Exemple #1
0
        private void UpdateNode(Node node, Point p0, Point p1, Point a)
        {
            node.Visible = true;

            if (FrustumCullingEnabled && ViewFrustum.Contains(GetBoundingBox(node)) == ContainmentType.Disjoint)
            {
                node.Visible = false;
                return;
            }

            Point p               = GetMidpoint(p0, p1);
            int   width           = Math.Abs(p0.X - p1.X) + Math.Abs(p0.Y - p1.Y);
            float distanceSquared = (CameraPosition - new Vector3(p.X, GetHeight(p) * Bumpiness, -p.Y)).LengthSquared();

            bool split = SplitCheck(node, width, distanceSquared);

            if (!node.Split && split)
            {
                SplitNode(node);
                vertexCounter++;
            }
            else if (node.Split && !split && CanMerge(node) && CanMerge(node.BaseNeighbor))
            {
                MergeNode(node);
                MergeNode(node.BaseNeighbor);
                vertexCounter--;
            }

            if (node.Split && node.LeftChild != null)
            {
                UpdateNode(node.LeftChild, a, p0, p);
                UpdateNode(node.RightChild, p1, a, p);
            }
        }
 protected virtual void UpdateMatrices()
 {
     ViewMatrix       = CreateViewMatrix();
     YViewMatrix      = CreateYViewMatrix();
     ProjectionMatrix = CreateProjectionMatrix();
     ViewFrustum.UpdateFrustum(ViewMatrix * ProjectionMatrix);
 }
Exemple #3
0
        /// <summary>
        /// 更新照相机
        /// </summary>
        /// <param name="device"></param>
        public virtual void Update(Device device)
        {
            viewPort = device.Viewport;

            Point3d p = Quaternion4d.QuaternionToEuler(m_Orientation);

            if (!double.IsNaN(p.Y))
            {
                this._latitude.Radians = p.Y;
            }
            if (!double.IsNaN(p.X))
            {
                this._longitude.Radians = p.X;
            }
            if (!double.IsNaN(p.Z))
            {
                this._heading.Radians = p.Z;
            }

            ComputeProjectionMatrix(viewPort);
            ComputeViewMatrix();
            device.Transform.Projection = m_ProjectionMatrix;
            device.Transform.View       = m_ViewMatrix;
            device.Transform.World      = m_WorldMatrix;

            ViewFrustum.Update(
                Matrix.Multiply(m_absoluteWorldMatrix,
                                Matrix.Multiply(m_absoluteViewMatrix, m_absoluteProjectionMatrix)));

            // Old view range (used in quadtile logic)
            double factor = (this._altitude) / this._worldRadius;

            if (factor > 1)
            {
                viewRange = Angle.FromRadians(Math.PI);
            }
            else
            {
                viewRange = Angle.FromRadians(Math.Abs(Math.Asin((this._altitude) / this._worldRadius)) * 2);
            }

            // True view range
            if (factor < 1)
            {
                trueViewRange = Angle.FromRadians(Math.Abs(Math.Asin((this._distance) / this._worldRadius)) * 2);
            }
            else
            {
                trueViewRange = Angle.FromRadians(Math.PI);
            }

            World.Settings.cameraAltitudeMeters = Altitude;
            World.Settings.cameraLatitude       = _latitude;
            World.Settings.cameraLongitude      = _longitude;
            World.Settings.cameraHeading        = _heading;
            World.Settings.cameraTilt           = _tilt;
        }
Exemple #4
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    public void SetWorldAndLoadRenderers(ClientWorld world)
    {
        _world = world;

        _camera                = _client.Camera;
        _cameraTransform       = _camera.transform;
        _frustum               = new ViewFrustum(renderDistance: 3);
        _chunkRenderDispatcher = new ChunkRenderDispatcher(world);
    }
Exemple #5
0
 public void DeviceAttached(Device dev)
 {
     Game.GameManager.GraphicsThread.GraphicsManager.Device.SetTransform(TransformState.Projection, mMatProjection);
     mDevice.SetTransform(TransformState.View, Matrix.LookAtLH(mPosition, mTarget, mUp));
     ShaderCollection.CameraChanged(this);
     Game.GameManager.WorldManager.Update(this);
     ViewFrustum.BuildViewFrustum(mDevice.GetTransform(TransformState.View), mDevice.GetTransform(TransformState.Projection));
     Game.GameManager.InformPropertyChanged(Game.GameProperties.CameraPosition);
 }
Exemple #6
0
        public void UpdateCamera(Device dev, TimeSpan diff)
        {
            if (Input.InputManager.Input.HasFocus == false)
            {
                return;
            }

            bool  changed     = false;
            var   inp         = Input.InputManager.Input;
            float sensitivity = Game.GameManager.GameWindow.PropertyPanel.CameraSensitivity;

            if (inp[Keys.W])
            {
                mPosition += (float)diff.TotalSeconds * 50.0f * Vector3.UnitX;
                mTarget   += (float)diff.TotalSeconds * 50.0f * Vector3.UnitX;
                changed    = true;
            }
            if (inp[Keys.S])
            {
                mPosition -= (float)diff.TotalSeconds * 50.0f * Vector3.UnitX;
                mTarget   -= (float)diff.TotalSeconds * 50.0f * Vector3.UnitX;
                changed    = true;
            }
            if (inp[Keys.D])
            {
                var change = (float)diff.TotalSeconds * 50.0f * Vector3.UnitY;
                mPosition += change;
                mTarget   += change;
                changed    = true;
            }
            if (inp[Keys.A])
            {
                var change = (float)diff.TotalSeconds * 50.0f * Vector3.UnitY;
                mPosition -= change;
                mTarget   -= change;
                changed    = true;
            }
            if (inp[Keys.Q])
            {
                MouseWheelTurned(127);
            }
            if (inp[Keys.E])
            {
                MouseWheelTurned(-127);
            }

            if (changed)
            {
                dev.SetTransform(TransformState.View, Matrix.LookAtLH(mPosition, mTarget, mUp));
                ShaderCollection.CameraChanged(this);
                Game.GameManager.WorldManager.Update(this);
                ViewFrustum.BuildViewFrustum(dev.GetTransform(TransformState.View), dev.GetTransform(TransformState.Projection));
                Game.GameManager.InformPropertyChanged(Game.GameProperties.CameraPosition);
            }
        }
Exemple #7
0
 public void CopyFrom(Camera fromOther)
 {
     AspectRatio          = fromOther.AspectRatio;
     WindowSize           = fromOther.WindowSize;
     Location             = fromOther.Location;
     Pitch                = fromOther.Pitch;
     Yaw                  = fromOther.Yaw;
     ProjectionMatrix     = fromOther.ProjectionMatrix;
     CameraViewMatrix     = fromOther.CameraViewMatrix;
     ViewProjectionMatrix = fromOther.ViewProjectionMatrix;
     ViewFrustum.Update(ViewProjectionMatrix);
 }
Exemple #8
0
 public void SetPosition(Vector3 position, bool nonUpdate = false)
 {
     mPosition = position;
     mTarget   = mPosition + mFront;
     mDevice.SetTransform(TransformState.View, Matrix.LookAtLH(mPosition, mTarget, mUp));
     ShaderCollection.CameraChanged(this);
     if (nonUpdate == false)
     {
         Game.GameManager.WorldManager.Update(this);
         ViewFrustum.BuildViewFrustum(mDevice.GetTransform(TransformState.View), mDevice.GetTransform(TransformState.Projection));
         Game.GameManager.InformPropertyChanged(Game.GameProperties.CameraPosition);
     }
 }
Exemple #9
0
        void MouseWheelTurned(int delta)
        {
            if (Game.GameManager.GraphicsThread.GraphicsManager.IsIn2D == false)
            {
                return;
            }

            int   realTurn = delta / 127;
            float newZoom  = mZoomFactor + realTurn * 0.01f;

            if (newZoom < 0.1f)
            {
                newZoom = 0.1f;
            }
            if (newZoom > 1.0f)
            {
                newZoom = 1.0f;
            }

            mZoomFactor = newZoom;

            float aspect =
                (float)Game.GameManager.GraphicsThread.GraphicsManager.RenderWindow.ClientSize.Width /
                (float)Game.GameManager.GraphicsThread.GraphicsManager.RenderWindow.ClientSize.Height;

            mMatProjection = Matrix.OrthoOffCenterLH(
                -(Utils.Metrics.Tilesize * mZoomFactor * aspect / 2.0f),
                Utils.Metrics.Tilesize * mZoomFactor * aspect / 2.0f,
                -(Utils.Metrics.Tilesize * mZoomFactor / 2.0f),
                Utils.Metrics.Tilesize * mZoomFactor / 2.0f,
                0.1f,
                10000.0f
                );

            Game.GameManager.GraphicsThread.GraphicsManager.Device.SetTransform(TransformState.Projection, mMatProjection);
            var dev = Game.GameManager.GraphicsThread.GraphicsManager.Device;

            dev.SetTransform(TransformState.View, Matrix.LookAtLH(mPosition, mTarget, mUp));
            ShaderCollection.CameraChanged(this);
            Game.GameManager.WorldManager.Update(this);
            Game.GameManager.InformPropertyChanged(Game.GameProperties.CameraPosition);

            ViewFrustum.BuildViewFrustum(dev.GetTransform(TransformState.View), mMatProjection);
        }
Exemple #10
0
        private void UpdateNode(Point p, int size, bool frustumCulling)
        {
            UpdateBlending(p, size);

            if (!IsEnabled(p))
            {
                return;
            }

            if (GeomorphEnabled)
            {
                UpdateMidpointBlending(p, size);
            }

            Quadtree[p.X, p.Y].Visible = true;

            if (frustumCulling)
            {
                ContainmentType result = ViewFrustum.Contains(GetBoundingBox(p, size));

                if (result == ContainmentType.Disjoint)
                {
                    Quadtree[p.X, p.Y].Visible = false;
                }
                else if (result == ContainmentType.Contains)
                {
                    frustumCulling = false;
                }
            }

            if (size == 3 || !IsVisible(p))
            {
                return;
            }

            Point[] children = GetChildren(p, size);

            for (int i = 0; i < 4; i++)
            {
                UpdateNode(children[i], size / 2 + 1, frustumCulling);
            }
        }
Exemple #11
0
        private void UpdateNode(Node node, bool frustumCulling, GameTime gameTime)
        {
            node.Visible = true;

            if (frustumCulling)
            {
                ContainmentType result = ViewFrustum.Contains(GetBoundingBox(node));

                if (result == ContainmentType.Disjoint)
                {
                    node.Visible = false;
                }
                else if (result == ContainmentType.Contains)
                {
                    frustumCulling = false;
                }
            }

            if (!node.Visible)
            {
                return;
            }

            if (node.Children != null)
            {
                foreach (Node child in node.Children)
                {
                    UpdateNode(child, frustumCulling, gameTime);
                }
            }

            if (node.Block != null)
            {
                node.Block.Update(gameTime);
            }
        }
        private void irrlichtPanel_MouseClick(object sender, MouseEventArgs e)
        {
            // need to have a click plus the ctrl key down
            if (pickKeyDown)
            {
                ViewFrustum f = smgr.ActiveCamera.ViewFrustum;

                Vector3Df farLeftUp   = f.FarLeftUp;
                Vector3Df lefttoright = f.FarRightUp - farLeftUp;
                Vector3Df uptodown    = f.FarLeftDown - farLeftUp;

                float dx = e.X / (float)viewPort.Width;
                float dy = e.Y / (float)viewPort.Height;

                Line3Df   ray        = new Line3Df(f.CameraPosition, farLeftUp + (lefttoright * dx) + (uptodown * dy));
                SceneNode pickedNode = smgr.SceneCollisionManager.GetSceneNodeFromRayBB(ray);

                if (pickedNode != null)
                {
                    RenderMessage message = new RenderMessage(MessageType.HIGHLIGHT_NODE, pickedNode);
                    commandQueue.Enqueue(message);

                    propertiesDlg.SetProperties(pickedNode);
                    if (!propertiesDlg.Visible)
                    {
                        propertiesDlg.Show(this);
                    }

                    if (backgroundSearcher.IsBusy)
                    {
                        backgroundSearcher.CancelAsync();
                    }
                    backgroundSearcher.RunWorkerAsync(pickedNode.ID);
                }
            }
        }
Exemple #13
0
 private void RecalculateMatrices()
 {
     CameraViewMatrix     = Matrix4x4.CreateScale(Scale) * Matrix4x4.CreateLookAt(Location, Location + GetForwardVector(), Vector3.UnitZ);
     ViewProjectionMatrix = CameraViewMatrix * ProjectionMatrix;
     ViewFrustum.Update(ViewProjectionMatrix);
 }
 /// <summary>
 /// Check to see if a bounding volume is within the bounds of the view frustum
 /// </summary>
 /// <param name="sphere">BoundingSphere to be checked</param>
 /// <returns>Result</returns>
 public bool IsInView(BoundingSphere sphere)
 {
     return(ViewFrustum.Contains(sphere) != ContainmentType.Disjoint);
 }
 /// <summary>
 /// Check to see if a bounding volume is within the bounds of the view frustum
 /// </summary>
 /// <param name="box">BoundingBox to be checked</param>
 /// <returns>Result</returns>
 public bool IsInView(BoundingBox box)
 {
     return(ViewFrustum.Contains(box) != ContainmentType.Disjoint);
 }
Exemple #16
0
        public void UpdateCamera(Device dev, TimeSpan diff)
        {
            if (Input.InputManager.Input.HasFocus == false)
            {
                return;
            }

            bool  changed     = false;
            var   inp         = Input.InputManager.Input;
            float sensitivity = Game.GameManager.GameWindow.PropertyPanel.CameraSensitivity;

            if (inp[Keys.W])
            {
                mPosition += (float)diff.TotalSeconds * mFront * 50;
                mTarget   += (float)diff.TotalSeconds * mFront * 50;
                changed    = true;
            }
            if (inp[Keys.S])
            {
                mPosition -= (float)diff.TotalSeconds * mFront * 50;
                mTarget   -= (float)diff.TotalSeconds * mFront * 50;
                changed    = true;
            }
            if (inp[Keys.D])
            {
                var change = (float)diff.TotalSeconds * mRight * 50;
                mPosition += change;
                mTarget   += change;
                changed    = true;
            }
            if (inp[Keys.A])
            {
                var change = (float)diff.TotalSeconds * mRight * 50;
                mPosition -= change;
                mTarget   -= change;
                changed    = true;
            }
            if (inp[Keys.Q])
            {
                var change = (float)diff.TotalSeconds * Vector3.UnitZ * 50;
                mPosition += change;
                mTarget   += change;
                changed    = true;
            }
            if (inp[Keys.E])
            {
                var change = (float)diff.TotalSeconds * Vector3.UnitZ * 50;
                mPosition -= change;
                mTarget   -= change;
                changed    = true;
            }

            var state = Input.InputManager.Input.Mouse.State;

            if (state.IsPressed((int)SlimDX.DirectInput.MouseObject.Button2) && Game.GameManager.SelectionManager.IsModelMovement == false)
            {
                if (state.X != 0 || state.Y != 0)
                {
                    if (state.X != 0)
                    {
                        int    fac = (state.X < 0) ? -1 : 1;
                        Matrix rot = Matrix.RotationZ(state.X * 0.005f * sensitivity);
                        mFront = Vector3.TransformCoordinate(mFront, rot);
                        mFront.Normalize();
                        mTarget = mPosition + mFront;
                        mRight  = Vector3.TransformCoordinate(mRight, rot);
                        mRight.Normalize();
                        mUp = Vector3.TransformCoordinate(mUp, rot);
                        mUp.Normalize();
                        changed = true;
                    }
                    if (state.Y != 0)
                    {
                        int    fac = (state.Y < 0) ? -1 : 1;
                        Matrix rot = Matrix.RotationAxis(mRight, state.Y * 0.005f * sensitivity);
                        mFront = Vector3.TransformCoordinate(mFront, rot);
                        mFront.Normalize();
                        mTarget = mPosition + mFront;
                        mUp     = Vector3.TransformCoordinate(mUp, rot);
                        mUp.Normalize();
                        changed = true;
                    }
                }
            }


            if (changed)
            {
                dev.SetTransform(TransformState.View, Matrix.LookAtLH(mPosition, mTarget, mUp));
                ShaderCollection.CameraChanged(this);
                Game.GameManager.WorldManager.Update(this);
                ViewFrustum.BuildViewFrustum(dev.GetTransform(TransformState.View), dev.GetTransform(TransformState.Projection));
                Game.GameManager.InformPropertyChanged(Game.GameProperties.CameraPosition);
            }
        }