Esempio n. 1
0
        public bool Load(string filename)
        {
            // shadows
            Engine.Graphics.SceneManager.ShadowTechnique = ShadowTechnique.SHADOWTYPE_TEXTURE_MODULATIVE;
            Engine.Graphics.SceneManager.AmbientLight    = this.ambientLight;
            Engine.Graphics.SceneManager.ShadowColour    = this.ambientLight;

            if (!LoadWorldEntities())
            {
                return(false);
            }

            // static mesh
            // TODO: implement depth shadow mapping
            // http://www.ogre3d.org/tikiwiki/Depth+Shadow+Mapping&bl=y&fullscreen=y
            staticGeometryCaster             = Engine.Graphics.SceneManager.CreateStaticGeometry("StaticGeometryCaster");
            staticGeometryReceiver           = Engine.Graphics.SceneManager.CreateStaticGeometry("StaticGeometryReceiver");
            staticGeometryCaster.CastShadows = true;

            StreamReader reader = new StreamReader(filename);
            string       line   = reader.ReadLine();

            // skip header
            if (line != null)
            {
                line = reader.ReadLine();
            }

            while (line != null)
            {
                string[]   bits        = line.Split('|');
                string     key         = bits[0];
                Vector3    position    = StringConverter.ParseVector3(bits[1]);
                Quaternion orientation = StringConverter.ParseQuaternion(bits[2]);

                worldEntityMap[key].Spawn(position, orientation);

                line = reader.ReadLine();
            }

            reader.Close();

            staticGeometryCaster.Build();
            staticGeometryReceiver.Build();

            Engine.Graphics.Camera.Position = new Vector3(0, 0, 0);
            Engine.Graphics.Camera.Yaw(new Radian(new Degree(-15)));
            Engine.Sound.SetListenerPosition(Engine.Graphics.Camera.Position, Engine.Graphics.Camera.Direction);
            return(true);
        }
Esempio n. 2
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        /// <summary>
        /// This method creates 4000 quads and attaches them to the scenegraph as static geometry
        /// </summary>
        public void StaticGeometry()
        {
            Quad();

            staticGeo = mSceneMgr.CreateStaticGeometry("staticQuads");                   // Initializes the static geometry container
            for (int i = 0; i < 200; i++)
            {
                for (int j = 0; j < 200; j++)
                {
                    manualObjEntity = mSceneMgr.CreateEntity("Quad");                    // Loads the quad in an entity
                    staticGeo.AddEntity(manualObjEntity, new Vector3(i * 5, j * 5, 0));  // adds it to the scenegraph as static geo
                }
            }
            staticGeo.Build();                                                           // Prepares the static geometry to be rendered
        }
Esempio n. 3
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        public void StaticGeometry()
        {
            Quad();

            staticGeometry = mSceneMgr.CreateStaticGeometry("staticQuads");
            for (int i = 0; i < 200; i++)
            {
                for (int j = 0; j < 200; j++)
                {
                    cubeEntity = mSceneMgr.CreateEntity("Quad");
                    staticGeometry.AddEntity(cubeEntity, new Vector3(i * 5, j * 5, 0));
                }
            }
            staticGeometry.Build();
        }
Esempio n. 4
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        public bool Load(string filename)
        {
            // shadows
            Engine.Graphics.SceneManager.ShadowTechnique = ShadowTechnique.SHADOWTYPE_TEXTURE_MODULATIVE;
            Engine.Graphics.SceneManager.AmbientLight = this.ambientLight;
            Engine.Graphics.SceneManager.ShadowColour = this.ambientLight;

            if (!LoadWorldEntities())
                return false;

            // static mesh
            // TODO: implement depth shadow mapping
            // http://www.ogre3d.org/tikiwiki/Depth+Shadow+Mapping&bl=y&fullscreen=y
            staticGeometryCaster = Engine.Graphics.SceneManager.CreateStaticGeometry("StaticGeometryCaster");
            staticGeometryReceiver = Engine.Graphics.SceneManager.CreateStaticGeometry("StaticGeometryReceiver");
            staticGeometryCaster.CastShadows = true;

            StreamReader reader = new StreamReader(filename);
            string line = reader.ReadLine();

            // skip header
            if (line != null)
                line = reader.ReadLine();

            while (line != null)
            {
                string[] bits = line.Split('|');
                string key = bits[0];
                Vector3 position = StringConverter.ParseVector3(bits[1]);
                Quaternion orientation = StringConverter.ParseQuaternion(bits[2]);

                worldEntityMap[key].Spawn(position, orientation);

                line = reader.ReadLine();
            }

            reader.Close();

            staticGeometryCaster.Build();
            staticGeometryReceiver.Build();

            Engine.Graphics.Camera.Position = new Vector3(0, 0, 0);
            Engine.Graphics.Camera.Yaw(new Radian(new Degree(-15)));
            Engine.Sound.SetListenerPosition(Engine.Graphics.Camera.Position, Engine.Graphics.Camera.Direction);
            return true;
        }
        // Lock the node dictionary, and rebuild the static
        // geometry for objects of this kind
        protected void Rebuild(SceneManager mgr, Dictionary <long, WorldEntity> nodeDictionary)
        {
            log.DebugFormat("Entering StaticGeometryHelper.Rebuild for geometry '{0}'", name);
            long tickStart = TimeTool.CurrentTime;

            try {
                nodesAddedSinceLastRebuild   = 0;
                nodesRemovedSinceLastRebuild = 0;
                force = false;
                Monitor.Enter(mgr);
                if (objectGeometry != null)
                {
                    objectGeometry.Reset();
                }
                else
                {
                    objectGeometry = new StaticGeometry(mgr, name);
                }
                // Dictionary mapping Material into a list of
                // ObjectNodes in which some submesh uses the material
                Dictionary <Material, MaterialAndNodeCounts> materialsUsedMap = new Dictionary <Material, MaterialAndNodeCounts>();
                lock (nodeDictionary) {
                    foreach (WorldEntity entity in nodeDictionary.Values)
                    {
                        if (entity is ObjectNode)
                        {
                            ObjectNode node = (ObjectNode)entity;
                            // For now, we only consider "props" that have an associated SceneNode
                            // and are direct descendants of the root scene node, and are of the right
                            // kind, i.e., don't have a perception radius if this static geometry is for
                            // little nodes, and vice versa.
//                             log.DebugFormat("StaticGeometry.Rebuild: Examining node {0}, oid {1}, type {2}, sceneNode {3}, InStaticGeometry {4}, top-level {5}",
//                                 node.Name, node.Oid, node.ObjectType, node.SceneNode, node.InStaticGeometry, node.SceneNode.Parent == mgr.RootSceneNode);
                            if (node.ObjectType == ObjectNodeType.Prop &&
                                (node.InStaticGeometry || (node.SceneNode != null && node.SceneNode.Parent == mgr.RootSceneNode)) &&
                                RightKind(node))
                            {
                                foreach (Material m in node.Entity.SubEntityMaterials)
                                {
                                    MaterialAndNodeCounts nodesUsingMaterial;
                                    if (!materialsUsedMap.TryGetValue(m, out nodesUsingMaterial))
                                    {
                                        nodesUsingMaterial  = new MaterialAndNodeCounts();
                                        materialsUsedMap[m] = nodesUsingMaterial;
                                    }
                                    nodesUsingMaterial.materialUseCount++;
                                    int subMeshUseCount;
                                    Dictionary <ObjectNode, int> submeshUseCounts = nodesUsingMaterial.submeshUseCounts;
                                    if (!submeshUseCounts.TryGetValue(node, out subMeshUseCount))
                                    {
                                        submeshUseCounts[node] = 1;
                                    }
                                    else
                                    {
                                        submeshUseCounts[node] = subMeshUseCount + 1;
                                    }
                                }
                            }
                        }
                    }
                }

                // Now we have a count of uses of each material, and
                // for each node, the number of subentities that use the
                // material.  Now we need to calculate the number of
                // instance of sharings for each object node
                Dictionary <ObjectNode, bool> candidateNodes = new Dictionary <ObjectNode, bool>();
                foreach (MaterialAndNodeCounts counts in materialsUsedMap.Values)
                {
                    if (counts.materialUseCount > 1)
                    {
                        foreach (KeyValuePair <ObjectNode, int> pair in counts.submeshUseCounts)
                        {
                            candidateNodes[pair.Key] = true;
                        }
                    }
                }
                Dictionary <ObjectNode, int> staticNodes = new Dictionary <ObjectNode, int>();
                foreach (KeyValuePair <ObjectNode, bool> pair in candidateNodes)
                {
                    ObjectNode candidate = pair.Key;
                    bool       useIt     = pair.Value;
                    if (useIt)
                    {
                        staticNodes[candidate] = 0;
                    }
                }
                if (staticNodes.Count == 0)
                {
                    log.InfoFormat("StaticGeometryHelper.Rebuild: Didn't build static geometry {0} because object count was zero", name);
                }
                else
                {
                    log.InfoFormat("StaticGeometryHelper.Rebuild: {0} ObjectNodes", staticNodes.Count);
                    foreach (ObjectNode staticNode in staticNodes.Keys)
                    {
                        SceneNode sc = staticNode.SceneNode;
                        if (!staticNode.InStaticGeometry)
                        {
                            sc.RemoveFromParent();
                            staticNode.InStaticGeometry = true;
                        }
                        log.DebugFormat("StaticGeometryHelper.Rebuild: Add node {0} with name {1} to static geometry",
                                        staticNode.Oid, staticNode.Name);
                        objectGeometry.AddSceneNode(sc);
                    }
                }
                if (lastStaticNodes != null)
                {
                    foreach (ObjectNode node in lastStaticNodes.Keys)
                    {
                        if (!staticNodes.ContainsKey(node))
                        {
                            // Only 1 instance of the mesh, so make sure that if in a former build it was in
                            // static geometry, that we add it back to the scene graph.
                            if (node.InStaticGeometry)
                            {
                                SceneNode sn = node.SceneNode;
                                if (sn != null)
                                {
                                    mgr.RootSceneNode.AddChild(sn);
                                }
                                node.InStaticGeometry = false;
                            }
                        }
                    }
                }
                if (staticNodes.Count > 0)
                {
                    objectGeometry.Build();
                }
                lastStaticNodes   = staticNodes;
                timeOfLastRebuild = TimeTool.CurrentTime;
            }
            finally {
                Monitor.Exit(mgr);
            }
            log.InfoFormat("StaticGeometryHelper.Rebuild: Rebuild of geometry '{0}' took {1} ms",
                           name, TimeTool.CurrentTime - tickStart);
        }
Esempio n. 6
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        /// <summary>
        /// This method creates 4000 quads and attaches them to the scenegraph as static geometry
        /// </summary>
        public void StaticGeometry()
        {
            Quad();

            staticGeo = mSceneMgr.CreateStaticGeometry("staticQuads");                   // Initializes the static geometry container
            for(int i=0; i<200; i++)
                for (int j = 0; j < 200; j++)
                {
                    manualObjEntity = mSceneMgr.CreateEntity("Quad");                    // Loads the quad in an entity
                    staticGeo.AddEntity(manualObjEntity, new Vector3(i * 5, j * 5, 0));  // adds it to the scenegraph as static geo
                }
            staticGeo.Build();                                                           // Prepares the static geometry to be rendered
        }
Esempio n. 7
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        /// <summary>
        /// initialize the scene
        /// </summary>
        private void InitializeScene()
        {
            //create scene mgr
            sceneMgr = root.CreateSceneManager(SceneType.ST_GENERIC);

            // Every viewport has a camera associated with it.
            // The second number is a z-order. Higher z-order viewports
            // are rendered on top (in the case of multiple viewports).
            Camera cam = sceneMgr.CreateCamera("cam");

            root.AutoCreatedWindow.AddViewport(cam, 0);

            Viewport vp = root.AutoCreatedWindow.GetViewport(0);

            vp.BackgroundColour = ColourValue.Black;

            // have the frustum set the aspect ratio automatically
            cam.AutoAspectRatio = true;

            Vector3    position    = new Vector3(0.0f, 0.0f, 0.0f);
            Quaternion orientation = Quaternion.IDENTITY;

            // In Ogre, an entity is a renderable object. An entity must be attached
            // to a scene node, however, in order to be rendered. Every entity (really,
            // every object in Ogre) must be assigned a unique name.

            shipCam        = new ArcballCamera(cam);
            shipCam.Radius = 250.0f;
            shipCam.Target = sceneMgr.RootSceneNode;

            Light l = sceneMgr.CreateLight("point1");

            l.DiffuseColour = new ColourValue(1.0f, 1.0f, 1.0f);
            l.Position      = Vector3.UNIT_Y * 100.0f;
            l.CastShadows   = true;
            l.Type          = Light.LightTypes.LT_POINT;

            sceneMgr.SetSkyBox(true, "Space", 5000);

            grid = sceneMgr.CreateStaticGeometry("grid");
            float radius = 100.0f;

            Entity cube;

            const int NUM_CUBES_HALF_WIDTH = 2;

            for (int i = -NUM_CUBES_HALF_WIDTH; i < NUM_CUBES_HALF_WIDTH; ++i)
            {
                for (int j = -NUM_CUBES_HALF_WIDTH; j < NUM_CUBES_HALF_WIDTH; ++j)
                {
                    for (int k = -NUM_CUBES_HALF_WIDTH; k < NUM_CUBES_HALF_WIDTH; ++k)
                    {
                        if (i != 0)
                        {
                            cube = sceneMgr.CreateEntity("cube-" + i + "-" + j + "-" + k,
                                                         SceneManager.PrefabType.PT_CUBE);
                            grid.AddEntity(cube, new Vector3(i, j, k) * radius * 10);
                        }
                    }
                }
            }
            grid.Build();

            shipMgr = new ShipManager(this);
        }
Esempio n. 8
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        /// <summary>
        /// initialize the scene
        /// </summary>
        private void InitializeScene()
        {
            //create scene mgr
            sceneMgr = root.CreateSceneManager(SceneType.ST_GENERIC);

            // Every viewport has a camera associated with it.
            // The second number is a z-order. Higher z-order viewports
            // are rendered on top (in the case of multiple viewports).
            Camera cam = sceneMgr.CreateCamera("cam");
            root.AutoCreatedWindow.AddViewport(cam, 0);

            Viewport vp = root.AutoCreatedWindow.GetViewport(0);
            vp.BackgroundColour = ColourValue.Black;

            // have the frustum set the aspect ratio automatically
            cam.AutoAspectRatio = true;

            Vector3 position = new Vector3(0.0f, 0.0f, 0.0f);
            Quaternion orientation = Quaternion.IDENTITY;

            // In Ogre, an entity is a renderable object. An entity must be attached
            // to a scene node, however, in order to be rendered. Every entity (really,
            // every object in Ogre) must be assigned a unique name.

            shipCam = new ArcballCamera(cam);
            shipCam.Radius = 250.0f;
            shipCam.Target = sceneMgr.RootSceneNode;

            Light l = sceneMgr.CreateLight("point1");
            l.DiffuseColour = new ColourValue(1.0f, 1.0f, 1.0f);
            l.Position = Vector3.UNIT_Y * 100.0f;
            l.CastShadows = true;
            l.Type = Light.LightTypes.LT_POINT;

            sceneMgr.SetSkyBox(true, "Space", 5000);

            grid = sceneMgr.CreateStaticGeometry("grid");
            float radius = 100.0f;

            Entity cube;

            const int NUM_CUBES_HALF_WIDTH = 2;
            for (int i = -NUM_CUBES_HALF_WIDTH; i < NUM_CUBES_HALF_WIDTH; ++i)
                for (int j = -NUM_CUBES_HALF_WIDTH; j < NUM_CUBES_HALF_WIDTH; ++j)
                    for (int k = -NUM_CUBES_HALF_WIDTH; k < NUM_CUBES_HALF_WIDTH; ++k)
                    {
                        if (i != 0)
                        {
                            cube = sceneMgr.CreateEntity("cube-" + i + "-" + j + "-" + k,
                                SceneManager.PrefabType.PT_CUBE);
                            grid.AddEntity(cube, new Vector3(i, j, k) * radius * 10);
                        }
                    }
            grid.Build();

            shipMgr = new ShipManager(this);
        }
Esempio n. 9
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        public void CreateScene()
        {
            scene.SetSkyBox(true, "Examples/SpaceSkyBox");

            SetupLighting();

            Plane plane = new Plane();

            plane.normal = Vector3.UNIT_Y;
            plane.d      = 0;

            MeshManager.Singleton.CreatePlane("MyPlane", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, plane, 14500, 14500, 10, 10, true, 1, 50, 50, Vector3.UNIT_Z);

            Entity planeEnt = scene.CreateEntity("plane", "MyPlane");

            planeEnt.SetMaterialName("Examples/GrassFloor");
            planeEnt.CastShadows = false;

            scene.RootSceneNode.CreateChildSceneNode().AttachObject(planeEnt);

            Vector3 minV = new Vector3(-2000, 0, -2000);
            Vector3 maxV = new Vector3(2000, 0, 2000);

            CreateGrassMesh();

            Entity         e = scene.CreateEntity("1", GRASS_MESH_NAME);
            StaticGeometry s = scene.CreateStaticGeometry("bing");//, 1);

            s.RegionDimensions = new Vector3(1000, 1000, 1000);
            s.Origin           = new Vector3(-500, 500, -500); //Set the region origin so the centre is at 0 world

            for (int x = -1950; x < 1950; x += 150)
            {
                for (int z = -1950; z < 1950; z += 150)
                {
                    Vector3 pos = new Vector3(x + Math.RangeRandom(-25, 25), 0, z + Math.RangeRandom(-25, 25));

                    Quaternion orientation = new Quaternion();
                    orientation.FromAngleAxis(Math.RangeRandom(0, 359), Vector3.UNIT_Y);

                    Vector3 scale = new Vector3(1, Math.RangeRandom(0.85f, 1.15f), 1);

                    s.AddEntity(e, pos, orientation, scale);
                }
            }
            s.Build();
            StaticGeom = s;

            //Mesh mesh = MeshManager.Singleton.Load("ogrehead.mesh", ResourceGroupManager.DefaultResourceGroupName);

            //short src, dest;
            //if (!mesh.SuggestTangentVectorBuildParams( VertexElementSemantic.VES_POSITION, out src, out dest)) {
            //    mesh.BuildTangentVectors( VertexElementSemantic.VES_POSITION,src, dest);
            //}

            //e = scene.CreateEntity("head", "ogrehead.mesh");
            //e.SetMaterialName("Examples/OffsetMapping/Specular");

            //HeadNode = scene.RootSceneNode.CreateChildSceneNode();
            //HeadNode.AttachObject(e);
            //HeadNode.Scale = new Vector3(7, 7, 7);
            //HeadNode.Position = new Vector3(0, 200, 0);

            //if (e.GetSubEntity(0).NormalizeNormals == false) {
            //    LogManager.Singleton.LogMessage("aie aie aie");
            //}
            Root.Singleton.RenderSystem.SetNormaliseNormals(true);

            //camera.Move(new Vector3(0, 350, 0));
        }