private void SaveX(TVMesh tvm, string fileName) { ExtendedMaterial[] exMaterials = new ExtendedMaterial[tvm.GetGroupCount()]; Material dxMaterial; int idx = 0; for (int group = 0; group < tvm.GetGroupCount(); group++) { idx = tvm.GetMaterial(group); dxMaterial = new Material(); dxMaterial.AmbientColor = ToDx(core.MaterialFactory.GetAmbient(idx)); dxMaterial.DiffuseColor = ToDx(core.MaterialFactory.GetDiffuse(idx)); dxMaterial.EmissiveColor = ToDx(core.MaterialFactory.GetEmissive(idx)); dxMaterial.SpecularColor = ToDx(core.MaterialFactory.GetSpecular(idx)); dxMaterial.SpecularSharpness = core.MaterialFactory.GetPower(idx); exMaterials[group].Material3D = dxMaterial; // Get the Texture Filename. idx = tvm.GetTexture(group); // Add em to the array. exMaterials[group].TextureFilename = core.TextureFactory.GetTextureInfo(idx).Name; } // Save the Mesh. Microsoft.DirectX.Direct3D.Mesh dxMesh = new Microsoft.DirectX.Direct3D.Mesh(core.InternalObjects.GetD3DMesh(tvm.GetIndex())); int[] adjacency = new int[dxMesh.NumberFaces * 3]; dxMesh.GenerateAdjacency(0f, adjacency); dxMesh.Save(fileName, adjacency, exMaterials, XFileFormat.Text); }
public void RotateZAroundPoint(TV_3DVECTOR point, float angle) { TVMesh node = Scene.CreateMeshBuilder(); node.SetPosition(point.x, point.y, point.z); mesh.AttachTo(CONST_TV_NODETYPE.TV_NODETYPE_MESH, node.GetIndex(), -1); TV_3DVECTOR nodePos = node.GetPosition(); TV_3DMATRIX mat = new TV_3DMATRIX(); TV_3DMATRIX modyMat = node.GetMatrix(); MathLibrary.TVMatrixRotationZ(ref mat, angle); node.SetRotationMatrix(mat); mesh.AttachTo(CONST_TV_NODETYPE.TV_NODETYPE_NONE, -1, -1); node.Destroy(); mat = mesh.GetMatrix(); Physics.SetBodyMatrix(PhysicsId, mat); }
//*** Render Method private void SetupScene(IntPtr hWnd) { TV_3DVECTOR Min = new TV_3DVECTOR(); TV_3DVECTOR Max = new TV_3DVECTOR(); TV_3DVECTOR Offset = new TV_3DVECTOR(); TV_3DVECTOR SphereCenter = new TV_3DVECTOR(); TV_3DVECTOR posVector = new TV_3DVECTOR(); TV = new TVEngine(); Scene = new TVScene(); Cam = new TVCamera(); TF = new TVTextureFactory(); Mats = new TVMaterialFactory(); Lights = new TVLightEngine(); Maths = new TVMathLibrary(); //Initialize the TV engine TV.SetDebugFile(Application.StartupPath + "\\debug.txt"); TV.Init3DWindowed(hWnd, true); TV.SetSearchDirectory(Application.StartupPath); TV.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE); // use degree system Scene.SetBackgroundColor(0.6f, 0.6f, 0.6f); //Load the texture into the integer ID holder FloorTex = TF.LoadTexture("smallGrid.bmp", "Grid", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); WallTex = TF.LoadTexture("smallGridWall.bmp", "Wall", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); Room = Scene.CreateMeshBuilder("Room"); Room.AddFloor(FloorTex, -300.0f, -300.0f, 300.0f, 300.0f, 0, 15.0f, 15.0f, true); Room.AddWall(WallTex, -300.0f, 300.0f, 300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true); Room.AddWall(WallTex, 300.0f, -300.0f, -300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true); Room.AddWall(WallTex, 300.0f, 300.0f, 300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true); Room.AddWall(WallTex, -300.0f, -300.0f, -300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true); //ShowVector("RoomLocal", Room.GetPosition()); //ShowVector("RoomWorld", Room.GetWorldPosition(Room.GetPosition())); SensorNode = Scene.CreateMeshBuilder("SensorNode"); SensorNode.LoadXFile("N70.X", true, true); SensorNode.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 1); SensorNode.SetPosition(0.0f, 150.0f, 0.0f); TV_3DVECTOR oriScale = SensorNode.GetScale(); SensorNode.SetScale(oriScale.x, oriScale.y, oriScale.z * 1.5f); SensorNode.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1); SensorNode.SetRotation(90.0f, 0.0f, 0.0f); //SensorNode.GetBoundingBox(ref Min, ref Max, true); //SensorNode.ShowBoundingBox(true); //ShowVector("MoteLocal", SensorNode.GetPosition()); //ShowVector("MoteWorld", Room.GetWorldPosition(SensorNode.GetPosition())); //WiimoteMesh = Scene.CreateMeshBuilder("Wiimote"); //WiimoteMesh.LoadXFile("Wiimote.X", true, true); //TV_3DVECTOR oriScale = WiimoteMesh.GetScale(); //WiimoteMesh.SetScale(oriScale.x * 0.15f, oriScale.y * 0.15f, oriScale.z * 0.15f); //WiimoteMesh.SetPosition(0.0f, 70.0f, 0.0f); //WiimoteMesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1);//Tell TV we want normal, per-vertex, lighting with 1 point light. Cam.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 0); Cam.SetPosition(0.0f, 250.0f, 200.0f); Cam.LookAtMesh(SensorNode); //ShowVector("CamLocal", Cam.GetPosition()); //ShowVector("CamWorld", Room.GetWorldPosition(Cam.GetPosition())); //Create a point light. Again, these can be more complex. IDLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, 200.0f), 0.9f, 0.9f, 0.9f, 250.0f); IDBackLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, -200.0f), 0.1f, 0.1f, 0.1f, 250.0f); Lights.SetSpecularLighting(false); }