public override void Update() { mesh.SetPosition(Position.X, Position.Y, Position.Z); mesh.SetRotation(Rotation.X, Rotation.Y, Rotation.Z); mesh.SetScale(Scale.X, Scale.Y, Scale.Z); mesh.SetColor(core.Globals.RGBA(Color.R / 255f, Color.G / 255f, Color.B / 255f, 1)); }
public override void Update() { land.SetPosition(Position.X, Position.Y, Position.Z); land.SetRotation(Rotation.X, Rotation.Y, Rotation.Z); land.SetScale(Scale.X, Scale.Y, Scale.Z); mesh.SetPosition(Position.X, Position.Y, Position.Z); mesh.SetRotation(Rotation.X, Rotation.Y, Rotation.Z); mesh.SetScale(Scale.X, Scale.Y, Scale.Z); }
public override void Initialize() { ReflectRS = Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1); ReflectRS.SetBackgroundColor(Globals.RGBA(0f, 0f, 0.1906f, 1f)); RefractRS = Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1); RefractRS.SetBackgroundColor(Globals.RGBA(0f, 0f, 0.1906f, 1f)); mesh = Core.Scene.CreateMeshBuilder(); mesh.AddFloor(Helpers.GetDUDVTextureFromResource(Core, Resources.water), -256, -256, 256, 256, -3, 2, 2); mesh.SetPosition(Position.x, Position.y, Position.z); mesh.SetScale(Scale.x, Scale.y, Scale.z); plane = new TV_PLANE(Globals.Vector3(0, 1, 0), 3f); GraphicEffect.SetWaterReflection(mesh, ReflectRS, RefractRS, 0, plane); }
public override void Initialize() { mesh = Scene.CreateMeshBuilder(); switch (Helpers.GetFileFormat(FileName)) { case Helpers.FileFormat.TVM: mesh.LoadTVM(FileName, true, false); break; case Helpers.FileFormat.X: mesh.LoadXFile(FileName, true, false); break; } if (Visible) { mesh.EnableFrustumCulling(true, true); mesh.ComputeNormals(); mesh.ComputeBoundings(); mesh.ComputeOctree(); mesh.SetAlphaTest(true); mesh.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL); mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ALPHA); mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); mesh.SetShadowCast(true, true); mesh.SetPosition(Position.x, Position.y, Position.z); mesh.SetRotation(Rotation.x, Rotation.y, Rotation.z); mesh.SetScale(Scale.x, Scale.y, Scale.z); // Physics SetPhysics(); } else { // Hide mesh. for (var i = 0; i < mesh.GetGroupCount(); i++) { mesh.SetGroupEnable(i, false); } } // Register object in Lua. ScriptManager.SetGlobal(Name, this); }
public override void Initialize() { #if DEBUG Show = true; #endif TVMesh mesh = Scene.CreateMeshBuilder(Name); mesh.CreateBox(1, 1, 1); mesh.SetPosition(Position.x, Position.y, Position.z); mesh.SetRotation(Rotation.x, Rotation.y, Rotation.z); mesh.SetScale(Scale.x, Scale.y, Scale.z); mesh.GetBoundingBox(ref boundingBoxMin, ref boundingBoxMax); mesh.Destroy(); mesh = null; // Register object in Lua. ScriptManager.SetGlobal(Name, this); }
private void InitObjects() { #region Car //Building PK9 pk_9 = scene.CreateMeshBuilder("pk"); // load the object from an x file pk_9.LoadTVM(@"Models\pk8.tvm", false, false); // set its position pk_9.SetPosition(5.0f, 0.0f, 50.0f); // make the table 3x larger pk_9.SetScale(3, 3, 3); // rotate it 25 degrees around the Y 3D Axis pk_9.RotateY(25, true); // set the tables texture pk_9.SetShadowCast(true, true); pk_9.SetTexture(globals.GetTex("pk9tex"), 0); //Chassis m_chassis = scene.CreateMeshBuilder("mChassis"); m_chassis.LoadTVM(@"Models\chassis.tvm", false, false); m_chassis.SetShadowCast(true, true); m_chassis.SetTexture(globals.GetTex("ChassisSTI"), 0); //m_chassis.SetTextureEx(0, globals.GetTex("ChassisSTI"), 1); //m_chassis.SetTextureEx(1, globals.GetTex("ChassisSTI"), 1); m_chassis.SetTexture(globals.GetTex("UnderCarriage"), 2); m_chassis.SetMaterial(matWindow, 1); m_chassis.SetAlphaTest(true, 0, true, 1); m_chassis.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ADD, 1); m_chassis.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED); m_chassis.SetShadowCast(true, true); //Front Left Wheel float scale = 1f; m_fl = scene.CreateMeshBuilder("mfl"); m_fl.LoadTVM(@"Models\wheel_l.tvm", true, true); m_fl.SetScale(scale, scale, scale); m_fl.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); m_fl.SetMaterial(matWheels); m_fl.SetTexture(globals.GetTex("Wheel")); m_fl.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED); m_fl.SetShadowCast(true, true); //Front Right Wheel m_rl = scene.CreateMeshBuilder("mrl"); m_rl.LoadTVM(@"Models\wheel_l.tvm", true, true); m_rl.SetScale(scale, scale, scale); m_rl.SetMaterial(matWheels); m_rl.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); m_rl.SetTexture(globals.GetTex("Wheel")); m_rl.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED); m_rl.SetShadowCast(true, false); m_rl.SetShadowCast(true, true); //Rear Left Wheel m_fr = scene.CreateMeshBuilder("mfr"); m_fr.LoadTVM(@"Models\wheel_r.tvm", true, true); m_fr.SetScale(scale, scale, scale); m_fr.SetMaterial(matWheels); m_fr.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); m_fr.SetTexture(globals.GetTex("Wheel")); m_fr.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED); m_fr.SetShadowCast(true, false); //Rear Right Wheel m_rr = scene.CreateMeshBuilder("mrr"); m_rr.LoadTVM(@"Models\wheel_r.tvm", true, true); m_rr.SetScale(scale, scale, scale); m_rr.SetMaterial(matWheels); m_rr.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); m_rr.SetTexture(globals.GetTex("Wheel")); m_rr.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED); m_rr.SetShadowCast(true, false); m_rr.SetShadowCast(true, true); m_chassis.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); m_chassis.SetMaterial(matVehicleBody); m_chassis.ComputeNormals(); m_chassis.ComputeBoundings(); m_chassis.SetScale(scale, scale, scale); #endregion //Add The Physics to the chassis pbi_chassis = physics.CreateMeshBody(1500, m_chassis, CONST_TV_PHYSICSBODY_BOUNDING.TV_BODY_CONVEXHULL); //1500 physics.SetAutoFreeze(pbi_chassis, false); physics.SetBodyPosition(pbi_chassis, 0f, 15, 0f); physics.SetBodyRotation(pbi_chassis, 0f, 0f, 0f); //Create The Vehicle car_ID = physics.CreateVehicle(pbi_chassis); //Do Suspention Settings float susheight = 1.5f; //distance from chassis to wheel 0.5f float susplen = 1.5f; // 10 float susshock = 40f; //Springiness of suspension 10 float susspring = 300f; //Stiffness of suspension 400 flw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), -0.8f * scale, -susheight * scale - 0.1f, 1.25f * scale + 0.5f, 1, 0, 0, susplen, susshock, susspring, m_fl); //fl frw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), 0.8f * scale, -susheight * scale - 0.1f, 1.25f * scale + 0.5f, 1, 0, 0, susplen, susshock, susspring, m_fr); //fr rlw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), -0.8f * scale, -susheight * scale - 0.1f, -1.425f * scale + 0.2f, 1, 0, 0, susplen, susshock, susspring, m_rl); //rl rrw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), 0.8f * scale, -susheight * scale - 0.1f, -1.425f * scale + 0.2f, 1, 0, 0, susplen, susshock, susspring, m_rr); //rr //Change the car's center of mass / make it drive better physics.SetBodyCenterOfMass(car_ID, new TV_3DVECTOR(0, -1.0f, 10f)); //Add wheel frictions //Note that this code will also stop sliding on slopes float sideslip = 0.1f; float sideslipcoef = 0f; float maxlongslide = 10000f; float maxlongslidecoef = 0f; physics.SetVehicleWheelParameters(car_ID, flw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef); physics.SetVehicleWheelParameters(car_ID, frw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef); physics.SetVehicleWheelParameters(car_ID, rlw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef); physics.SetVehicleWheelParameters(car_ID, rrw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef); }
public override void Initialize() { mesh = Scene.CreateMeshBuilder(); switch (Helpers.GetFileFormat(FileName)) { case Helpers.FileFormat.TVM: mesh.LoadTVM(FileName, true, false); break; case Helpers.FileFormat.X: mesh.LoadXFile(FileName, true, false); break; } if (Visible) { mesh.EnableFrustumCulling(true, true); mesh.ComputeNormals(); mesh.ComputeBoundings(); mesh.ComputeOctree(); mesh.SetAlphaTest(true); mesh.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL); mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ALPHA); mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); mesh.SetShadowCast(true, true); mesh.SetPosition(Position.x, Position.y, Position.z); mesh.SetRotation(Rotation.x, Rotation.y, Rotation.z); mesh.SetScale(Scale.x, Scale.y, Scale.z); // Physics SetPhysics(); } else { // Hide mesh. for (var i = 0; i < mesh.GetGroupCount(); i++) mesh.SetGroupEnable(i, false); } // Register object in Lua. ScriptManager.SetGlobal(Name, this); }
//*** 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); }