コード例 #1
0
ファイル: MSpawnHandler.cs プロジェクト: BigFun123/Massive
        void SetMaterial(MSceneObject mo, string sMaterialID)
        {
            if (sMaterialID == null)
            {
                sMaterialID = MMaterial.DEFAULT_MATERIAL;
            }
            //MSceneObject mo = (MSceneObject)MScene.ModelRoot.FindModuleByInstanceID(e.InstanceID);
            MObject   o   = MScene.MaterialRoot.FindModuleByName(sMaterialID);
            MMaterial mat = null;

            if (o != null && o.Type == MObject.EType.Material)
            {
                mat = (MMaterial)o;
                if (mat != null)
                {
                    mo.SetMaterial(mat);
                    mat.MaterialID = sMaterialID;
                }
            }

            if (MassiveTools.IsURL(sMaterialID))
            {
                mat = (MMaterial) new MMaterial("URLShader");
                MShader DefaultShader = (MShader)MScene.MaterialRoot.FindModuleByName(MShader.DEFAULT_SHADER);
                mat.AddShader(DefaultShader);
                mat.ReplaceTexture(Globals.TexturePool.GetTexture(sMaterialID));
                mat.MaterialID = sMaterialID;
                MScene.MaterialRoot.Add(mat);
                mo.SetMaterial(mat);
                mo.material.Setup();
            }
        }
コード例 #2
0
 protected void btnEditar_Click(object sender, EventArgs e)
 {
     try
     {
         IMateriales    iMat     = new MMaterial();
         DATOS.Material material = new DATOS.Material
         {
             codigo_mat  = txtCodigomat.Text.ToUpper(),
             descripcion = txtDescrip.Text.ToUpper(),
             cantidad    = Convert.ToInt32(txtCantidad.Text),
             unidad      = txtUnidad.Text.ToUpper(),
         };
         iMat.ActualizarMaterial(material);
         mensaje.Visible             = true;
         mensajeError.Visible        = false;
         textoMensaje.InnerHtml      = "Material actualizado";
         textoMensajeError.InnerHtml = string.Empty;
     }
     catch (Exception)
     {
         mensaje.Visible             = false;
         mensajeError.Visible        = true;
         textoMensaje.InnerHtml      = string.Empty;
         textoMensajeError.InnerHtml = "Material no actualizado";
     }
 }
コード例 #3
0
ファイル: MTextureHandler.cs プロジェクト: BigFun123/Massive
        private void Network_TextureHandler(object sender, Massive.Events.TextureEvent e)
        {
            MSceneObject mo = (MSceneObject)MScene.ModelRoot.FindModuleByInstanceID(e.InstanceID);
            MObject      o  = MScene.MaterialRoot.FindModuleByName(e.TextureID);

            if (o != null && o.Type == MObject.EType.Material)
            {
                MMaterial mat = (MMaterial)o;
                mo.SetMaterial(mat);
            }
            else
            {
                if (MassiveTools.IsURL(e.TextureID))
                {
                    MMaterial mat           = (MMaterial) new MMaterial("URLShader");
                    MShader   DefaultShader = (MShader)MScene.MaterialRoot.FindModuleByName(MShader.DEFAULT_SHADER);
                    mat.AddShader(DefaultShader);
                    mat.ReplaceTexture(Globals.TexturePool.GetTexture(e.TextureID));
                    MScene.MaterialRoot.Add(mat);
                    mo.SetMaterial(mat);
                    mo.material.Setup();
                    MMessageBus.ChangedTexture(this, e.InstanceID, e.TextureID);
                }
                else
                {
                    Console.WriteLine("Object " + e.InstanceID + " was null");
                    MMessageBus.Error(this, "Could not find Material:" + e.TextureID);
                }
            }
        }
コード例 #4
0
    public void Render(Matrix4x4 matrix)
    {
        Material mat = null;

        switch (entityStatus)
        {
        case MEntityStatus.DEFAULT:
            mat = MMaterial.GetDefaultPointMat();
            break;

        case MEntityStatus.ACTIVE:
            mat = MMaterial.GetActivePointMat();
            break;

        case MEntityStatus.SELECT:
            mat = MMaterial.GetSelectPointMat();
            break;

        case MEntityStatus.SPECIAL:
            mat = MMaterial.GetSpecialPointMat();
            break;

        case MEntityStatus.TRANSPARENT:
            mat = null;
            break;

        default:
            Debug.Log("MPoint: unkown entity status: " + entityStatus);
            break;
        }
        if (mat != null && mesh != null)
        {
            Graphics.DrawMesh(mesh, matrix, mat, 0);
        }
    }
コード例 #5
0
ファイル: ListaMat.aspx.cs プロジェクト: link11516/TCU
        protected void Page_Load(object sender, EventArgs e)
        {
            IMateriales iMateriales = new MMaterial();

            if (Session["SesRol"] != null)
            {
                var rol = Session["SesRol"];
                if (Convert.ToInt32(rol) == 1)
                {
                    dgvCodMat.Visible        = true;
                    dgvCodMatLectura.Visible = false;
                    dgvCodMat.DataSource     = iMateriales.ListarMaterial();
                    dgvCodMat.DataBind();
                    dgvCodMat.HeaderRow.Cells[2].Text = "Código";
                    dgvCodMat.HeaderRow.Cells[3].Text = "Descripción";
                    dgvCodMat.HeaderRow.Cells[4].Text = "Cantidad";
                    dgvCodMat.HeaderRow.Cells[5].Text = "Unidad del artículo";
                }
                if (Convert.ToInt32(rol) == 2 | Convert.ToInt32(rol) == 3)
                {
                    dgvCodMat.Visible           = false;
                    dgvCodMatLectura.Visible    = true;
                    dgvCodMatLectura.DataSource = iMateriales.ListarMaterial();
                    dgvCodMatLectura.DataBind();
                    dgvCodMatLectura.HeaderRow.Cells[0].Text = "Código";
                    dgvCodMatLectura.HeaderRow.Cells[1].Text = "Descripción";
                    dgvCodMatLectura.HeaderRow.Cells[2].Text = "Cantidad";
                    dgvCodMatLectura.HeaderRow.Cells[3].Text = "Unidad del artículo";
                }
            }
        }
コード例 #6
0
 public ObjectCuttingState(SceneManager sceneManager, GameObject quad)
 {
     this.sceneManager   = sceneManager;
     rightTriggerPressed = new VRTK.ControllerInteractionEventHandler(RightTriggerPressed);
     rightGripPressed    = new VRTK.ControllerInteractionEventHandler(RightGripPressed);
     this.quad           = quad;
     this.faceMat        = MMaterial.GetShadingFaceMat();
     this.edgeEffectMat  = MMaterial.GetShadingEdgeMat();
 }
コード例 #7
0
ファイル: MBuildParts.cs プロジェクト: zenithlee/OpenWorld
        void SetupMaterials()
        {
            MShader BasicShader = new MShader("BasicShader");

            BasicShader.Load("default_v.glsl",
                             "default_f.glsl",
                             "Terrain\\eval.glsl",
                             "Terrain\\control.glsl"
                             );
            BasicShader.Bind();
            BasicShader.SetInt("material.diffuse", MShader.LOCATION_DIFFUSE);
            BasicShader.SetInt("material.specular", MShader.LOCATION_SPECULAR);
            BasicShader.SetInt("material.multitex", MShader.LOCATION_MULTITEX);
            BasicShader.SetInt("material.normalmap", MShader.LOCATION_NORMALMAP);
            BasicShader.SetInt("material.shadowMap", MShader.LOCATION_SHADOWMAP);

            MShader BoneShader = new MShader("AnimatedShader");
            string  sVertFile  = "Animation\\animated_vs.glsl";
            string  sFragPath  = "Animation\\animated_fs.glsl";

            BoneShader.Load(sVertFile,
                            sFragPath,
                            "",
                            ""
                            );
            BoneShader.Bind();
            BoneShader.SetInt("material.diffuse", MShader.LOCATION_DIFFUSE);
            BoneShader.SetInt("material.specular", MShader.LOCATION_SPECULAR);
            BoneShader.SetInt("material.multitex", MShader.LOCATION_MULTITEX);
            BoneShader.SetInt("material.normalmap", MShader.LOCATION_NORMALMAP);
            BoneShader.SetInt("material.shadowMap", MShader.LOCATION_SHADOWMAP);

            foreach (KeyValuePair <string, MBuildingBlock> k in Blocks)
            {
                MBuildingBlock b = k.Value;
                if (b.Type == "MMaterial")
                {
                    MMaterial MATM = new MMaterial(b.MaterialID);
                    MATM.AddShader(BasicShader);
                    MATM.SetDiffuseTexture(Globals.TexturePool.GetTexture(b.Path));
                    MScene.MaterialRoot.Add(MATM);
                }
                else
                if (b.Type == "MBoneMaterial")
                {
                    MMaterial MATM = new MMaterial(b.MaterialID);
                    MATM.AddShader(BoneShader);
                    MATM.SetDiffuseTexture(Globals.TexturePool.GetTexture(b.Path));
                    MScene.MaterialRoot.Add(MATM);
                }
            }
        }
コード例 #8
0
        public override void Setup()
        {
            base.Setup();

            Widget = Helper.CreateModel(MScene.Overlay, "NavigationWidget", @"Models\arrow02.3ds", Vector3d.Zero);
            MMaterial mat = new MMaterial("WidgetMaterial");

            mat.AddShader((MShader)MScene.MaterialRoot.FindModuleByName(MShader.DEFAULT_SHADER));
            mat.SetDiffuseTexture(Globals.TexturePool.GetTexture("Textures\\arrow02.png"));
            Widget.AddMaterial(mat);
            Widget.transform.Scale = new Vector3d(1, 1, 1);
            Widget.Enabled         = true;
        }
コード例 #9
0
 private void ShaderEditorForm_Load(object sender, EventArgs e)
 {
     ShaderCombo.Items.Clear();
     foreach (MObject mo in MScene.MaterialRoot.Modules)
     {
         if (!(mo is MMaterial))
         {
             continue;
         }
         MMaterial m = (MMaterial)mo;
         ShaderCombo.Items.Add(m);
         ShaderCombo.ValueMember = "Name";
     }
 }
コード例 #10
0
        public void getDrawRequestsShaded(MDrawRequest request,
                                          MDrawInfo info,
                                          MDrawRequestQueue queue,
                                          MDrawData data)
        {
            // Need to get the material info
            //
            MDagPath  path     = info.multiPath; // path to your dag object
            M3dView   view     = info.view;      // view to draw to
            MMaterial material = base.material(path);

            M3dView.DisplayStatus displayStatus = info.displayStatus;

            // Evaluate the material and if necessary, the texture.
            //
            material.evaluateMaterial(view, path);

            bool drawTexture = true;

            if (drawTexture && material.materialIsTextured)
            {
                material.evaluateTexture(data);
            }

            request.material = material;

            bool materialTransparent = false;

            material.getHasTransparency(ref materialTransparent);
            if (materialTransparent)
            {
                request.isTransparent = true;
            }

            // create a draw request for wireframe on shaded if
            // necessary.
            //
            if ((displayStatus == M3dView.DisplayStatus.kActive) ||
                (displayStatus == M3dView.DisplayStatus.kLead) ||
                (displayStatus == M3dView.DisplayStatus.kHilite))
            {
                MDrawRequest wireRequest = info.getPrototype(this);
                wireRequest.setDrawData(data);
                getDrawRequestsWireframe(wireRequest, info);
                wireRequest.token        = (int)DrawShapeStyle.kDrawWireframeOnShaded;
                wireRequest.displayStyle = M3dView.DisplayStyle.kWireFrame;
                queue.add(wireRequest);
            }
        }
コード例 #11
0
        public override void Setup()
        {
            pickmaterial        = new MMaterial("ScreenPick");
            pickmaterial.shader = new MShader("ScreenPickShader");
            pickmaterial.shader.Load("default_v.glsl",
                                     "pick_select_f.glsl",
                                     "Terrain\\eval.glsl", "Terrain\\control.glsl");
            Add(pickmaterial);

            outlinematerial        = new MMaterial("OutlineMaterial");
            outlinematerial.shader = new MShader("OutlineShader");
            outlinematerial.shader.Load("default_v.glsl",
                                        "outline_f.glsl",
                                        "Terrain\\eval.glsl", "Terrain\\control.glsl");
            Add(outlinematerial);
        }
コード例 #12
0
ファイル: MAnimatedModel.cs プロジェクト: zenithlee/OpenWorld
        public override void SetMaterial(MMaterial m)
        {
            base.SetMaterial(m);
            foreach (MObject mo in Modules)
            {
                if (mo is MAnimatedMesh)
                {
                    MAnimatedMesh mao = (MAnimatedMesh)mo;
                    mao.SetMaterial(material);
                }
            }
            //foreach( MAnimatedMesh mesh in Meshes)
            //{
//        mesh.SetMaterial(material);
//    }
        }
コード例 #13
0
        protected void Page_Load(object sender, EventArgs e)
        {
            string valor = string.Concat(Request.QueryString["id"]);

            txtIDOrden.Text     = valor;
            txtIDOrden.ReadOnly = true;
            var fech = DateTime.Now;

            txtFecha.Text = Convert.ToString(fech);
            if (Session["SesRol"] != null)
            {
                var rol = Session["SesRol"];
                try
                {
                    if (Convert.ToInt32(rol) == 1)
                    {
                        IMateriales iMateriales = new MMaterial();
                        dgvMateriales.DataSource = iMateriales.ListarMaterial();
                        dgvMateriales.DataBind();

                        dgvMateriales.HeaderRow.Cells[1].Text = "Código";
                        dgvMateriales.HeaderRow.Cells[2].Text = "Descripción";
                        dgvMateriales.HeaderRow.Cells[3].Text = "Cantidad en Stock";
                        dgvMateriales.HeaderRow.Cells[4].Text = "Unidad del artículo";


                        TESTConfig.ListaItems     = TESTConfig.ListaItems.OrderBy(x => x.codigo_mat).ToList();
                        dgvListaPedido.DataSource = TESTConfig.ListaItems;
                        dgvListaPedido.DataBind();
                    }
                    if (Convert.ToInt32(rol) == 2 | Convert.ToInt32(rol) == 3)
                    {
                        Response.Redirect("~/Default.aspx");
                    }
                }
                catch (Exception)
                {
                    throw;
                }
            }
            else
            {
                Response.Redirect("~/Login.aspx");
            }
        }
コード例 #14
0
ファイル: MMouseHandler.cs プロジェクト: BigFun123/Massive
        void CheckPick(Point p, bool DoubleClick = false, bool RightClick = false)
        {
            GL.Enable(EnableCap.DepthTest);
            GL.ClearColor(Color.Black);
            GL.Clear(ClearBufferMask.DepthBufferBit | ClearBufferMask.ColorBufferBit);

            MScene.ScreenPick.RenderPick(MScene.ModelRoot);
            //_glcontrol.SwapBuffers();

            Vector3d p3d   = new Vector3d(p.X, _glcontrol.Height - p.Y, 0);
            int      index = _Scene.GetPick(p3d);

            //Log("Pick id:" + index + " @" + p.ToString());
            if (index != -1)
            {
                //Console.WriteLine("Clicked:" + index);
                MObject mobj = MScene.ModelRoot.FindModuleByIndex(index, null);
                if (mobj == null)
                {
                    return;
                }
                if (!mobj.Renderable)
                {
                    return;
                }
                MSceneObject mo = (MSceneObject)mobj;

                if (mo != null)
                {
                    if ((mo.Type == MObject.EType.Mesh) && (mo.Parent.Renderable))
                    {
                        mo = (MSceneObject)mo.Parent;
                    }
                    else
                    {
                        return;
                    }
                    //Console.WriteLine("Pick id:" + index + " @" + p.ToString() + " Owner:" + mo.OwnerID);
                    if (mo.OwnerID == null)
                    {
                        MMessageBus.Status(this, "ID: + " + mo.Index + " Object " + mo.Name + " with ID:" + mo.InstanceID + " has no owner");
                    }
                    else
                    if (!mo.OwnerID.Equals(Globals.UserAccount.UserID))
                    {
                        MMessageBus.Status(this, "ID:" + mo.Index + " Object " + mo.Name + "," + mo.InstanceID);
                    }
                    // else
                    {
                        mo.OnClick(DoubleClick, RightClick);
                        MMessageBus.Select(this, new SelectEvent(mo));
                        MMaterial m = (MMaterial)mo.FindModuleByType(EType.Material);
                        MMessageBus.Status(this, "Selected:" + mo.TemplateID + "," + mo.InstanceID);
                    }
                }


                MScene.SelectedObject = mo;
            }
            else
            {
                MScene.SelectedObject = null;
            }
        }
コード例 #15
0
        public override void getDrawRequests(MDrawInfo info,
                                             bool objectAndActiveOnly,
                                             MDrawRequestQueue queue)
        {
            apiSimpleShape shapeNode = surfaceShape as apiSimpleShape;

            if (shapeNode == null)
            {
                return;
            }

            // This call creates a prototype draw request that we can fill
            // in and then add to the draw queue.
            //
            MDrawRequest request = info.getPrototype(this);


            MDrawData    data;
            MVectorArray geomPtr = shapeNode.controlPoints;

            // Stuff our data into the draw request, it'll be used when the drawing
            // actually happens
            getDrawData(geomPtr, out data);

            request.setDrawData(data);

            // Decode the draw info and determine what needs to be drawn
            //

            M3dView.DisplayStyle  appearance    = info.displayStyle;
            M3dView.DisplayStatus displayStatus = info.displayStatus;

            switch (appearance)
            {
            case M3dView.DisplayStyle.kWireFrame:
            {
                request.token = (int)DrawShapeStyle.kDrawWireframe;

                M3dView.ColorTable activeColorTable  = M3dView.ColorTable.kActiveColors;
                M3dView.ColorTable dormantColorTable = M3dView.ColorTable.kDormantColors;

                switch (displayStatus)
                {
                case M3dView.DisplayStatus.kLead:
                    request.setColor(LEAD_COLOR, (int)activeColorTable);
                    break;

                case M3dView.DisplayStatus.kActive:
                    request.setColor(ACTIVE_COLOR, (int)activeColorTable);
                    break;

                case M3dView.DisplayStatus.kActiveAffected:
                    request.setColor(ACTIVE_AFFECTED_COLOR, (int)activeColorTable);
                    break;

                case M3dView.DisplayStatus.kDormant:
                    request.setColor(DORMANT_COLOR, (int)dormantColorTable);
                    break;

                case M3dView.DisplayStatus.kHilite:
                    request.setColor(HILITE_COLOR, (int)activeColorTable);
                    break;

                default:
                    break;
                }

                queue.add(request);

                break;
            }

            case M3dView.DisplayStyle.kGouraudShaded:
            {
                // Create the smooth shaded draw request
                //
                request.token = (int)DrawShapeStyle.kDrawSmoothShaded;

                // Need to get the material info
                //
                MDagPath  path     = info.multiPath;     // path to your dag object
                M3dView   view     = info.view;          // view to draw to
                MMaterial material = base.material(path);

                // Evaluate the material and if necessary, the texture.
                //
                material.evaluateMaterial(view, path);

                bool drawTexture = true;
                if (drawTexture && material.materialIsTextured)
                {
                    material.evaluateTexture(data);
                }

                request.material = material;

                bool materialTransparent = false;
                material.getHasTransparency(ref materialTransparent);
                if (materialTransparent)
                {
                    request.isTransparent = true;
                }

                queue.add(request);

                // create a draw request for wireframe on shaded if
                // necessary.
                //
                if ((displayStatus == M3dView.DisplayStatus.kActive) ||
                    (displayStatus == M3dView.DisplayStatus.kLead) ||
                    (displayStatus == M3dView.DisplayStatus.kHilite))
                {
                    MDrawRequest wireRequest = request;
                    wireRequest.setDrawData(data);
                    wireRequest.token        = (int)DrawShapeStyle.kDrawWireframeOnShaded;
                    wireRequest.displayStyle = M3dView.DisplayStyle.kWireFrame;

                    M3dView.ColorTable activeColorTable = M3dView.ColorTable.kActiveColors;

                    switch (displayStatus)
                    {
                    case M3dView.DisplayStatus.kLead:
                        wireRequest.setColor(LEAD_COLOR, (int)activeColorTable);
                        break;

                    case M3dView.DisplayStatus.kActive:
                        wireRequest.setColor(ACTIVE_COLOR, (int)activeColorTable);
                        break;

                    case M3dView.DisplayStatus.kHilite:
                        wireRequest.setColor(HILITE_COLOR, (int)activeColorTable);
                        break;

                    default:
                        break;
                    }

                    queue.add(wireRequest);
                }

                break;
            }

            case M3dView.DisplayStyle.kFlatShaded:
                request.token = (int)DrawShapeStyle.kDrawFlatShaded;
                break;

            default:
                break;
            }

            // Add draw requests for components
            //
            if (!objectAndActiveOnly)
            {
                // Inactive components
                //
                if ((appearance == M3dView.DisplayStyle.kPoints) ||
                    (displayStatus == M3dView.DisplayStatus.kHilite))
                {
                    MDrawRequest vertexRequest = request;
                    vertexRequest.setDrawData(data);
                    vertexRequest.token = (int)DrawShapeStyle.kDrawVertices;
                    vertexRequest.setColor(DORMANT_VERTEX_COLOR, (int)M3dView.ColorTable.kActiveColors);

                    queue.add(vertexRequest);
                }

                // Active components
                //
                if (shapeNode.hasActiveComponents)
                {
                    MDrawRequest activeVertexRequest = request;
                    activeVertexRequest.setDrawData(data);
                    activeVertexRequest.token = (int)DrawShapeStyle.kDrawVertices;
                    activeVertexRequest.setColor(ACTIVE_VERTEX_COLOR, (int)M3dView.ColorTable.kActiveColors);

                    MObjectArray clist           = shapeNode.activeComponents;
                    MObject      vertexComponent = clist[0]; // Should filter list
                    activeVertexRequest.component = vertexComponent;

                    queue.add(activeVertexRequest);
                }
            }
        }
コード例 #16
0
        public override void draw(MDrawRequest request, M3dView view)
        //
        // From the given draw request, get the draw data and determine
        // which quadric to draw and with what values.
        //
        {
            MDrawData data = request.drawData();

            quadricGeom geom = data.geometry() as quadricGeom;

            DrawShapeStyle token       = (DrawShapeStyle)request.token;
            bool           drawTexture = false;

            view.beginGL();

            if ((token == DrawShapeStyle.kDrawSmoothShaded) || (token == DrawShapeStyle.kDrawFlatShaded))
            {
                OpenGL.glEnable((uint)OpenGL.GL_POLYGON_OFFSET_FILL);

                // Set up the material
                //
                MMaterial material = request.material;
                material.setMaterial(request.multiPath, request.isTransparent);

                // Enable texturing
                //
                drawTexture = material.materialIsTextured;
                if (drawTexture)
                {
                    OpenGL.glEnable((uint)OpenGL.GL_TEXTURE_2D);
                }

                // Apply the texture to the current view
                //
                if (drawTexture)
                {
                    material.applyTexture(view, data);
                }
            }

            IntPtr qobj = GLUFunctionInvoker.gluNewQuadric();

            switch (token)
            {
            case DrawShapeStyle.kDrawWireframe:
            case DrawShapeStyle.kDrawWireframeOnShaded:
                GLUFunctionInvoker.gluQuadricDrawStyle(qobj, GLU_LINE);
                break;

            case DrawShapeStyle.kDrawSmoothShaded:
                GLUFunctionInvoker.gluQuadricNormals(qobj, GLU_SMOOTH);
                GLUFunctionInvoker.gluQuadricTexture(qobj, GLtrue);
                GLUFunctionInvoker.gluQuadricDrawStyle(qobj, GLU_FILL);
                break;

            case DrawShapeStyle.kDrawFlatShaded:
                GLUFunctionInvoker.gluQuadricNormals(qobj, GLU_FLAT);
                GLUFunctionInvoker.gluQuadricTexture(qobj, GLtrue);
                GLUFunctionInvoker.gluQuadricDrawStyle(qobj, GLU_FILL);
                break;
            }

            switch (geom.shapeType)
            {
            case (short)DrawShapeType.kDrawCylinder:
                GLUFunctionInvoker.gluCylinder(qobj, geom.radius1, geom.radius2, geom.height,
                                               geom.slices, geom.stacks);
                break;

            case (short)DrawShapeType.kDrawDisk:
                GLUFunctionInvoker.gluDisk(qobj, geom.radius1, geom.radius2, geom.slices, geom.loops);
                break;

            case (short)DrawShapeType.kDrawPartialDisk:
                GLUFunctionInvoker.gluPartialDisk(qobj, geom.radius1, geom.radius2, geom.slices,
                                                  geom.loops, geom.startAngle, geom.sweepAngle);
                break;

            case (short)DrawShapeType.kDrawSphere:
            default:
                GLUFunctionInvoker.gluSphere(qobj, geom.radius1, geom.slices, geom.stacks);
                break;
            }

            // Turn off texture mode
            //
            if (drawTexture)
            {
                OpenGL.glDisable((uint)OpenGL.GL_TEXTURE_2D);
            }

            view.endGL();
        }
コード例 #17
0
ファイル: MSpawnHandler.cs プロジェクト: BigFun123/Massive
        public static MSceneObject LoadTemplate(string TemplateID)
        {
            MBuildingBlock bb = MBuildParts.GetBlock(TemplateID);

            if (bb == null)
            {
                Console.WriteLine("WARNING: MSpawnHandler.LoadTemplate " + TemplateID + " not found in blocks");
                return(null);
            }

            MSceneObject o = null;

            if (bb.Type == MBuildParts.MAnimatedModel)
            {
                o = Helper.CreateAnimatedModel(MScene.TemplateRoot, TemplateID, bb.Model, Vector3d.Zero);
                MAnimatedModel man = (MAnimatedModel)o;
                man.BoneOffset = MassiveTools.VectorFromArray(bb.BoneOffset);
            }

            if (bb.Type == MBuildParts.MModel)
            {
                o = Helper.CreateModel(MScene.TemplateRoot, TemplateID, bb.Model, Vector3d.Zero);
            }

            MMaterial mat = (MMaterial)MScene.MaterialRoot.FindModuleByName(bb.MaterialID);

            if (mat == null)
            {
                Console.WriteLine("MSpawnHandler.LoadTemplate " + bb.MaterialID + " was null");
            }
            o.SetMaterial(mat);

            Vector3d size = MassiveTools.VectorFromArray(bb.Size);

            MPhysicsObject.EShape shape = GetShape(bb.PhysicsShape);
            if (shape != MPhysicsObject.EShape.NULL)
            {
                MPhysicsObject mpo = new MPhysicsObject(o, TemplateID + "_physics", bb.Weight, shape,
                                                        true, size);
                mpo.SetSleep(5);
                mpo.SetFriction(0.5);
                if (shape != MPhysicsObject.EShape.Sphere)
                {
                    mpo.SetAngularFactor(0.0, 0.0, 0.0);
                    mpo.SetDamping(0.5, 0.5);
                    mpo.SetRestitution(0.5);
                }
                else
                {
                    mpo.SetDamping(0.1, 0.1);
                    mpo.SetRestitution(0.8);
                }
            }

            o.TemplateID               = TemplateID;
            o.InstanceID               = TemplateID;
            o.IsTransparent            = bb.IsTransparent;
            o.transform.RotationOffset = Quaterniond.FromEulerAngles(MassiveTools.VectorFromArray(bb.RotationOffset));
            o.Setup();

            AddSubmodules(bb, o);

            return(o);
        }
コード例 #18
0
ファイル: apiMeshShapeUI.cs プロジェクト: venerin/Maya-devkit
        /////////////////////////////////////////////////////////////////////
        //
        // Overrides
        //
        /////////////////////////////////////////////////////////////////////

        public override void getDrawRequests(MDrawInfo info,
                                             bool objectAndActiveOnly,
                                             MDrawRequestQueue queue)
        //
        // Description:
        //
        //     Add draw requests to the draw queue
        //
        // Arguments:
        //
        //     info                 - current drawing state
        //     objectsAndActiveOnly - no components if true
        //     queue                - queue of draw requests to add to
        //
        {
            // Get the data necessary to draw the shape
            //
            MDrawData   data     = new MDrawData();
            apiMesh     meshNode = (apiMesh)surfaceShape;
            apiMeshGeom geom     = meshNode.meshGeom();

            if ((null == geom) || (0 == geom.faceCount))
            {
                MGlobal.displayInfo("NO DrawRequest for apiMesh");
                return;
            }

            // This call creates a prototype draw request that we can fill
            // in and then add to the draw queue.
            //
            MDrawRequest request = getDrawRequest(info);             // info.getPrototype(this);

            getDrawData(geom, out data);
            request.setDrawData(data);

            // Decode the draw info and determine what needs to be drawn
            //

            M3dView.DisplayStyle  appearance    = info.displayStyle;
            M3dView.DisplayStatus displayStatus = info.displayStatus;

            // Are we displaying meshes?
            if (!info.objectDisplayStatus(M3dView.DisplayObjects.kDisplayMeshes))
            {
                return;
            }

            // Use this code to help speed up drawing.
            // inUserInteraction() is true for any interaction with
            // the viewport, including object or component TRS and camera changes.
            // userChangingViewContext() is true only when the user is using view
            // context tools (tumble, dolly, track, etc.)
            //
            if (info.inUserInteraction || info.userChangingViewContext)
            {
                // User is using view context tools so
                // request fast draw and get out
                //
                request.token = (int)DrawToken.kDrawRedPointAtCenter;
                queue.add(request);
                return;
            }

            switch (appearance)
            {
            case M3dView.DisplayStyle.kWireFrame:
            {
                request.token = (int)DrawToken.kDrawWireframe;

                int activeColorTable  = (int)M3dView.ColorTable.kActiveColors;
                int dormantColorTable = (int)M3dView.ColorTable.kDormantColors;

                switch (displayStatus)
                {
                case M3dView.DisplayStatus.kLead:
                    request.setColor(LEAD_COLOR, activeColorTable);
                    break;

                case M3dView.DisplayStatus.kActive:
                    request.setColor(ACTIVE_COLOR, activeColorTable);
                    break;

                case M3dView.DisplayStatus.kActiveAffected:
                    request.setColor(ACTIVE_AFFECTED_COLOR, activeColorTable);
                    break;

                case M3dView.DisplayStatus.kDormant:
                    request.setColor(DORMANT_COLOR, dormantColorTable);
                    break;

                case M3dView.DisplayStatus.kHilite:
                    request.setColor(HILITE_COLOR, activeColorTable);
                    break;

                default:
                    break;
                }

                queue.add(request);

                break;
            }

            case M3dView.DisplayStyle.kGouraudShaded:
            {
                // Create the smooth shaded draw request
                //
                request.token = (int)DrawToken.kDrawSmoothShaded;

                // Need to get the material info
                //
                MDagPath  path     = info.multiPath;                    // path to your dag object
                M3dView   view     = info.view;                         // view to draw to
                MMaterial material = base.material(path);

                // If the user currently has the default material enabled on the
                // view then use the default material for shading.
                //
                if (view.usingDefaultMaterial)
                {
                    material = MMaterial.defaultMaterial;
                }

                // Evaluate the material and if necessary, the texture.
                //
                material.evaluateMaterial(view, path);

                bool drawTexture = true;
                if (drawTexture && material.materialIsTextured)
                {
                    material.evaluateTexture(data);
                }

                request.material = material;

                // request.setDisplayStyle( appearance );

                bool materialTransparent = false;
                material.getHasTransparency(ref materialTransparent);
                if (materialTransparent)
                {
                    request.isTransparent = true;
                }

                queue.add(request);

                // create a draw request for wireframe on shaded if
                // necessary.
                //
                if ((displayStatus == M3dView.DisplayStatus.kActive) ||
                    (displayStatus == M3dView.DisplayStatus.kLead) ||
                    (displayStatus == M3dView.DisplayStatus.kHilite))
                {
                    MDrawRequest wireRequest = getDrawRequest(info);                             // info.getPrototype(this);
                    wireRequest.setDrawData(data);
                    wireRequest.token        = (int)DrawToken.kDrawWireframeOnShaded;
                    wireRequest.displayStyle = M3dView.DisplayStyle.kWireFrame;

                    int activeColorTable = (int)M3dView.ColorTable.kActiveColors;

                    switch (displayStatus)
                    {
                    case M3dView.DisplayStatus.kLead:
                        wireRequest.setColor(LEAD_COLOR, activeColorTable);
                        break;

                    case M3dView.DisplayStatus.kActive:
                        wireRequest.setColor(ACTIVE_COLOR, activeColorTable);
                        break;

                    case M3dView.DisplayStatus.kHilite:
                        wireRequest.setColor(HILITE_COLOR, activeColorTable);
                        break;

                    default:
                        break;
                    }

                    queue.add(wireRequest);
                }

                break;
            }

            case M3dView.DisplayStyle.kFlatShaded:
                request.token = (int)DrawToken.kDrawFlatShaded;
                queue.add(request);
                break;

            case M3dView.DisplayStyle.kBoundingBox:
                request.token = (int)DrawToken.kDrawBoundingBox;
                queue.add(request);
                break;

            default:
                break;
            }

            // Add draw requests for components
            //
            if (!objectAndActiveOnly)
            {
                // Inactive components
                //
                if ((appearance == M3dView.DisplayStyle.kPoints) ||
                    (displayStatus == M3dView.DisplayStatus.kHilite))
                {
                    MDrawRequest vertexRequest = getDrawRequest(info);                     // info.getPrototype(this);
                    vertexRequest.setDrawData(data);
                    vertexRequest.token = (int)DrawToken.kDrawVertices;
                    vertexRequest.setColor(DORMANT_VERTEX_COLOR,
                                           (int)M3dView.ColorTable.kActiveColors);

                    queue.add(vertexRequest);
                }

                // Active components
                //
                if (((MPxSurfaceShape)surfaceShape).hasActiveComponents)
                {
                    MDrawRequest activeVertexRequest = getDrawRequest(info);                     // info.getPrototype(this);
                    activeVertexRequest.setDrawData(data);
                    activeVertexRequest.token = (int)DrawToken.kDrawVertices;
                    activeVertexRequest.setColor(ACTIVE_VERTEX_COLOR,
                                                 (int)M3dView.ColorTable.kActiveColors);

                    MObjectArray clist           = ((MPxSurfaceShape)surfaceShape).activeComponents;
                    MObject      vertexComponent = clist[0];                // Should filter list
                    activeVertexRequest.component = vertexComponent;

                    queue.add(activeVertexRequest);
                }
            }
        }
コード例 #19
0
 private void ShaderCombo_SelectedIndexChanged(object sender, EventArgs e)
 {
     CurrentMaterial = (MMaterial)ShaderCombo.SelectedItem;
     LoadShader();
 }
コード例 #20
0
ファイル: apiMeshShapeUI.cs プロジェクト: venerin/Maya-devkit
        public void drawShaded(MDrawRequest request, M3dView view)
        //
        // Description:
        //
        //     Shaded drawing routine
        //
        // Arguments:
        //
        //     request - request to be drawn
        //     view    - view to draw into
        //
        {
            MDrawData   data = request.drawData();
            apiMeshGeom geom = (apiMeshGeom)data.geometry();

            if (geom == null)
            {
                return;
            }

            view.beginGL();

            OpenGL.glEnable(OpenGL.GL_POLYGON_OFFSET_FILL);

            // Set up the material
            //
            MMaterial material = request.material;

            material.setMaterial(request.multiPath, request.isTransparent);

            // Enable texturing ...
            //
            // Note, Maya does not enable texturing if useDefaultMaterial is enabled.
            // However, you can choose to ignore this in your draw routine.
            //
            bool drawTexture = material.materialIsTextured && !view.usingDefaultMaterial;

            if (drawTexture)
            {
                OpenGL.glEnable(OpenGL.GL_TEXTURE_2D);
            }

            // Apply the texture to the current view
            //
            if (drawTexture)
            {
                material.applyTexture(view, data);
            }

            // Draw the polygons
            //
            int  vid    = 0;
            uint uv_len = geom.uvcoords.uvcount();

            for (int i = 0; i < geom.faceCount; i++)
            {
                OpenGL.glBegin(OpenGL.GL_POLYGON);
                for (int v = 0; v < geom.face_counts[i]; v++)
                {
                    MPoint  vertex = geom.vertices[geom.face_connects[vid]];
                    MVector normal = geom.normals[geom.face_connects[vid]];
                    if (uv_len > 0)
                    {
                        // If we are drawing the texture, make sure the coord
                        // arrays are in bounds.
                        if (drawTexture)
                        {
                            int uvId1 = geom.uvcoords.uvId(vid);
                            if (uvId1 < uv_len)
                            {
                                float tu = 0.0f;
                                float tv = 0.0f;
                                geom.uvcoords.getUV(uvId1, ref tu, ref tv);
                                OpenGL.glTexCoord2f(tu, tv);
                            }
                        }
                    }

                    OpenGL.glNormal3f((float)normal[0], (float)normal[1], (float)normal[2]);
                    OpenGL.glVertex3f((float)vertex[0], (float)vertex[1], (float)vertex[2]);
                    vid++;
                }
                OpenGL.glEnd();
            }

            // Turn off texture mode
            //
            if (drawTexture)
            {
                OpenGL.glDisable(OpenGL.GL_TEXTURE_2D);
            }

            view.endGL();
        }