コード例 #1
0
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main(string[] args)
        {
            TerrainDisplayConfig.Initialize();
            LogUtil.SetupConsoleLogging();
            NativeMethods.StormLibFolder = TerrainDisplayConfig.LibDir;
            NativeMethods.InitAPI();

            var defaultTileId    = TileIdentifier.DefaultTileIdentifier;
            var useExtractedData = TerrainDisplayConfig.UseExtractedData;

            if (useExtractedData)
            {
                TerrainManager = new ExtractedTerrainManager(TerrainDisplayConfig.MapDir, defaultTileId);
            }
            else
            {
                TerrainManager = new MpqTerrainManager(defaultTileId);
            }

            TerrainManager.LoadTile(defaultTileId);

            AvatarPosition = new Vector3(TerrainConstants.CenterPoint - (defaultTileId.TileX + 1) * TerrainConstants.TileSize,
                                         TerrainConstants.CenterPoint - (defaultTileId.TileY) * TerrainConstants.TileSize,
                                         100.0f);

            PositionUtil.TransformWoWCoordsToXNACoords(ref AvatarPosition);
            //new RecastRunner(TerrainManager).Start();

            using (var game = new Game1(AvatarPosition.ToXna()))
            {
                game.Run();
            }
        }
コード例 #2
0
        protected override bool BuildPolyVerticiesAndIndicies()
        {
            List <Vector3> vertices;
            List <int>     indices;

            _manager.GetMeshVerticesAndIndices(out vertices, out indices);

            if (vertices.Count == 0 || indices.Count == 0)
            {
                return(false);
            }

            _cachedPolyVertices = new VertexPositionNormalColored[vertices.Count];
            for (var i = 0; i < vertices.Count; i++)
            {
                _cachedPolyVertices[i] = new VertexPositionNormalColored(vertices[i].ToXna(), MeshPolyColor,
                                                                         Vector3.Up.ToXna());
                PositionUtil.TransformWoWCoordsToXNACoords(ref _cachedPolyVertices[i]);
            }

            _cachedPolyIndices = new int[indices.Count];
            for (int i = 0; i < indices.Count; i++)
            {
                _cachedPolyIndices[i] = indices[i];
            }

            RenderPolyCached = true;
            return(true);
        }
コード例 #3
0
ファイル: ADTRenderer.cs プロジェクト: M4ksiu/WCell-Terrain
        private void BuildVerticiesAndIndicies()
        {
            // Cycle through each ADT
            var tempVertices = new List <VertexPositionNormalColored>();
            var tempIndicies = new List <int>();
            var offset       = 0;

            foreach (var adt in _manager.MapTiles)
            {
                // Handle the ADTs
                for (var v = 0; v < adt.TerrainVertices.Count; v++)
                {
                    var vertex          = adt.TerrainVertices[v];
                    var vertexPosNmlCol = new VertexPositionNormalColored(vertex.ToXna(), TerrainColor,
                                                                          Microsoft.Xna.Framework.Vector3.Down);
                    tempVertices.Add(vertexPosNmlCol);
                }
                for (var i = 0; i < adt.Indices.Count; i++)
                {
                    tempIndicies.Add(adt.Indices[i] + offset);
                }
                offset = tempVertices.Count;

                //if (!DrawLiquids) continue;
                for (var v = 0; v < adt.LiquidVertices.Count; v++)
                {
                    var vertex          = adt.LiquidVertices[v];
                    var vertexPosNmlCol = new VertexPositionNormalColored(vertex.ToXna(), WaterColor,
                                                                          Microsoft.Xna.Framework.Vector3.Down);
                    tempVertices.Add(vertexPosNmlCol);
                }
                for (var i = 0; i < adt.LiquidIndices.Count; i++)
                {
                    tempIndicies.Add(adt.LiquidIndices[i] + offset);
                }
                offset = tempVertices.Count;
            }

            _cachedIndices  = tempIndicies.ToArray();
            _cachedVertices = tempVertices.ToArray();

            _renderCached = true;

            for (var i = 0; i < _cachedVertices.Length; i++)
            {
                PositionUtil.TransformWoWCoordsToXNACoords(ref _cachedVertices[i]);
            }
        }
コード例 #4
0
ファイル: AxisRenderer.cs プロジェクト: M4ksiu/WCell-Terrain
        private void BuildVerticiesAndIndicies()
        {
            var tileId       = TileIdentifier.DefaultTileIdentifier;
            var tempVertices = new List <VertexPositionNormalColored>();
            var tempIndices  = new List <int>();
            var offset       = 0;

            var baseXPos = TerrainConstants.CenterPoint - (tileId.TileX + 1) * TerrainConstants.TileSize;
            var baseYPos = TerrainConstants.CenterPoint - (tileId.TileY + 1) * TerrainConstants.TileSize;
            var baseZPos = -100.0f;

            // The Bottom-Righthand corner of a Tile in WoW coords
            var baseAxisVec = new Vector3(baseXPos, baseYPos, baseZPos);
            //var baseAxisVec = new Vector3(0.0f);

            // The Top-Lefthand corner of a Tile in WoW coords
            var endAxisVec = baseAxisVec + new Vector3(TerrainConstants.TileSize * 2);

            PositionUtil.TransformWoWCoordsToXNACoords(ref baseAxisVec);
            PositionUtil.TransformWoWCoordsToXNACoords(ref endAxisVec);

            // The WoW X-axis drawn in XNA coords
            tempVertices.Add(new VertexPositionNormalColored(baseAxisVec, Color.Red, Vector3.Up));
            tempIndices.Add(0);
            tempVertices.Add(new VertexPositionNormalColored(new Vector3(baseAxisVec.X, baseAxisVec.Y, endAxisVec.Z), Color.Red, Vector3.Up));
            tempIndices.Add(1);
            tempIndices.Add(0);

            // The WoW Y-axis drawn in XNA coords
            tempVertices.Add(new VertexPositionNormalColored(baseAxisVec, Color.White, Vector3.Up));
            tempIndices.Add(2);
            tempVertices.Add(new VertexPositionNormalColored(new Vector3(endAxisVec.X, baseAxisVec.Y, baseAxisVec.Z), Color.White, Vector3.Up));
            tempIndices.Add(3);
            tempIndices.Add(2);

            // The WoW Z-axis
            tempVertices.Add(new VertexPositionNormalColored(baseAxisVec, Color.Blue, Vector3.Up));
            tempIndices.Add(4);
            tempVertices.Add(new VertexPositionNormalColored(new Vector3(baseAxisVec.X, endAxisVec.Y, baseAxisVec.Z), Color.Blue, Vector3.Up));
            tempIndices.Add(5);
            tempIndices.Add(4);

            _cachedIndices  = tempIndices.ToArray();
            _cachedVertices = tempVertices.ToArray();

            _renderCached = true;
        }
コード例 #5
0
        protected override void BuildVerticiesAndIndicies()
        {
            _cachedVertices = new VertexPositionNormalColored[_manager.Vertices.Count];
            _cachedIndices  = new int[_manager.Indices.Count];

            for (var i = 0; i < _manager.Vertices.Count; i++)
            {
                var position = _manager.Vertices[i];
                PositionUtil.TransformWoWCoordsToXNACoords(ref position);
                _cachedVertices[i] = new VertexPositionNormalColored(position.ToXna(), SelectedTriangleColor,
                                                                     Vector3.Up);
            }

            for (var i = 0; i < _manager.Indices.Count; i++)
            {
                _cachedIndices[i] = _manager.Indices[i];
            }
        }
コード例 #6
0
ファイル: M2Renderer.cs プロジェクト: M4ksiu/WCell-Terrain
        protected override void BuildVerticiesAndIndicies()
        {
            // Cycle through each M2
            var tempVertices = _manager.RenderVertices;
            var tempIndicies = _manager.RenderIndices;

            _cachedVertices = new VertexPositionNormalColored[tempVertices.Count];
            for (var i = 0; i < tempVertices.Count; i++)
            {
                var vec = tempVertices[i];
                PositionUtil.TransformWoWCoordsToXNACoords(ref vec);
                _cachedVertices[i] = new VertexPositionNormalColored(vec.ToXna(), M2Color,
                                                                     Microsoft.Xna.Framework.Vector3.Down);
            }

            _cachedIndices = new int[tempIndicies.Count];
            for (var i = 0; i < tempIndicies.Count; i++)
            {
                _cachedIndices[i] = tempIndicies[i];
            }

            _renderCached = true;
        }
コード例 #7
0
        public void GetRecastTriangleMesh(out Vector3[] vertices, out int[] indices)
        {
            var            vecList   = new List <Vector3>();
            var            indexList = new List <int>();
            List <Vector3> renderVertices;

            int offset;

            // Get the ADT triangles
            foreach (var tile in _adtManager.MapTiles)
            {
                offset         = vecList.Count;
                renderVertices = tile.TerrainVertices;
                if (renderVertices != null)
                {
                    for (int i = 0; i < renderVertices.Count; i++)
                    {
                        var vertex = renderVertices[i];
                        PositionUtil.TransformWoWCoordsToXNACoords(ref vertex);
                        vecList.Add(vertex);
                    }
                    foreach (var index in tile.Indices)
                    {
                        indexList.Add(index + offset);
                    }
                }

                offset         = vecList.Count;
                renderVertices = tile.TerrainVertices;
                if (renderVertices == null)
                {
                    continue;
                }
                for (int i = 0; i < renderVertices.Count; i++)
                {
                    var vertex = renderVertices[i];
                    PositionUtil.TransformWoWCoordsToXNACoords(ref vertex);
                    vecList.Add(vertex);
                }
                foreach (var index in tile.Indices)
                {
                    indexList.Add(index + offset);
                }
            }

            // Get the WMO triangles
            offset         = vecList.Count;
            renderVertices = _wmoManager.WmoVertices;
            var renderIndices = _wmoManager.WmoIndices;

            if (renderVertices != null)
            {
                for (int i = 0; i < renderVertices.Count; i++)
                {
                    var vertex = renderVertices[i];
                    PositionUtil.TransformWoWCoordsToXNACoords(ref vertex);
                    vecList.Add(vertex);
                }
            }
            if (renderIndices != null)
            {
                foreach (var index in renderIndices)
                {
                    indexList.Add(index + offset);
                }
            }

            // Get the M2 triangles
            offset         = vecList.Count;
            renderVertices = _m2Manager.RenderVertices;
            renderIndices  = _m2Manager.RenderIndices;
            if (renderVertices != null)
            {
                for (int i = 0; i < renderVertices.Count; i++)
                {
                    var vertex = renderVertices[i];
                    PositionUtil.TransformWoWCoordsToXNACoords(ref vertex);
                    vecList.Add(vertex);
                }
            }
            if (renderIndices != null)
            {
                foreach (var index in renderIndices)
                {
                    indexList.Add(index + offset);
                }
            }

            vertices = vecList.ToArray();
            indices  = indexList.ToArray();
        }
コード例 #8
0
        protected override void BuildVerticiesAndIndicies()
        {
            var vertCount = _manager.WmoVertices.Count +
                            _manager.WmoM2Vertices.Count +
                            _manager.WmoLiquidVertices.Count;

            _cachedVertices = new VertexPositionNormalColored[vertCount];

            var idxCount = _manager.WmoIndices.Count +
                           _manager.WmoM2Indices.Count +
                           _manager.WmoLiquidIndices.Count;

            _cachedIndices = new int[idxCount];

            var vertices = _manager.WmoVertices;
            var indices  = _manager.WmoIndices;

            for (var i = 0; i < vertices.Count; i++)
            {
                var vec = vertices[i];
                PositionUtil.TransformWoWCoordsToXNACoords(ref vec);
                _cachedVertices[i] = new VertexPositionNormalColored(vec.ToXna(), WMOColor, Vector3.Down);
            }
            for (var i = 0; i < indices.Count; i++)
            {
                _cachedIndices[i] = indices[i];
            }

            // Add the M2 stuff
            var vecOffset = vertices.Count;

            vertices = _manager.WmoM2Vertices;
            for (var i = 0; i < vertices.Count; i++)
            {
                var vec = vertices[i];
                PositionUtil.TransformWoWCoordsToXNACoords(ref vec);
                _cachedVertices[i + vecOffset] = new VertexPositionNormalColored(vec.ToXna(), WMOModelColor,
                                                                                 Vector3.Down);
            }
            var idxOffset = indices.Count;

            indices = _manager.WmoM2Indices;
            for (var i = 0; i < indices.Count; i++)
            {
                _cachedIndices[i + idxOffset] = indices[i] + vecOffset;
            }

            // Add the Liquid stuff
            vecOffset += vertices.Count;
            vertices   = _manager.WmoLiquidVertices;
            for (var i = 0; i < vertices.Count; i++)
            {
                var vec = vertices[i];
                PositionUtil.TransformWoWCoordsToXNACoords(ref vec);
                _cachedVertices[i + vecOffset] = new VertexPositionNormalColored(vec.ToXna(), WMOWaterColor,
                                                                                 Vector3.Down);
            }
            idxOffset += indices.Count;
            indices    = _manager.WmoLiquidIndices;
            for (var i = 0; i < indices.Count; i++)
            {
                _cachedIndices[i + idxOffset] = indices[i] + vecOffset;
            }

            _renderCached = true;
        }