コード例 #1
0
        protected override void setupScene()
        {
            base.setupScene();

            laserOccDiskScene3d = new SSScene(mainShader, pssmShader, instancingShader, instancingPssmShader);
            laserFlareScene2d   = new SSScene(mainShader, pssmShader, instancingShader, instancingPssmShader);

            var mesh = SSAssetManager.GetInstance <SSMesh_wfOBJ>("./drone2/Drone2.obj");

            // add drones
            droneObj1     = new SSObjectMesh(mesh);
            droneObj1.Pos = new OpenTK.Vector3(-20f, 0f, -15f);
            droneObj1.Orient(Quaternion.FromAxisAngle(Vector3.UnitY, (float)Math.PI / 2f));
            //droneObj1.renderState.visible = false;
            droneObj1.Name = "attacker drone";
            main3dScene.AddObject(droneObj1);

            droneObj2           = new SSObjectMesh(mesh);
            droneObj2.Pos       = new OpenTK.Vector3(20f, 0f, -15f);
            droneObj2.Name      = "target drone";
            droneObj2.MainColor = new Color4(1f, 0f, 0.7f, 1f);
            //droneObj2.renderState.visible = false;
            main3dScene.AddObject(droneObj2);

            // manages laser objects
            laserManager = new SLaserManager(alpha3dScene, laserOccDiskScene3d, laserFlareScene2d);

            // tweak the laser start point (by adding an offset in object-local coordinates)
            laserSourceTxfm = Matrix4.CreateTranslation(0f, 1f, 2.75f);

            // debugging snippets:
            //droneObj1.MainColor = Color4.Green;
            //droneObj1.renderState.visible = false;
        }
コード例 #2
0
            public TargetSpecific(SSScene main3dScene, SSScene hud2dScene)
            {
                _targetObj3dScene           = main3dScene;
                main3dScene.preRenderHooks += preRenderUpdate;

                _outline = new SSObjectMesh();
                _outline.renderState.lighted         = false;
                _outline.renderState.alphaBlendingOn = true;
                _outline.renderState.frustumCulling  = false;
                _outline.renderState.noShader        = true;
                _outline.lineStipplePattern          = 0xFFC0;
                _outline.Name           = "hud target outline";
                _outline.preRenderHook += (obj, rc) => {
                    GL.LineWidth(_targetViewDepth < 0f ? outlineWidthWhenInFront : outlinelineWidthWhenBehind);
                    GL.Disable(EnableCap.LineSmooth);
                };
                hud2dScene.AddObject(_outline);

                _labelBelow = new SSObjectGDISurface_Text();
                _labelBelow.renderState.alphaBlendingOn = true;
                _labelBelow.Name = "hud target label below";
                hud2dScene.AddObject(_labelBelow);

                _labelAbove = new SSObjectGDISurface_Text();
                _labelAbove.renderState.alphaBlendingOn = true;
                _labelAbove.Name = "hud target label above";
                hud2dScene.AddObject(_labelAbove);
            }
コード例 #3
0
        protected virtual void setupEnvironment()
        {
            // add skybox cube
            var      mesh       = SSAssetManager.GetInstance <SSMesh_wfOBJ>("./skybox/", "skybox.obj");
            SSObject skyboxCube = new SSObjectMesh(mesh);

            environmentScene.AddObject(skyboxCube);
            skyboxCube.Scale = new Vector3(0.7f);
            skyboxCube.renderState.lighted = false;

            // scene.addObject(skyboxCube);

            SSObject skyboxStars = new SSObjectMesh(new SimpleStarfieldMesh(1600));

            environmentScene.AddObject(skyboxStars);
            skyboxStars.renderState.lighted = false;
        }
コード例 #4
0
            public SSpaceMissileRenderInfo(SSpaceMissileVisualData missile)
            {
                this.missile = missile;
                var mParams = missile.parameters as SSpaceMissileVisualParameters;

                bodyObj       = new SSObjectMesh(mParams.missileBodyMesh());
                bodyObj.Scale = new Vector3(mParams.missileBodyScale);
                bodyObj.renderState.castsShadow     = false;
                bodyObj.renderState.receivesShadows = false;
                //bodyObj.renderState.visible = false;
                bodyObj.Name = "a missile body";

                #if MISSILE_DEBUG
                debugRays                = new MissileDebugRays(missile);
                debugCountdown           = new SSObject2DSurface_AGGText();
                debugCountdown.Size      = 2f;
                debugCountdown.MainColor = Color4Helper.RandomDebugColor();
                #endif

                flameSmokeEmitter = new SSRadialEmitter();
                flameSmokeEmitter.effectorMask            = (ushort)ParticleEffectorMasks.EjectionSmoke;
                flameSmokeEmitter.life                    = mParams.flameSmokeDuration;
                flameSmokeEmitter.color                   = new Color4(1f, 1f, 1f, 1f);
                flameSmokeEmitter.billboardXY             = true;
                flameSmokeEmitter.particlesPerEmissionMin = mParams.smokePerEmissionMin;
                flameSmokeEmitter.particlesPerEmissionMax = mParams.smokePerEmissionMax;
                flameSmokeEmitter.spriteRectangles        = mParams.smokeSpriteRects;
                //smokeEmitter.phiMin = 0f;
                //smokeEmitter.phiMax = (float)Math.PI/6f;
                flameSmokeEmitter.phiMin             = (float)Math.PI / 3f;
                flameSmokeEmitter.phiMax             = (float)Math.PI / 2f;
                flameSmokeEmitter.orientationMin     = new Vector3(0f, 0f, 0f);
                flameSmokeEmitter.orientationMax     = new Vector3(0f, 0f, 2f * (float)Math.PI);
                flameSmokeEmitter.angularVelocityMin = new Vector3(0f, 0f, -1f);
                flameSmokeEmitter.angularVelocityMax = new Vector3(0f, 0f, +1f);

                flameSmokeEmitter.radiusOffsetMin = 0f;
                flameSmokeEmitter.radiusOffsetMax = 0.1f;

                // positions emitters and mesh
                preRenderUpdate(0f);
            }
コード例 #5
0
        protected override void setupScene()
        {
            base.setupScene();

            var mesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("./shuttle_pod/pod-multiobj.obj");

            // add test object
            SSObject testObj = new SSObjectMesh(mesh);

            main3dScene.AddObject(testObj);
            testObj.renderState.lighted = true;
            testObj.colorMaterial       = new SSColorMaterial(
                new Color4(0.3f, 0.3f, 0.3f, 0.3f), // diffuse
                new Color4(0.1f, 0.1f, 0.1f, 0.1f), // ambient
                new Color4(0.3f, 0.3f, 0.3f, 0.3f), // specular
                new Color4(0.3f, 0.3f, 0.3f, 0.3f), // emission
                10f);                               // shininess
            //droneObj.EulerDegAngleOrient(-40.0f,0.0f);
            testObj.Pos  = new OpenTK.Vector3(0f, 0f, -15f);
            testObj.Size = 100.0f;
            testObj.Name = "test object";
        }
コード例 #6
0
        protected override void setupScene()
        {
            base.setupScene();

            var mesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("./drone2/Drone2.obj");

            // add drone
            SSObject droneObj = new SSObjectMesh(mesh);

            main3dScene.AddObject(droneObj);
            droneObj.renderState.lighted = true;
            droneObj.colorMaterial       = new SSColorMaterial(
                new Color4(0.3f, 0.3f, 0.3f, 0.3f), // diffuse
                new Color4(0.1f, 0.1f, 0.1f, 0.1f), // ambient
                new Color4(0.3f, 0.3f, 0.3f, 0.3f), // specular
                new Color4(0.3f, 0.3f, 0.3f, 0.3f), // emission
                10f);                               // shininess
            //droneObj.EulerDegAngleOrient(-40.0f,0.0f);
            droneObj.Pos  = new OpenTK.Vector3(0f, 0f, -15f);
            droneObj.Name = "drone 1";

            // add second drone

            SSObject drone2Obj = new SSObjectMesh(
                SSAssetManager.GetInstance <SSMesh_wfOBJ>("./drone2/Drone2.obj")
                );

            main3dScene.AddObject(drone2Obj);
            drone2Obj.renderState.lighted = true;
            drone2Obj.colorMaterial       = new SSColorMaterial(
                new Color4(0.3f, 0.3f, 0.3f, 0.3f), // diffuse
                new Color4(0.3f, 0.3f, 0.3f, 0.3f), // ambient
                new Color4(0.3f, 0.3f, 0.3f, 0.3f), // specular
                new Color4(0.3f, 0.3f, 0.3f, 0.3f), // emission
                10f);                               // shininess
            drone2Obj.EulerDegAngleOrient(-40f, 0f);
            drone2Obj.Pos  = new OpenTK.Vector3(0f, 0f, 0f);
            drone2Obj.Name = "drone 2";

            // instanced asteroid ring
            //if (false)
            {
                var roidmesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("simpleasteroid/asteroid.obj");
                var ringGen  = new BodiesRingGenerator(
                    120f, 50f,
                    Vector3.Zero, Vector3.UnitY, 250f,
                    0f, (float)Math.PI * 2f,
                    1f, 3f, 1f, 0.5f
                    //10f, 30f, 1f, 20f
                    );

                var ringEmitter = new SSBodiesFieldEmitter(ringGen);
                ringEmitter.particlesPerEmission = 10000;
                //ringEmitter.ParticlesPerEmission = 10;

                var ps = new SSParticleSystemData(10000);
                ps.addEmitter(ringEmitter);
                Console.WriteLine("Packing 10k asteroids into a ring. This may take a second...");
                ps.emitAll();
                asteroidRingRenderer = new SSInstancedMeshRenderer(ps, roidmesh, BufferUsageHint.StaticDraw);
                asteroidRingRenderer.simulateOnUpdate            = false;
                asteroidRingRenderer.Name                        = "instanced asteroid renderer";
                asteroidRingRenderer.renderState.castsShadow     = true;
                asteroidRingRenderer.renderState.receivesShadows = true;
                asteroidRingRenderer.selectable                  = true;
                asteroidRingRenderer.useBVHForIntersections      = true;
                main3dScene.AddObject(asteroidRingRenderer);
            }

            // particle system test
            // particle systems should be drawn last (if it requires alpha blending)
            //if (false)
            {
                // setup an emitter
                var box     = new ParticlesSphereGenerator(new Vector3(0f, 0f, 0f), 10f);
                var emitter = new SSParticlesFieldEmitter(box);
                //emitter.EmissionDelay = 5f;
                emitter.particlesPerEmission = 1;
                emitter.emissionInterval     = 0.5f;
                emitter.life = 1000f;
                emitter.colorOffsetComponentMin = new Color4(0.5f, 0.5f, 0.5f, 1f);
                emitter.colorOffsetComponentMax = new Color4(1f, 1f, 1f, 1f);
                emitter.velocityComponentMax    = new Vector3(.3f);
                emitter.velocityComponentMin    = new Vector3(-.3f);
                emitter.angularVelocityMin      = new Vector3(-0.5f);
                emitter.angularVelocityMax      = new Vector3(0.5f);
                emitter.dragMin = 0f;
                emitter.dragMax = .1f;
                RectangleF[] uvRects    = new RectangleF[18 * 6];
                float        tileWidth  = 1f / 18f;
                float        tileHeight = 1f / 6f;
                for (int r = 0; r < 6; ++r)
                {
                    for (int c = 0; c < 18; ++c)
                    {
                        uvRects [r * 18 + c] = new RectangleF(tileWidth * (float)r,
                                                              tileHeight * (float)c,
                                                              tileWidth,
                                                              tileHeight);
                    }
                }
                emitter.spriteRectangles = uvRects;

                var periodicExplosiveForce = new SSPeriodicExplosiveForceEffector();
                periodicExplosiveForce.effectInterval    = 3f;
                periodicExplosiveForce.explosiveForceMin = 1000f;
                periodicExplosiveForce.explosiveForceMax = 5000f;
                periodicExplosiveForce.effectDelay       = 5f;
                periodicExplosiveForce.centerMin         = new Vector3(-30f, -30f, -30f);
                periodicExplosiveForce.centerMax         = new Vector3(+30f, +30f, +30f);
                //periodicExplosiveForce.Center = new Vector3 (10f);

                // make a particle system
                SSParticleSystemData cubesPs = new SSParticleSystemData(1000);
                cubesPs.addEmitter(emitter);
                cubesPs.addEffector(periodicExplosiveForce);

                // test a renderer
                var tex           = SSAssetManager.GetInstance <SSTextureWithAlpha>("elements.png");
                var cubesRenderer = new SSInstancedMeshRenderer(cubesPs, SSTexturedNormalCube.Instance);
                cubesRenderer.Pos = new Vector3(0f, 0f, -30f);
                cubesRenderer.alphaBlendingEnabled = false;
                cubesRenderer.Name = "cube particle renderer";
                cubesRenderer.renderState.castsShadow     = true;
                cubesRenderer.renderState.receivesShadows = true;
                cubesRenderer.textureMaterial             = new SSTextureMaterial(null, null, tex, null);
                cubesRenderer.selectable = true;
                main3dScene.AddObject(cubesRenderer);
                //cubesRenderer.renderState.visible = false;

                // test explositons
                //if (false)
                {
                    SExplosionRenderer aer = new SExplosionRenderer(100);
                    aer.Pos = cubesRenderer.Pos;
                    alpha3dScene.AddObject(aer);

                    periodicExplosiveForce.explosionEventHandlers += (pos, force) => {
                        aer.showExplosion(pos, force / periodicExplosiveForce.explosiveForceMin * 1.5f);
                    };
                }
            }
        }
コード例 #7
0
        protected override void setupScene()
        {
            base.setupScene();

            var mesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("./drone2/", "Drone2.obj");

            // add drone
            SSObject droneObj = new SSObjectMesh(mesh);

            scene.AddObject(droneObj);
            droneObj.renderState.lighted = true;
            droneObj.AmbientMatColor     = new Color4(0.1f, 0.1f, 0.1f, 0.1f);
            droneObj.DiffuseMatColor     = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            droneObj.SpecularMatColor    = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            droneObj.EmissionMatColor    = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            droneObj.ShininessMatColor   = 10.0f;
            //droneObj.EulerDegAngleOrient(-40.0f,0.0f);
            droneObj.Pos  = new OpenTK.Vector3(0, 0, -15f);
            droneObj.Name = "drone 1";

            // add second drone

            SSObject drone2Obj = new SSObjectMesh(
                SSAssetManager.GetInstance <SSMesh_wfOBJ>("./drone2/", "Drone2.obj")
                );

            scene.AddObject(drone2Obj);
            drone2Obj.renderState.lighted = true;
            drone2Obj.AmbientMatColor     = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            drone2Obj.DiffuseMatColor     = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            droneObj.SpecularMatColor     = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            drone2Obj.EmissionMatColor    = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            drone2Obj.ShininessMatColor   = 10.0f;
            drone2Obj.EulerDegAngleOrient(-40f, 0f);
            drone2Obj.Pos  = new OpenTK.Vector3(0f, 0f, 0f);
            drone2Obj.Name = "drone 2";

            // setup a sun billboard object and a sun flare spriter renderer
            {
                var sunDisk      = new SSMeshDisk();
                var sunBillboard = new SSObjectBillboard(sunDisk, true);
                sunBillboard.MainColor = new Color4(1f, 1f, 0.8f, 1f);
                sunBillboard.Pos       = new Vector3(0f, 0f, 18000f);
                sunBillboard.Scale     = new Vector3(600f);
                sunBillboard.renderState.frustumCulling = false;
                sunBillboard.renderState.lighted        = false;
                sunBillboard.renderState.castsShadow    = false;
                sunDiskScene.AddObject(sunBillboard);

                SSTexture    flareTex         = SSAssetManager.GetInstance <SSTextureWithAlpha>(".", "sun_flare.png");
                const float  bigOffset        = 0.8889f;
                const float  smallOffset      = 0.125f;
                RectangleF[] flareSpriteRects =
                {
                    new RectangleF(0f,                      0f,          1f, bigOffset),
                    new RectangleF(0f,               bigOffset, smallOffset, smallOffset),
                    new RectangleF(smallOffset,      bigOffset, smallOffset, smallOffset),
                    new RectangleF(smallOffset * 2f, bigOffset, smallOffset, smallOffset),
                    new RectangleF(smallOffset * 3f, bigOffset, smallOffset, smallOffset),
                };
                float[] spriteScales = { 20f, 1f, 2f, 1f, 1f };
                var     sunFlare     = new SimpleSunFlareMesh(sunDiskScene, sunBillboard, flareTex,
                                                              flareSpriteRects, spriteScales);
                sunFlare.Scale = new Vector3(2f);
                sunFlare.renderState.lighted = false;
                sunFlareScene.AddObject(sunFlare);
            }

            // instanced asteroid ring
            //if (false)
            {
                var roidmesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("simpleasteroid", "asteroid.obj");
                var ringGen  = new BodiesRingGenerator(
                    120f, 50f,
                    Vector3.Zero, Vector3.UnitY, 250f,
                    0f, (float)Math.PI * 2f,
                    1f, 3f, 1f, 0.5f
                    //10f, 30f, 1f, 20f
                    );

                var ringEmitter = new SSBodiesFieldEmitter(ringGen);
                ringEmitter.particlesPerEmission = 10000;
                //ringEmitter.ParticlesPerEmission = 10;

                var ps = new SSParticleSystem(10000);
                ps.addEmitter(ringEmitter);
                Console.WriteLine("Packing 10k asteroids into a ring. This may take a second...");
                ps.emitAll();
                asteroidRingRenderer = new SSInstancedMeshRenderer(ps, roidmesh, BufferUsageHint.StaticDraw);
                asteroidRingRenderer.simulateOnUpdate            = false;
                asteroidRingRenderer.depthRead                   = true;
                asteroidRingRenderer.depthWrite                  = true;
                asteroidRingRenderer.Name                        = "instanced asteroid renderer";
                asteroidRingRenderer.renderState.castsShadow     = true;
                asteroidRingRenderer.renderState.receivesShadows = true;
                scene.AddObject(asteroidRingRenderer);
            }

            // particle system test
            // particle systems should be drawn last (if it requires alpha blending)
            //if (false)
            {
                // setup an emitter
                var box     = new ParticlesSphereGenerator(new Vector3(0f, 0f, 0f), 10f);
                var emitter = new SSParticlesFieldEmitter(box);
                //emitter.EmissionDelay = 5f;
                emitter.particlesPerEmission = 1;
                emitter.emissionInterval     = 0.5f;
                emitter.life = 1000f;
                emitter.colorOffsetComponentMin = new Color4(0.5f, 0.5f, 0.5f, 1f);
                emitter.colorOffsetComponentMax = new Color4(1f, 1f, 1f, 1f);
                emitter.velocityComponentMax    = new Vector3(.3f);
                emitter.velocityComponentMin    = new Vector3(-.3f);
                emitter.angularVelocityMin      = new Vector3(-0.5f);
                emitter.angularVelocityMax      = new Vector3(0.5f);
                emitter.dragMin = 0f;
                emitter.dragMax = .1f;
                RectangleF[] uvRects    = new RectangleF[18 * 6];
                float        tileWidth  = 1f / 18f;
                float        tileHeight = 1f / 6f;
                for (int r = 0; r < 6; ++r)
                {
                    for (int c = 0; c < 18; ++c)
                    {
                        uvRects [r * 18 + c] = new RectangleF(tileWidth * (float)r,
                                                              tileHeight * (float)c,
                                                              tileWidth,
                                                              tileHeight);
                    }
                }
                emitter.spriteRectangles = uvRects;

                var periodicExplosiveForce = new SSPeriodicExplosiveForceEffector();
                periodicExplosiveForce.effectInterval    = 3f;
                periodicExplosiveForce.explosiveForceMin = 1000f;
                periodicExplosiveForce.explosiveForceMax = 5000f;
                periodicExplosiveForce.effectDelay       = 5f;
                periodicExplosiveForce.centerMin         = new Vector3(-30f, -30f, -30f);
                periodicExplosiveForce.centerMax         = new Vector3(30f, 30f, 30f);
                //periodicExplosiveForce.Center = new Vector3 (10f);

                // make a particle system
                SSParticleSystem cubesPs = new SSParticleSystem(1000);
                cubesPs.addEmitter(emitter);
                cubesPs.addEffector(periodicExplosiveForce);

                // test a renderer
                var tex           = SSAssetManager.GetInstance <SSTextureWithAlpha>(".", "elements.png");
                var cubesRenderer = new SSInstancedMeshRenderer(cubesPs, SSTexturedNormalCube.Instance);
                cubesRenderer.Pos = new Vector3(0f, 0f, -30f);
                cubesRenderer.alphaBlendingEnabled = false;
                cubesRenderer.depthRead            = true;
                cubesRenderer.depthWrite           = true;
                cubesRenderer.Name = "cube particle renderer";
                cubesRenderer.renderState.castsShadow     = true;
                cubesRenderer.renderState.receivesShadows = true;
                cubesRenderer.textureMaterial             = new SSTextureMaterial(null, null, tex, null);
                scene.AddObject(cubesRenderer);
                //cubesRenderer.renderState.visible = false;

                // test explositons
                //if (false)
                {
                    SimpleExplosionRenderer aer = new SimpleExplosionRenderer(100);
                    aer.Pos = cubesRenderer.Pos;
                    scene.AddObject(aer);

                    periodicExplosiveForce.explosionEventHandlers += (pos, force) => {
                        aer.showExplosion(pos, force / periodicExplosiveForce.explosiveForceMin * 1.5f);
                    };
                }
            }
        }
コード例 #8
0
 public SSSimpleObjectTrackingJoint(SSObjectMesh hostObject, SSObject target = null)
 {
     _hostObject  = hostObject;
     targetObject = target;
 }
コード例 #9
0
        protected Vector3 _neutralViewYLocal; // "Y"

        #endregion Fields

        #region Constructors

        public SSSimpleObjectTrackingJoint(SSObjectMesh hostObject, SSObject target = null)
        {
            _hostObject = hostObject;
            targetObject = target;
        }
コード例 #10
0
            public TargetSpecific(SSScene main3dScene, SSScene hud2dScene)
            {
                _targetObj3dScene = main3dScene;
                main3dScene.preRenderHooks += preRenderUpdate;

                _outline = new SSObjectMesh();
                _outline.renderState.lighted = false;
                _outline.renderState.alphaBlendingOn = true;
                _outline.renderState.frustumCulling = false;
                _outline.renderState.noShader = true;
                _outline.Name = "hud target outline";
                _outline.preRenderHook += (obj, rc) => {
                    GL.LineWidth(_targetIsInFront ? lineWidthWhenInFront : lineWidthWhenBehind);
                    GL.Disable(EnableCap.LineSmooth);
                };
                hud2dScene.AddObject(_outline);

                _labelBelow = new SSObjectGDISurface_Text();
                _labelBelow.renderState.alphaBlendingOn = true;
                _labelBelow.Name = "hud target label below";
                hud2dScene.AddObject(_labelBelow);

                _labelAbove = new SSObjectGDISurface_Text();
                _labelAbove.renderState.alphaBlendingOn = true;
                _labelAbove.Name = "hud target label above";
                hud2dScene.AddObject(_labelAbove);
            }
コード例 #11
0
ファイル: TestBench3.cs プロジェクト: csnam/SimpleScene
        protected override void setupScene()
        {
            base.setupScene();

            var droneMesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("./drone2/Drone2.obj");
            //var droneMesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("missiles", "missile.obj");
            var vandalMesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("missiles/vandal_assembled.obj");

            // add drones
            attackerDrone     = new SSObjectMesh(droneMesh);
            attackerDrone.Pos = new OpenTK.Vector3(-20f, 0f, 0f);
            attackerDrone.Orient(Vector3.UnitX, Vector3.UnitY);
            attackerDrone.AmbientMatColor  = new Color4(0.1f, 0.1f, 0.1f, 0.1f);
            attackerDrone.DiffuseMatColor  = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            attackerDrone.SpecularMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            attackerDrone.EmissionMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            attackerDrone.Name             = "attacker drone";
            main3dScene.AddObject(attackerDrone);

            targetDrone     = new SSObjectMesh(droneMesh);
            targetDrone.Pos = new OpenTK.Vector3(200f, 0f, 0f);
            targetDrone.Orient(-Vector3.UnitX, Vector3.UnitY);
            targetDrone.AmbientMatColor  = new Color4(0.1f, 0.1f, 0.1f, 0.1f);
            targetDrone.DiffuseMatColor  = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            targetDrone.SpecularMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            targetDrone.EmissionMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            targetDrone.Name             = "target drone";
            targetDrone.MainColor        = new Color4(1f, 0f, 0.7f, 1f);
            main3dScene.AddObject(targetDrone);

            vandalShip                  = new SSObjectMesh(vandalMesh);
            vandalShip.Pos              = new OpenTK.Vector3(100f, 0f, 0f);
            vandalShip.Scale            = new Vector3(0.05f);
            vandalShip.AmbientMatColor  = new Color4(0.1f, 0.1f, 0.1f, 0.1f);
            vandalShip.DiffuseMatColor  = new Color4(0.1f, 0.1f, 0.1f, 0.1f);
            vandalShip.SpecularMatColor = new Color4(0.1f, 0.1f, 0.1f, 0.1f);
            vandalShip.EmissionMatColor = new Color4(0.0f, 0.0f, 0.0f, 0.0f);
            vandalShip.Name             = "Vandal ship";
            vandalShip.MainColor        = new Color4(0.6f, 0.6f, 0.6f, 1f);
            //vandalShip.MainColor = new Color4(1f, 0f, 0.7f, 1f);
            //droneObj2.renderState.visible = false;
            vandalShip.Orient((targetDrone.Pos - vandalShip.Pos).Normalized(), Vector3.UnitY);
            main3dScene.AddObject(vandalShip);

            // shows explosions
            explosionManager = new SExplosionRenderManager();
            explosionManager.particleSystem.doShockwave = false;
            explosionManager.particleSystem.doDebris    = false;
            explosionManager.particleSystem.timeScale   = 3f;
            //explosionManager.renderState.visible = false;
            alpha3dScene.AddObject(explosionManager);

            // attacker drone missile parameters
            attackerDroneFieldGen = new BodiesFieldGenerator(
                new ParticlesSphereGenerator(Vector3.Zero, 1f));
            attackerDroneMissileParams = new SSpaceMissileVisualParameters();

            // vandal missile params
            vandalShipFieldGen = new BodiesRingGenerator(
                new ParticlesOvalGenerator(1f, 1f),
                ringCenter: new Vector3(0f, 0f, 0f),
                up: Vector3.UnitZ,
                ringRadius: 80f,
                oriPolicy: BodiesFieldGenerator.OrientPolicy.None
                );

            vandalShipMissileParams = new SSpaceMissileVisualParameters();
            vandalShipMissileParams.ejectionMaxRotationVel = 0.05f;
            vandalShipMissileParams.ejectionVelocity       = 30f;
            vandalShipMissileParams.pursuitActivationTime  = 0.1f;
            vandalShipMissileParams.ejectionSmokeDuration  = 0.5f;
            vandalShipMissileParams.ejectionSmokeSizeMax   = 5f;

            cameraMissileParams = new SSpaceMissileVisualParameters();
            //cameraMissileParams.spawnGenerator = null;
            //cameraMissileParams.spawnTxfm = straightMissileSpawnTxfm;
            cameraMissileParams.ejectionMaxRotationVel = 0.05f;
            cameraMissileParams.ejectionVelocity       = 10f;

            // missile manager
            missileManager = new SSpaceMissilesRenderManager(main3dScene, alpha3dScene, hud2dScene);

            // additional statistics text
            missileStatsText = new SSObjectGDISurface_Text();
            missileStatsText.alphaBlendingEnabled = true;
            missileStatsText.Label = "stats placeholder...";
            missileStatsText.Pos   = new Vector3(100f, 100f, 0f);
            //missileStatsText.Size = 20f;
            hud2dScene.AddObject(missileStatsText);

            var targetsManager = new SHudTargetsManager(main3dScene, hud2dScene);

            targetHud = targetsManager.addTarget(
                (o) => Color4.Red,
                _showDistanceFunc,
                (o) => o != null ? o.Name : "none",
                getTargetObject()
                );
        }
コード例 #12
0
        protected override void setupScene()
        {
            base.setupScene();

            // checkerboard floor
                        #if true
            {
                SSTexture   tex          = SSAssetManager.GetInstance <SSTexture> (".", "checkerboard.png");
                const float tileSz       = 4f;
                const int   gridSz       = 10;
                var         tileVertices = new SSVertex_PosNormTex[SSTexturedNormalQuad.c_doubleFaceVertices.Length];
                SSTexturedNormalQuad.c_doubleFaceVertices.CopyTo(tileVertices, 0);
                for (int v = 0; v < tileVertices.Length; ++v)
                {
                    tileVertices[v].TexCoord *= (float)gridSz;
                }

                var quadMesh = new SSVertexMesh <SSVertex_PosNormTex>(tileVertices);
                quadMesh.textureMaterial = new SSTextureMaterial(tex);
                var tileObj = new SSObjectMesh(quadMesh);
                tileObj.Name       = "Tiles";
                tileObj.selectable = false;
                tileObj.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, (float)Math.PI / 2f));
                tileObj.Scale = new Vector3(tileSz * gridSz);
                //tileObj.boundingSphere = new SSObjectSphere(0f);
                main3dScene.AddObject(tileObj);
            }
                        #endif

            // skeleton mesh test
                        #if true
            {
                SSSkeletalAnimation animIdle
                    = SSAssetManager.GetInstance <SSSkeletalAnimationMD5>("./boneman", "boneman_idle.md5anim");
                SSSkeletalAnimation animRunning
                    = SSAssetManager.GetInstance <SSSkeletalAnimationMD5>("./boneman", "boneman_running.md5anim");
                SSSkeletalAnimation animAttack
                    = SSAssetManager.GetInstance <SSSkeletalAnimationMD5>("./boneman", "boneman_attack.md5anim");

                SSSkeletalMesh[] meshes
                    = SSAssetManager.GetInstance <SSSkeletalMeshMD5[]>("./boneman", "boneman.md5mesh");
                var tex = SSAssetManager.GetInstance <SSTexture>("./boneman", "skin.png");
                foreach (var skeliMesh in meshes)
                {
                                #if true
                    var renderMesh0 = new SSSkeletalRenderMesh(skeliMesh);
                    var obj0        = new SSObjectMesh(renderMesh0);
                    obj0.MainColor = Color4.DarkGray;
                    obj0.Name      = "grey bones (bind pose)";
                    obj0.Pos       = new Vector3(-18f, 0f, -18f);
                    obj0.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                    main3dScene.AddObject(obj0);

                    tracker0 = new SSSimpleObjectTrackingJoint(obj0);
                    tracker0.jointPositionLocal           = animIdle.computeJointFrame(11, 0).position;
                    tracker0.neutralViewOrientationLocal  = animIdle.computeJointFrame(11, 0).orientation;
                    tracker0.neutralViewDirectionBindPose = Vector3.UnitY;
                    tracker0.neutralViewUpBindPose        = Vector3.UnitZ;
                    renderMesh0.addCustomizedJoint(11, tracker0);
                                #endif

                                #if true
                    var renderMesh1 = new SSSkeletalRenderMesh(skeliMesh);
                    var obj1        = new SSObjectMesh(renderMesh1);
                    obj1.MainColor = Color4.DarkRed;
                    obj1.Name      = "red bones (running loop)";
                    obj1.Pos       = new Vector3(6f, 0f, -12f);
                    obj1.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                    main3dScene.AddObject(obj1);

                    renderMesh1.playAnimationLoop(animRunning, 0f);
                                #endif

                                #if true
                    var renderMesh2 = new SSSkeletalRenderMesh(skeliMesh);
                    renderMesh2.playAnimationLoop(animIdle, 0f, "all");
                    renderMesh2.playAnimationLoop(animRunning, 0f, "LeftClavicle", "RightClavicle");
                    var obj2 = new SSObjectMesh(renderMesh2);
                    obj2.MainColor = Color.Green;
                    obj2.Name      = "green bones (idle + running loop mixed)";
                    obj2.Pos       = new Vector3(0f, 0f, -12f);
                    obj2.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                    main3dScene.AddObject(obj2);
                                #endif

                                #if true
                    var renderMesh3 = new SSSkeletalRenderMesh(skeliMesh);
                    renderMesh3.playAnimationLoop(animIdle, 0f, "all");
                    var obj3 = new SSObjectMesh(renderMesh3);
                    obj3.MainColor = Color.DarkCyan;
                    obj3.Name      = "blue bones (idle loop)";
                    obj3.Pos       = new Vector3(-6f, 0f, -12f);
                    obj3.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                    main3dScene.AddObject(obj3);
                                #endif

                    // state machines setup for skeletal render mesh 4 and 5
                    var skeletonWalkDescr = new SSAnimationStateMachine();
                    skeletonWalkDescr.addState("idle", animIdle, true);
                    skeletonWalkDescr.addState("running1", animRunning);
                    skeletonWalkDescr.addState("running2", animRunning);
                    skeletonWalkDescr.addAnimationEndsTransition("idle", "running1", 0.3f);
                    skeletonWalkDescr.addAnimationEndsTransition("running1", "running2", 0f);
                    skeletonWalkDescr.addAnimationEndsTransition("running2", "idle", 0.3f);

                    var skeletonAttackDescr = new SSAnimationStateMachine();
                    skeletonAttackDescr.addState("inactive", null, true);
                    skeletonAttackDescr.addState("attack", animAttack);
                    skeletonAttackDescr.addStateTransition(null, "attack", 0.5f);
                    skeletonAttackDescr.addAnimationEndsTransition("attack", "inactive", 0.5f);

                                #if true
                    // state machine test (in slow motion)
                    var renderMesh4 = new SSSkeletalRenderMesh(skeliMesh);
                    renderMesh4.timeScale = 0.25f;

                    var obj4 = new SSObjectMesh(renderMesh4);
                    obj4.MainColor = Color.DarkMagenta;
                    obj4.Name      = "magenta bones (looping idle/walk; interactive attack; slowmo)";
                    obj4.Pos       = new Vector3(-12f, 0f, 0f);
                    obj4.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                    main3dScene.AddObject(obj4);

                    var renderMesh4WallSm = renderMesh4.addStateMachine(skeletonWalkDescr, "all");
                    renderMesh4AttackSm = renderMesh4.addStateMachine(skeletonAttackDescr, "LeftClavicle", "RightClavicle");

                    tracker4 = new SSSimpleObjectTrackingJoint(obj4);
                    tracker4.jointPositionLocal           = animRunning.computeJointFrame(11, 0).position;
                    tracker4.neutralViewOrientationLocal  = animRunning.computeJointFrame(11, 0).orientation;
                    tracker4.neutralViewDirectionBindPose = Vector3.UnitY;
                    renderMesh4.addCustomizedJoint(11, tracker4);
                                #endif

                                #if true
                    // another mesh, using the same state machine but running at normal speed
                    var renderMesh5       = new SSSkeletalRenderMesh(skeliMesh);
                    var renderMesh5WalkSm = renderMesh5.addStateMachine(skeletonWalkDescr, "all");
                    renderMesh5AttackSm = renderMesh5.addStateMachine(skeletonAttackDescr, "LeftClavicle", "RightClavicle");
                    var obj5 = new SSObjectMesh(renderMesh5);
                    obj5.Name = "orange bones (looping idle/walk, interactive attack + parametric neck rotation)";
                    obj5.Pos  = new Vector3(12f, 0f, 0f);
                    obj5.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                    obj5.MainColor = Color4.DarkOrange;
                    main3dScene.AddObject(obj5);

                    renderMesh5NeckJoint = new SSPolarJoint();
                    renderMesh5NeckJoint.positionOffset = new Vector3(0f, 0.75f, 0f);
                    renderMesh5.addCustomizedJoint("UpperNek", renderMesh5NeckJoint);
                                #endif
                }
            }
                        #endif

                        #if true
            // bob mesh test
            {
                var bobMeshes = SSAssetManager.GetInstance <SSSkeletalMeshMD5[]>(
                    "./bob_lamp/", "bob_lamp_update.md5mesh");
                var bobAnim = SSAssetManager.GetInstance <SSSkeletalAnimationMD5>(
                    "./bob_lamp/", "bob_lamp_update.md5anim");
                var bobRender = new SSSkeletalRenderMesh(bobMeshes);
                bobRender.playAnimationLoop(bobAnim, 0f);
                bobRender.alphaBlendingEnabled = true;
                bobRender.timeScale            = 0.5f;
                var bobObj = new SSObjectMesh(bobRender);
                bobObj.Name = "Bob";
                bobObj.Pos  = new Vector3(10f, 0f, 10f);
                bobObj.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                alpha3dScene.AddObject(bobObj);
            }
                        #endif
        }
コード例 #13
0
            public SSpaceMissileRenderInfo(SSpaceMissileData missile)
            {
                this.missile = missile;
                var mParams = missile.cluster.parameters;
                bodyObj = new SSObjectMesh(mParams.missileBodyMesh);
                bodyObj.Scale = new Vector3(mParams.missileBodyScale);
                bodyObj.renderState.castsShadow = false;
                bodyObj.renderState.receivesShadows = false;
                //bodyObj.renderState.visible = false;
                bodyObj.Name = "a missile body";

                #if MISSILE_DEBUG
                debugRays = new MissileDebugRays(missile);
                debugCountdown = new SSObject2DSurface_AGGText();
                debugCountdown.Size = 2f;
                debugCountdown.MainColor = Color4Helper.RandomDebugColor();
                #endif

                flameSmokeEmitter = new SSRadialEmitter();
                flameSmokeEmitter.effectorMask = (ushort)ParticleEffectorMasks.EjectionSmoke;
                flameSmokeEmitter.life = mParams.flameSmokeDuration;
                flameSmokeEmitter.color = new Color4(1f, 1f, 1f, 1f);
                flameSmokeEmitter.billboardXY = true;
                flameSmokeEmitter.particlesPerEmissionMin = mParams.smokePerEmissionMin;
                flameSmokeEmitter.particlesPerEmissionMax = mParams.smokePerEmissionMax;
                flameSmokeEmitter.spriteRectangles = mParams.smokeSpriteRects;
                //smokeEmitter.phiMin = 0f;
                //smokeEmitter.phiMax = (float)Math.PI/6f;
                flameSmokeEmitter.phiMin = (float)Math.PI/3f;
                flameSmokeEmitter.phiMax = (float)Math.PI/2f;
                flameSmokeEmitter.orientationMin = new Vector3 (0f, 0f, 0f);
                flameSmokeEmitter.orientationMax = new Vector3 (0f, 0f, 2f * (float)Math.PI);
                flameSmokeEmitter.angularVelocityMin = new Vector3 (0f, 0f, -1f);
                flameSmokeEmitter.angularVelocityMax = new Vector3 (0f, 0f, +1f);

                flameSmokeEmitter.radiusOffsetMin = 0f;
                flameSmokeEmitter.radiusOffsetMax = 0.1f;  

                // positions emitters and mesh
                preRenderUpdate(0f);
            }
コード例 #14
0
        public void setupScene()
        {
            scene.BaseShader          = shaderPgm;
            scene.FrustumCulling      = true;         // TODO: fix the frustum math, since it seems to be broken.
            scene.BeforeRenderObject += (obj, renderConfig) => {
                shaderPgm.Activate();
                if (obj == selectedObject)
                {
                    renderConfig.drawWireframeMode = WireframeMode.GLSL_SinglePass;
                    shaderPgm.u_ShowWireframes     = true;
                }
                else
                {
                    renderConfig.drawWireframeMode = WireframeMode.None;
                    shaderPgm.u_ShowWireframes     = false;
                }
            };


            var lightPos = new Vector3(5.0f, 40.0f, 10.0f);
            // 0. Add Lights
            var light = new SSLight();

            light.Pos = lightPos;
            scene.AddLight(light);

            // 1. Add Objects
            SSObject triObj;

            scene.AddObject(triObj = new SSObjectTriangle());
            triObj.Pos             = lightPos;

            var mesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("./drone2/", "Drone2.obj");

            // add drone
            SSObject droneObj = new SSObjectMesh(mesh);

            scene.AddObject(this.activeModel = droneObj);
            droneObj.renderState.lighted     = true;
            droneObj.ambientMatColor         = new Color4(0.2f, 0.2f, 0.2f, 0.2f);
            droneObj.diffuseMatColor         = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            droneObj.specularMatColor        = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            droneObj.emissionMatColor        = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            droneObj.shininessMatColor       = 10.0f;
            droneObj.EulerDegAngleOrient(-40.0f, 0.0f);
            droneObj.Pos  = new OpenTK.Vector3(-5, 0, 0);
            droneObj.Name = "drone 1";

            // add second drone

            SSObject drone2Obj = new SSObjectMesh(
                SSAssetManager.GetInstance <SSMesh_wfOBJ>("./drone2/", "Drone2.obj")
                );

            scene.AddObject(drone2Obj);
            drone2Obj.renderState.lighted = true;
            drone2Obj.ambientMatColor     = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            drone2Obj.diffuseMatColor     = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            droneObj.specularMatColor     = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            drone2Obj.emissionMatColor    = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            drone2Obj.shininessMatColor   = 10.0f;
            drone2Obj.Pos = new OpenTK.Vector3(20, 0, 0);
            drone2Obj.EulerDegAngleOrient(20.0f, 0.0f);
            drone2Obj.Name = "drone 2";

            // last. Add Camera

            scene.AddObject(scene.ActiveCamera =
                                new SSCameraThirdPerson(droneObj));
        }