예제 #1
0
        public override void init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;

            //Crear suelo
            TgcTexture pisoTexture = TgcTexture.createTexture(d3dDevice, GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\TexturePack2\\rock_floor1.jpg");

            suelo = TgcBox.fromSize(new Vector3(500, 0, 500), new Vector3(2000, 0, 2000), pisoTexture);


            //Cargar malla original
            TgcSkeletalLoader loader    = new TgcSkeletalLoader();
            string            pathMesh  = GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\Robot\\Robot-TgcSkeletalMesh.xml";
            string            mediaPath = GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\Robot\\";

            original = loader.loadMeshFromFile(pathMesh, mediaPath);

            //Agregar animación a original
            loader.loadAnimationFromFile(original, mediaPath + "Patear-TgcSkeletalAnim.xml");

            //Agregar attachment a original
            TgcSkeletalBoneAttach attachment = new TgcSkeletalBoneAttach();
            TgcBox attachmentBox             = TgcBox.fromSize(new Vector3(3, 60, 3), Color.Green);

            attachment.Mesh   = attachmentBox.toMesh("attachment");
            attachment.Bone   = original.getBoneByName("Bip01 L Hand");
            attachment.Offset = Matrix.Translation(10, -40, 0);
            attachment.updateValues();
            original.Attachments.Add(attachment);


            //Crear 9 instancias mas de este modelo, pero sin volver a cargar el modelo entero cada vez
            float offset         = 200;
            int   cantInstancias = 4;

            instances = new List <TgcSkeletalMesh>();
            for (int i = 0; i < cantInstancias; i++)
            {
                TgcSkeletalMesh instance = original.createMeshInstance(original.Name + i);

                instance.move(i * offset, 0, 0);
                instances.Add(instance);
            }


            //Especificar la animación actual para todos los modelos
            original.playAnimation("Patear");
            foreach (TgcSkeletalMesh instance in instances)
            {
                instance.playAnimation("Patear");
            }


            //Camara en primera persona
            GuiController.Instance.FpsCamera.Enable        = true;
            GuiController.Instance.FpsCamera.MovementSpeed = 400;
            GuiController.Instance.FpsCamera.JumpSpeed     = 400;
            GuiController.Instance.FpsCamera.setCamera(new Vector3(293.201f, 291.0797f, -604.6647f), new Vector3(299.1028f, -63.9185f, 330.1836f));
        }
예제 #2
0
파일: Police.cs 프로젝트: ftobares/tp-tgc
        public Police(int numberOfInstances, List <TgcBoundingBox> listObjColisionables, TgcBoundingBox scene)
        {
            TgcSkeletalLoader loader    = new TgcSkeletalLoader();
            string            pathMesh  = GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\BasicHuman\\" + "CS_Gign-TgcSkeletalMesh.xml";
            string            mediaPath = GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\BasicHuman\\";

            original = loader.loadMeshFromFile(pathMesh, mediaPath);
            loader.loadAnimationFromFile(original, GuiController.Instance.AlumnoEjemplosMediaDir + "Kamikaze3D\\Animations\\Disparar-TgcSkeletalAnim.xml");
            loader.loadAnimationFromFile(original, GuiController.Instance.AlumnoEjemplosMediaDir + "Kamikaze3D\\Animations\\Muerte-TgcSkeletalAnim.xml");
            original.Scale = new Vector3(0.7f, 0.7f, 0.7f);
            addWeapon();

            //Crear la cantidad de instancias de este modelo, pero sin volver a cargar el modelo entero cada vez
            float offset         = 200;
            int   cantInstancias = numberOfInstances;

            instances = new List <TgcSkeletalMesh>();
            for (int i = 0; i < cantInstancias; i++)
            {
                TgcSkeletalMesh instance = original.createMeshInstance(original.Name + i);
                instance.move((i % 20) * offset, 3.5f, (i / 20) * offset);
                instance.Scale = original.Scale;

                if (TgcCollisionUtils.classifyBoxBox(instance.BoundingBox, scene) != TgcCollisionUtils.BoxBoxResult.Encerrando)
                {
                    continue; //si esta afuera del escenario lo descarto
                }
                bool colisionando = false;
                foreach (TgcBoundingBox bb in listObjColisionables)
                {
                    if (TgcCollisionUtils.classifyBoxBox(instance.BoundingBox, bb) != TgcCollisionUtils.BoxBoxResult.Afuera)
                    {
                        colisionando = true;
                        break;
                    }
                }
                if (colisionando)
                {
                    continue;              //Si colisiona con algo no se debe agregar
                }
                instances.Add(instance);
            }

            //Especificar la animación actual para todos los modelos
            original.playAnimation("Disparar");
            foreach (TgcSkeletalMesh instance in instances)
            {
                TgcBoundingBox bb = instance.BoundingBox;
                instance.playAnimation("Disparar");
                instance.BoundingBox = bb;
            }
            //foreach (TgcSkeletalMesh instance in instances)
            //{
            //    instance.playAnimation("Disparar");
            //}
        }
예제 #3
0
        public override void Init()
        {
            //Crear suelo
            var pisoTexture = TgcTexture.createTexture(D3DDevice.Instance.Device,
                                                       MediaDir + "Texturas\\Quake\\TexturePack2\\rock_floor1.jpg");

            suelo = TgcBox.fromSize(new Vector3(500, 0, 500), new Vector3(2000, 0, 2000), pisoTexture);

            //Cargar malla original
            var loader    = new TgcSkeletalLoader();
            var pathMesh  = MediaDir + "SkeletalAnimations\\Robot\\Robot-TgcSkeletalMesh.xml";
            var mediaPath = MediaDir + "SkeletalAnimations\\Robot\\";

            original = loader.loadMeshFromFile(pathMesh, mediaPath);

            //Agregar animación a original
            loader.loadAnimationFromFile(original, mediaPath + "Patear-TgcSkeletalAnim.xml");

            //Agregar attachment a original
            var attachment    = new TgcSkeletalBoneAttach();
            var attachmentBox = TgcBox.fromSize(new Vector3(3, 60, 3), Color.Green);

            attachment.Mesh   = attachmentBox.toMesh("attachment");
            attachment.Bone   = original.getBoneByName("Bip01 L Hand");
            attachment.Offset = Matrix.Translation(10, -40, 0);
            attachment.updateValues();
            original.Attachments.Add(attachment);

            //Crear 9 instancias mas de este modelo, pero sin volver a cargar el modelo entero cada vez
            float offset         = 200;
            var   cantInstancias = 4;

            instances = new List <TgcSkeletalMesh>();
            for (var i = 0; i < cantInstancias; i++)
            {
                var instance = original.createMeshInstance(original.Name + i);

                instance.move(i * offset, 0, 0);
                instances.Add(instance);
            }

            //Especificar la animación actual para todos los modelos
            original.playAnimation("Patear");
            foreach (var instance in instances)
            {
                instance.playAnimation("Patear");
            }

            //Camara en primera persona
            Camara = new TgcFpsCamera(new Vector3(293.201f, 291.0797f, -604.6647f));
        }
예제 #4
0
        public override void init()
        {
            camara    = new TgcThirdPersonCamera();
            personaje = new Personaje(camara, new Explosion());

            this.camara.Enable = true;
            this.personaje.getPersonaje().Position = new Vector3(100, 0, 100);
            this.camara.setCamera(this.personaje.getPersonaje().Position, 50, -100);
            this.personaje.init();

            Device d3dDevice = GuiController.Instance.D3dDevice;

            //Crear suelo
            TgcTexture pisoTexture = TgcTexture.createTexture(d3dDevice, GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\TexturePack2\\rock_floor1.jpg");

            suelo = TgcBox.fromSize(new Vector3(500, 0, 500), new Vector3(4000, 0, 4000), pisoTexture);
            box1  = TgcBox.fromSize(new Vector3(500, 0, 500), new Vector3(550, 550, 550), pisoTexture);
            box2  = TgcBox.fromSize(new Vector3(100, 0, 100), new Vector3(550, 550, 550), pisoTexture);
            box3  = TgcBox.fromSize(new Vector3(1400, 0, 900), new Vector3(550, 550, 550), pisoTexture);

            //Cargar malla original
            TgcSkeletalLoader loader    = new TgcSkeletalLoader();
            string            pathMesh  = GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\BasicHuman\\" + "CS_Gign-TgcSkeletalMesh.xml";
            string            mediaPath = GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\BasicHuman\\";

            original = loader.loadMeshFromFile(pathMesh, mediaPath);

            string posicionStr = "Disparar";

            //Agregar animación a original
            loader.loadAnimationFromFile(original, GuiController.Instance.AlumnoEjemplosMediaDir + "Kamikaze3D\\Animations\\" + posicionStr + "-TgcSkeletalAnim.xml");
            //loader.loadAnimationFromFile(original, mediaPath + "Animations\\" + posicionStr + "-TgcSkeletalAnim.xml");

            //Agregar attachment a original
            TgcSkeletalBoneAttach attachment = new TgcSkeletalBoneAttach();
            TgcBox attachmentBox             = TgcBox.fromSize(new Vector3(1, 10, 1), Color.Black);

            Matrix offsetMatrix = Matrix.RotationY(Geometry.DegreeToRadian(190));

            offsetMatrix = Matrix.Multiply(offsetMatrix, Matrix.RotationZ(Geometry.DegreeToRadian(80)));
            offsetMatrix = Matrix.Multiply(offsetMatrix, Matrix.Translation(10, 0, 0));
            offsetMatrix = Matrix.Multiply(offsetMatrix, Matrix.RotationX(Geometry.DegreeToRadian(300)));
            offsetMatrix = Matrix.Multiply(offsetMatrix, Matrix.Translation(-2.5f, -1.5f, 0));

            attachment.Mesh   = attachmentBox.toMesh("attachment");
            attachment.Bone   = original.getBoneByName("Bip01 L Hand");
            attachment.Offset = offsetMatrix;
            attachment.updateValues();
            original.Scale = new Vector3(0.7f, 0.7f, 0.7f);
            original.Attachments.Add(attachment);


            //Crear 9 instancias mas de este modelo, pero sin volver a cargar el modelo entero cada vez
            float offset         = 200;
            int   cantInstancias = 150;

            instances = new List <TgcSkeletalMesh>();
            for (int i = 0; i < cantInstancias; i++)
            {
                TgcSkeletalMesh instance = original.createMeshInstance(original.Name + i);
                instance.move((i % 20) * offset, 0, (i / 20) * offset);
                instance.Scale = original.Scale;
                instances.Add(instance);
            }


            //Especificar la animación actual para todos los modelos
            original.playAnimation(posicionStr);
            foreach (TgcSkeletalMesh instance in instances)
            {
                instance.playAnimation(posicionStr);
            }

            //Crear quadtree
            quadtree = new Quadtree();
            //como el bounding box del suelo no tiene altura se la agrego
            Vector3 Pmax = suelo.BoundingBox.PMax;

            Pmax.Y = Pmax.Y + 500;
            TgcBoundingBox bb = new TgcBoundingBox(suelo.BoundingBox.PMin, Pmax);

            quadtree.create(instances, bb);
            quadtree.createDebugQuadtreeMeshes();

            return;

            //Camara en primera persona
            GuiController.Instance.FpsCamera.Enable        = true;
            GuiController.Instance.FpsCamera.MovementSpeed = 400;
            GuiController.Instance.FpsCamera.JumpSpeed     = 400;
            GuiController.Instance.FpsCamera.setCamera(new Vector3(293.201f, 291.0797f, -604.6647f), new Vector3(299.1028f, -63.9185f, 330.1836f));
        }
예제 #5
0
        public override void init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;

            //Cargar mesh
            TgcSkeletalLoader loader = new TgcSkeletalLoader();

            loader.MeshFactory = new TgcKinectSkeletalMesh.MeshFactory();
            mesh = (TgcKinectSkeletalMesh)loader.loadMeshFromFile(GuiController.Instance.ExamplesMediaDir + "ModelosTgc\\BasicHuman\\BasicHuman-TgcSkeletalMesh.xml");

            //Hacer mapping de huesos

            /*
             * <bone id='0' name='Bip01' parentId='-1' pos='[0.212447,26.2833,1.14834]' rotQuat='[0.0,0.707106,0.0,0.707107]'/>
             *          <bone id='1' name='Bip01 Pelvis' parentId='0' pos='[0,0,0]' rotQuat='[0.483492,0.475215,0.52165,0.517965]'/>
             *          <bone id='2' name='Bip01 Spine' parentId='1' pos='[2.73985,-0.0318408,-0.0188154]' rotQuat='[0.0404528,0.00189839,-0.00599698,0.999162]'/>
             *          <bone id='3' name='Bip01 Spine1' parentId='2' pos='[6.19498,0,-0.00343716]' rotQuat='[0.0,0.0,0.0,1.0]'/>
             *          <bone id='4' name='Bip01 Neck' parentId='3' pos='[6.41617,0.0869015,-0.0035038]' rotQuat='[0.0,0.0,0.0,1.0]'/>
             *          <bone id='5' name='Bip01 Head' parentId='4' pos='[2.30035,0,0]' rotQuat='[0.0,0.000398831,0.0,1.0]'/>
             *          <bone id='6' name='Bip01 L Clavicle' parentId='4' pos='[-2.09962,0.747039,0.0035013]' rotQuat='[-0.707107,-0.707107,0.000282522,0.00028056]'/>
             *          <bone id='7' name='Bip01 L UpperArm' parentId='6' pos='[4.14776,0,0]' rotQuat='[-0.0074924,-0.063934,-0.0389218,0.997167]'/>
             *          <bone id='8' name='Bip01 L Forearm' parentId='7' pos='[9.01669,0,0]' rotQuat='[0.0,0.0946719,0.0,0.995508]'/>
             *          <bone id='9' name='Bip01 L Hand' parentId='8' pos='[8.40198,0,0]' rotQuat='[0.706825,0.0,0.0,0.707388]'/>
             *          <bone id='10' name='Bip01 R Clavicle' parentId='4' pos='[-2.09962,-0.920842,0.00350595]' rotQuat='[0.707107,-0.707107,-0.00028056,0.000282522]'/>
             *          <bone id='11' name='Bip01 R UpperArm' parentId='10' pos='[4.14776,0,0]' rotQuat='[0.00584129,-0.058849,0.0143832,0.998146]'/>
             *          <bone id='12' name='Bip01 R Forearm' parentId='11' pos='[8.50615,0,0]' rotQuat='[0.0,0.085631,0.0,0.996327]'/>
             *          <bone id='13' name='Bip01 R Hand' parentId='12' pos='[8.54264,0,0]' rotQuat='[-0.706825,0.0,0.0,0.707388]'/>
             *          <bone id='14' name='Bip01 L Thigh' parentId='1' pos='[0,3.89689,0]' rotQuat='[-0.0413224,0.0440018,-0.997924,-0.0224664]'/>
             *          <bone id='15' name='Bip01 L Calf' parentId='14' pos='[11.9134,0,0]' rotQuat='[0.0,0.0998335,0.0,0.995004]'/>
             *          <bone id='16' name='Bip01 L Foot' parentId='15' pos='[11.9134,0,0]' rotQuat='[0.00158055,-0.0615842,0.0182989,0.997933]'/>
             *          <bone id='17' name='Bip01 L Toe0' parentId='16' pos='[2.74009,0,3.52638]' rotQuat='[0.0,-0.707107,0.0,0.707107]'/>
             *          <bone id='18' name='Bip01 R Thigh' parentId='1' pos='[0,-3.89689,0]' rotQuat='[-0.0261322,0.0341116,-0.998212,0.04156]'/>
             *          <bone id='19' name='Bip01 R Calf' parentId='18' pos='[11.9134,0,0]' rotQuat='[0.0,0.0998335,0.0,0.995004]'/>
             *          <bone id='20' name='Bip01 R Foot' parentId='19' pos='[11.9134,0,0]' rotQuat='[-0.00187365,-0.0741152,-0.046938,0.996143]'/>
             *          <bone id='21' name='Bip01 R Toe0' parentId='20' pos='[2.74009,0,3.52638]' rotQuat='[0.0,-0.707107,0.0,0.707107]'/>
             */
            //http://www.codeproject.com/KB/dotnet/KinectGettingStarted/7.png
            List <TgcKinectSkeletalMesh.Mapping> mapping = new List <TgcKinectSkeletalMesh.Mapping>();

            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01", JointType.HipCenter));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 Pelvis", JointType.HipCenter));      //????
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 Spine", JointType.Spine));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 Spine1", JointType.ShoulderCenter)); //????
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 Neck", JointType.ShoulderCenter));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 Head", JointType.Head));

            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 L Clavicle", JointType.ShoulderLeft));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 L UpperArm", JointType.ElbowLeft));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 L Forearm", JointType.WristLeft));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 L Hand", JointType.HandLeft));

            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 R Clavicle", JointType.ShoulderRight));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 R UpperArm", JointType.ElbowRight));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 R Forearm", JointType.WristRight));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 R Hand", JointType.HandRight));

            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 L Thigh", JointType.HipLeft));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 L Calf", JointType.KneeLeft));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 L Foot", JointType.AnkleLeft));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 L Toe0", JointType.FootLeft));

            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 R Thigh", JointType.HipRight));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 R Calf", JointType.KneeRight));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 R Foot", JointType.AnkleRight));
            mapping.Add(new TgcKinectSkeletalMesh.Mapping("Bip01 R Toe0", JointType.FootRight));

            mesh.setBonesMapping(mapping);


            //Iniciar kinect
            tgcKinect = new TgcKinect();
            tgcKinect.init();
            tgcKinect.DebugSkeleton.init();


            GuiController.Instance.FpsCamera.Enable = true;
            GuiController.Instance.FpsCamera.setCamera(new Vector3(1.5467f, 54.7247f, 401.1074f), new Vector3(1.4672f, 54.4561f, 400.1474f));

            GuiController.Instance.Modifiers.addBoolean("mesh", "mesh", true);
            GuiController.Instance.Modifiers.addBoolean("skeleton", "skeleton", true);
        }