コード例 #1
0
ファイル: MiniMapTex.cs プロジェクト: GazarovVlad/TheGame
 private static void CreateMiniThing(ref SpecialTextures tex, List<int> rads, Color color)
 {
     tex = new SpecialTextures();
     foreach (int rad in rads)
         tex.Add(rad.ToString(), new Texture(Drawing.OurDevice, CreateSphere(rad * ((MiniMap.Size*1.0)/WorkSpace.MapLen), color), Usage.None, Pool.Managed));
 }
コード例 #2
0
        /// <summary>
        /// Exports the model to an .obj file
        /// </summary>
        /// <param name="baseVertex">The number of vertices we have processed so far in the model</param>
        /// <param name="objExportType"></param>
        /// <param name="vertexCount">The number of vertices in this model</param>
        /// <param name="activeTexture"></param>
        /// <param name="lastUsedTexture"></param>
        /// <returns></returns>
        public List <string> GetMeshExport(int baseVertex, string activeTexture, ObjExportType objExportType,
                                           out int vertexCount,
                                           out string lastUsedTexture)
        {
            var frames         = new List <string>();
            var usedVertices   = new List <int>();
            var unusedVertices = new List <int>();

            int currentPolygon = 0;

            var faceOutput = new StringBuilder();

            // First assemble the faces that are needed
            foreach (RenderGroup group in RenderGroups)
            {
                int textureIndex = group.TextureIndex;
                int polygonCount = group.PolygonCount;

                List <int> activeArray = null;
                bool       bitmapValid = false;

                // Figure out the correct export array
                if (objExportType == ObjExportType.Textured)
                {
                    activeArray = MaterialList.Materials[textureIndex].IsInvisible ? unusedVertices : usedVertices;
                    bitmapValid = true;
                }
                else if (objExportType == ObjExportType.Collision)
                {
                    activeArray = usedVertices;
                    bitmapValid = false;
                }
                else if (objExportType == ObjExportType.Water)
                {
                    if (MaterialList.Materials[textureIndex].IsInvisible)
                    {
                        activeArray = unusedVertices;
                        bitmapValid = false;
                    }
                    else
                    {
                        string bitmapName = MaterialList.Materials[textureIndex].TextureInfoReference.TextureInfo
                                            .BitmapNames[0].Filename;
                        activeArray = SpecialTextures.IsWater(bitmapName) ? usedVertices : unusedVertices;
                        bitmapValid = SpecialTextures.IsWater(bitmapName);
                    }
                }
                else if (objExportType == ObjExportType.Lava)
                {
                    if (MaterialList.Materials[textureIndex].IsInvisible)
                    {
                        activeArray = unusedVertices;
                        bitmapValid = false;
                    }
                    else
                    {
                        string bitmapName = MaterialList.Materials[textureIndex].TextureInfoReference.TextureInfo
                                            .BitmapNames[0].Filename;
                        activeArray = SpecialTextures.IsLava(bitmapName) ? usedVertices : unusedVertices;
                        bitmapValid = SpecialTextures.IsLava(bitmapName);
                    }
                }
                else if (objExportType == ObjExportType.NoSpecialZones)
                {
                    if (MaterialList.Materials[textureIndex].IsInvisible)
                    {
                        activeArray = unusedVertices;
                        bitmapValid = false;
                    }
                    else
                    {
                        string bitmapName = MaterialList.Materials[textureIndex].TextureInfoReference.TextureInfo
                                            .BitmapNames[0].Filename;

                        if (SpecialTextures.IsWater(bitmapName) || SpecialTextures.IsLava(bitmapName))
                        {
                            activeArray = unusedVertices;
                            bitmapValid = false;
                        }
                        else
                        {
                            activeArray = usedVertices;
                            bitmapValid = true;
                        }
                    }
                }


                if (!MaterialList.Materials[textureIndex].IsInvisible && objExportType != ObjExportType.Collision)
                {
                    string bitmapName = MaterialList.Materials[textureIndex].TextureInfoReference.TextureInfo
                                        .BitmapNames[0].Filename;
                    string pngName      = bitmapName.Substring(0, bitmapName.Length - 4);
                    string materialName =
                        ImageWriter.GetExportedImageName(pngName, MaterialList.Materials[textureIndex].ShaderType);

                    if (materialName != activeTexture && bitmapValid)
                    {
                        faceOutput.AppendLine(LanternStrings.ObjUseMtlPrefix + materialName);
                        activeTexture = materialName;
                    }
                }

                for (int j = 0; j < polygonCount; ++j)
                {
                    int vertex1 = Polygons[currentPolygon].Vertex1 + baseVertex + 1;
                    int vertex2 = Polygons[currentPolygon].Vertex2 + baseVertex + 1;
                    int vertex3 = Polygons[currentPolygon].Vertex3 + baseVertex + 1;

                    if (!Polygons[currentPolygon].Solid && objExportType == ObjExportType.Collision)
                    {
                        continue;
                    }

                    if (activeArray == usedVertices)
                    {
                        int index1 = vertex1 - unusedVertices.Count;
                        int index2 = vertex2 - unusedVertices.Count;
                        int index3 = vertex3 - unusedVertices.Count;

                        // Vertex + UV
                        if (objExportType != ObjExportType.Collision)
                        {
                            faceOutput.AppendLine("f " + index3 + "/" + index3 + " "
                                                  + index2 + "/" + index2 + " " +
                                                  +index1 + "/" + index1);
                        }
                        else
                        {
                            faceOutput.AppendLine("f " + index3 + " "
                                                  + index2 + " " +
                                                  +index1);
                        }
                    }

                    AddIfNotContained(activeArray, Polygons[currentPolygon].Vertex1);
                    AddIfNotContained(activeArray, Polygons[currentPolygon].Vertex2);
                    AddIfNotContained(activeArray, Polygons[currentPolygon].Vertex3);

                    currentPolygon++;
                }
            }

            var vertexOutput = new StringBuilder();

            usedVertices.Sort();

            int frameCount = 1;

            if (AnimatedVertices != null)
            {
                frameCount += AnimatedVertices.Frames.Count;
            }

            for (int i = 0; i < frameCount; ++i)
            {
                // Add each vertex
                foreach (var usedVertex in usedVertices)
                {
                    vec3 vertex;

                    if (i == 0)
                    {
                        vertex = Vertices[usedVertex];
                    }
                    else
                    {
                        if (AnimatedVertices == null)
                        {
                            continue;
                        }

                        vertex = AnimatedVertices.Frames[i - 1][usedVertex];
                    }

                    vertexOutput.AppendLine("v " + (vertex.x + Center.x) + " " + (vertex.y + Center.y) + " " +
                                            (vertex.z + Center.z));

                    if (objExportType == ObjExportType.Collision)
                    {
                        continue;
                    }

                    vec2 vertexUvs = TextureUvCoordinates[usedVertex];
                    vertexOutput.AppendLine("vt " + vertexUvs.x + " " + vertexUvs.y);
                }

                frames.Add(vertexOutput.ToString() + faceOutput);
                vertexOutput.Clear();
            }


            vertexCount     = usedVertices.Count;
            lastUsedTexture = activeTexture;

            // Ensure that output use the decimal point rather than the comma (as in Germany)
            for (var i = 0; i < frames.Count; i++)
            {
                frames[i] = frames[i].Replace(',', '.');
            }

            return(frames);
        }