コード例 #1
0
        public override void PreInitialise()
        {
            base.PreInitialise();

            NavCell = new RenderNavCell(OwnGraphicsClass);
            NavCell.Init(OurCellInfo);
            assets.Add(RefManager.GetNewRefID(), NavCell);
        }
コード例 #2
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        public SpatialCell(SpatialCell_InitParams InitParams)
        {
            OwnGraphicsClass = InitParams.OwnGraphics;
            boundingBox      = InitParams.CellExtents;

            assets = new Dictionary <int, IRenderer>();

            RefID = RefManager.GetNewRefID();
        }
コード例 #3
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        // TODO: Make OwnGraphics in the base class
        public RenderNavCell(GraphicsClass InGraphicsOwner)
        {
            OwnGraphics = InGraphicsOwner;
            Lines       = new List <RenderLine>();

            string LineBatchID = string.Format("NavCellLineBatch_{0}", RefManager.GetNewRefID());

            LineBatch = new PrimitiveBatch(PrimitiveType.Line, LineBatchID);
        }
コード例 #4
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        public FrameEntry(FrameEntry entry)
        {
            refID = RefManager.GetNewRefID();
            refs  = new Dictionary <FrameEntryRefTypes, int>();

            for (int i = 0; i < entry.refs.Count; i++)
            {
                refs.Add(entry.refs.ElementAt(i).Key, entry.refs.ElementAt(i).Value);
            }
        }
コード例 #5
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        public void RequestUpdate()
        {
            OwnGraphics.OurPrimitiveManager.RemovePrimitiveBatch(AIWorldBatch);

            string BoxID = string.Format("AIWorld_{0}", RefManager.GetNewRefID());

            AIWorldBatch = new PrimitiveBatch(PrimitiveType.Box, BoxID);
            InitWorldInfo.PopulatePrimitiveBatch(AIWorldBatch);

            OwnGraphics.OurPrimitiveManager.AddPrimitiveBatch(AIWorldBatch);
        }
コード例 #6
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        public void Init(AIWorld WorldInfo)
        {
            InitWorldInfo = WorldInfo;

            string BoxID = string.Format("AIWorld_{0}", RefManager.GetNewRefID());

            AIWorldBatch = new PrimitiveBatch(PrimitiveType.Box, BoxID);
            WorldInfo.PopulatePrimitiveBatch(AIWorldBatch);

            OwnGraphics.OurPrimitiveManager.AddPrimitiveBatch(AIWorldBatch);
        }
コード例 #7
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ファイル: RenderNav.cs プロジェクト: RoadTrain/Mafia2Toolkit
        public RenderNav(GraphicsClass InGraphicsClass)
        {
            OwnGraphics = InGraphicsClass;

            SelectedIndex = -1;
            BoundingBoxes = new List <RenderBoundingBox>();

            ConnectionsList = new List <RenderLine>();

            string ConnectionList = string.Format("NavConnectionList_{0}", RefManager.GetNewRefID());

            PointConnectionsBatch = new PrimitiveBatch(PrimitiveType.Line, ConnectionList);
        }
コード例 #8
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ファイル: RenderNav.cs プロジェクト: RoadTrain/Mafia2Toolkit
        public void SelectNode(int Index)
        {
            // TODO: Big problem here - The graphics class isn't aware of the selecting logic here.
            // So we'll one day need to support the graphics class aware of this and deselect this whenever another
            // object has been selected.
            if (SelectedIndex != -1)
            {
                BoundingBoxes[SelectedIndex].Unselect();
            }

            // Move the selection to the new Vertex
            BoundingBoxes[Index].Select();
            SelectedIndex = Index;

            // Render debug work
            OBJData.VertexStruct PathPoint = data.vertices[Index];
            RenderLine           FromA     = CreateConnectionLine(PathPoint, data.vertices[PathPoint.Unk3], System.Drawing.Color.Yellow);
            RenderLine           FromB     = CreateConnectionLine(PathPoint, data.vertices[PathPoint.Unk4], System.Drawing.Color.Brown);
            RenderLine           FromC     = CreateConnectionLine(PathPoint, data.vertices[PathPoint.Unk5], System.Drawing.Color.Red);

            PointConnectionsBatch.ClearObjects();
            PointConnectionsBatch.AddObject(RefManager.GetNewRefID(), FromA);
            PointConnectionsBatch.AddObject(RefManager.GetNewRefID(), FromB);
            PointConnectionsBatch.AddObject(RefManager.GetNewRefID(), FromC);

            foreach (var IncomingPoint in PathPoint.IncomingConnections)
            {
                RenderLine Connection = CreateConnectionLine(PathPoint, IncomingPoint, System.Drawing.Color.Green);
                PointConnectionsBatch.AddObject(RefManager.GetNewRefID(), Connection);
            }

            foreach (var OutgoingPoint in PathPoint.OutgoingConnections)
            {
                RenderLine Connection = CreateConnectionLine(PathPoint, OutgoingPoint, System.Drawing.Color.Blue);
                PointConnectionsBatch.AddObject(RefManager.GetNewRefID(), Connection);
            }

            PointConnectionsBatch.SetIsDirty();
        }
コード例 #9
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ファイル: RenderNav.cs プロジェクト: RoadTrain/Mafia2Toolkit
        public void Init(OBJData data)
        {
            DoRender  = true;
            this.data = data;

            string VertexBatchID = string.Format("NavObjData_{0}", RefManager.GetNewRefID());

            PathVertexBatch = new PrimitiveBatch(PrimitiveType.Box, VertexBatchID);
            foreach (OBJData.VertexStruct Vertex in data.vertices)
            {
                RenderBoundingBox navigationBox = new RenderBoundingBox();
                navigationBox.Init(new BoundingBox(new Vector3(-0.1f), new Vector3(0.1f)));
                navigationBox.SetColour(System.Drawing.Color.Green);
                navigationBox.SetTransform(Matrix4x4.CreateTranslation(Vertex.Position));

                int PathHandle = RefManager.GetNewRefID();
                PathVertexBatch.AddObject(PathHandle, navigationBox);
                BoundingBoxes.Add(navigationBox);
            }

            OwnGraphics.OurPrimitiveManager.AddPrimitiveBatch(PathVertexBatch);
            OwnGraphics.OurPrimitiveManager.AddPrimitiveBatch(PointConnectionsBatch);
        }
コード例 #10
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        private void Update()
        {
            // TODO: Ideally, we should be using the same primitive batcher.
            // Problem is, calling ClearObjects on the batcher shuts down the lines too.
            // Once the RenderLine and RenderBBox has been decoupled, then this should be easier.
            OwnGraphics.OurPrimitiveManager.RemovePrimitiveBatch(LineBatch);

            if (DoRender)
            {
                if (Lines.Count > 0)
                {
                    string LineBatchID = string.Format("NavCellLineBatch_{0}", RefManager.GetNewRefID());
                    LineBatch = new PrimitiveBatch(PrimitiveType.Line, LineBatchID);

                    foreach (RenderLine line in Lines)
                    {
                        int PathHandle = RefManager.GetNewRefID();
                        LineBatch.AddObject(PathHandle, line);
                    }

                    OwnGraphics.OurPrimitiveManager.AddPrimitiveBatch(LineBatch);
                }
            }
        }
コード例 #11
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        public GraphicsClass()
        {
            InitObjectStack     = new Dictionary <int, IRenderer>();
            Profile             = new Profiler();
            Assets              = new Dictionary <int, IRenderer>();
            selectionBox        = new RenderBoundingBox();
            translokatorGrid    = new SpatialGrid();
            navigationGrids     = new SpatialGrid[0];
            OurPrimitiveManager = new PrimitiveManager();

            OnSelectedObjectUpdated += OnSelectedObjectHasUpdated;

            // Create bespoke batches for any lines or boxes passed in via the construct stack
            string LineBatchID = string.Format("Graphics_LineBatcher_{0}", RefManager.GetNewRefID());

            LineBatch = new PrimitiveBatch(PrimitiveType.Line, LineBatchID);

            string BBoxBatchID = string.Format("Graphics_BBoxBatcher_{0}", RefManager.GetNewRefID());

            BBoxBatch = new PrimitiveBatch(PrimitiveType.Box, BBoxBatchID);

            OurPrimitiveManager.AddPrimitiveBatch(LineBatch);
            OurPrimitiveManager.AddPrimitiveBatch(BBoxBatch);
        }
コード例 #12
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ファイル: IType.cs プロジェクト: RoadTrain/Mafia2Toolkit
 public IType(AIWorld InWorld)
 {
     RefID      = RefManager.GetNewRefID();
     OwnWorld   = InWorld;
     bIsVisible = true;
 }
コード例 #13
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 public FrameEntry()
 {
     refID = RefManager.GetNewRefID();
 }