public void DrawShadowVolume(VideoDriver driver, bool isDebug = false) { lock (visibleShadowVerticesBufferLocker) { if (visibleShadowVerticesBuffer == null || visibleShadowVerticesBuffer.Count == 0) { return; } driver.SetTransform(TransformationState.World, Matrix.Identity); if (isDebug) { Material material = new Material(); material.Lighting = false; material.Type = MaterialType.TransparentVertexAlpha; driver.SetMaterial(material); for (int i = 0; i < visibleShadowVerticesBuffer.Count; i += 3) { driver.Draw3DTriangle( visibleShadowVerticesBuffer[i], visibleShadowVerticesBuffer[i + 1], visibleShadowVerticesBuffer[i + 2], new Color(0x80000000)); } material.Wireframe = true; material.BackfaceCulling = false; material.ZBuffer = ComparisonFunc.Always; driver.SetMaterial(material); for (int i = 0; i < visibleShadowVerticesBuffer.Count; i += 3) { driver.Draw3DTriangle( visibleShadowVerticesBuffer[i], visibleShadowVerticesBuffer[i + 1], visibleShadowVerticesBuffer[i + 2], new Color(0x80ff0000)); } } else { driver.DrawStencilShadowVolume(visibleShadowVerticesBuffer); driver.DrawStencilShadow(false, shadowColor); } } }
static void Main() { DriverType?driverType = AskForDriver(); if (!driverType.HasValue) { return; } IrrlichtDevice device = IrrlichtDevice.CreateDevice(driverType.Value, new Dimension2Di(640, 480)); if (device == null) { return; } VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; device.FileSystem.AddFileArchive("../../media/map-20kdm2.pk3"); AnimatedMesh q3levelmesh = smgr.GetMesh("20kdm2.bsp"); MeshSceneNode q3node = null; // The Quake mesh is pickable, but doesn't get highlighted. if (q3levelmesh != null) { q3node = smgr.AddOctreeSceneNode(q3levelmesh.GetMesh(0), null, IDFlag_IsPickable); } TriangleSelector selector = null; if (q3node != null) { q3node.Position = new Vector3Df(-1350, -130, -1400); selector = smgr.CreateOctreeTriangleSelector(q3node.Mesh, q3node, 128); q3node.TriangleSelector = selector; // We're not done with this selector yet, so don't drop it. } // Set a jump speed of 3 units per second, which gives a fairly realistic jump // when used with the gravity of (0, -1000, 0) in the collision response animator. CameraSceneNode camera = smgr.AddCameraSceneNodeFPS(null, 100.0f, 0.3f, ID_IsNotPickable, null, true, 3.0f); camera.Position = new Vector3Df(50, 50, -60); camera.Target = new Vector3Df(-70, 30, -60); if (selector != null) { SceneNodeAnimator anim = smgr.CreateCollisionResponseAnimator( selector, camera, new Vector3Df(30, 50, 30), new Vector3Df(0, -1000, 0), new Vector3Df(0, 30, 0)); selector.Drop(); // As soon as we're done with the selector, drop it. camera.AddAnimator(anim); anim.Drop(); // And likewise, drop the animator when we're done referring to it. } // Now I create three animated characters which we can pick, a dynamic light for // lighting them, and a billboard for drawing where we found an intersection. // First, let's get rid of the mouse cursor. We'll use a billboard to show what we're looking at. device.CursorControl.Visible = false; // Add the billboard. BillboardSceneNode bill = smgr.AddBillboardSceneNode(); bill.SetMaterialType(MaterialType.TransparentAddColor); bill.SetMaterialTexture(0, driver.GetTexture("../../media/particle.bmp")); bill.SetMaterialFlag(MaterialFlag.Lighting, false); bill.SetMaterialFlag(MaterialFlag.ZBuffer, false); bill.SetSize(20, 20, 20); bill.ID = ID_IsNotPickable; // This ensures that we don't accidentally ray-pick it AnimatedMeshSceneNode node = null; // Add an MD2 node, which uses vertex-based animation. node = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/faerie.md2"), null, IDFlag_IsPickable | IDFlag_IsHighlightable); node.Position = new Vector3Df(-90, -15, -140); // Put its feet on the floor. node.Scale = new Vector3Df(1.6f); // Make it appear realistically scaled node.SetMD2Animation(AnimationTypeMD2.Point); node.AnimationSpeed = 20.0f; node.GetMaterial(0).SetTexture(0, driver.GetTexture("../../media/faerie2.bmp")); node.GetMaterial(0).Lighting = true; node.GetMaterial(0).NormalizeNormals = true; // Now create a triangle selector for it. The selector will know that it // is associated with an animated node, and will update itself as necessary. selector = smgr.CreateTriangleSelector(node); node.TriangleSelector = selector; selector.Drop(); // We're done with this selector, so drop it now. // And this B3D file uses skinned skeletal animation. node = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/ninja.b3d"), null, IDFlag_IsPickable | IDFlag_IsHighlightable); node.Scale = new Vector3Df(10); node.Position = new Vector3Df(-75, -66, -80); node.Rotation = new Vector3Df(0, 90, 0); node.AnimationSpeed = 8.0f; node.GetMaterial(0).NormalizeNormals = true; // Just do the same as we did above. selector = smgr.CreateTriangleSelector(node); node.TriangleSelector = selector; selector.Drop(); // This X files uses skeletal animation, but without skinning. node = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/dwarf.x"), null, IDFlag_IsPickable | IDFlag_IsHighlightable); node.Position = new Vector3Df(-70, -66, -30); // Put its feet on the floor. node.Rotation = new Vector3Df(0, -90, 0); // And turn it towards the camera. node.AnimationSpeed = 20.0f; selector = smgr.CreateTriangleSelector(node); node.TriangleSelector = selector; selector.Drop(); // And this mdl file uses skinned skeletal animation. node = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/yodan.mdl"), null, IDFlag_IsPickable | IDFlag_IsHighlightable); node.Position = new Vector3Df(-90, -25, 20); node.Scale = new Vector3Df(0.8f); node.GetMaterial(0).Lighting = true; node.AnimationSpeed = 20.0f; // Just do the same as we did above. selector = smgr.CreateTriangleSelector(node); node.TriangleSelector = selector; selector.Drop(); // Add a light, so that the unselected nodes aren't completely dark. LightSceneNode light = smgr.AddLightSceneNode(null, new Vector3Df(-60, 100, 400), new Colorf(1.0f, 1.0f, 1.0f), 600.0f); light.ID = ID_IsNotPickable; // Make it an invalid target for selection. // Remember which scene node is highlighted SceneNode highlightedSceneNode = null; SceneCollisionManager collMan = smgr.SceneCollisionManager; int lastFPS = -1; // draw the selection triangle only as wireframe Material material = new Material(); material.Lighting = false; material.Wireframe = true; while (device.Run()) { if (device.WindowActive) { driver.BeginScene(ClearBufferFlag.All, new Color(0)); smgr.DrawAll(); // Unlight any currently highlighted scene node if (highlightedSceneNode != null) { highlightedSceneNode.SetMaterialFlag(MaterialFlag.Lighting, true); highlightedSceneNode = null; } // All intersections in this example are done with a ray cast out from the camera to // a distance of 1000. You can easily modify this to check (e.g.) a bullet // trajectory or a sword's position, or create a ray from a mouse click position using // collMan.GetRayFromScreenCoordinates() Line3Df ray = new Line3Df(); ray.Start = camera.Position; ray.End = ray.Start + (camera.Target - ray.Start).Normalize() * 1000.0f; // This call is all you need to perform ray/triangle collision on every scene node // that has a triangle selector, including the Quake level mesh. It finds the nearest // collision point/triangle, and returns the scene node containing that point. // Irrlicht provides other types of selection, including ray/triangle selector, // ray/box and ellipse/triangle selector, plus associated helpers. // See the methods of ISceneCollisionManager SceneNode selectedSceneNode = collMan.GetSceneNodeAndCollisionPointFromRay( ray, out Vector3Df intersection, // This will be the position of the collision out Triangle3Df hitTriangle, // This will be the triangle hit in the collision IDFlag_IsPickable); // This ensures that only nodes that we have set up to be pickable are considered // If the ray hit anything, move the billboard to the collision position // and draw the triangle that was hit. if (selectedSceneNode != null) { bill.Position = intersection; // We need to reset the transform before doing our own rendering. driver.SetTransform(TransformationState.World, Matrix.Identity); driver.SetMaterial(material); driver.Draw3DTriangle(hitTriangle, new Color(255, 0, 0)); // We can check the flags for the scene node that was hit to see if it should be // highlighted. The animated nodes can be highlighted, but not the Quake level mesh if ((selectedSceneNode.ID & IDFlag_IsHighlightable) == IDFlag_IsHighlightable) { highlightedSceneNode = selectedSceneNode; // Highlighting in this case means turning lighting OFF for this node, // which means that it will be drawn with full brightness. highlightedSceneNode.SetMaterialFlag(MaterialFlag.Lighting, false); } } // We're all done drawing, so end the scene. driver.EndScene(); int fps = driver.FPS; if (lastFPS != fps) { device.SetWindowCaption(String.Format( "Collision detection example - Irrlicht Engine [{0}] fps: {1}", driver.Name, fps)); lastFPS = fps; } } } device.Drop(); }
public void DrawShadowVolume(VideoDriver driver, bool isDebug = false) { lock (visibleShadowVerticesBufferLocker) { if (visibleShadowVerticesBuffer == null || visibleShadowVerticesBuffer.Count == 0) return; driver.SetTransform(TransformationState.World, Matrix.Identity); if (isDebug) { Material material = new Material(); material.Lighting = false; material.Type = MaterialType.TransparentVertexAlpha; driver.SetMaterial(material); for (int i = 0; i < visibleShadowVerticesBuffer.Count; i += 3) driver.Draw3DTriangle( visibleShadowVerticesBuffer[i], visibleShadowVerticesBuffer[i + 1], visibleShadowVerticesBuffer[i + 2], new Color(0x80000000)); material.Wireframe = true; material.BackfaceCulling = false; material.ZBuffer = ComparisonFunc.Always; driver.SetMaterial(material); for (int i = 0; i < visibleShadowVerticesBuffer.Count; i += 3) driver.Draw3DTriangle( visibleShadowVerticesBuffer[i], visibleShadowVerticesBuffer[i + 1], visibleShadowVerticesBuffer[i + 2], new Color(0x80ff0000)); } else { driver.DrawStencilShadowVolume(visibleShadowVerticesBuffer); driver.DrawStencilShadow(false, shadowColor); } } }