Esempio n. 1
0
        /// <summary>
        /// Creates a new <see cref="SceneCamera"/> instance.
        /// </summary>
        /// <param name="window">The scene window this camera will exist in.</param>
        public SceneCamera(SceneWindow window)
        {
            m_window         = window;
            m_window.Update += OnUpdate;

            m_camPivot = new Entity(window.Scene, "CameraPivot").Transform;

            Entity cam = new Entity(m_camPivot.Entity, "Camera");

            m_camera = new Camera(cam);

            cam.Transform.LocalRotation = Quaternion.FromAxisAngle(Vector3.UnitX, MathHelper.PiOver2);

            // Add lights relative to the camera
            Transform light1 = new Entity(cam, "Light1").Transform;
            Transform light2 = new Entity(cam, "Light2").Transform;
            Transform light3 = new Entity(cam, "Light3").Transform;

            light1.LocalRotation = Quaternion.FromEulerAngles(MathHelper.DegreesToRadians(55), 0, MathHelper.DegreesToRadians(40));
            light2.LocalRotation = Quaternion.FromEulerAngles(MathHelper.DegreesToRadians(-40), 0, MathHelper.DegreesToRadians(-5));
            light3.LocalRotation = Quaternion.FromEulerAngles(MathHelper.DegreesToRadians(-160), 0, MathHelper.DegreesToRadians(-30));

            DirectionalLight dirLight1 = new DirectionalLight(light1.Entity);
            DirectionalLight dirLight2 = new DirectionalLight(light2.Entity);
            DirectionalLight dirLight3 = new DirectionalLight(light3.Entity);

            dirLight1.MainColor = new Color4(0.65f, 0.65f, 0.65f, 0.0f);
            dirLight2.MainColor = new Color4(0.4f, 0.4f, 0.55f, 0.0f);
            dirLight3.MainColor = new Color4(0.5f, 0.5f, 0.86f, 0.0f);

            dirLight1.SpecularColor = new Color4(0.75f, 0.75f, 0.75f, 0.0f);
            dirLight2.SpecularColor = new Color4(0.2f, 0.2f, 0.2f, 0.0f);
            dirLight3.SpecularColor = new Color4(0.1f, 0.0f, 0.0f, 0.0f);
        }
Esempio n. 2
0
        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="window">The scene window to add meshes to.</param>
        public SceneMeshes(SceneWindow window)
        {
            m_window     = window;
            m_meshesRoot = new Entity(window.Scene, "MeshesRoot");

            MeshManager.Instance.MeshesAdded += OnMeshesAdded;
            MeshManager.Instance.MeshRemoved += OnMeshRemoved;
        }
Esempio n. 3
0
        /// <summary>
        /// Constructor.
        /// </summary>
        public MainContent(MainWindow window)
        {
            // the left controls
            ActiveMeshControls activeMesh = new ActiveMeshControls();
            HSeparator         separator  = new HSeparator();
            MeshList           meshList   = new MeshList();

            VBox leftControls = new VBox(false, 0);

            leftControls.WidthRequest = 250;
            leftControls.PackStart(activeMesh, false, false, 0);
            leftControls.PackStart(separator, false, false, 0);
            leftControls.PackStart(meshList, true, true, 0);

            Frame leftFrame = new Frame();

            leftFrame.Shadow = ShadowType.EtchedIn;
            leftFrame.Add(leftControls);

            // the scene content
            VBox sceneBox = new VBox();

            m_sceneWindow = SceneWindow.CreateSceneWindow();
            SceneToolbar sceneToolbar = new SceneToolbar(window, m_sceneWindow);

            sceneBox.PackStart(sceneToolbar, false, false, 0);
            sceneBox.PackStart(m_sceneWindow, true, true, 0);

            // the right controls
            SmoothingContent smoothing = new SmoothingContent();

            VBox rightControls = new VBox(false, 0);

            rightControls.WidthRequest = 250;
            rightControls.PackStart(smoothing, true, true, 0);

            Frame rightFrame = new Frame();

            rightFrame.Shadow = ShadowType.EtchedIn;
            rightFrame.Add(rightControls);

            // fit everything into the main window
            HPaned pan1 = new HPaned();
            HPaned pan2 = new HPaned();

            pan1.Pack1(leftFrame, false, false);
            pan1.Pack2(sceneBox, true, true);

            pan2.Pack1(pan1, true, true);
            pan2.Pack2(rightFrame, false, false);

            PackStart(pan2, true, true, 0);

            KeyPressEvent += m_sceneWindow.OnKeyPress;

            Time.SetStartTime();
            GLib.Idle.Add(Update);
        }
Esempio n. 4
0
        /// <summary>
        /// Constructor.
        /// </summary>
        public SceneToolbar(MainWindow mainWindow, SceneWindow sceneWindow)
        {
            m_sceneWindow = sceneWindow;

            HeightRequest = 30;

            MenuBar    menuBar    = new MenuBar();
            AccelGroup accelGroup = new AccelGroup();

            mainWindow.AddAccelGroup(accelGroup);

            // view menu
            MenuItem view_item = new MenuItem("_View");
            Menu     view_menu = new Menu();

            view_item.Submenu = view_menu;
            menuBar.Append(view_item);

            MenuItem view_focus = new MenuItem("_Focus Selection");

            view_focus.AddAccelerator("activate", accelGroup, new AccelKey(Gdk.Key.F, Gdk.ModifierType.None, AccelFlags.Visible));
            view_focus.Activated += ((o, e) => sceneWindow.Meshes.FocusSelected());
            view_menu.Append(view_focus);

            view_menu.Append(new SeparatorMenuItem());

            MenuItem view_front = new MenuItem("_Front");

            view_front.AddAccelerator("activate", accelGroup, new AccelKey(Gdk.Key.KP_1, Gdk.ModifierType.None, AccelFlags.Visible));
            view_front.Activated += ((o, e) => sceneWindow.Camera.EaseCamera(SceneCamera.FRONT_VIEW));
            view_menu.Append(view_front);

            MenuItem view_back = new MenuItem("_Back");

            view_back.AddAccelerator("activate", accelGroup, new AccelKey(Gdk.Key.KP_1, Gdk.ModifierType.ControlMask, AccelFlags.Visible));
            view_back.Activated += ((o, e) => sceneWindow.Camera.EaseCamera(SceneCamera.BACK_VIEW));
            view_menu.Append(view_back);

            MenuItem view_right = new MenuItem("_Right");

            view_right.AddAccelerator("activate", accelGroup, new AccelKey(Gdk.Key.KP_3, Gdk.ModifierType.None, AccelFlags.Visible));
            view_right.Activated += ((o, e) => sceneWindow.Camera.EaseCamera(SceneCamera.RIGHT_VIEW));
            view_menu.Append(view_right);

            MenuItem view_left = new MenuItem("_Left");

            view_left.AddAccelerator("activate", accelGroup, new AccelKey(Gdk.Key.KP_3, Gdk.ModifierType.ControlMask, AccelFlags.Visible));
            view_left.Activated += ((o, e) => sceneWindow.Camera.EaseCamera(SceneCamera.LEFT_VIEW));
            view_menu.Append(view_left);

            MenuItem view_top = new MenuItem("_Top");

            view_top.AddAccelerator("activate", accelGroup, new AccelKey(Gdk.Key.KP_7, Gdk.ModifierType.None, AccelFlags.Visible));
            view_top.Activated += ((o, e) => sceneWindow.Camera.EaseCamera(SceneCamera.TOP_VIEW));
            view_menu.Append(view_top);

            MenuItem view_bottom = new MenuItem("B_ottom");

            view_bottom.AddAccelerator("activate", accelGroup, new AccelKey(Gdk.Key.KP_7, Gdk.ModifierType.ControlMask, AccelFlags.Visible));
            view_bottom.Activated += ((o, e) => sceneWindow.Camera.EaseCamera(SceneCamera.BOTTOM_VIEW));
            view_menu.Append(view_bottom);

            // render settings
            Label frontShadingLabel = new Label("Front Face Mode:");

            m_frontShading             = new ComboBox(Enum.GetNames(typeof(SceneMeshes.RenderMode)));
            m_frontShading.TooltipText = "The render style for front faces.";
            m_frontShading.Active      = (int)m_sceneWindow.Meshes.FrontFaceMode;
            m_frontShading.CanFocus    = false;
            m_frontShading.Changed    += OnFrontShadingChanged;

            Label backShadingLabel = new Label("Back Face Mode:");

            m_backShading             = new ComboBox(Enum.GetNames(typeof(SceneMeshes.RenderMode)));
            m_backShading.TooltipText = "The render style for back faces.";
            m_backShading.Active      = (int)m_sceneWindow.Meshes.BackFaceMode;
            m_backShading.CanFocus    = false;
            m_backShading.Changed    += OnBackShadingChanged;

            // pack elements
            HBox hBox = new HBox();

            hBox.PackStart(menuBar, false, false, 2);
            hBox.PackStart(new VSeparator(), false, false, 6);
            hBox.PackStart(frontShadingLabel, false, false, 2);
            hBox.PackStart(m_frontShading, false, false, 2);
            hBox.PackStart(new VSeparator(), false, false, 6);
            hBox.PackStart(backShadingLabel, false, false, 2);
            hBox.PackStart(m_backShading, false, false, 2);
            Add(hBox);
        }