Represents world (I.E lots in the game.)
Inheritance: FSO.Common.Rendering.Framework._3DScene
Exemple #1
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        public void CleanupLastWorld()
        {
            if (vm == null)
            {
                return;
            }

            //clear our cache too, if the setting lets us do that
            TimedReferenceController.Clear();
            TimedReferenceController.Clear();

            vm.Context.Ambience.Kill();
            foreach (var ent in vm.Entities)
            { //stop object sounds
                var threads = ent.SoundThreads;
                for (int i = 0; i < threads.Count; i++)
                {
                    threads[i].Sound.RemoveOwner(ent.ObjectID);
                }
                threads.Clear();
            }
            vm.CloseNet(VMCloseNetReason.LeaveLot);
            GameFacade.Scenes.Remove(World);
            World.Dispose();
            vm.SuppressBHAVChanges();
            vm     = null;
            World  = null;
            Driver = null;
        }
        public void InitializeLot()
        {
            CleanupLastWorld();

            if (FSOEnvironment.Enable3D)
            {
                World = new FSO.LotView.RC.WorldRC(GameFacade.GraphicsDevice);
            }
            else
            {
                World = new FSO.LotView.World(GameFacade.GraphicsDevice);
            }

            World.Opacity = 1;
            GameFacade.Scenes.Add(World);

            var globalLink = new VMTSOGlobalLinkStub();

            Driver = new VMServerDriver(globalLink);

            vm = new VM(new VMContext(World), Driver, new UIHeadlineRendererProvider());
            vm.ListenBHAVChanges();
            vm.Init();

            LotControl = new UILotControl(vm, World);
            this.AddAt(0, LotControl);
            Frontend = new UISimitoneFrontend(this);
            this.Add(Frontend);

            var time    = DateTime.UtcNow;
            var tsoTime = TSOTime.FromUTC(time);

            vm.Context.Clock.Hours   = tsoTime.Item1;
            vm.Context.Clock.Minutes = tsoTime.Item2;
            if (m_ZoomLevel > 3)
            {
                World.Visible      = false;
                LotControl.Visible = false;
            }

            ZoomLevel = Math.Max(ZoomLevel, 4);

            if (IDEHook.IDE != null)
            {
                IDEHook.IDE.StartIDE(vm);
            }

            vm.OnFullRefresh += VMRefreshed;
            //vm.OnEODMessage += LotControl.EODs.OnEODMessage;
            vm.OnRequestLotSwitch += VMLotSwitch;
            vm.OnGenericVMEvent   += Vm_OnGenericVMEvent;
        }
Exemple #3
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        private bool LastRectCutNotable = false; //set if the last rect cut made a noticable change to the cuts array. If true refresh regardless of new cut effect.

        /// <summary>
        /// Creates a new UILotControl instance.
        /// </summary>
        /// <param name="vm">A SimAntics VM instance.</param>
        /// <param name="World">A World instance.</param>
        public UILotControl(FSO.SimAntics.VM vm, FSO.LotView.World World)
        {
            this.vm    = vm;
            this.World = World;

            ActiveEntity = vm.Entities.FirstOrDefault(x => x is VMAvatar);
            MouseEvt     = this.ListenForMouse(new Microsoft.Xna.Framework.Rectangle(0, 0,
                                                                                     GlobalSettings.Default.GraphicsWidth, GlobalSettings.Default.GraphicsHeight), OnMouse);

            Queue = new UIInteractionQueue(ActiveEntity, vm);
            this.Add(Queue);

            //ObjectHolder = new UIObjectHolder(vm, World, this);
            Touch = new UILotControlTouchHelper(this);
            Add(Touch);
            SetupQuery();


            RMBCursor = GetTexture(0x24B00000001); //exploreanchor.bmp

            vm.OnDialog     += vm_OnDialog;
            vm.OnBreakpoint += Vm_OnBreakpoint;
        }
Exemple #4
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        public void InitializeLot()
        {
            CleanupLastWorld();
            World = new FSO.LotView.World(GameFacade.GraphicsDevice);

            World.Opacity = 1;
            GameFacade.Scenes.Add(World);

            var globalLink = new VMTS1GlobalLinkStub();

            Driver = new VMServerDriver(globalLink);

            vm = new VM(new VMContext(World), Driver, new UIHeadlineRendererProvider());
            vm.ListenBHAVChanges();
            vm.Init();

            LotControl = new UILotControl(vm, World);
            this.AddAt(0, LotControl);

            if (m_ZoomLevel > 3)
            {
                World.Visible      = false;
                LotControl.Visible = false;
            }

            ZoomLevel = Math.Max(ZoomLevel, 4);

            if (IDEHook.IDE != null)
            {
                IDEHook.IDE.StartIDE(vm);
            }

            vm.OnFullRefresh += VMRefreshed;
            //vm.OnEODMessage += LotControl.EODs.OnEODMessage;
            vm.OnRequestLotSwitch += VMLotSwitch;
            vm.OnGenericVMEvent   += Vm_OnGenericVMEvent;
        }
Exemple #5
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        public void InitializeLot()
        {
            CleanupLastWorld();

            World = new FSO.LotView.World(GameFacade.GraphicsDevice);

            World.Opacity = 1;
            GameFacade.Scenes.Add(World);

            var globalLink = new VMTS1GlobalLinkStub();

            Driver = new VMServerDriver(globalLink);

            vm = new VM(new VMContext(World), Driver, new UIHeadlineRendererProvider());
            vm.ListenBHAVChanges();
            vm.Init();

            using (var file = new BinaryReader(File.OpenRead(Path.Combine(FSOEnvironment.ContentDir, "cas.fsov"))))
            {
                var marshal = new FSO.SimAntics.Marshals.VMMarshal();
                marshal.Deserialize(file);
                marshal.PlatformState = new VMTS1LotState();
                vm.Load(marshal);
                vm.Reset();
            }
            vm.Tick();

            vm.Context.Clock.Hours = 12;
            vm.MyUID = uint.MaxValue;
            var settings = GlobalSettings.Default;
            var myClient = new VMNetClient
            {
                PersistID   = uint.MaxValue,
                RemoteIP    = "local",
                AvatarState = new VMNetAvatarPersistState()
                {
                    Name         = settings.LastUser ?? "",
                    DefaultSuits = new VMAvatarDefaultSuits(settings.DebugGender),
                    BodyOutfit   = settings.DebugBody,
                    HeadOutfit   = settings.DebugHead,
                    PersistID    = uint.MaxValue,
                    SkinTone     = (byte)settings.DebugSkin,
                    Gender       = (short)(settings.DebugGender ? 1 : 0),
                    Permissions  = FSO.SimAntics.Model.TSOPlatform.VMTSOAvatarPermissions.Admin,
                    Budget       = 1000000
                }
            };

            var server = (VMServerDriver)Driver;

            server.ConnectClient(myClient);

            HeadAvatars = new VMAvatar[18];
            for (int i = 0; i < 18; i++)
            {
                HeadAvatars[i] = (VMAvatar)vm.Context.CreateObjectInstance(0x7FD96B54, LotTilePos.OUT_OF_WORLD, Direction.NORTH, true).BaseObject;
            }

            BodyAvatars = new VMAvatar[18];
            for (int i = 0; i < 18; i++)
            {
                BodyAvatars[i] = (VMAvatar)vm.Context.CreateObjectInstance(0x7FD96B54, LotTilePos.OUT_OF_WORLD, Direction.NORTH, true).BaseObject;
            }

            PopulateSimType("ma");
        }
Exemple #6
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 public VMContext(VMContextMarshal input, World oldWorld)
     : this(oldWorld)
 {
     Load(input);
 }
Exemple #7
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        /// <summary>
        /// Creates a new WorldState instance.
        /// </summary>
        /// <param name="device">A GraphicsDevice used for rendering.</param>
        /// <param name="worldPxWidth">Width of world in pixels.</param>
        /// <param name="worldPxHeight">Height of world in pixels.</param>
        /// <param name="world">A World instance.</param>
        public WorldState(GraphicsDevice device, float worldPxWidth, float worldPxHeight, World world)
        {
            this.Device = device;
            this.World = world;
            this.WorldCamera = new WorldCamera(device);

            WorldSpace = new WorldSpace(worldPxWidth, worldPxHeight, this);
            Zoom = WorldZoom.Near;
            Rotation = WorldRotation.TopLeft;
            Level = 1;
        }
Exemple #8
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        public static void SaveOBJ(string destPath, STR locations)
        {
            var exportedFlr = new HashSet <ushort>();
            var gd          = GameFacade.GraphicsDevice;
            var mtlBuilder  = new StringBuilder();

            Directory.CreateDirectory(destPath);

            //var mtlMem = new MemoryStream();
            //var mtlIO = new StreamWriter(mtlMem);
            var mtlIO = new StreamWriter(new FileStream(Path.Combine(destPath, "neighbourhood.mtl"), FileMode.Create, FileAccess.Write, FileShare.None));

            var path     = Path.Combine(destPath, "neighbourhood.obj");
            var filename = Path.GetFileNameWithoutExtension(path);

            using (var io = new StreamWriter(new FileStream(path, FileMode.Create, FileAccess.Write, FileShare.None)))
            {
                io.WriteLine("# Generated by the Simitone Neighbourhood Exporter.");
                io.WriteLine("# The purpose is to allow users to mesh neighbourhood surroundings using");
                io.WriteLine("# the projected physical positions and terrain profiles of lots as a starting point.");

                io.WriteLine("mtllib neighbourhood.mtl");
                io.WriteLine("s 1");

                int indCount = 1;
                for (int i = 0; i < locations.Length; i++)
                {
                    var loc   = locations.GetString(i).Split(',');
                    var num   = int.Parse(loc[0].TrimStart());
                    var pos2d = new Vector2(int.Parse(loc[1].TrimStart()), int.Parse(loc[2].TrimStart()));

                    var house = Content.Get().Neighborhood.GetHouse(num);

                    World world = new FSO.LotView.World(GameFacade.GraphicsDevice);

                    world.Opacity = 1;
                    GameFacade.Scenes.Add(world);

                    var globalLink = new VMTS1GlobalLinkStub();
                    var driver     = new VMServerDriver(globalLink);

                    var vm = new VM(new VMContext(world), driver, new UIHeadlineRendererProvider());
                    vm.ListenBHAVChanges();
                    vm.Init();

                    vm.SetGlobalValue(11, (short)num);

                    var activator = new VMTS1Activator(vm, vm.Context.World, (short)num);
                    var blueprint = activator.LoadFromIff(house);

                    var floorVerts = blueprint.Terrain.GetVertices(gd);
                    blueprint.FloorGeom.FullReset(gd, false);
                    var groundfloor = blueprint.FloorGeom.Floors[0];

                    //we need to calculate the
                    var minHeight = int.MaxValue;
                    var heights   = vm.Context.Architecture.Terrain.Heights;
                    for (int j = 0; j < heights.Length; j++)
                    {
                        if ((j % blueprint.Width) == 0 || (j % blueprint.Width) == blueprint.Width - 1 || j < blueprint.Width || j >= (blueprint.Height - 1) * blueprint.Width)
                        {
                            continue;
                        }
                        var h = heights[j];
                        if (h != 0 && h < minHeight)
                        {
                            minHeight = h;
                        }
                    }
                    if (minHeight == int.MaxValue)
                    {
                        minHeight = 0;
                    }
                    var scale = (locations.Length > 30 ? 1f : 2f) * 1.4142135623730950488016887242097f;
                    var baseV = new Vector3(pos2d.X + pos2d.Y * 2, 0, pos2d.Y * 2 - pos2d.X) / scale;
                    baseV.Y -= (minHeight * 3 / 160f) * 3;

                    var ctr = blueprint.GetFineBounds().Location.ToVector2() + blueprint.GetFineBounds().Size.ToVector2() / 2;

                    var voff = baseV + new Vector3(ctr.X, 0, ctr.Y) * 3f / -1;

                    voff.X = (int)(voff.X / 3) * 3;
                    voff.Z = (int)(voff.Z / 3) * 3;

                    SetOutsideTime(GameFacade.GraphicsDevice, vm, world, 0.5f, false);
                    world.State.PrepareLighting();
                    var facade = new LotFacadeGenerator();
                    facade.FLOOR_TILES        = blueprint.Width;
                    facade.GROUND_SUBDIV      = blueprint.Width;
                    facade.FLOOR_RES_PER_TILE = 4;
                    facade.LotName            = "p" + num.ToString();
                    facade.Generate(GameFacade.GraphicsDevice, world, blueprint);
                    facade.AppendOBJ(io, filename, indCount, voff / 3);
                    facade.AppendMTL(mtlIO, Path.GetDirectoryName(path));
                    indCount = facade.LastIndex;

                    /*
                     * foreach (var group in groundfloor.GroupForTileType)
                     * {
                     *  if (!exportedFlr.Contains(group.Key) && group.Key != 0 && group.Key < 65000)
                     *  {
                     *      //get and export this floor's texture. add it as a material as well.
                     *      var floor = Content.Get().WorldFloors.Get(group.Key).Near.Frames[0].GetTexture(gd);
                     *      using (var flrStream = new FileStream(Path.Combine(destPath, "flr_" + group.Key + ".png"), FileMode.Create, FileAccess.Write, FileShare.None))
                     *          floor.SaveAsPng(flrStream, floor.Width, floor.Height);
                     *
                     *      //add as material
                     *      GenerateMTL("flr_" + group.Key, mtlBuilder);
                     *  }
                     *  //write out verts and indices.
                     *
                     *
                     *  var indices = group.Value.BuildIndexData();
                     *  var done = new Dictionary<int, int>(); //index remap
                     *
                     *  if (group.Key == 0)
                     *  {
                     *      //grass... export as grass colour
                     *      io.WriteLine("usemtl " + "grass");
                     *      io.WriteLine("o " + "lot_" + num + "_grass");
                     *
                     *  }
                     *  else
                     *  {
                     *      //export with floor textured material
                     *      io.WriteLine("usemtl " + "flr_" + group.Key);
                     *      io.WriteLine("o " + "lot_" + num + "_" + group.Key);
                     *  }
                     *
                     *  var indexStr = new StringBuilder();
                     *  indexStr.Append("f ");
                     *
                     *  for (int j = 0; j < indices.Length; j++)
                     *  {
                     *      var index = indices[j];
                     *      int remapped = index;
                     *      if (!done.TryGetValue(index, out remapped))
                     *      {
                     *          remapped = indCount;
                     *          done.Add(index, indCount++);
                     *          //append a vertex
                     *          var vert = floorVerts[index];
                     *          vert.Position += voff;
                     *          io.Write("v " + vert.Position.X.ToString(CultureInfo.InvariantCulture) + " " + vert.Position.Y.ToString(CultureInfo.InvariantCulture) + " " + vert.Position.Z.ToString(CultureInfo.InvariantCulture));
                     *          io.WriteLine((group.Key == 0) ? " " + vert.Color.X.ToString(CultureInfo.InvariantCulture) + " " + vert.Color.Y.ToString(CultureInfo.InvariantCulture) + " " + vert.Color.Z.ToString(CultureInfo.InvariantCulture) : "");
                     *          io.WriteLine("vt " + vert.GrassInfo.Y.ToString(CultureInfo.InvariantCulture) + " " + (1 - vert.GrassInfo.Z).ToString(CultureInfo.InvariantCulture));
                     *      }
                     *      indexStr.Append(remapped + "/" + remapped);
                     *      if (j % 3 == 2)
                     *      {
                     *          indexStr.AppendLine();
                     *          if (j != indices.Length - 1) indexStr.Append("f ");
                     *      }
                     *      else indexStr.Append(" ");
                     *  }
                     *
                     *  io.WriteLine(indexStr);
                     * }
                     */

                    GameFacade.Scenes.Remove(world);
                    world.Dispose();
                }
            }

            mtlIO.Close();
        }
        public override Texture2D DrawFrame(World world)
        {
            if (LastZoom != world.State.Zoom || Texture == null)
            {
                Invalidated = true;
                LastZoom = world.State.Zoom;
                RecalculateTarget();
                if (Texture == null) return null;
            }
            var GD = GameFacade.GraphicsDevice;
            var batch = GameFacade.Screens.SpriteBatch;

            if (Headline.Anim % 15 == 0 && Sprite != null && Sprite.Frames.Count > 3) Invalidated = true;

            if (Invalidated || DrawSkill) //todo: logic for drawing skills less often
            {
                GD.SetRenderTarget(Texture);
                GD.Clear(Color.Transparent);
                batch.Begin();

                if (BGSprite != null) batch.Draw(BGSprite.Frames[ZoomFrame].GetTexture(GD), new Vector2(), Color.White);

                Texture2D main = null;
                Vector2 offset = new Vector2();
                if (Sprite != null)
                {
                    var animFrame = (Headline.Anim / 15) % (Sprite.Frames.Count / 3);
                    main = Sprite.Frames[ZoomFrame + animFrame * 3].GetTexture(GD);
                    offset = new Vector2(0, 4);
                }
                else if (AlgTex != null)
                {
                    main = AlgTex;
                    offset = new Vector2(0, -6);
                }
                offset /= ZoomToDiv[(int)LastZoom];

                if (main != null && Texture != null) batch.Draw(main, new Vector2(Texture.Width / 2 - main.Width / 2, Texture.Height / 2 - main.Height / 2) + offset, Color.White);

                if (Headline.Operand.Crossed)
                {
                    Texture2D Cross = Sprites.Get<SPR>(0x67).Frames[ZoomFrame].GetTexture(GD);
                    batch.Draw(Cross, new Vector2(Texture.Width / 2 - Cross.Width / 2, Texture.Height / 2 - Cross.Height / 4), Color.White);
                }

                if (DrawSkill)
                {
                    batch.Draw(WhitePx, new Rectangle(88, 4, 71, 41), new Color(92, 92, 92));
                    var font = GameFacade.MainFont.GetNearest(14).Font;

                    var avatar = (VMAvatar)Headline.Target;

                    string skillString = "Skill: " + (avatar.GetPersonData((VMPersonDataVariable)
                        (avatar.GetPersonData(VMPersonDataVariable.SkillEfficiency) >> 8)) / 100.0).ToString("F2");
                    Vector2 fontOrigin = font.MeasureString(skillString) / 2;
                    batch.DrawString(font, skillString, new Vector2(88 + 35, 15) - fontOrigin * 0.60f, new Color(255, 249, 157), 0, new Vector2(), 0.60f, SpriteEffects.None, 0);

                    skillString = "Speed: " + (avatar.GetPersonData(VMPersonDataVariable.SkillEfficiency) & 0xFF) + "%";
                    fontOrigin = font.MeasureString(skillString) / 2;
                    batch.DrawString(font, skillString, new Vector2(88 + 35, 34) - fontOrigin * 0.60f, new Color(255, 249, 157), 0, new Vector2(), 0.60f, SpriteEffects.None, 0);
                }

                batch.End();
                GD.SetRenderTarget(null);
                Invalidated = false;
            }

            return Texture;
        }
Exemple #10
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 public virtual Texture2D DrawFrame(World world)
 {
     return null;
 }