コード例 #1
0
 public override void Update()
 {
     mesh.SetPosition(Position.X, Position.Y, Position.Z);
     mesh.SetRotation(Rotation.X, Rotation.Y, Rotation.Z);
     mesh.SetScale(Scale.X, Scale.Y, Scale.Z);
     mesh.SetColor(core.Globals.RGBA(Color.R / 255f, Color.G / 255f, Color.B / 255f, 1));
 }
コード例 #2
0
        /// <summary>
        /// Rotates the model
        /// </summary>
        /// <param name="rotation">The amount to rotate</param>
        /// <returns>Indicates whether the rotation was successful</returns>
        public bool Rotate(Vector3D rotation)
        {
            // Calculate absolute rotation
            Vector3D newRotation = _rotation + rotation;

            _rotation = newRotation;
            _mesh.SetRotation(_rotation.X, _rotation.Y, _rotation.Z);
            return(true);
        }
コード例 #3
0
ファイル: Landscape.cs プロジェクト: zulis/Sandbox
        public override void Update()
        {
            land.SetPosition(Position.X, Position.Y, Position.Z);
            land.SetRotation(Rotation.X, Rotation.Y, Rotation.Z);
            land.SetScale(Scale.X, Scale.Y, Scale.Z);

            mesh.SetPosition(Position.X, Position.Y, Position.Z);
            mesh.SetRotation(Rotation.X, Rotation.Y, Rotation.Z);
            mesh.SetScale(Scale.X, Scale.Y, Scale.Z);
        }
コード例 #4
0
ファイル: Terrain.cs プロジェクト: 628426/Strive.NET
        /// <summary>
        /// Rotates the model
        /// </summary>
        /// <param name="rotation">The amount to rotate</param>
        /// <returns>Indicates whether the rotation was successful</returns>
        public bool Rotate(Vector3D rotation)
        {
            // Calculate absolute rotation
            Vector3D newRotation = _rotation + rotation;

            _rotation = newRotation;
            _mesh.SetRotation(newRotation.X, newRotation.Y, newRotation.Z);
            // TODO: Implement success
            return(true);
        }
コード例 #5
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 #6
0
ファイル: Trigger.cs プロジェクト: zulis/Cubica
        public override void Initialize()
        {
#if DEBUG
            Show = true;
#endif
            TVMesh mesh = Scene.CreateMeshBuilder(Name);
            mesh.CreateBox(1, 1, 1);
            mesh.SetPosition(Position.x, Position.y, Position.z);
            mesh.SetRotation(Rotation.x, Rotation.y, Rotation.z);
            mesh.SetScale(Scale.x, Scale.y, Scale.z);
            mesh.GetBoundingBox(ref boundingBoxMin, ref boundingBoxMax);
            mesh.Destroy();
            mesh = null;

            // Register object in Lua.
            ScriptManager.SetGlobal(Name, this);
        }
コード例 #7
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);
        }
コード例 #8
0
        //*** Render Method
        private void SetupScene(IntPtr hWnd)
        {
            TV_3DVECTOR Min = new TV_3DVECTOR();
            TV_3DVECTOR Max = new TV_3DVECTOR();
            TV_3DVECTOR Offset = new TV_3DVECTOR();
            TV_3DVECTOR SphereCenter = new TV_3DVECTOR();
            TV_3DVECTOR posVector = new TV_3DVECTOR();

            TV = new TVEngine();
            Scene = new TVScene();
            Cam = new TVCamera();
            TF = new TVTextureFactory();
            Mats = new TVMaterialFactory();
            Lights = new TVLightEngine();
            Maths = new TVMathLibrary();

            //Initialize the TV engine
            TV.SetDebugFile(Application.StartupPath + "\\debug.txt");
            TV.Init3DWindowed(hWnd, true);
            TV.SetSearchDirectory(Application.StartupPath);
            TV.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE);  // use degree system

            Scene.SetBackgroundColor(0.6f, 0.6f, 0.6f);

            //Load the texture into the integer ID holder
            FloorTex = TF.LoadTexture("smallGrid.bmp", "Grid", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            WallTex = TF.LoadTexture("smallGridWall.bmp", "Wall", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);

            Room = Scene.CreateMeshBuilder("Room");
            Room.AddFloor(FloorTex, -300.0f, -300.0f, 300.0f, 300.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, -300.0f, 300.0f, 300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, 300.0f, -300.0f, -300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, 300.0f, 300.0f, 300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, -300.0f, -300.0f, -300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            //ShowVector("RoomLocal", Room.GetPosition());
            //ShowVector("RoomWorld", Room.GetWorldPosition(Room.GetPosition()));

            SensorNode = Scene.CreateMeshBuilder("SensorNode");
            SensorNode.LoadXFile("N70.X", true, true);
            SensorNode.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 1);
            SensorNode.SetPosition(0.0f, 150.0f, 0.0f);
            TV_3DVECTOR oriScale = SensorNode.GetScale();
            SensorNode.SetScale(oriScale.x, oriScale.y, oriScale.z * 1.5f);
            SensorNode.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1);
            SensorNode.SetRotation(90.0f, 0.0f, 0.0f);
            //SensorNode.GetBoundingBox(ref Min, ref Max, true);
            //SensorNode.ShowBoundingBox(true);
            //ShowVector("MoteLocal", SensorNode.GetPosition());
            //ShowVector("MoteWorld", Room.GetWorldPosition(SensorNode.GetPosition()));

            //WiimoteMesh = Scene.CreateMeshBuilder("Wiimote");
            //WiimoteMesh.LoadXFile("Wiimote.X", true, true);
            //TV_3DVECTOR oriScale = WiimoteMesh.GetScale();
            //WiimoteMesh.SetScale(oriScale.x * 0.15f, oriScale.y * 0.15f, oriScale.z * 0.15f);
            //WiimoteMesh.SetPosition(0.0f, 70.0f, 0.0f);
            //WiimoteMesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1);//Tell TV we want normal, per-vertex, lighting with 1 point light.

            Cam.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 0);
            Cam.SetPosition(0.0f, 250.0f, 200.0f);
            Cam.LookAtMesh(SensorNode);
            //ShowVector("CamLocal", Cam.GetPosition());
            //ShowVector("CamWorld", Room.GetWorldPosition(Cam.GetPosition()));

            //Create a point light. Again, these can be more complex.
            IDLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, 200.0f), 0.9f, 0.9f, 0.9f, 250.0f);
            IDBackLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, -200.0f), 0.1f, 0.1f, 0.1f, 250.0f);
            Lights.SetSpecularLighting(false);
        }