Esempio n. 1
0
    public void Build()
    {
        if (Initialized == false)
        {
            throw new Exception("You forgot to call 'Initialise(...)'");
        }
        m_manualObject.BeginUpdate(0);
        if (lineVertices.Count > 0 && isEnabled)
        {
            m_manualObject.EstimateVertexCount(System.Convert.ToUInt32(lineVertices.Count));
            m_manualObject.EstimateIndexCount(System.Convert.ToUInt32(lineIndices.Count));
            LinkedList <KeyValuePair <Vector3, ColourValue> > .Enumerator i = lineVertices.GetEnumerator();
            while (i.MoveNext())
            {
                m_manualObject.Position(i.Current.Key);
                m_manualObject.Colour(i.Current.Value);
            }
            LinkedList <int> .Enumerator i2 = lineIndices.GetEnumerator();
            while (i2.MoveNext())
            {
                m_manualObject.Index(System.Convert.ToUInt16(i2.Current));
            }
        }
        m_manualObject.End();

        m_manualObject.BeginUpdate(1);
        if (triangleVertices.Count > 0 && isEnabled)
        {
            m_manualObject.EstimateVertexCount(System.Convert.ToUInt16((triangleVertices.Count)));
            m_manualObject.EstimateIndexCount(System.Convert.ToUInt16(triangleIndices.Count));
            LinkedList <KeyValuePair <Vector3, ColourValue> > .Enumerator i = triangleVertices.GetEnumerator();
            while (i.MoveNext())
            {
                m_manualObject.Position(i.Current.Key);
                m_manualObject.Colour(i.Current.Value.r, i.Current.Value.g, i.Current.Value.b, fillAlpha);
            }
            LinkedList <int> .Enumerator i2 = triangleIndices.GetEnumerator();
            while (i2.MoveNext())
            {
                m_manualObject.Index(System.Convert.ToUInt16(i2.Current));
            }
        }
        m_manualObject.End();
    }
Esempio n. 2
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    public void Initialise(SceneManager aSceneManager, float aFillAlpha)
    {
        if (isInitialised)
        {
            // Initialization multiple call guard
            return;
        }

        if (aSceneManager == null)
        {
            return;
        }

        m_sceneManager = aSceneManager;
        fillAlpha      = aFillAlpha;
        m_manualObject = null;
        linesIndex     = 0;
        trianglesIndex = 0;

        m_manualObject             = m_sceneManager.CreateManualObject("debugDrawer_object");
        m_manualObject.CastShadows = false;

        m_sceneManager.RootSceneNode.CreateChildSceneNode("debugDrawer_object").AttachObject(m_manualObject);
        m_manualObject.Dynamic = (true);

        icoSphere.Create(this.DEFAULT_ICOSPHERE_RECURSION_LEVEL);

        m_manualObject.Begin("debug_draw", RenderOperation.OperationTypes.OT_LINE_LIST);
        m_manualObject.Position(Vector3.ZERO);
        m_manualObject.Colour(ColourValue.ZERO);
        m_manualObject.Index(0);
        m_manualObject.End();
        m_manualObject.Begin("debug_draw", RenderOperation.OperationTypes.OT_TRIANGLE_LIST);
        m_manualObject.Position(Vector3.ZERO);
        m_manualObject.Colour(ColourValue.ZERO);
        m_manualObject.Index(0);
        m_manualObject.End();

        trianglesIndex = 0;
        linesIndex     = trianglesIndex;

        isInitialised = true;
        // Initialization multiple call guard
    }
Esempio n. 3
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                                 1, 2, 3 }; // back face

/*
 *      static public void CreateBoidMesh(string name, string color)
 *      {
 *          Vector3[] colors = baseColors;
 *          if (color.Equals("green"))
 *          {
 *              colors[0] = colors[1] = colors[2] = new Vector3(0.0f, 1.0f, 0.0f);
 *          }
 *          else if (color.Equals("red"))
 *          {
 *              colors[0] = colors[1] = colors[2] = new Vector3(1.0f, 0.0f, 0.0f);
 *          }
 *
 *          // Return now if already exists
 *          if (MeshManager.Singleton.ResourceExists(name))
 *              return;
 *
 *          MeshBuilderHelper mbh = new MeshBuilderHelper(name, "Flocking", false, 0, (uint)pts.Length);
 *
 *          UInt32 offPos = mbh.AddElement(VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_POSITION).Offset;
 *          UInt32 offDiff = mbh.AddElement(VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_DIFFUSE).Offset;
 *
 *          mbh.CreateVertexBuffer(HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY);
 *          for (int count = 0; count < pts.Length; count++)
 *          {
 *              mbh.SetVertFloat((uint)count, offPos, pts[count].x, pts[count].y, pts[count].z);           //position
 *              mbh.SetVertFloat((uint)count, offDiff, colors[count].x, colors[count].y, colors[count].z); //color
 *          }
 *
 *          mbh.CreateIndexBuffer((uint)(indices.Length / 3), HardwareIndexBuffer.IndexType.IT_16BIT, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY);
 *          for (uint index = 0; index < indices.Length / 3; index++)
 *          {
 *              mbh.SetIndex16bit(index, (UInt16)(indices[index * 3]),
 *                                       (UInt16)(indices[index * 3 + 1]),
 *                                       (UInt16)(indices[index * 3 + 2]));
 *          }
 *
 *          MaterialPtr material = MaterialManager.Singleton.CreateOrRetrieve("Test/ColourTest", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME).first;
 *          material.GetTechnique(0).GetPass(0).VertexColourTracking = (int)TrackVertexColourEnum.TVC_AMBIENT;
 *          MeshPtr m = mbh.Load("Test/ColourTest");
 *          m._setBounds(new AxisAlignedBox(-1.0f, -1.0f, -1.0f,
 *                                           1.0f, 1.0f, 1.0f), false);
 *          m._setBoundingSphereRadius((float)System.Math.Sqrt(1.0f * 1.0f + 1.0f * 1.0f));
 *      }
 */

        public static ManualObject CreateBoidObject(string name, SceneManager sceneMgr, string color)
        {
            Vector3[] colors = baseColors;
            if (color.Equals("green"))
            {
                colors[0] = colors[1] = colors[2] = new Vector3(0.0f, 1.0f, 0.0f);
            }
            else if (color.Equals("red"))
            {
                colors[0] = colors[1] = colors[2] = new Vector3(1.0f, 0.0f, 0.0f);
            }

            // Return now if already exists
            if (MeshManager.Singleton.ResourceExists(name))
            {
                return(null);
            }

            ManualObject boidObj = sceneMgr.CreateManualObject(name);

            RenderOperation.OperationTypes operation = RenderOperation.OperationTypes.OT_TRIANGLE_LIST;
            MaterialPtr material = MaterialManager.Singleton.CreateOrRetrieve("Test/Boid", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME).first;

            material.GetTechnique(0).GetPass(0).VertexColourTracking = (int)TrackVertexColourEnum.TVC_AMBIENT;

            boidObj.Begin("Test/Boid", operation);

            for (int count = 0; count < pts.Length; count++)
            {
                boidObj.Position(pts[count]);                                      //position
                boidObj.Colour(colors[count].x, colors[count].y, colors[count].z); //color
            }
            for (uint index = 0; index < indices.Length / 3; index++)
            {
                boidObj.Index((ushort)(indices[index * 3]));
                boidObj.Index((ushort)(indices[index * 3 + 1]));
                boidObj.Index((ushort)(indices[index * 3 + 2]));
            }

            boidObj.End();

            return(boidObj);
        }
Esempio n. 4
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        // create a 2D hud element: pos = [-1;1] & size = (pixels)
        public static MovableObject MakeHud(SceneManager mgr, Viewport vp, String materialName, Vector2 pos, Vector2 size)
        {
            // Create a manual object for 2D
            ManualObject manual = mgr.CreateManualObject();

            // Use identity view/projection matrices
            manual.UseIdentityProjection = true;
            manual.UseIdentityView       = true;

            // convert from pixels to screen coords
            float s = size.x / vp.ActualWidth;
            float t = size.y / vp.ActualHeight;

            manual.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_STRIP);

            manual.Position(pos.x - s, pos.y - t, 0.0f); manual.TextureCoord(0, 1);
            manual.Position(pos.x + s, pos.y - t, 0.0f); manual.TextureCoord(1, 1);
            manual.Position(pos.x + s, pos.y + t, 0.0f); manual.TextureCoord(1, 0);
            manual.Position(pos.x - s, pos.y + t, 0.0f); manual.TextureCoord(0, 0);

            manual.Index(0);
            manual.Index(1);
            manual.Index(2);
            manual.Index(3);
            manual.Index(0);

            manual.End();

            // Use infinite AAB to always stay visible
            AxisAlignedBox aabInf = new AxisAlignedBox();

            aabInf.SetInfinite();
            manual.BoundingBox = aabInf;

            // Render just before overlays
            manual.RenderQueueGroup = (byte)(RenderQueueGroupID.RENDER_QUEUE_OVERLAY - 1);
            manual.CastShadows      = false;

            // Attach to scene
            mgr.RootSceneNode.CreateChildSceneNode().AttachObject(manual);
            return(manual);
        }
Esempio n. 5
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        /// <summary>
        /// This private method defines the vertex and index buffers of a quad as a triangle list.
        /// </summary>
        private MeshPtr Quad()
        {
            manualObj = mSceneMgr.CreateManualObject("maualObjQuad");
            manualObj.Begin("void", RenderOperation.OperationTypes.OT_TRIANGLE_LIST);    // Starts filling the manual object as a triangle list

            // ---- Vertex Buffer ----
            manualObj.Position(new Vector3(5, 5, 0));               // --- Vertex 0 ---
            manualObj.Position(new Vector3(-5, 5, 0));              // --- Vertex 1 ---
            manualObj.Position(new Vector3(5, -5, 0));              // --- Vertex 2 ---
            manualObj.Position(new Vector3(-5, -5, 0));             // --- Vertex 3 ---

            // ---- Index Buffer ----
            // --- Triangle 0 ---
            manualObj.Index(0);
            manualObj.Index(1);
            manualObj.Index(2);

            // --- Triangle 1 ---
            manualObj.Index(1);
            manualObj.Index(3);
            manualObj.Index(2);

            manualObj.End();                                        // Closes the manual objet

            return(manualObj.ConvertToMesh("Quad"));                // Prepares the data to be sent to the GPU
        }
Esempio n. 6
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        public MeshPtr getCube(string cubeName)
        {
            manualObj = mSceneMgr.CreateManualObject("maualObjQuad");
            manualObj.Begin("void", RenderOperation.OperationTypes.OT_TRIANGLE_LIST); // Starts filling the manual object as a triangle list

            // ---- Vertex Buffer ----
            manualObj.Position(new Vector3(-1000, 0, 1000));        // --- Vertex 0 ---
            manualObj.TextureCoord(new Vector2(0, 0));
            manualObj.Position(new Vector3(1000, 0, 1000));         // --- Vertex 1 ---
            manualObj.TextureCoord(new Vector2(1, 0));
            manualObj.Position(new Vector3(1000, 0, -1000));        // --- Vertex 2 ---
            manualObj.TextureCoord(new Vector2(0, 1));
            manualObj.Position(new Vector3(-1000, 0, -1000 0));     // --- Vertex 3 ---
            manualObj.TextureCoord(new Vector2(1, 1));

            // ---- Index Buffer ----
            // --- Triangle 0 ---
            manualObj.Index(0);
            manualObj.Index(1);
            manualObj.Index(2);

            // --- Triangle 1 ---
            manualObj.Index(1);
            manualObj.Index(3);
            manualObj.Index(2);


            manualObj.End();                                    // Closes the manual objet

            return(manualObj.ConvertToMesh("Floor"));           // Prepares the data to be sent to the GPU
        }
Esempio n. 7
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        private void createSphere(string strName, float r, SceneManager sceneMgr, int nRings = 16, int nSegments = 16)
        {
            ManualObject manual = sceneMgr.CreateManualObject(strName);

            manual.Begin("BaseWhiteNoLighting", RenderOperation.OperationTypes.OT_TRIANGLE_LIST);

            float  fDeltaRingAngle = (Mogre.Math.PI / nRings);
            float  fDeltaSegAngle  = (2 * Mogre.Math.PI / nSegments);
            ushort wVerticeIndex   = 0;

            // Generate the group of rings for the sphere
            for (int ring = 0; ring <= nRings; ring++)
            {
                float r0 = r * Mogre.Math.Sin(ring * fDeltaRingAngle);
                float y0 = r * Mogre.Math.Cos(ring * fDeltaRingAngle);

                // Generate the group of segments for the current ring
                for (int seg = 0; seg <= nSegments; seg++)
                {
                    float x0 = r0 * Mogre.Math.Sin(seg * fDeltaSegAngle);
                    float z0 = r0 * Mogre.Math.Cos(seg * fDeltaSegAngle);

                    // Add one vertex to the strip which makes up the sphere
                    manual.Position(x0, y0, z0);
                    manual.Normal(new Mogre.Vector3(x0, y0, z0).NormalisedCopy);
                    manual.TextureCoord((float)seg / (float)nSegments, (float)ring / (float)nRings);

                    if (ring != nRings)
                    {
                        // each vertex (except the last) has six indicies pointing to it
                        manual.Index((uint)(wVerticeIndex + nSegments + 1));
                        manual.Index(wVerticeIndex);
                        manual.Index((uint)(wVerticeIndex + nSegments));
                        manual.Index((uint)(wVerticeIndex + nSegments + 1));
                        manual.Index((uint)(wVerticeIndex + 1));
                        manual.Index(wVerticeIndex);
                        wVerticeIndex++;
                    }
                }
                ;  // end for seg
            } // end for ring
            manual.End();
            MeshPtr mesh = manual.ConvertToMesh(strName);

            mesh._setBounds(new AxisAlignedBox(new Mogre.Vector3(-r, -r, -r), new Mogre.Vector3(r, r, r)), false);

            mesh._setBoundingSphereRadius(r);
            ushort src, dest;

            if (!mesh.SuggestTangentVectorBuildParams(VertexElementSemantic.VES_TANGENT, out src, out dest))
            {
                mesh.BuildTangentVectors(VertexElementSemantic.VES_TANGENT, src, dest);
            }
        }
Esempio n. 8
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        static ManualObject.ManualObjectSection BuildTerrainBlock(ManualObject obj, ushort pointsX, ushort pointsY,
                                                                  Vector4 translationScale, Vector4 color)
        {
            RenderOperation.OperationTypes operation = RenderOperation.OperationTypes.OT_TRIANGLE_STRIP;

            obj.Begin("Terrain/Terrain_Material", operation);

            /*
             * This function uses one big zigzag triangle strip for the whole grid.
             * And insert degenerated (invisible) triangles to join 2 rows. For instance:
             * 0  1  2  3
             * 4  5  6  7
             * 8  9  10 11
             * 12 13 14 15
             *
             * The index buffer would look like :
             * 0, 4, 1, 5, 2, 6, 3, 7, 7, 7, 11, 6, 10, 5, 9, 4, 8, 8, 8, 12, 9, 13, 10, 14, 11, 15
             */
            for (int y = pointsY - 1; y >= 0; y--)
            {
                for (int x = 0; x <= pointsX - 1; x++)
                {
                    obj.Position(x, y, 0.0f);
                    obj.TextureCoord((float)x / (float)(pointsX), (float)y / (float)(pointsY));
                }
            }
            //Console.Write("\n Index:");
            // We have pointsX -1 lines
            for (ushort y = 0; y < pointsY - 1; y++)
            {
                if (y % 2 == 0)
                {
                    for (int x = 0; x < pointsX; x++)
                    {
                        obj.Index((ushort)(y * pointsX + x));            //(x, y + 1, 0.0f);
                        //Console.Write("," + (y * pointsX + x));
                        obj.Index((ushort)(y * pointsX + x + pointsX));  //(x, y, 0.0f);
                        //Console.Write("," + (y * pointsX + x + pointsX));
                    }

                    if (y != pointsY - 2)
                    {
                        obj.Index((ushort)(y * pointsX + pointsX - 1));         //(0, y+1, 0.0f);
                        //Console.Write("," + (y * pointsX + 2 * pointsX - 1));
                    }
                }
                else
                {
                    for (int x = pointsX - 1; x >= 0; x--)
                    {
                        obj.Index((ushort)(y * pointsX + x));           //(x, y + 1, 0.0f);
                        //Console.Write(", " + (y * pointsX + x));
                        obj.Index((ushort)(y * pointsX + x + pointsX)); //(x, y, 0.0f);
                        //Console.Write(", " + (y * pointsX + x + pointsX));
                    }
                    if (y != pointsY - 2)
                    {
                        obj.Index((ushort)(y * pointsX + pointsX));         //(0, y+1, 0.0f);
                        //Console.Write(", " + (y * pointsX + pointsX));
                    }
                }
            }
            //Console.WriteLine(";");
            ManualObject.ManualObjectSection manualObjSec1 = obj.End();
            obj.BoundingBox = new AxisAlignedBox(translationScale.x,
                                                 translationScale.y, -1,
                                                 (pointsX * translationScale.z + translationScale.x),
                                                 (pointsY * translationScale.w + translationScale.y), 1);
            manualObjSec1.SetCustomParameter(TransXYscaleXY, translationScale);
            manualObjSec1.SetCustomParameter(ColorAndHeightScale, color);
            return(manualObjSec1);
        }
Esempio n. 9
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        public MeshPtr getCube(string cubeName, string materialName, float width, float height, float depth)
        {
            cube = mSceneMgr.CreateManualObject(cubeName + "_ManObj");
            cube.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST);

            // --- Fills the Vertex buffer and define the texture coordinates for each vertex ---

            //--- Vertex 0 ---
            cube.Position(new Vector3(.5f * width, .5f * height, .5f * depth));
            cube.TextureCoord(new Vector2(0, 0));
            //--- Vertex 1 ---
            cube.Position(new Vector3(.5f * width, -.5f * height, .5f * depth));
            cube.TextureCoord(new Vector2(1, 0));
            //--- Vertex 2 ---
            cube.Position(new Vector3(.5f * width, .5f * height, -.5f * depth));
            cube.TextureCoord(new Vector2(0, 1));
            //--- Vertex 3 ---
            cube.Position(new Vector3(.5f * width, -.5f * height, -.5f * depth));
            cube.TextureCoord(new Vector2(1, 1));

            //--- Vertex 4 ---
            cube.Position(new Vector3(-.5f * width, .5f * height, .5f * depth));
            cube.TextureCoord(new Vector2(0, 0));
            //--- Vertex 5 ---
            cube.Position(new Vector3(-.5f * width, -.5f * height, .5f * depth));
            cube.TextureCoord(new Vector2(1, 0));
            //--- Vertex 6 ---
            cube.Position(new Vector3(-.5f * width, .5f * height, -.5f * depth));
            cube.TextureCoord(new Vector2(0, 1));
            //--- Vertex 7 ---
            cube.Position(new Vector3(-.5f * width, -.5f * height, -.5f * depth));
            cube.TextureCoord(new Vector2(1, 1));

            // --- Fills the Index Buffer ---
            //--------Face 1----------
            cube.Index(0);
            cube.Index(1);
            cube.Index(2);

            cube.Index(2);
            cube.Index(1);
            cube.Index(3);

            //--------Face 2----------
            cube.Index(4);
            cube.Index(6);
            cube.Index(5);

            cube.Index(6);
            cube.Index(7);
            cube.Index(5);

            //--------Face 3----------
            cube.Index(0);
            cube.Index(4);
            cube.Index(1);

            cube.Index(1);
            cube.Index(4);
            cube.Index(5);

            //--------Face 4----------
            cube.Index(0);
            cube.Index(6);
            cube.Index(4);

            cube.Index(0);
            cube.Index(2);
            cube.Index(6);

            //--------Face 5----------
            cube.Index(6);
            cube.Index(2);
            cube.Index(3);

            cube.Index(6);
            cube.Index(3);
            cube.Index(7);

            //--------Face 5----------
            cube.Index(3);
            cube.Index(1);
            cube.Index(7);

            cube.Index(1);
            cube.Index(5);
            cube.Index(7);

            cube.End();
            return(cube.ConvertToMesh(cubeName));
        }
Esempio n. 10
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        static ManualObject.ManualObjectSection BuildTerrainBlock(ManualObject obj, ushort pointsX, ushort pointsY,
            Vector4 translationScale, Vector4 color)
        {
            RenderOperation.OperationTypes operation = RenderOperation.OperationTypes.OT_TRIANGLE_STRIP;

            obj.Begin("Terrain/Terrain_Material", operation);
            /*
             * This function uses one big zigzag triangle strip for the whole grid.
             * And insert degenerated (invisible) triangles to join 2 rows. For instance:
             * 0  1  2  3
             * 4  5  6  7
             * 8  9  10 11
             * 12 13 14 15
             *
             * The index buffer would look like :
             * 0, 4, 1, 5, 2, 6, 3, 7, 7, 7, 11, 6, 10, 5, 9, 4, 8, 8, 8, 12, 9, 13, 10, 14, 11, 15
             */
            for (int y = pointsY - 1; y >= 0; y--)
            {
                for (int x = 0; x <= pointsX - 1; x++)
                {
                    obj.Position(x, y, 0.0f);
                    obj.TextureCoord((float)x / (float)(pointsX), (float)y / (float)(pointsY));
                }
            }
            //Console.Write("\n Index:");
            // We have pointsX -1 lines
            for (ushort y = 0; y < pointsY - 1; y++)
            {
                if (y % 2 == 0)
                {
                    for (int x = 0; x < pointsX; x++)
                    {
                        obj.Index((ushort)(y * pointsX + x));            //(x, y + 1, 0.0f);
                        //Console.Write("," + (y * pointsX + x));
                        obj.Index((ushort)(y * pointsX + x + pointsX));  //(x, y, 0.0f);
                        //Console.Write("," + (y * pointsX + x + pointsX));

                    }

                    if (y != pointsY - 2)
                    {
                        obj.Index((ushort)(y * pointsX + pointsX - 1));         //(0, y+1, 0.0f);
                        //Console.Write("," + (y * pointsX + 2 * pointsX - 1));
                    }
                }
                else
                {
                    for (int x = pointsX - 1; x >= 0; x--)
                    {
                        obj.Index((ushort)(y * pointsX + x));           //(x, y + 1, 0.0f);
                        //Console.Write(", " + (y * pointsX + x));
                        obj.Index((ushort)(y * pointsX + x + pointsX));  //(x, y, 0.0f);
                        //Console.Write(", " + (y * pointsX + x + pointsX));
                    }
                    if (y != pointsY - 2)
                    {
                        obj.Index((ushort)(y * pointsX + pointsX));         //(0, y+1, 0.0f);
                        //Console.Write(", " + (y * pointsX + pointsX));
                    }

                }
            }
            //Console.WriteLine(";");
            ManualObject.ManualObjectSection manualObjSec1 = obj.End();
            obj.BoundingBox = new AxisAlignedBox(translationScale.x,
                                                 translationScale.y, -1,
                                                (pointsX * translationScale.z + translationScale.x),
                                                (pointsY * translationScale.w + translationScale.y), 1);
            manualObjSec1.SetCustomParameter(TransXYscaleXY, translationScale);
            manualObjSec1.SetCustomParameter(ColorAndHeightScale, color);
            return manualObjSec1;
        }
Esempio n. 11
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        /// <summary>
        /// This method contructs the mesh for the cube
        /// </summary>
        /// <param name="cubeName"></param>
        /// <returns>cubeMesh object</returns>
        public MeshPtr getCube(string cubeName)
        {
            // Console.Write("getCube: "+count);
            manualObj = mSceneMgr.CreateManualObject("manualObjQuad" + count);
            manualObj.Begin("void", RenderOperation.OperationTypes.OT_TRIANGLE_LIST); // Starts filling the manual object as a triangle list

            // ---- Vertex Buffer ----
            manualObj.Position(new Vector3(30, 30, 0));           // --- Vertex 0 ---
            manualObj.TextureCoord(new Vector2(0, 0));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(-30, 30, 0));              // --- Vertex 1 ---
            manualObj.TextureCoord(new Vector2(1, 0));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(30, -30, 0));              // --- Vertex 2 ---
            manualObj.TextureCoord(new Vector2(0, 1));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(-30, -30, 0));             // --- Vertex 3 ---
            manualObj.TextureCoord(new Vector2(1, 1));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(30, 30, -60));             // --- Vertex 4 ---
            manualObj.TextureCoord(new Vector2(0, 0));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(30, -30, -60));            // --- Vertex 5 ---
            manualObj.TextureCoord(new Vector2(1, 0));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(-30, 30, -60));             // --- Vertex 6 ---
            manualObj.TextureCoord(new Vector2(0, 1));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(-30, -30, -60));            // --- Vertex 7 ---
            manualObj.TextureCoord(new Vector2(1, 1));
            manualObj.Normal(1, 1, 1);

            // ---- Index Buffer ----
            // --- Triangle 0 ---
            manualObj.Index(0);
            manualObj.Index(1);
            manualObj.Index(2);

            // --- Triangle 1 ---
            manualObj.Index(1);
            manualObj.Index(3);
            manualObj.Index(2);


            // --- Triangle 8 ---
            manualObj.Index(4);
            manualObj.Index(5);
            manualObj.Index(6);

            // --- Triangle 9 ---
            manualObj.Index(5);
            manualObj.Index(7);
            manualObj.Index(6);


            manualObj.Position(new Vector3(30, 30, -60));          // --- Vertex 8 ---
            manualObj.TextureCoord(new Vector2(1, 0));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(30, 30, 0));              // --- Vertex 9 ---
            manualObj.TextureCoord(new Vector2(0, 0));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(30, -30, -60));              // --- Vertex 10 ---
            manualObj.TextureCoord(new Vector2(1, 1));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(30, -30, 0));             // --- Vertex 11 ---
            manualObj.TextureCoord(new Vector2(0, 1));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(-30, 30, 0));             // --- Vertex 12 ---
            manualObj.TextureCoord(new Vector2(0, 0));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(-30, 30, -60));            // --- Vertex 13 ---
            manualObj.TextureCoord(new Vector2(0, 1));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(-30, -30, 0));             // ---Vertex 14 ---
            manualObj.TextureCoord(new Vector2(1, 0));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(-30, -30, -60));            // ---Vertex 15 ---
            manualObj.TextureCoord(new Vector2(1, 1));
            manualObj.Normal(1, 1, 1);

            // ---Triangle 12-- -
            manualObj.Index(8);
            manualObj.Index(9);
            manualObj.Index(10);

            //  ---Triangle 13-- -
            manualObj.Index(9);
            manualObj.Index(11);
            manualObj.Index(10);

            // ---Triangle 14-- -
            manualObj.Index(12);
            manualObj.Index(13);
            manualObj.Index(14);

            //  ---Triangle 15-- -
            manualObj.Index(13);
            manualObj.Index(15);
            manualObj.Index(14);

            manualObj.Position(new Vector3(30, 30, -60));               // --- Vertex 16 ---
            manualObj.TextureCoord(new Vector2(1, 0));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(-30, 30, -60));              // --- Vertex 17 ---
            manualObj.TextureCoord(new Vector2(0, 0));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(30, 30, 0));              // --- Vertex 18 ---
            manualObj.TextureCoord(new Vector2(1, 1));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(-30, 30, 0));             // --- Vertex 19 ---
            manualObj.TextureCoord(new Vector2(0, 1));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(30, -30, 0));             // --- Vertex 20 ---
            manualObj.TextureCoord(new Vector2(0, 0));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(-30, -30, 0));            // --- Vertex 21 ---
            manualObj.TextureCoord(new Vector2(0, 1));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(30, -30, -60));             // ---Vertex 22 ---
            manualObj.TextureCoord(new Vector2(1, 0));
            manualObj.Normal(1, 1, 1);
            manualObj.Position(new Vector3(-30, -30, -60));           // ---Vertex 23 ---
            manualObj.TextureCoord(new Vector2(1, 1));
            manualObj.Normal(1, 1, 1);

            // ---Triangle 12-- -
            manualObj.Index(16);
            manualObj.Index(17);
            manualObj.Index(18);

            //  ---Triangle 13-- -
            manualObj.Index(17);
            manualObj.Index(19);
            manualObj.Index(18);

            // ---Triangle 14-- -
            manualObj.Index(20);
            manualObj.Index(21);
            manualObj.Index(22);

            //  ---Triangle 15-- -
            manualObj.Index(21);
            manualObj.Index(23);
            manualObj.Index(22);


            manualObj.End();                                      // Closes the manual objet

            return(manualObj.ConvertToMesh(cubeName));            // Prepares the data to be sent to the GPU
        }
    public void Initialise(SceneManager aSceneManager, float aFillAlpha)
    {
        if (isInitialised) {
            // Initialization multiple call guard
            return;
        }

        if (aSceneManager == null) {
            return;
        }

        m_sceneManager = aSceneManager;
        fillAlpha = aFillAlpha;
        m_manualObject = null;
        linesIndex = 0;
        trianglesIndex = 0;

        m_manualObject = m_sceneManager.CreateManualObject("debugDrawer_object");
        m_manualObject.CastShadows = false;

        m_sceneManager.RootSceneNode.CreateChildSceneNode("debugDrawer_object").AttachObject(m_manualObject);
        m_manualObject.Dynamic = (true);

        icoSphere.Create(this.DEFAULT_ICOSPHERE_RECURSION_LEVEL);

        m_manualObject.Begin("debug_draw", RenderOperation.OperationTypes.OT_LINE_LIST);
        m_manualObject.Position(Vector3.ZERO);
        m_manualObject.Colour(ColourValue.ZERO);
        m_manualObject.Index(0);
        m_manualObject.End();
        m_manualObject.Begin("debug_draw", RenderOperation.OperationTypes.OT_TRIANGLE_LIST);
        m_manualObject.Position(Vector3.ZERO);
        m_manualObject.Colour(ColourValue.ZERO);
        m_manualObject.Index(0);
        m_manualObject.End();

        trianglesIndex = 0;
        linesIndex = trianglesIndex;

        isInitialised = true;
        // Initialization multiple call guard
    }
Esempio n. 13
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        public void Initialise() {
            manualObject = sceneManager.CreateManualObject("debug_object");
            sceneManager.RootSceneNode.CreateChildSceneNode("debug_object").AttachObject(manualObject);
            manualObject.Dynamic = true;

            _icoSphere.create(DEFAULT_ICOSPHERE_RECURSION_LEVEL);

            manualObject.Begin("debug_draw", RenderOperation.OperationTypes.OT_LINE_LIST);
            manualObject.Position(Vector3.ZERO);
            manualObject.Colour(ColourValue.ZERO);
            manualObject.Index(0);
            manualObject.End();
            manualObject.Begin("debug_draw", RenderOperation.OperationTypes.OT_TRIANGLE_LIST);
            manualObject.Position(Vector3.ZERO);
            manualObject.Colour(ColourValue.ZERO);
            manualObject.Index(0);
            manualObject.End();

            trianglesIndex = 0;
            linesIndex = trianglesIndex;
        }
Esempio n. 14
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        public MeshPtr getCube(string cubeName, string materialName, float width, float height, float depth)
        {
            manual = mSceneMgr.CreateManualObject(cubeName + "_ManObj");
            manual.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST);

            // --- Fills the Vertex buffer and define the texture coordinates for each vertex ---

            //--- Vertex 0 ---
            v0 = new Vector3(.5f * width, .5f * height, .5f * depth);
            manual.Position(v0);
            //Texture coordinates here!
            manual.TextureCoord(new Vector2(0, 0));

            //--- Vertex 1 ---
            v1 = new Vector3(.5f * width, -.5f * height, .5f * depth);
            manual.Position(v1);
            //Texture coordinates here!
            manual.TextureCoord(new Vector2(1, 0));

            //--- Vertex 2 ---
            v2 = new Vector3(.5f * width, .5f * height, -.5f * depth);
            manual.Position(v2);
            //Texture coordinates here!
            manual.TextureCoord(new Vector2(0, 1));

            //--- Vertex 3 ---
            v3 = new Vector3(.5f * width, -.5f * height, -.5f * depth);
            manual.Position(v3);
            //Texture coordinates here!
            manual.TextureCoord(new Vector2(1, 1));


            //--- Vertex 4 ---
            v4 = new Vector3(-.5f * width, .5f * height, .5f * depth);
            manual.Position(v4);
            //Texture coordinates here!
            manual.TextureCoord(new Vector2(0, 0));

            //--- Vertex 5 ---
            v5 = new Vector3(-.5f * width, -.5f * height, .5f * depth);
            manual.Position(v5);
            //Texture coordinates here!
            manual.TextureCoord(new Vector2(-1, 0));

            //--- Vertex 6 ---
            v6 = new Vector3(-.5f * width, .5f * height, -.5f * depth);
            manual.Position(v6);
            //Texture coordinates here!
            manual.TextureCoord(new Vector2(0, -1));

            //--- Vertex 7 ---
            v7 = new Vector3(-.5f * width, -.5f * height, -.5f * depth);
            manual.Position(v7);
            //Texture coordinates here!
            manual.TextureCoord(new Vector2(-1, -1));


            // --- Fills the Index Buffer ---
            //--------Face 1----------
            manual.Index(2);
            manual.Index(1);
            manual.Index(0);

            manual.Index(3);
            manual.Index(1);
            manual.Index(2);

            //--------Face 2----------
            manual.Index(5);
            manual.Index(6);
            manual.Index(4);

            manual.Index(5);
            manual.Index(7);
            manual.Index(6);

            //--------Face 3----------
            manual.Index(1);
            manual.Index(4);
            manual.Index(0);

            manual.Index(5);
            manual.Index(4);
            manual.Index(1);

            ////--------Face 4----------
            //manual.Index(0);
            //manual.Index(6);
            //manual.Index(4);

            //manual.Index(0);
            //manual.Index(2);
            //manual.Index(6);

            //--------Face 5----------
            manual.Index(3);
            manual.Index(2);
            manual.Index(6);

            manual.Index(7);
            manual.Index(3);
            manual.Index(6);

            //--------Face 6----------
            //manual.Index(3);
            //manual.Index(1);
            //manual.Index(7);

            //manual.Index(1);
            //manual.Index(5);
            //manual.Index(7);

            manual.End();
            return(manual.ConvertToMesh(cubeName));
        }
Esempio n. 15
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        /// <summary>
        /// This private method defines the vertex and index buffers of a quad as a triangle list.
        /// </summary>
        private MeshPtr Quad()
        {
            manualObj = mSceneMgr.CreateManualObject("maualObjQuad");
            manualObj.Begin("void", RenderOperation.OperationTypes.OT_TRIANGLE_LIST);    // Starts filling the manual object as a triangle list

            // ---- Vertex Buffer ----
            manualObj.Position(new Vector3(5, 5, 0));               // --- Vertex 0 ---
            manualObj.Position(new Vector3(-5, 5, 0));              // --- Vertex 1 ---
            manualObj.Position(new Vector3(5, -5, 0));              // --- Vertex 2 ---
            manualObj.Position(new Vector3(-5, -5, 0));             // --- Vertex 3 ---

            // ---- Index Buffer ----
            // --- Triangle 0 ---
            manualObj.Index(0);
            manualObj.Index(1);
            manualObj.Index(2);

            // --- Triangle 1 ---
            manualObj.Index(1);
            manualObj.Index(3);
            manualObj.Index(2);

            manualObj.End();                                        // Closes the manual objet

            return manualObj.ConvertToMesh("Quad");                 // Prepares the data to be sent to the GPU
        }
Esempio n. 16
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        ///private MeshPtr Quad()
        public MeshPtr Quad()
        {
            cube = mSceneMgr.CreateManualObject("fieldQuad");
            cube.Begin("void", RenderOperation.OperationTypes.OT_TRIANGLE_LIST);

            cube.Position(new Vector3(20f, 20f, 20f)); // Vector 0
            cube.TextureCoord(new Vector2(0, 0));

            cube.Position(new Vector3(20f, -20f, 20f)); // Vector 1
            cube.TextureCoord(new Vector2(1, 0));

            cube.Position(new Vector3(20f, 20f, -20f)); // Vector 2
            cube.TextureCoord(new Vector2(0, 1));

            cube.Position(new Vector3(20f, -20f, -20f)); // Vector 3
            cube.TextureCoord(new Vector2(1, 1));

            cube.Position(new Vector3(-20f, 20f, 20f)); // Vector 4
            cube.TextureCoord(new Vector2(0, 0));

            cube.Position(new Vector3(-20f, -20f, 20f)); // Vector 5
            cube.TextureCoord(new Vector2(0, 1));

            cube.Position(new Vector3(-20f, 20f, -20f)); // Vector 6
            cube.TextureCoord(new Vector2(1, 0));

            cube.Position(new Vector3(-20f, -20f, -20f)); // Vector 7
            cube.TextureCoord(new Vector2(1, 1));

            // Index Buffer

            // Triangle 0
            cube.Index(0);
            cube.Index(1);
            cube.Index(2);

            // Triangle 1
            cube.Index(2);
            cube.Index(1);
            cube.Index(3);

            // Triangle 2
            cube.Index(4);
            cube.Index(6);
            cube.Index(5);

            // Triangle 3
            cube.Index(6);
            cube.Index(7);
            cube.Index(5);

            // Triangle 4
            cube.Index(0);
            cube.Index(4);
            cube.Index(1);

            // Triangle 5
            cube.Index(1);
            cube.Index(4);
            cube.Index(5);

            // Triangle 6
            cube.Index(0);
            cube.Index(6);
            cube.Index(4);

            // Triangle 7
            cube.Index(0);
            cube.Index(2);
            cube.Index(6);

            // Triangle 8
            cube.Index(6);
            cube.Index(2);
            cube.Index(3);

            // Triangle 9
            cube.Index(6);
            cube.Index(3);
            cube.Index(7);

            // Triangle 9
            cube.Index(3);
            cube.Index(1);
            cube.Index(7);

            cube.Index(1);
            cube.Index(5);
            cube.Index(7);

            cube.End();

            return(cube.ConvertToMesh("Quad"));
        }
Esempio n. 17
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        /// <summary>
        /// The vertexs for the walls around the edge of the arena are defined, and placed into the buffer to create the walls.
        /// </summary>
        private void BoundaryCubes()
        {
            manualObj = mSceneMgr.CreateManualObject("a");
            manualObj.Begin("void", RenderOperation.OperationTypes.OT_TRIANGLE_LIST);    // Starts filling the manual object as a triangle list


            // ---- Vertex Buffer ----
            manualObj.Position(new Vector3(500, 45, -500));  //SW        // --- Vertex 0 ---
            manualObj.Position(new Vector3(-500, 45, -500)); //SE       // --- Vertex 1 ---
            manualObj.Position(new Vector3(500, 0, -500));   //SW         // --- Vertex 2 ---
            manualObj.Position(new Vector3(-500, 0, -500));  //SE        // --- Vertex 3 ---

            manualObj.Position(new Vector3(500, 45, 500));   //NW         // --- Vertex 4 ---
            manualObj.Position(new Vector3(-500, 45, 500));  //NE        // --- Vertex 5 ---
            manualObj.Position(new Vector3(500, 0, 500));    //NW          // --- Vertex 6 ---
            manualObj.Position(new Vector3(-500, 0, 500));   //NE         // --- Vertex 7 ---

            // ---- Index Buffer ----

            //south wall
            // --- Triangle 0 ---
            manualObj.Index(0);
            manualObj.Index(1);
            manualObj.Index(2);
            // --- Triangle 1 ---
            manualObj.Index(1);
            manualObj.Index(3);
            manualObj.Index(2);

            //north wall
            // --- Triangle 2 ---
            manualObj.Index(6);
            manualObj.Index(5);
            manualObj.Index(4);
            // --- Triangle 3 ---
            manualObj.Index(6);
            manualObj.Index(7);
            manualObj.Index(5);

            //east wall
            // --- Triangle 4 ---
            manualObj.Index(7);
            manualObj.Index(3);
            manualObj.Index(5);
            // --- Triangle 5 ---
            manualObj.Index(3);
            manualObj.Index(1);
            manualObj.Index(5);

            //west wall
            // --- Triangle 6 ---
            manualObj.Index(4);
            manualObj.Index(2);
            manualObj.Index(6);

            // --- Triangle 7 ---
            manualObj.Index(4); //NWT
            manualObj.Index(0); //SWT
            manualObj.Index(2); //SWB

            manualObj.End();    // Closes the manual objet

            //return manualObj.ConvertToMesh("Quad");

            manualObj.ConvertToMesh("Quad");
            boundaryEntity = mSceneMgr.CreateEntity("maualObjQuad", "Quad");
            boundaryEntity.SetMaterialName("Ground");
        }