protected override void LoadContent() { _mesh = new NavMesh(); if (File.Exists(@"S:\meshReader\meshes\" + _continent + "\\" + _continent + ".dmesh")) { _mesh.Initialize(File.ReadAllBytes(@"S:\meshReader\meshes\" + _continent + "\\" + _continent + ".dmesh")); } else { _mesh.Initialize(32768, 128, World.Origin, Constant.TileSize, Constant.TileSize); MeshTile discard; _mesh.AddTile( File.ReadAllBytes(@"C:\\Users\\Sebastian\\CactusWOW\\MeshReader\\meshReader\\meshBuilderGui\\bin\\Debug\\" + _continent + "\\" + _continent + "_" + _tileX + "_" _tileY + ".tile"), out discard); } float[] vertices; int[] tris; _mesh.BuildRenderGeometry(_tileX, _tileY, out vertices, out tris); _drawer = new GeometryDrawer(); _drawer.Initialize(Game, new Color(0.1f, 0.1f, 0.9f, 0.5f), vertices, tris); _effect = new BasicEffect(GraphicsDevice); _depthState = new DepthStencilState { DepthBufferEnable = true }; }
protected override void LoadContent() { _adt = new ADT(_path); _adt.Read(); _terrain = new GeometryDrawer(); _terrain.Initialize(Game, Color.Green, _adt.MapChunks.Select(mc => mc.Vertices), _adt.MapChunks.Select(mc => mc.Triangles)); var firstVert = _adt.MapChunks[0].Vertices[0]; meshDisplay.Game.Camera.Camera.Position = new Vector3(firstVert.Y, firstVert.Z, firstVert.X); if (_adt.DoodadHandler.Triangles != null) { _doodads = new GeometryDrawer(); _doodads.Initialize(Game, Color.Yellow, _adt.DoodadHandler.Vertices, _adt.DoodadHandler.Triangles); } if (_adt.WorldModelHandler.Triangles != null) { _wmos = new GeometryDrawer(); _wmos.Initialize(Game, Color.Red, _adt.WorldModelHandler.Vertices, _adt.WorldModelHandler.Triangles); } if (_adt.LiquidHandler.Triangles != null) { _liquid = new GeometryDrawer(); _liquid.Initialize(Game, Color.Blue, _adt.LiquidHandler.Vertices, _adt.LiquidHandler.Triangles); } _effect = new BasicEffect(GraphicsDevice); _depthState = new DepthStencilState {DepthBufferEnable = true}; }
protected override void LoadContent() { var model = new WorldModelRoot(_path); var verts = new List<Vector3>(); var tris = new List<Triangle<uint>>(); WorldModelHandler.InsertModelGeometry(verts, tris, _def, model); SaveMeshToDisk(verts, tris); meshDisplay.Game.Camera.Camera.Position = new Vector3(verts[0].Y, verts[0].Z, verts[0].X); _drawer = new GeometryDrawer(); _drawer.Initialize(Game, Color.Red, verts, tris); _effect = new BasicEffect(GraphicsDevice); _depthState = new DepthStencilState { DepthBufferEnable = true }; }
protected override void LoadContent() { var model = new WorldModelRoot(_path); var verts = new List <Vector3>(); var tris = new List <Triangle <uint> >(); WorldModelHandler.InsertModelGeometry(verts, tris, _def, model); SaveMeshToDisk(verts, tris); meshDisplay.Game.Camera.Camera.Position = new Vector3(verts[0].Y, verts[0].Z, verts[0].X); _drawer = new GeometryDrawer(); _drawer.Initialize(Game, Color.Red, verts, tris); _effect = new BasicEffect(GraphicsDevice); _depthState = new DepthStencilState { DepthBufferEnable = true }; }
protected override void LoadContent() { string Folder = @"G:\Meshes\6.0\"; _mesh = new NavMesh(); if (File.Exists(Folder + _continent + "\\" + _continent + ".dmesh")) { _mesh.Initialize(File.ReadAllBytes(Folder + _continent + "\\" + _continent + ".dmesh")); } else { MeshTile discard; if (Constant.Division == 1) { _mesh.Initialize(150000, 4096, World.Origin, Constant.BaseTileSize, Constant.BaseTileSize); _mesh.AddTile(File.ReadAllBytes(Folder + _continent + "\\" + _continent + "_" + _tileX + "_" + _tileY + ".tile"), out discard); } else { _mesh.Initialize(150000, 4096, World.Origin, Constant.TileSize, Constant.TileSize); string name = _continent + "\\" + _continent + "_" + _tileX + "_" + _tileY + "_" + _i + _j + ".tile"; _mesh.AddTile(File.ReadAllBytes(Folder + name), out discard); System.Console.WriteLine(name); } } float[] vertices; int[] tris; if (Constant.Division == 1) { _mesh.BuildRenderGeometry(_tileX, _tileY, out vertices, out tris); } else { _mesh.BuildRenderGeometry(_tileX * Constant.Division + _i, _tileY * Constant.Division + _j, out vertices, out tris); } _drawer = new GeometryDrawer(); _drawer.Initialize(Game, new Color(0.1f, 0.1f, 0.9f, 0.5f), vertices, tris); _effect = new BasicEffect(GraphicsDevice); _depthState = new DepthStencilState { DepthBufferEnable = true }; }
protected override void LoadContent() { _mesh = new NavMesh(); if (File.Exists(@"S:\meshReader\meshes\" + _continent + "\\" + _continent + ".dmesh")) { _mesh.Initialize(File.ReadAllBytes(@"S:\meshReader\meshes\" + _continent + "\\" + _continent + ".dmesh")); } else { _mesh.Initialize(32768, 128, World.Origin, Constant.TileSize, Constant.TileSize); MeshTile discard; _mesh.AddTile( File.ReadAllBytes(@"S:\meshReader\meshes\" + _continent + "\\" + _continent + "_" + _tileX + "_" + _tileY + ".tile"), out discard); } float[] vertices; int[] tris; _mesh.BuildRenderGeometry(_tileX, _tileY, out vertices, out tris); _drawer = new GeometryDrawer(); _drawer.Initialize(Game, new Color(0.1f, 0.1f, 0.9f, 0.5f), vertices, tris); _effect = new BasicEffect(GraphicsDevice); _depthState = new DepthStencilState { DepthBufferEnable = true }; }
protected override void LoadContent() { _adt = new ADT(_path); _adt.Read(); _terrain = new GeometryDrawer(); _terrain.Initialize(Game, Color.Green, _adt.MapChunks.Select(mc => mc.Vertices), _adt.MapChunks.Select(mc => mc.Triangles)); var firstVert = _adt.MapChunks[0].Vertices[0]; meshDisplay.Game.Camera.Camera.Position = new Vector3(firstVert.Y, firstVert.Z, firstVert.X); if (_adt.DoodadHandler.Triangles != null) { _doodads = new GeometryDrawer(); _doodads.Initialize(Game, Color.Yellow, _adt.DoodadHandler.Vertices, _adt.DoodadHandler.Triangles); } if (_adt.WorldModelHandler.Triangles != null) { _wmos = new GeometryDrawer(); _wmos.Initialize(Game, Color.Red, _adt.WorldModelHandler.Vertices, _adt.WorldModelHandler.Triangles); } if (_adt.LiquidHandler.Triangles != null) { _liquid = new GeometryDrawer(); _liquid.Initialize(Game, Color.Blue, _adt.LiquidHandler.Vertices, _adt.LiquidHandler.Triangles); } _effect = new BasicEffect(GraphicsDevice); _depthState = new DepthStencilState { DepthBufferEnable = true }; }