private void AddCamera(RayTracer_552.RTCamera c) { // Look at position UWB_SceneNode atN = new UWB_SceneNode(); UWB_XNAPrimitiveMesh at = new UWB_XNAPrimitiveMesh("sphere"); at.Material.Diffuse = new Vector4(0.8f, 0.1f, 0.1f, 1.0f); atN.setPrimitive(at); UWB_XFormInfo atxf = atN.getXFormInfo(); atxf.SetTranslation(c.AtPosition); atxf.SetScale(new Vector3(0.3f, 0.3f, 0.3f)); atN.setXFormInfo(atxf); // Eye position UWB_SceneNode eyeN = new UWB_SceneNode(); UWB_XNAPrimitiveMesh eye = new UWB_XNAPrimitiveMesh("cone"); eyeN.setPrimitive(eye); UWB_XFormInfo eyexf = eyeN.getXFormInfo(); eyexf.SetTranslation(c.EyePosition); mCameraPosition = c.EyePosition; Vector3 init = new Vector3(0, 0, 1); // initial cone orientation Vector3 final = c.AtPosition - c.EyePosition; final = Vector3.Normalize(final); float dot = Vector3.Dot(init, final); if (Math.Abs(dot) < 0.9999) { float angle = (float)Math.Acos(dot); Vector3 axis = Vector3.Cross(init, final); axis = Vector3.Normalize(axis); Quaternion q = Quaternion.CreateFromAxisAngle(axis, angle); eyexf.SetRotationQuat(q); } eyeN.setXFormInfo(eyexf); // Lines ... UWB_SceneNode lineN = new UWB_SceneNode(); mCameraPrimitives = new UWB_PrimitiveList(); lineN.setPrimitive(mCameraPrimitives); UWB_PrimitiveLine l = new UWB_PrimitiveLine(); l.setStartPoint(c.EyePosition.X, c.EyePosition.Y, c.EyePosition.Z); l.setEndPoint(c.AtPosition.X, c.AtPosition.Y, c.AtPosition.Z); mCameraPrimitives.append(l); mCamera.insertChildNode(lineN); mCamera.insertChildNode(atN); mCamera.insertChildNode(eyeN); }
private void ShowOneDebugPixelAt(Vector3 p, System.Drawing.Color c) { if (mNumPixelNodesUsed >= mPixelsToShow.numChildren()) { // need to create new ones UWB_Primitive prim = CreateSphereMesh(); prim.EnableLighting(false); UWB_SceneNode pNode = new UWB_SceneNode(); pNode.setPrimitive(prim); UWB_XFormInfo xf = pNode.getXFormInfo(); xf.SetTranslation(p); xf.SetScale(new Vector3(kPixelSize)); pNode.setXFormInfo(xf); prim.Material.Diffuse = Vector4.Zero; prim.Material.Specular = Vector4.Zero; prim.Material.Ambient = Vector4.Zero; prim.Material.Emissive = new Vector4(c.R / 255.0f, c.G / 255.0f, c.B / 255.0f, 1f); mPixelsToShow.insertChildNode(pNode); } else { // there are more to be reused ... UWB_SceneNode n = mPixelsToShow.getChildNode(mNumPixelNodesUsed); UWB_XFormInfo xf = n.getXFormInfo(); xf.SetTranslation(new Vector3(p.X, p.Y, p.Z)); UWB_Primitive prim = n.getPrimitive(); prim.setVisible(true); prim.Material.Diffuse = Vector4.Zero; prim.Material.Specular = Vector4.Zero; prim.Material.Ambient = Vector4.Zero; prim.Material.Emissive = new Vector4(c.R / 255.0f, c.G / 255.0f, c.B / 255.0f, 1f); } }
internal RTModelViewer() { m_DrawHelper.initializeModelTransform(); m_RootNode = new UWB_SceneNode("Scene"); NewSceneDatabase(); mCamera = new UWB_SceneNode(); UWB_SceneNode pAxisNode = new UWB_SceneNode("axis frame"); UWB_XFormInfo xf = pAxisNode.getXFormInfo(); xf.SetScale(new Vector3(3.0f, 3.0f, 3.0f)); pAxisNode.setXFormInfo(xf); UWB_XNAPrimitiveMeshAxis pMeshAxis = new UWB_XNAPrimitiveMeshAxis(); //pMeshAxis.EnableBlending(true); pAxisNode.setPrimitive(pMeshAxis); m_RootNode.insertChildNode(pAxisNode); m_WorldBounds.setCorners(new Vector3(-100, -100, -100), new Vector3(100, 100, 100)); }
internal void AddRTScene(RayTracer_552.RTCamera c, RayTracer_552.SceneDatabase rtScene) { UWB_Primitive prim; NewSceneDatabase(); SceneResource <RTGeometry> allGeom = rtScene.GetAllGeom(); for (int i = 0; i < allGeom.Count; i++) { RTGeometry g = (RTGeometry)allGeom.ResourceLookup(i); switch (g.GeomType()) { case RTGeometry.RTGeometryType.Sphere: RTSphere s = (RTSphere)g; prim = CreateSphereMesh(); SetMeshMaterial(prim, rtScene.GetMaterial(s.GetMaterialIndex())); float scale = s.Radius / 2f; CreateNode(s.Center, scale, scale, scale, prim); break; case RTGeometry.RTGeometryType.Rectangle: RTRectangle r = (RTRectangle)g; prim = CreateRectangle(r); SetMeshMaterial(prim, rtScene.GetMaterial(r.GetMaterialIndex())); UWB_SceneNode node = CreateNode(r.GetCenter(), r.GetUSize() / 2f, 1f, r.GetVSize() / 2f, prim); // now rotate the y-vector of node to point towards r.Normal; float dot = (float)Math.Abs(Vector3.Dot(Vector3.UnitY, r.GetNormal())); if (dot < 0.9999f) { float angle = (float)Math.Acos(dot); Vector3 axis = Vector3.Cross(Vector3.UnitY, r.GetNormal()); axis.Normalize(); Quaternion q = Quaternion.CreateFromAxisAngle(axis, angle); UWB_XFormInfo xf = node.getXFormInfo(); xf.SetRotationQuat(q); node.setXFormInfo(xf); } break; case RTGeometry.RTGeometryType.Triangle: RTTriangle t = (RTTriangle)g; Vector3[] v = t.GetVertices(); prim = new UWB_PrimitiveTriangle(v[0], v[1], v[2]); prim.EnableLighting(true); prim.EnableTexturing(false); SetMeshMaterial(prim, rtScene.GetMaterial(t.GetMaterialIndex())); CreateNode(Vector3.Zero, 1f, 1f, 1f, prim); break; } } AddCamera(c); AddLights(rtScene); // to show ray list mShownRayX = mShownRayY = 0; mRaysToShow = new UWB_PrimitiveList(); mDebugInfo = new UWB_SceneNode(); mDebugInfo.setPrimitive(mRaysToShow); mDebugInfo.insertChildNode(mPixelsToShow.GetAllPixels()); mDebugInfo.insertChildNode(mPixelInWorld.GetAllPixels()); }