コード例 #1
0
        public override void Initialize()
        {
            mesh = Scene.CreateMeshBuilder();

            switch (Helpers.GetFileFormat(FileName))
            {
            case Helpers.FileFormat.TVM:
                mesh.LoadTVM(FileName, true, false);
                break;

            case Helpers.FileFormat.X:
                mesh.LoadXFile(FileName, true, false);
                break;
            }

            if (Visible)
            {
                mesh.EnableFrustumCulling(true, true);
                mesh.ComputeNormals();
                mesh.ComputeBoundings();
                mesh.ComputeOctree();
                mesh.SetAlphaTest(true);
                mesh.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
                mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ALPHA);
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
                mesh.SetShadowCast(true, true);

                mesh.SetPosition(Position.x, Position.y, Position.z);
                mesh.SetRotation(Rotation.x, Rotation.y, Rotation.z);
                mesh.SetScale(Scale.x, Scale.y, Scale.z);

                // Physics
                SetPhysics();
            }
            else
            {
                // Hide mesh.
                for (var i = 0; i < mesh.GetGroupCount(); i++)
                {
                    mesh.SetGroupEnable(i, false);
                }
            }

            // Register object in Lua.
            ScriptManager.SetGlobal(Name, this);
        }
コード例 #2
0
ファイル: Mesh.cs プロジェクト: zulis/Sandbox
        public Mesh(ICore core, ProgramSettings settings, string fileName)
            : base(core)
        {
            this.core     = core;
            this.settings = settings;

            mass            = 0f;
            staticFriction  = 0.9f;
            kineticFriction = 0.5f;
            softness        = 0.1f;
            bounciness      = 0.1f;
            materialIdx     = -1;
            SetMaterialToCustom();

            FileName      = fileName;
            customTexture = string.Empty;
            //Name = fileName.Split(new[] { '\\' }).Last();
            PhysicsId = -1;

            enableLightning = true;

            Name = core.GetName <Mesh>();
            string ending = fileName.Split(new[] { '\\' }).Last().ToUpper();

            mesh = core.Scene.CreateMeshBuilder();

            if (ending.EndsWith(Helpers.GetFileExtension(Helpers.FileFormat.TVM)))
            {
                mesh.LoadTVM(fileName, true, false);
            }
            else if (ending.EndsWith(Helpers.GetFileExtension(Helpers.FileFormat.X)))
            {
                mesh.LoadXFile(fileName, true, false);
            }
            else if (ending.EndsWith(Helpers.GetFileExtension(Helpers.FileFormat.TVA)))
            {
                TVActor actor = core.Scene.CreateActor();
                actor.Load(fileName, true, false);
                mesh = actor.GetDeformedMesh();
                core.Scene.DestroyAllActors();
                IsAnimated = true;
            }
            else
            {
                return;
            }

            mesh.EnableFrustumCulling(true, true);
            mesh.ComputeNormals();
            mesh.ComputeBoundings();
            mesh.ComputeOctree();
            mesh.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
            mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ALPHA);
            mesh.SetAlphaTest(true);
            mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            mesh.SetShadowCast(true, true);
            lightmapIdx = mesh.GetTextureEx((int)CONST_TV_LAYER.TV_LAYER_LIGHTMAP);

            textureScale = new UV(1.0f, 1.0f);

            LoadTextures();

            UniqueId = mesh.GetMeshName();
        }
コード例 #3
0
ファイル: Form_Main.cs プロジェクト: salih18200/orcs
        private void InitObjects()
        {
            #region Car
            //Building PK9
            pk_9 = scene.CreateMeshBuilder("pk");
            // load the object from an x file
            pk_9.LoadTVM(@"Models\pk8.tvm", false, false);
            // set its position
            pk_9.SetPosition(5.0f, 0.0f, 50.0f);
            // make the table 3x larger
            pk_9.SetScale(3, 3, 3);
            // rotate it 25 degrees around the Y 3D Axis
            pk_9.RotateY(25, true);
            // set the tables texture
            pk_9.SetShadowCast(true, true);
            pk_9.SetTexture(globals.GetTex("pk9tex"), 0);

            //Chassis
            m_chassis = scene.CreateMeshBuilder("mChassis");
            m_chassis.LoadTVM(@"Models\chassis.tvm", false, false);
            m_chassis.SetShadowCast(true, true);
            m_chassis.SetTexture(globals.GetTex("ChassisSTI"), 0);
            //m_chassis.SetTextureEx(0, globals.GetTex("ChassisSTI"), 1);
            //m_chassis.SetTextureEx(1, globals.GetTex("ChassisSTI"), 1);
            m_chassis.SetTexture(globals.GetTex("UnderCarriage"), 2);
            m_chassis.SetMaterial(matWindow, 1);
            m_chassis.SetAlphaTest(true, 0, true, 1);
            m_chassis.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ADD, 1);
            m_chassis.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_chassis.SetShadowCast(true, true);

            //Front Left Wheel
            float scale = 1f;
            m_fl = scene.CreateMeshBuilder("mfl");
            m_fl.LoadTVM(@"Models\wheel_l.tvm", true, true);
            m_fl.SetScale(scale, scale, scale);
            m_fl.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_fl.SetMaterial(matWheels);
            m_fl.SetTexture(globals.GetTex("Wheel"));
            m_fl.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_fl.SetShadowCast(true, true);

            //Front Right Wheel
            m_rl = scene.CreateMeshBuilder("mrl");
            m_rl.LoadTVM(@"Models\wheel_l.tvm", true, true);
            m_rl.SetScale(scale, scale, scale);
            m_rl.SetMaterial(matWheels);
            m_rl.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_rl.SetTexture(globals.GetTex("Wheel"));
            m_rl.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_rl.SetShadowCast(true, false);
            m_rl.SetShadowCast(true, true);

            //Rear Left Wheel
            m_fr = scene.CreateMeshBuilder("mfr");
            m_fr.LoadTVM(@"Models\wheel_r.tvm", true, true);
            m_fr.SetScale(scale, scale, scale);
            m_fr.SetMaterial(matWheels);
            m_fr.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_fr.SetTexture(globals.GetTex("Wheel"));
            m_fr.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_fr.SetShadowCast(true, false);

            //Rear Right Wheel
            m_rr = scene.CreateMeshBuilder("mrr");
            m_rr.LoadTVM(@"Models\wheel_r.tvm", true, true);
            m_rr.SetScale(scale, scale, scale);
            m_rr.SetMaterial(matWheels);
            m_rr.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_rr.SetTexture(globals.GetTex("Wheel"));
            m_rr.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_rr.SetShadowCast(true, false);
            m_rr.SetShadowCast(true, true);

            m_chassis.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_chassis.SetMaterial(matVehicleBody);
            m_chassis.ComputeNormals();
            m_chassis.ComputeBoundings();
            m_chassis.SetScale(scale, scale, scale);
            #endregion

            //Add The Physics to the chassis
            pbi_chassis = physics.CreateMeshBody(1500, m_chassis, CONST_TV_PHYSICSBODY_BOUNDING.TV_BODY_CONVEXHULL); //1500
            physics.SetAutoFreeze(pbi_chassis, false);
            physics.SetBodyPosition(pbi_chassis, 0f, 15, 0f);
            physics.SetBodyRotation(pbi_chassis, 0f, 0f, 0f);

            //Create The Vehicle
            car_ID = physics.CreateVehicle(pbi_chassis);

            //Do Suspention Settings
            float susheight = 1.5f; //distance from chassis to wheel 0.5f
            float susplen = 1.5f; // 10
            float susshock = 40f; //Springiness of suspension 10
            float susspring = 300f; //Stiffness of suspension 400
            flw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), -0.8f * scale, -susheight * scale - 0.1f, 1.25f * scale + 0.5f, 1, 0, 0, susplen, susshock, susspring, m_fl); //fl
            frw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), 0.8f * scale, -susheight * scale - 0.1f, 1.25f * scale + 0.5f, 1, 0, 0, susplen, susshock, susspring, m_fr); //fr
            rlw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), -0.8f * scale, -susheight * scale - 0.1f, -1.425f * scale + 0.2f, 1, 0, 0, susplen, susshock, susspring, m_rl); //rl
            rrw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), 0.8f * scale, -susheight * scale - 0.1f, -1.425f * scale + 0.2f, 1, 0, 0, susplen, susshock, susspring, m_rr); //rr

            //Change the car's center of mass / make it drive better
            physics.SetBodyCenterOfMass(car_ID, new TV_3DVECTOR(0, -1.0f, 10f));

            //Add wheel frictions
            //Note that this code will also stop sliding on slopes
            float sideslip = 0.1f;
            float sideslipcoef = 0f;
            float maxlongslide = 10000f;
            float maxlongslidecoef = 0f;
            physics.SetVehicleWheelParameters(car_ID, flw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef);
            physics.SetVehicleWheelParameters(car_ID, frw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef);
            physics.SetVehicleWheelParameters(car_ID, rlw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef);
            physics.SetVehicleWheelParameters(car_ID, rrw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef);
        }
コード例 #4
0
ファイル: Mesh.cs プロジェクト: zulis/Cubica
        public override void Initialize()
        {
            mesh = Scene.CreateMeshBuilder();

            switch (Helpers.GetFileFormat(FileName))
            {
                case Helpers.FileFormat.TVM:
                    mesh.LoadTVM(FileName, true, false);
                    break;
                case Helpers.FileFormat.X:
                    mesh.LoadXFile(FileName, true, false);
                    break;
            }

            if (Visible)
            {
                mesh.EnableFrustumCulling(true, true);
                mesh.ComputeNormals();
                mesh.ComputeBoundings();
                mesh.ComputeOctree();
                mesh.SetAlphaTest(true);
                mesh.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
                mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ALPHA);
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
                mesh.SetShadowCast(true, true);

                mesh.SetPosition(Position.x, Position.y, Position.z);
                mesh.SetRotation(Rotation.x, Rotation.y, Rotation.z);
                mesh.SetScale(Scale.x, Scale.y, Scale.z);

                // Physics
                SetPhysics();
            }
            else
            {
                // Hide mesh.
                for (var i = 0; i < mesh.GetGroupCount(); i++)
                    mesh.SetGroupEnable(i, false);
            }

            // Register object in Lua.
            ScriptManager.SetGlobal(Name, this);
        }