コード例 #1
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ファイル: VoxelCollision.cs プロジェクト: nhippenmeyer/CS248
        public VoxelCollision(VoxelGeometry voxel, Transform transform, BoundingBox bounds)
        {
            geometry = voxel;
            transformation = transform;

            boundsWorldSpaceCollision = bounds;
            boundsWorldSpaceCollision.Min = bounds.Min * 1.5f;
            boundsWorldSpaceCollision.Max = bounds.Max * 1.5f;
        }
コード例 #2
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        public VoxelCollision(VoxelGeometry voxel, Transform transform, BoundingBox bounds, Scene scene)
        {
            geometry = voxel;
            transformation = transform;
            this.scene = scene;

            boundsWorldSpaceCollision = bounds;
            boundsWorldSpaceCollision.Min = bounds.Min * 1.5f;
            boundsWorldSpaceCollision.Max = bounds.Max * 1.5f;
            if (geometry.CanRender)
            {
                //GenerateCollisionMesh();
            }
        }
コード例 #3
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ファイル: TerrainVoxel.cs プロジェクト: MattVitelli/Nosferatu
        void InitializeVoxels()
        {
            int voxelCountX = (DensityFieldWidth - 1) / VoxelGridSize;
            int voxelCountY = (DensityFieldHeight - 1) / VoxelGridSize;
            int voxelCountZ = (DensityFieldDepth - 1) / VoxelGridSize;
            Voxels = new VoxelGeometry[voxelCountX * voxelCountY * voxelCountZ];
            VoxelBounds = new BoundingBox[Voxels.Length];
            voxelKDTree = new KDTree<VoxelElement>(VoxelCompareFunction, VoxelBoundsFunction, false, true);
            Vector3 ratio = Vector3.One * 2.0f * (float)VoxelGridSize / new Vector3(DensityFieldWidth-1,DensityFieldHeight-1,DensityFieldDepth-1);

            for (int z = 0; z < voxelCountZ; z++)
            {
                int zOff = voxelCountX * voxelCountY * z;
                for (int y = 0; y < voxelCountY; y++)
                {
                    int yOff = voxelCountX * y;

                    for (int x = 0; x < voxelCountX; x++)
                    {
                        int idx = x + yOff + zOff;
                        /*
                        VoxelBounds[idx] = new BoundingBox(new Vector3(x, y, z) * ratio - Vector3.One, new Vector3(x + 1, y + 1, z + 1) * ratio - Vector3.One);
                        VoxelBounds[idx].Min = Vector3.Transform(VoxelBounds[idx].Min, Transformation.GetTransform());
                        VoxelBounds[idx].Max = Vector3.Transform(VoxelBounds[idx].Max, Transformation.GetTransform());
                        */
                        Voxels[idx] = new VoxelGeometry((ushort)idx);
                        Voxels[idx].renderElement.Transform = new Matrix[1] { Transformation.GetTransform() };
                        Vector3 geometryRatio = 2.0f*Vector3.One / new Vector3(DensityFieldWidth-1,DensityFieldHeight-1,DensityFieldDepth-1);
                        Voxels[idx].GenerateGeometry(ref DensityField, IsoValue, DensityFieldWidth, DensityFieldHeight, DensityFieldDepth, VoxelGridSize, VoxelGridSize, VoxelGridSize, x * VoxelGridSize, y * VoxelGridSize, z * VoxelGridSize, geometryRatio, this.Transformation.GetTransform());

                        VoxelBounds[idx] = MathUtils.TransformBounds(Voxels[idx].GetBounds(), Transformation.GetTransform());
                        if(Voxels[idx].CanRender)
                            voxelKDTree.AddElement(new VoxelElement(Voxels[idx], VoxelBounds[idx]), false);
                    }
                }
            }
            voxelKDTree.BuildTree();
            RecursivelyBuildBounds(voxelKDTree.GetRoot());

            terrainQuadMaterial = ResourceManager.Inst.GetMaterial("TerrainQuadMaterial");
            giantQuadElement = GFXPrimitives.Decal.GetRenderElement();
            Matrix quadMatrix = Matrix.CreateScale(1.5f) * Matrix.CreateRotationX(MathHelper.Pi) * this.Transformation.GetTransform();
            quadMatrix.Translation = Vector3.Up * this.Transformation.GetBounds().Min.Y;
            giantQuadElement.Transform = new Matrix[1] { quadMatrix };
        }
コード例 #4
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ファイル: TerrainVoxel.cs プロジェクト: MattVitelli/Nosferatu
        void GenerateCollisionMesh(VoxelGeometry geometry)
        {
            List<Vector3> vertices = new List<Vector3>(geometry.verts.Length);
            List<TriangleVertexIndices> indices = new List<TriangleVertexIndices>(geometry.ib.Length / 3);
            Matrix transform = this.Transformation.GetTransform();
            for (int i = 0; i < geometry.verts.Length; i++)
                vertices.Add(Vector3.Transform(geometry.verts[i].Position, transform));
            for (int i = 0; i < geometry.ib.Length; i += 3)
            {
                TriangleVertexIndices tri = new TriangleVertexIndices(geometry.ib[i + 2], geometry.ib[i + 1], geometry.ib[i]);
                indices.Add(tri);
            }

            TriangleMesh collisionMesh = new TriangleMesh(vertices, indices);
            CollisionSkin collision = new CollisionSkin(null);
            collision.AddPrimitive(collisionMesh, (int)MaterialTable.MaterialID.NotBouncyRough);
            CollisionSkin collision2 = new CollisionSkin(null);
            collision2.AddPrimitive(new JigLibX.Geometry.Plane(Vector3.Up, Transformation.GetBounds().Min.Y-3f), (int)MaterialTable.MaterialID.NotBouncyRough);
            scene.GetPhysicsEngine().CollisionSystem.AddCollisionSkin(collision);
            //scene.GetPhysicsEngine().CollisionSystem.AddCollisionSkin(collision2);
        }
コード例 #5
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ファイル: TerrainVoxel.cs プロジェクト: MattVitelli/Nosferatu
        static int SceneCompareFunction(VoxelGeometry elementA, VoxelGeometry elementB, int axis)
        {
            BoundingBox boundsA = elementA.GetBounds();//.Transform.TransformBounds(elementA.Mesh.GetBounds());

            Vector3 posA = (boundsA.Max + boundsA.Min) * 0.5f;// elementA.Transform.GetPosition();
            float valueA = (axis == 0) ? posA.X : (axis == 1) ? posA.Y : posA.Z;

            BoundingBox boundsB = elementB.GetBounds();//.Transform.TransformBounds(elementB.Mesh.GetBounds());

            Vector3 posB = (boundsB.Max + boundsB.Min) * 0.5f;//elementB.Transform.GetPosition();
            float valueB = (axis == 0) ? posB.X : (axis == 1) ? posB.Y : posB.Z;

            if (valueA < valueB)
                return -1;
            if (valueA > valueB)
                return 1;

            return 0;
        }
コード例 #6
0
ファイル: TerrainVoxel.cs プロジェクト: MattVitelli/Nosferatu
 static Vector2 SceneBoundsFunction(VoxelGeometry element, int axis)
 {
     BoundingBox bounds = element.GetBounds();//.Transform.TransformBounds(element.Mesh.GetBounds());
     return (axis == 0) ? new Vector2(bounds.Min.X, bounds.Max.X) : ((axis == 1) ? new Vector2(bounds.Min.Y, bounds.Max.Y) : new Vector2(bounds.Min.Z, bounds.Max.Z));
 }
コード例 #7
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ファイル: TerrainVoxel.cs プロジェクト: MattVitelli/Nosferatu
 public VoxelElement(VoxelGeometry geometry, BoundingBox bounds)
 {
     this.geometry = geometry;
     this.bounds = bounds;
 }
コード例 #8
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ファイル: Gem.cs プロジェクト: nhippenmeyer/CS248
        void generateGem(Vector3 position)
        {
            position.Y = position.Y + 2.0f;
            float radiusMax = (DensityFieldSize / 2);
            float radiusMin = (DensityFieldSize / 16);
            Vector3 cylinderCenter = Vector3.One * DensityFieldSize * 0.5f;
            minPos = maxPos = cylinderCenter;
            DensityField = new byte[DensityFieldSize * DensityFieldSize * DensityFieldSize];

            for (int x = 0; x < DensityFieldSize; x++)
            {
                for (int y = 1; y < (DensityFieldSize - 1); y++)
                {
                    for (int z = 0; z < DensityFieldSize; z++)
                    {
                        Vector3 pos = new Vector3(x, y, z);

                        float offset = Math.Abs(pos.Y - cylinderCenter.Y);
                        pos.Y = cylinderCenter.Y;
                        float radius = MathHelper.Lerp(radiusMax, radiusMin, offset/cylinderCenter.Y);
                        float density = Math.Max(1.0f - (pos - cylinderCenter).Length() / (radius), 0.0f);
                        if (density > 0.0f)
                        {
                            pos = (pos / DensityFieldSize) * 2.0f - Vector3.One;
                            minPos = Vector3.Min(pos, minPos);
                            maxPos = Vector3.Max(pos, maxPos);
                        }
                        DensityField[x + (y + z * DensityFieldSize) * DensityFieldSize] = (byte)(density * 255.0f);
                    }
                }
            }

            gemGeometry = new VoxelGeometry();
            gemGeometry.renderElement.Transform = new Matrix[1] { Matrix.CreateScale(5.0f) * Matrix.CreateTranslation(position) };
            gemGeometry.GenerateGeometry(ref DensityField, IsoValue, DensityFieldSize, DensityFieldSize, DensityFieldSize, DensityFieldSize - 1, DensityFieldSize - 1, DensityFieldSize - 1, 0, 0, 0, 2.0f / (float)(DensityFieldSize - 1));

            boundingBox = new BoundingBox();
            boundingBox.Max = Vector3.Transform(maxPos, gemGeometry.renderElement.Transform[0]);
            boundingBox.Min = Vector3.Transform(minPos, gemGeometry.renderElement.Transform[0]);

            collected = false;

            Vector3 lightPosition = position;
            lightPosition.X = position.X + 12.0f;
            emitterLight = new Light(LightType.Point, new Vector3(0.83f, 0.06f, 0.36f), lightPosition, false);
            emitterLight.Parameters = new Vector4(70, 45, 0, 0);
        }
コード例 #9
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ファイル: Terrain.cs プロジェクト: nhippenmeyer/CS248
        void InitializeVoxels()
        {
            int voxelCount = (DensityFieldSize - 1) / VoxelGridSize;
            Voxels = new VoxelGeometry[voxelCount * voxelCount * voxelCount];
            VoxelBounds = new BoundingBox[Voxels.Length];
            float ratio = 2.0f * (float)VoxelGridSize / (float)(DensityFieldSize - 1);

            for (int z = 0; z < voxelCount; z++)
            {
                int zOff = voxelCount * voxelCount * z;
                for (int y = 0; y < voxelCount; y++)
                {
                    int yOff = voxelCount * y;

                    for (int x = 0; x < voxelCount; x++)
                    {
                        int idx = x + yOff + zOff;

                        VoxelBounds[idx] = new BoundingBox(new Vector3(x, y, z) * ratio - Vector3.One, new Vector3(x + 1, y + 1, z + 1) * ratio - Vector3.One);
                        VoxelBounds[idx].Min = Vector3.Transform(VoxelBounds[idx].Min, Transformation.GetTransform());
                        VoxelBounds[idx].Max = Vector3.Transform(VoxelBounds[idx].Max, Transformation.GetTransform());

                        Voxels[idx] = new VoxelGeometry();
                        Voxels[idx].renderElement.Transform = new Matrix[1] { Transformation.GetTransform() };
                        Voxels[idx].GenerateGeometry(ref DensityField, IsoValue, DensityFieldSize, DensityFieldSize, DensityFieldSize, VoxelGridSize, VoxelGridSize, VoxelGridSize, x * VoxelGridSize, y * VoxelGridSize, z * VoxelGridSize, 2.0f / (float)(DensityFieldSize - 1));
                    }
                }
            }
        }
コード例 #10
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        void GenerateGeometry()
        {
            byte[] DensityField;
            int DensityFieldSize = 17;
            byte IsoValue = 127;

            DensityField = new byte[DensityFieldSize * DensityFieldSize * DensityFieldSize];
            Vector3 center = Vector3.One * DensityFieldSize * 0.5f;
            Vector3 minPos = center;
            Vector3 maxPos = center;

            float radius = DensityFieldSize / 2;

            for (int x = 0; x < DensityFieldSize; x++)
            {
                for (int y = 1; y < (DensityFieldSize - 1); y++)
                {
                    for (int z = 0; z < DensityFieldSize; z++)
                    {
                        Vector3 pos = new Vector3(x, y, z);

                        float density = MathHelper.Clamp(1.0f-(pos-center).Length()/radius, 0, 1);
                        if (density > 0.0f)
                        {
                            pos = (pos / DensityFieldSize) * 2.0f - Vector3.One;
                            minPos = Vector3.Min(pos, minPos);
                            maxPos = Vector3.Max(pos, maxPos);
                        }
                        DensityField[x + (y + z * DensityFieldSize) * DensityFieldSize] = (byte)(density * 255.0f);
                    }
                }
            }

            Geometry = new VoxelGeometry();
            Vector3 ratio = 2.0f * Vector3.One / (float)(DensityFieldSize - 1);
            Geometry.GenerateGeometry(ref DensityField, IsoValue, DensityFieldSize, DensityFieldSize, DensityFieldSize, DensityFieldSize - 1, DensityFieldSize - 1, DensityFieldSize - 1, 0, 0, 0, ratio, Matrix.Identity);
        }
コード例 #11
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        void GenerateGeometry()
        {
            byte[] DensityField;
            int DensityFieldSize = 17;
            byte IsoValue = 127;
            float radiusMax = (DensityFieldSize / 2);
            float radiusMin = (DensityFieldSize / 16);
            Vector3 cylinderCenter = Vector3.One * DensityFieldSize * 0.5f;
            Vector3 minPos, maxPos;
            minPos = maxPos = cylinderCenter;
            DensityField = new byte[DensityFieldSize * DensityFieldSize * DensityFieldSize];

            for (int x = 0; x < DensityFieldSize; x++)
            {
                for (int y = 1; y < (DensityFieldSize - 1); y++)
                {
                    for (int z = 0; z < DensityFieldSize; z++)
                    {
                        Vector3 pos = new Vector3(x, y, z);

                        float offset = Math.Abs(pos.Y - cylinderCenter.Y);
                        pos.Y = cylinderCenter.Y;
                        float radius = MathHelper.Lerp(radiusMax, radiusMin, offset / cylinderCenter.Y);
                        float density = Math.Max(1.0f - (pos - cylinderCenter).Length() / (radius), 0.0f);
                        if (density > 0.0f)
                        {
                            pos = (pos / DensityFieldSize) * 2.0f - Vector3.One;
                            minPos = Vector3.Min(pos, minPos);
                            maxPos = Vector3.Max(pos, maxPos);
                        }
                        DensityField[x + (y + z * DensityFieldSize) * DensityFieldSize] = (byte)(density * 255.0f);
                    }
                }
            }

            Geometry = new VoxelGeometry();
            Vector3 ratio = Vector3.One * 2.0f / (float)(DensityFieldSize - 1);
            Geometry.GenerateGeometry(ref DensityField, IsoValue, DensityFieldSize, DensityFieldSize, DensityFieldSize, DensityFieldSize - 1, DensityFieldSize - 1, DensityFieldSize - 1, 0, 0, 0, ratio, Matrix.Identity);
        }
コード例 #12
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ファイル: WarpGate.cs プロジェクト: nhippenmeyer/CS248
        void GenerateGeometry()
        {
            byte[] DensityField;
            int DensityFieldSize = 17;
            byte IsoValue = 127;

            DensityField = new byte[DensityFieldSize * DensityFieldSize * DensityFieldSize];
            Vector3 center = Vector3.One * DensityFieldSize * 0.5f;
            Vector3 minPos = center;
            Vector3 maxPos = center;

            float radiusInner = DensityFieldSize / 6;

            float numSpikes = 5;

            float period = MathHelper.TwoPi * numSpikes;

            float minRad = DensityFieldSize / 4;

            float maxRad = DensityFieldSize / 3;

            for (int x = 0; x < DensityFieldSize; x++)
            {
                for (int y = 1; y < (DensityFieldSize - 1); y++)
                {
                    for (int z = 0; z < DensityFieldSize; z++)
                    {
                        Vector3 pos = new Vector3(x, y, z);

                        float innerRingTerm = (1.0f - new Vector2(pos.X-center.X, pos.Y-center.Y).Length() / radiusInner);
                        float innerRing = (innerRingTerm > 0.0f) ? 1 : 0;

                        float zElem = Math.Abs((z - center.Z) / center.Z);

                        float sinTerm = (float)Math.Sin(period * zElem);
                        float cosTerm = (float)Math.Cos(period * zElem);

                        float radiusOuter = minRad;

                        if (cosTerm <= 0.0f)
                        {
                            radiusOuter = MathHelper.Lerp(minRad, maxRad, 1.0f + cosTerm);
                        }

                        float outerRingTerm = (1.0f - new Vector2(pos.X - center.X, pos.Y - center.Y).Length() / radiusOuter);
                        float density = MathHelper.Clamp(outerRingTerm-innerRing, 0, 1);
                        if (density > 0.0f)
                        {
                            pos = (pos / DensityFieldSize) * 2.0f - Vector3.One;
                            minPos = Vector3.Min(pos, minPos);
                            maxPos = Vector3.Max(pos, maxPos);
                        }
                        DensityField[x + (y + z * DensityFieldSize) * DensityFieldSize] = (byte)(density * 255.0f);
                    }
                }
            }

            gateGeometry = new VoxelGeometry();
            gateGeometry.renderElement.Transform = new Matrix[1] { this.Transformation.GetTransform() };
            gateGeometry.GenerateGeometry(ref DensityField, IsoValue, DensityFieldSize, DensityFieldSize, DensityFieldSize, DensityFieldSize - 1, DensityFieldSize - 1, DensityFieldSize - 1, 0, 0, 0, 2.0f / (float)(DensityFieldSize - 1));

            bounds = new BoundingBox();
            bounds.Max = Vector3.Transform(maxPos, this.Transformation.GetTransform());
            bounds.Min = Vector3.Transform(minPos, this.Transformation.GetTransform());
        }
コード例 #13
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        void InitializeVoxels()
        {
            int voxelCountX = (DensityFieldWidth - 1) / VoxelGridSize;
            int voxelCountY = (DensityFieldHeight - 1) / VoxelGridSize;
            int voxelCountZ = (DensityFieldDepth - 1) / VoxelGridSize;
            Voxels = new VoxelGeometry[voxelCountX * voxelCountY * voxelCountZ];
            VoxelBounds = new BoundingBox[Voxels.Length];
            Vector3 ratio = Vector3.One * 2.0f * (float)VoxelGridSize / new Vector3(DensityFieldWidth-1,DensityFieldHeight-1,DensityFieldDepth-1);

            for (int z = 0; z < voxelCountZ; z++)
            {
                int zOff = voxelCountX * voxelCountY * z;
                for (int y = 0; y < voxelCountY; y++)
                {
                    int yOff = voxelCountX * y;

                    for (int x = 0; x < voxelCountX; x++)
                    {
                        int idx = x + yOff + zOff;

                        VoxelBounds[idx] = new BoundingBox(new Vector3(x, y, z) * ratio - Vector3.One, new Vector3(x + 1, y + 1, z + 1) * ratio - Vector3.One);
                        VoxelBounds[idx].Min = Vector3.Transform(VoxelBounds[idx].Min, Transformation.GetTransform());
                        VoxelBounds[idx].Max = Vector3.Transform(VoxelBounds[idx].Max, Transformation.GetTransform());

                        Voxels[idx] = new VoxelGeometry();
                        Voxels[idx].renderElement.Transform = new Matrix[1] { Transformation.GetTransform() };
                        Vector3 geometryRatio = 2.0f*Vector3.One / new Vector3(DensityFieldWidth-1,DensityFieldHeight-1,DensityFieldDepth-1);
                        Voxels[idx].GenerateGeometry(ref DensityField, IsoValue, DensityFieldWidth, DensityFieldHeight, DensityFieldDepth, VoxelGridSize, VoxelGridSize, VoxelGridSize, x * VoxelGridSize, y * VoxelGridSize, z * VoxelGridSize, geometryRatio, this.Transformation.GetTransform());
                    }
                }
            }
        }