コード例 #1
0
ファイル: TestBench2.cs プロジェクト: kniteli/SimpleScene
        protected override void setupScene()
        {
            base.setupScene ();

            laserOccDiskScene3d = new SSScene (mainShader, pssmShader, instancingShader, instancingPssmShader);
            laserFlareScene2d = new SSScene (mainShader, pssmShader, instancingShader, instancingPssmShader);

            var mesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("./drone2/", "Drone2.obj");

            // add drones
            droneObj1 = new SSObjectMesh (mesh);
            droneObj1.Pos = new OpenTK.Vector3(-20f, 0f, -15f);
            droneObj1.Orient(Quaternion.FromAxisAngle(Vector3.UnitY, (float)Math.PI/2f));
            droneObj1.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            droneObj1.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj1.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj1.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            //droneObj1.renderState.visible = false;
            droneObj1.Name = "attacker drone";
            main3dScene.AddObject (droneObj1);

            droneObj2 = new SSObjectMesh (mesh);
            droneObj2.Pos = new OpenTK.Vector3(20f, 0f, -15f);
            droneObj2.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            droneObj2.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj2.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj2.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj2.Name = "target drone";
            droneObj2.MainColor = new Color4(1f, 0f, 0.7f, 1f);
            //droneObj2.renderState.visible = false;
            main3dScene.AddObject (droneObj2);

            // manages laser objects
            laserManager = new SLaserManager(alpha3dScene, laserOccDiskScene3d, laserFlareScene2d);

            // tweak the laser start point (by adding an offset in object-local coordinates)
            laserSourceTxfm = Matrix4.CreateTranslation (0f, 1f, 2.75f);

            // debugging snippets:
            //droneObj1.MainColor = Color4.Green;
            //droneObj1.renderState.visible = false;
        }
コード例 #2
0
        protected override void setupScene()
        {
            base.setupScene ();

            // checkerboard floor
            #if true
            {
                SSTexture tex = SSAssetManager.GetInstance<SSTexture> (".", "checkerboard.png");
                const float tileSz = 4f;
                const int gridSz = 10;
                var tileVertices = new SSVertex_PosNormTex[SSTexturedNormalQuad.c_doubleFaceVertices.Length];
                SSTexturedNormalQuad.c_doubleFaceVertices.CopyTo(tileVertices, 0);
                for (int v = 0; v < tileVertices.Length; ++v) {
                    tileVertices[v].TexCoord *= (float)gridSz;
                }

                var quadMesh = new SSVertexMesh<SSVertex_PosNormTex>(tileVertices);
                quadMesh.textureMaterial = new SSTextureMaterial(tex);
                var tileObj = new SSObjectMesh(quadMesh);
                tileObj.Name = "Tiles";
                tileObj.Selectable = false;
                tileObj.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, (float)Math.PI/2f));
                tileObj.Scale = new Vector3(tileSz * gridSz);
                //tileObj.boundingSphere = new SSObjectSphere(0f);
                scene.AddObject(tileObj);
            }
            #endif

            // skeleton mesh test
            #if true
            {
                SSSkeletalAnimation animIdle
                    = SSAssetManager.GetInstance<SSSkeletalAnimationMD5>("./boneman", "boneman_idle.md5anim");
                SSSkeletalAnimation animRunning
                    = SSAssetManager.GetInstance<SSSkeletalAnimationMD5>("./boneman", "boneman_running.md5anim");
                SSSkeletalAnimation animAttack
                = SSAssetManager.GetInstance<SSSkeletalAnimationMD5>("./boneman", "boneman_attack.md5anim");

                SSSkeletalMesh[] meshes
                    = SSAssetManager.GetInstance<SSSkeletalMeshMD5[]>("./boneman", "boneman.md5mesh");
                var tex = SSAssetManager.GetInstance<SSTexture>("./boneman", "skin.png");
                foreach (var skeliMesh in meshes) {

                #if true
                var renderMesh0 = new SSSkeletalRenderMesh(skeliMesh);
                var obj0 = new SSObjectMesh(renderMesh0);
                obj0.MainColor = Color4.DarkGray;
                obj0.Name = "grey bones (bind pose)";
                obj0.Pos = new Vector3(-18f, 0f, -18f);
                obj0.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                scene.AddObject(obj0);

                tracker0 = new SSSimpleObjectTrackingJoint(obj0);
                tracker0.jointPositionLocal = animIdle.computeJointFrame(11, 0).position;
                tracker0.neutralViewOrientationLocal = animIdle.computeJointFrame(11, 0).orientation;
                tracker0.neutralViewDirectionBindPose = Vector3.UnitY;
                tracker0.neutralViewUpBindPose = Vector3.UnitZ;
                renderMesh0.addCustomizedJoint(11, tracker0);
                #endif

                #if true
                var renderMesh1 = new SSSkeletalRenderMesh(skeliMesh);
                var obj1 = new SSObjectMesh(renderMesh1);
                obj1.MainColor = Color4.DarkRed;
                obj1.Name = "red bones (running loop)";
                obj1.Pos = new Vector3(6f, 0f, -12f);
                obj1.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                scene.AddObject(obj1);

                renderMesh1.playAnimationLoop(animRunning, 0f);
                #endif

                #if true
                var renderMesh2 = new SSSkeletalRenderMesh(skeliMesh);
                renderMesh2.playAnimationLoop(animIdle, 0f, "all");
                renderMesh2.playAnimationLoop(animRunning, 0f, "LeftClavicle", "RightClavicle");
                var obj2 = new SSObjectMesh(renderMesh2);
                obj2.MainColor = Color.Green;
                obj2.Name = "green bones (idle + running loop mixed)";
                obj2.Pos = new Vector3(0f, 0f, -12f);
                obj2.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                scene.AddObject(obj2);
                #endif

                #if true
                var renderMesh3 = new SSSkeletalRenderMesh(skeliMesh);
                renderMesh3.playAnimationLoop(animIdle, 0f, "all");
                var obj3 = new SSObjectMesh(renderMesh3);
                obj3.MainColor = Color.DarkCyan;
                obj3.Name = "blue bones (idle loop)";
                obj3.Pos = new Vector3(-6f, 0f, -12f);
                obj3.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                scene.AddObject(obj3);
                #endif

                // state machines setup for skeletal render mesh 4 and 5
                var skeletonWalkDescr = new SSAnimationStateMachine();
                skeletonWalkDescr.addState("idle", animIdle, true);
                skeletonWalkDescr.addState("running1", animRunning);
                skeletonWalkDescr.addState("running2", animRunning);
                skeletonWalkDescr.addAnimationEndsTransition("idle", "running1", 0.3f);
                skeletonWalkDescr.addAnimationEndsTransition("running1", "running2", 0f);
                skeletonWalkDescr.addAnimationEndsTransition("running2", "idle", 0.3f);

                var skeletonAttackDescr = new SSAnimationStateMachine();
                skeletonAttackDescr.addState("inactive", null, true);
                skeletonAttackDescr.addState("attack", animAttack);
                skeletonAttackDescr.addStateTransition(null, "attack", 0.5f);
                skeletonAttackDescr.addAnimationEndsTransition("attack", "inactive", 0.5f);

                #if true
                // state machine test (in slow motion)
                var renderMesh4 = new SSSkeletalRenderMesh(skeliMesh);
                renderMesh4.timeScale = 0.25f;

                var obj4 = new SSObjectMesh(renderMesh4);
                obj4.MainColor = Color.DarkMagenta;
                obj4.Name = "magenta bones (looping idle/walk; interactive attack; slowmo)";
                obj4.Pos = new Vector3(-12f, 0f, 0f);
                obj4.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                scene.AddObject(obj4);

                var renderMesh4WallSm = renderMesh4.addStateMachine(skeletonWalkDescr, "all");
                renderMesh4AttackSm = renderMesh4.addStateMachine(skeletonAttackDescr, "LeftClavicle", "RightClavicle");

                tracker4 = new SSSimpleObjectTrackingJoint(obj4);
                tracker4.jointPositionLocal = animRunning.computeJointFrame(11, 0).position;
                tracker4.neutralViewOrientationLocal = animRunning.computeJointFrame(11, 0).orientation;
                tracker4.neutralViewDirectionBindPose = Vector3.UnitY;
                renderMesh4.addCustomizedJoint(11, tracker4);
                #endif

                #if true
                // another mesh, using the same state machine but running at normal speed
                var renderMesh5 = new SSSkeletalRenderMesh(skeliMesh);
                var renderMesh5WalkSm = renderMesh5.addStateMachine(skeletonWalkDescr, "all");
                renderMesh5AttackSm = renderMesh5.addStateMachine(skeletonAttackDescr, "LeftClavicle", "RightClavicle");
                var obj5 = new SSObjectMesh(renderMesh5);
                obj5.Name = "orange bones (looping idle/walk, interactive attack + parametric neck rotation)";
                obj5.Pos = new Vector3(12f, 0f, 0f);
                obj5.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                obj5.MainColor = Color4.DarkOrange;
                scene.AddObject(obj5);

                renderMesh5NeckJoint = new SSPolarJoint();
                renderMesh5NeckJoint.positionOffset = new Vector3(0f, 0.75f, 0f);
                renderMesh5.addCustomizedJoint("UpperNek", renderMesh5NeckJoint);
                #endif
                }
            }
            #endif

            #if true
            // bob mesh test
            {
                var bobMeshes = SSAssetManager.GetInstance<SSSkeletalMeshMD5[]>(
                    "./bob_lamp/", "bob_lamp_update.md5mesh");
                var bobAnim = SSAssetManager.GetInstance<SSSkeletalAnimationMD5>(
                    "./bob_lamp/", "bob_lamp_update.md5anim");
                var bobRender = new SSSkeletalRenderMesh(bobMeshes);
                bobRender.playAnimationLoop(bobAnim, 0f);
                bobRender.alphaBlendingEnabled = true;
                bobRender.timeScale = 0.5f;
                var bobObj = new SSObjectMesh(bobRender);
                bobObj.Name = "Bob";
                bobObj.Pos = new Vector3(10f, 0f, 10f);
                bobObj.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                scene.AddObject(bobObj);
            }
            #endif
        }
コード例 #3
0
ファイル: TestBench3.cs プロジェクト: kniteli/SimpleScene
        protected override void setupScene()
        {
            base.setupScene();

            var droneMesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("./drone2/", "Drone2.obj");
            //var droneMesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("missiles", "missile.obj");
            var vandalMesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("missiles", "vandal_assembled.obj");

            // add drones
            attackerDrone = new SSObjectMesh (droneMesh);
            attackerDrone.Pos = new OpenTK.Vector3(-20f, 0f, 0f);
            attackerDrone.Orient(Vector3.UnitX, Vector3.UnitY);
            attackerDrone.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            attackerDrone.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            attackerDrone.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            attackerDrone.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            attackerDrone.Name = "attacker drone";
            main3dScene.AddObject (attackerDrone);

            targetDrone = new SSObjectMesh (droneMesh);
            targetDrone.Pos = new OpenTK.Vector3(200f, 0f, 0f);
            targetDrone.Orient(-Vector3.UnitX, Vector3.UnitY);
            targetDrone.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            targetDrone.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            targetDrone.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            targetDrone.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            targetDrone.Name = "target drone";
            targetDrone.MainColor = new Color4(1f, 0f, 0.7f, 1f);
            main3dScene.AddObject (targetDrone);

            vandalShip = new SSObjectMesh (vandalMesh);
            vandalShip.Pos = new OpenTK.Vector3(100f, 0f, 0f);
            vandalShip.Scale = new Vector3 (0.05f);
            vandalShip.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            vandalShip.DiffuseMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            vandalShip.SpecularMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            vandalShip.EmissionMatColor = new Color4(0.0f,0.0f,0.0f,0.0f);
            vandalShip.Name = "Vandal ship";
            vandalShip.MainColor = new Color4 (0.6f, 0.6f, 0.6f, 1f);
            //vandalShip.MainColor = new Color4(1f, 0f, 0.7f, 1f);
            //droneObj2.renderState.visible = false;
            vandalShip.Orient((targetDrone.Pos-vandalShip.Pos).Normalized(), Vector3.UnitY);
            main3dScene.AddObject (vandalShip);

            // shows explosions
            explosionManager = new SExplosionRenderManager ();
            explosionManager.particleSystem.doShockwave = false;
            explosionManager.particleSystem.doDebris = false;
            explosionManager.particleSystem.timeScale = 3f;
            //explosionManager.renderState.visible = false;
            alpha3dScene.AddObject(explosionManager);

            // attacker drone missile parameters
            attackerDroneMissileParams = new SSpaceMissileParameters();
            attackerDroneMissileParams.targetHitHandlers += targetHitHandler;

            // vandal missile params
            vandalShipMissileParams = new SSpaceMissileParameters();
            vandalShipMissileParams.spawnGenerator = null;
            vandalShipMissileParams.spawnTxfm = straightMissileSpawnTxfm;
            vandalShipMissileParams.ejectionMaxRotationVel = 0.05f;
            vandalShipMissileParams.ejectionVelocity = 15f;

            vandalShipMissileParams.targetHitHandlers += targetHitHandler;
            vandalShipMissileParams.pursuitActivationTime = 0.1f;
            vandalShipMissileParams.ejectionSmokeDuration = 0.5f;
            vandalShipMissileParams.ejectionSmokeSizeMax = 5f;

            cameraMissileParams = new SSpaceMissileParameters();
            cameraMissileParams.targetHitHandlers += targetHitHandler;
            cameraMissileParams.spawnGenerator = null;
            cameraMissileParams.spawnTxfm = straightMissileSpawnTxfm;
            cameraMissileParams.ejectionMaxRotationVel = 0.05f;
            cameraMissileParams.ejectionVelocity = 10f;

            // missile manager
            missileManager = new SSpaceMissilesRenderManager(main3dScene, alpha3dScene, hud2dScene);

            // additional statistics text
            missileStatsText = new SSObjectGDISurface_Text();
            missileStatsText.alphaBlendingEnabled = true;
            missileStatsText.Label = "stats placeholder...";
            missileStatsText.Pos = new Vector3 (100f, 100f, 0f);
            //missileStatsText.Size = 20f;
            hud2dScene.AddObject(missileStatsText);

            var targetsManager = new SHudTargetsManager (main3dScene, hud2dScene);
            targetHud = targetsManager.addTarget(
                Color4.Red,
                _showDistanceFunc,
                (o) => o != null ? o.Name : "none",
                getTargetObject()
            );
        }