++) { var m = gameMeshes[i]; m.RenderElement.WorldMatrix = m.PhysicsElement.World; } }; game.Run(); }
public void Update(IXNAGame _game) { if (!Enabled) { return; } if (!_game.Mouse.CursorEnabled) { return; } WorldObject target = RaycastWorldTile(_game); if (target == null) { return; } TileFace resultFace = RaycastTileFace(_game, target); if (PickOperandAState) { if (_game.Mouse.LeftMouseJustPressed) { tileA = target; tileFaceA = resultFace; ghost = renderer.AddMesh(tileA.ObjectType.Mesh); PickOperandAState = false; PickOperandBState = true; } } if (PickOperandBState) { if (tileA.Equals(target)) { return; } tileB = target; tileFaceB = resultFace; PointA = builder.GetPoint(tileA.ObjectType.TileData, tileFaceA, null , tileA.ObjectType.TileData.GetTotalWinding(tileFaceA) ^ winding); PointB = builder.GetPoint(tileB.ObjectType.TileData, tileFaceB, null , tileB.ObjectType.TileData.GetTotalWinding(tileFaceB)); List <Transformation> transformations = new List <Transformation>(); snapper.SnapAToB(PointA, PointB, tileB.Transformation, transformations); if (transformations.Count != 0) { ghost.WorldMatrix = transformations[0].CreateMatrix(); } if (_game.Mouse.RightMouseJustPressed) { winding = !winding; } if (_game.Mouse.LeftMouseJustPressed) { PickOperandBState = false; SnapLearnState = true; } } if (SnapLearnState) { learnSnap(); SnapLearnState = false; PickOperandAState = true; ghost.WorldMatrix = new Matrix(); ghostFace.WorldMatrix = new Matrix(); Enabled = false; // TODO: If you are going to decide how to use this class in this class, // then you should put your entire program here too. return; } SetGhostFaceAtFace(target, resultFace); }
public void ChangeMesh(IMesh newMesh) { deleteRenderElement(); renderElement = renderer.AddMesh(newMesh); }