public LensflareSceneNode(SceneNode parent, SceneManager mgr, int id, Vector3D position)
            : base(parent, mgr, id)
        {
            draw_flare = true;
            ign_geom = false;
            smgr = mgr;

            indices = new ushort[6];
            indices[0] = 0;
            indices[1] = 2;
            indices[2] = 1;
            indices[3] = 0;
            indices[4] = 3;
            indices[5] = 2;

            vertices = new Vertex3D[4];
            for (int i = 0; i < 4; i++)
            {
                vertices[i] = new Vertex3D();
            }
            vertices[0].TCoords = Vector2D.From(0.0f, 1.0f);
            vertices[0].Color = Color.White;
            vertices[1].TCoords = Vector2D.From(0.0f, 0.0f);
            vertices[1].Color = Color.White;
            vertices[2].TCoords = Vector2D.From(1.0f, 0.0f);
            vertices[2].Color = Color.White;
            vertices[3].TCoords = Vector2D.From(1.0f, 1.0f);
            vertices[3].Color = Color.White;

            material = new Material();

            material.Lighting = false;

            material.MaterialType = MaterialType.TransparentAddColor;

            material.ZBuffer = 0;

            material.ZWriteEnable = false;

            bbox = new Box3D();

            bbox.MinEdge = Vector3D.From(-2, -2, -2);

            bbox.MaxEdge = Vector3D.From(2, 2, 2);

        }
예제 #2
0
        public CustomSceneNode(SceneNode parent, SceneManager mgr, int id)
            : base(parent, mgr, id)
        {
            _mgr = mgr;
            _driver = _mgr.VideoDriver;
            Material.Wireframe = false;
            Material.Lighting = false;

            Vertices[0] = new Vertex3D(new Vector3D(0, 0, 10), new Vector3D(1, 1, 0), Color.From(255, 0, 255, 255), new Vector2D(0, 1));
            Vertices[1] = new Vertex3D(new Vector3D(10, 0, -10), new Vector3D(1, 0, 0), Color.From(255, 255, 0, 255), new Vector2D(1, 1));
            Vertices[2] = new Vertex3D(new Vector3D(0, 20, 0), new Vector3D(0, 1, 1), Color.From(255, 255, 255, 0), new Vector2D(1, 0));
            Vertices[3] = new Vertex3D(new Vector3D(-10, 0, -10), new Vector3D(0, 0, 1), Color.From(255, 0, 255, 0), new Vector2D(0, 0));

            Box = new Box3D();
            for (int i = 0; i < Vertices.Length; i++)
                Box.AddInternalPoint(Vertices[i].Position);
        }
예제 #3
0
파일: Util.cs 프로젝트: yooyke/work
        public static void CreateBox3DFromNode(SceneNode node, out Box3D box)
        {
            float minX = float.MaxValue;
            float minY = float.MaxValue;
            float minZ = float.MaxValue;
            float maxX = float.MinValue;
            float maxY = float.MinValue;
            float maxZ = float.MinValue;

            Vector3D[] edges;
            node.BoundingBox.GetEdges(out edges);
            Matrix4 m = new Matrix4();
            m.RotationDegrees = node.Rotation;
            m.Translation = node.Position;
            for (int i = 0; i < edges.Length; i++)
            {
                Vector3D v = edges[i] * node.Scale;
                v = m.TransformVect(ref v);

                if (v.X < minX)
                    minX = v.X;

                if (v.Y < minY)
                    minY = v.Y;

                if (v.Z < minZ)
                    minZ = v.Z;

                if (v.X > maxX)
                    maxX = v.X;

                if (v.Y > maxY)
                    maxY = v.Y;

                if (v.Z > maxZ)
                    maxZ = v.Z;
            }

            box = new Box3D(minX, minY, minZ, maxX, maxY, maxZ);
        }
예제 #4
0
파일: Prim.cs 프로젝트: yooyke/work
        private void UpdateBoundingBox(MeshSceneNode node)
        {
            if (node == null)
                return;

            Mesh mesh = node.GetMesh();
            if (mesh == null)
                return;

            Box3D box = new Box3D(0, 0, 0, 0, 0, 0);
            for (int i = 0; i < mesh.MeshBufferCount; i++)
            {
                mesh.GetMeshBuffer(i).RecalculateBoundingBox();
                box.AddInternalBox(mesh.GetMeshBuffer(i).BoundingBox);
            }
            mesh.BoundingBox = box;
        }
예제 #5
0
 public void Draw3DBox(Box3D box, Color color)
 {
     VideoDriver_Draw3DBox(_raw, box.ToUnmanaged(), color.ToUnmanaged());
 }
        public ParticleEmitter CreateBoxEmitter(Box3D box, Vector3D direction, uint minPPS, uint maxPPS, Color minSC, Color maxSC, uint minLT, uint maxLT, int maxAngleDegrees)
		{
			return (ParticleEmitter)
				NativeElement.GetObject(Particle_CreateBoxEmitter(_raw, box.ToUnmanaged(), direction.ToUnmanaged(), minPPS, maxPPS, minSC.ToUnmanaged(), maxSC.ToUnmanaged(), minLT, maxLT, maxAngleDegrees),
										typeof(ParticleEmitter));
		}
예제 #7
0
        public P3DSimplexNoiseTerrain(SceneNode parent, SceneManager mgr, int id, int vertsPerRow, int vertsPerCol, int cellSpacing, float heightScale)
            : base(parent, mgr, id)
        {
            _mgr = mgr;
            _driver = _mgr.VideoDriver;

            Material = new Material();
            Material.Lighting = false;

            _numVertsPerRow = vertsPerRow;
            _numVertsPerCol = vertsPerCol;
            _cellSpacing = cellSpacing;
            _heightScale = heightScale;

            _numCellsPerRow = _numVertsPerRow - 1;
            _numCellsPerCol = _numVertsPerCol - 1;
            _width = _numCellsPerRow * _cellSpacing;
            _depth = _numCellsPerCol * _cellSpacing;
            NumVertices = _numVertsPerRow * _numVertsPerCol;
            _numIndices = (_numCellsPerRow * _numCellsPerCol) * 6;
            _numTriangles = (_numCellsPerRow * _numCellsPerCol) * 2;
            _indices = new ushort[_numIndices];

            int startX = -_width / 2;
            int startZ = _depth / 2;

            int endX = _width / 2;
            int endZ = -_depth / 2;

            Box3D = new Box3D(new Vector3D(startX, -_heightScale, startZ), new Vector3D(endX, _heightScale, endZ));

            float uCoordIncrementSize = 1.0f;
            float vCoordIncrementSize = 1.0f;

            _heights = new float[NumVertices];

            int i = 0;
            for (int z = startZ; z >= endZ; z -= _cellSpacing)
            {
                int j = 0;
                for (int x = startX; x <= endX; x += _cellSpacing)
                {

                    int index = i * _numVertsPerRow + j;
                    float height;// = noise.PerlinNoise1F(x, 100*heightScale, 0.001f);
                    // large noise.
                    height = PerlinSimplexNoise.noise(x * 0.0001f, z * 0.0001f) * _heightScale;
                    // detail noise.
                    height += PerlinSimplexNoise.noise(x * 0.001f, z * 0.001f) * _heightScale / 10;
                    Vertex3D v = new Vertex3D(
                        new Vector3D(x, height, z),
                        new Vector3D(0, 1, 0),
                        Color.Black,
                        new Vector2D(j * uCoordIncrementSize, i * vCoordIncrementSize)
                        );
                    _buffer.SetVertex((uint)index, v);
                    j++;
                }
                i++;
            }

            uint baseIndex = 0;

            for (uint k = 0; k < _numCellsPerRow; k++)
            {
                for (uint j = 0; j < _numCellsPerCol; j++)
                {
                    _buffer.SetIndex(baseIndex + 0, (ushort)(k * _numVertsPerRow + j));
                    _buffer.SetIndex(baseIndex + 1, (ushort)(k * _numVertsPerRow + j + 1));
                    _buffer.SetIndex(baseIndex + 2, (ushort)((k + 1) * _numVertsPerRow + j));
                    _buffer.SetIndex(baseIndex + 3, (ushort)((k + 1) * _numVertsPerRow + j));
                    _buffer.SetIndex(baseIndex + 4, (ushort)(k * _numVertsPerRow + j + 1));
                    _buffer.SetIndex(baseIndex + 5, (ushort)((k + 1) * _numVertsPerRow + j + 1));

                    baseIndex += 6;
                }
            }
        }
        public override void Render()
        {
            VideoDriver driver = _mgr.VideoDriver;
            CameraSceneNode camera = _mgr.ActiveCamera;

            if (camera == null || driver == null)
                return;

            if (!redrawnextloop)
            {
                driver.SetTransform(TransformationState.World, AbsoluteTransformation);
                driver.SetMaterial(_material);
                driver.DrawIndexedTriangleList(Vertices, lastdrawcount * 4,
                                               Indices, lastdrawcount * 4);
            }
            else
            {
                ReallocateBuffers();

                Vector3D campos = camera.AbsolutePosition;
                Box3D cbox = camera.ViewFrustum.BoundingBox;

                Vector3D pos = Position;
                int drawcount = 0;
                int max = (Particles.Length < MaxDensity) ? Particles.Length : MaxDensity;

                double d = pos.DistanceFrom(campos) / GRASS_PATCH_SIZE;
                if (d > 1.0)
                    max = (int)(((double)max) / d);

                //Matrix4 m = new Matrix4();

                for (int i = 0; i < max; i++)
                {
                	int idx = drawcount * 4;
                	
                    GrassParticle particle = Particles[i];
                    Vector3D gpos = particle.pos + pos;

                    double dist = campos.DistanceFromSQ(gpos);
                    if (dist > NewMath.Sqr(DrawDistance))
                        continue;
                        
                    if (!cbox.IsPointInside(gpos))
                        continue;

                    if (dist > NewMath.Sqr(DrawDistance * 0.5))
                    {
                        if (particle.sprite.Height == 0)
                        {
                            float i1 = ((float)i) / ((float)max);
                            float i2 = ((float)(dist / DrawDistance)) / 2f;

                            if (i1 < i2)
                                continue;
                        }
                    }

                    int igridsize = GRASS_PATCH_SIZE / (int)WindRes;
                    int ihalfres = (int)WindRes / 2;

                    int xgrid = (int)(particle.pos.X / (igridsize) + ihalfres);
                    int zgrid = (int)(particle.pos.Z / (igridsize) + ihalfres);

                    float xnext = particle.pos.X / (GRASS_PATCH_SIZE / WindRes) + (WindRes / 2f) - xgrid;
                    float znext = particle.pos.Z / (GRASS_PATCH_SIZE / WindRes) + (WindRes / 2f) - zgrid;

                    Vector2D wind1 = WindGrid[xgrid * WindRes + zgrid];
                    Vector2D wind2 = WindGrid[(xgrid + 1) * WindRes + zgrid];
                    Vector2D wind3 = WindGrid[xgrid * (WindRes + 1) + zgrid];
                    Vector2D wind4 = WindGrid[(xgrid + 1) * (WindRes + 1) + zgrid];
                    Vector2D wind2d = wind1 * (1.0f - xnext) * (1.0f - znext) +
                                      wind2 * xnext * (1.0f - znext) +
                                      wind3 * (1.0f - xnext) * znext +
                                      wind4 * xnext * znext;

                    wind2d *= particle.flex;
                    Vector3D wind = new Vector3D(wind2d.X, 0f, wind2d.Y);

                    Color gcol = new Color(particle.color.A,
                                           (int)(particle.color.R * 0.8f),
                                           (int)(particle.color.G * 0.8f),
                                           (int)(particle.color.B * 0.8f));

                    Vertices[0 + idx].Position = particle.points[0];
                    Vertices[0 + idx].Color = gcol;

                    Vertices[1 + idx].Position = particle.points[1] + wind;
                    Vertices[1 + idx].Color = particle.color;

                    Vertices[2 + idx].Position = particle.points[2] + wind;
                    Vertices[2 + idx].Color = particle.color;

                    Vertices[3 + idx].Position = particle.points[3];
                    Vertices[3 + idx].Color = gcol;

                    int arrpos = (_imagecount.Width * particle.sprite.Height) + particle.sprite.Width;
                    Vertices[0 + idx].TCoords = new Vector2D(v1[arrpos], v2[arrpos]);
                    Vertices[1 + idx].TCoords = new Vector2D(v1[arrpos], v3[arrpos]);
                    Vertices[2 + idx].TCoords = new Vector2D(v4[arrpos], v3[arrpos]);
                    Vertices[3 + idx].TCoords = new Vector2D(v4[arrpos], v2[arrpos]);

                    drawcount++;
                }
                driver.SetTransform(TransformationState.World, AbsoluteTransformation);
                driver.SetMaterial(_material);

                driver.DrawIndexedTriangleList(Vertices, drawcount * 4,
                                               Indices, drawcount * 4);
                lastdrawcount = drawcount;
            }

            if (DebugDataVisible == DebugSceneType.BoundingBox)
            {
                driver.SetTransform(TransformationState.World, AbsoluteTransformation);
                Material m = new Material();
                m.Lighting = false;
                driver.SetMaterial(m);
                driver.Draw3DBox(BoundingBox, Color.From(0, 255, 255, 255));
                Box3D b2 = new Box3D();

                b2.AddInternalPoint(BoundingBox.MaxEdge * 0.01f);
                driver.Draw3DBox(b2, Color.From(0, 255, 255, 255));
            }
        }
        bool Create(bool save)
        {
            Random rand = new Random((int)((100 * gridpos.X) + gridpos.Z));
            int count = rand.Next(3000, 3200);

            _bbox = new Box3D();

            Particles = new GrassParticle[count];

            /*Matrix4 m = new Matrix4();
            m.RotationDegrees = Terrain.Rotation;
            m.Translation = Terrain.AbsolutePosition;
            m.MakeInverse();*/
            
            Color[,] TGMRetrieve = TerrainGrassMap.Retrieve();
            Color[,] TCMRetrieve = TerrainColourMap.Retrieve();
            Color[,] THMRetrieve = TerrainHeightMap.Retrieve();
            System.Collections.ArrayList tosave = new System.Collections.ArrayList();
            
            for (int i = 0; i < count; i++)
            {
                Particles[i].points = new Vector3D[4];

                float x = rand.Next(0, GRASS_PATCH_SIZE * 10) / 10f;
                float z = rand.Next(0, GRASS_PATCH_SIZE * 10) / 10f;

                x -= GRASS_PATCH_SIZE / 2f;
                z -= GRASS_PATCH_SIZE / 2f;

                Particles[i].pos.X = x;
                Particles[i].pos.Z = z;

                Particles[i].flex = rand.Next(0, 100) / 100f;
                Particles[i].sprite.Width = rand.Next(0, _imagecount.Width);

                if (i < 30)
                    Particles[i].sprite.Height = rand.Next(0, _imagecount.Height);
                else
                    Particles[i].sprite.Height = 0;

                Vector3D p = Position + Particles[i].pos;

                Dimension2Df size;

                Vector3D xz = new Vector3D(p.X / Terrain.Scale.X, 0f, p.Z / Terrain.Scale.Z);

                int x1 = (int)Math.Floor(xz.X);
                int z1 = (int)Math.Floor(xz.Z);

                float height;

                if (x1 < 1 ||
                   z1 < 1 ||
                   x1 > TerrainHeightMap.OriginalSize.Width - 1 ||
                   z1 > TerrainHeightMap.OriginalSize.Height - 1)
                    continue;

                Color cDensity = TGMRetrieve[x1, z1];
                if (rand.Next(0, 255) > cDensity.A || cDensity.A < 1)
                    continue;

                float ay = THMRetrieve[x1, z1].B * Terrain.Scale.Y;
                float by = THMRetrieve[x1 + 1, z1].B * Terrain.Scale.Y;
                float cy = THMRetrieve[x1, z1 + 1].B * Terrain.Scale.Y;
                float dy = THMRetrieve[x1 + 1, z1 + 1].B * Terrain.Scale.Y;
                float u1 = xz.X - x1;
                float v1 = xz.Z - z1;
                height = ay * (1.0f - u1) * (1.0f - v1) + by * u1 * (1.0f - v1) + cy * (1.0f - u1) * v1 + dy * u1 * v1;

                size = new Dimension2Df(rand.Next(40, 70), 100);
                size.Height *= (float)cDensity.B / 200f;

                Particles[i].pos.Y = height + (size.Height * 0.5f);

                Particles[i].color = TCMRetrieve[x1, z1];
                Particles[i].startColor = TCMRetrieve[x1, z1];

                _bbox.AddInternalPoint(Particles[i].pos);

                Vector3D dimensions = new Vector3D(0.5f * size.Width,
                                                   -0.5f * size.Height,
                                                   0);

                /*float rotation = rand.Next(0, 3600) / 10f;
                Matrix4 m2 = new Matrix4();
                m2.RotationDegrees = new Vector3D(0, rotation, 0);
                m2.RotateVect(dimensions);*/

                //Vector3D h = new Vector3D(dimensions.X,0.0f,dimensions.Z);
                //Vector3D v = new Vector3D(0.0f,dimensions.Y,0.0f);
                Particles[i].points[0] = Particles[i].pos + new Vector3D(dimensions.X, dimensions.Y, dimensions.Z);
                Particles[i].points[1] = Particles[i].pos + new Vector3D(dimensions.X, -dimensions.Y, dimensions.Z);
                Particles[i].points[2] = Particles[i].pos - new Vector3D(dimensions.X, dimensions.Y, dimensions.Z);
                Particles[i].points[3] = Particles[i].pos - new Vector3D(dimensions.X, -dimensions.Y, dimensions.Z);
            	tosave.Add(Particles[i]);
            }

            Particles = (GrassParticle[])tosave.ToArray(typeof(GrassParticle));
            tosave.Clear();
            if (save)
                return Save();

            return true;
        }
예제 #10
0
		/// <summary>
		/// Adds an other bounding box to the bounding box, causing it to grow bigger,
		/// if the box is outside of the box
		/// </summary>
		/// <param name="b"> Other bounding box to add into this box.</param>
		public void AddInternalBox(Box3D b)
		{
			AddInternalPoint(b.MaxEdge);
			AddInternalPoint(b.MinEdge);
		}
예제 #11
0
		/// <summary>
		/// Determinates if the box intersects with an other box.
		/// </summary>
		/// <param name="other">Other box to check a intersection with.</param>
		/// <returns> Returns true if there is a intersection with the other box,
		/// otherwise false.</returns>
		public bool IntersectsWithBox(Box3D other)
		{
			return (MinEdge.X <= other.MaxEdge.X &&
				MinEdge.Y <= other.MaxEdge.Y &&
				MinEdge.Z <= other.MaxEdge.Z &&
				MaxEdge.X >= other.MinEdge.X &&
				MaxEdge.Y >= other.MinEdge.Y &&
				MaxEdge.Z >= other.MinEdge.Z);
		}
예제 #12
0
        /// <summary>
        /// Bread and butter of the texture system.
        /// This is the start point for the texture-> graphics pipeline
        /// </summary>
        /// <param name="tex"></param>
        /// <param name="vObj"></param>
        /// <param name="AssetID"></param>
        public void applyTexture(TextureExtended tex, VObject vObj, UUID AssetID)
        {
            try
            {
                // works
                if (vObj.Mesh == null)
                    return;

                // Check if we have a  sculptie and its sculpting texture
                // If yes, don't apply the texture
                if (vObj.Prim.Sculpt != null && vObj.Prim.Sculpt.SculptTexture == AssetID)
                {
                    m_log.Debug("[TEXTURE]: Skipping applyTexture for sculpt " + AssetID);
                    return;
                }

                bool alphaimage = IsAlphaImage(tex);

                // MeshPrim
                if (vObj._3DiIrrfileUUID != UUID.Zero && vObj.IrrData != null)
                {
                    for (int iTex = 0; iTex < vObj.IrrData.Materials.Count; iTex++)
                    {
                        if (Path.GetFileNameWithoutExtension(vObj.IrrData.Materials[iTex].Texture1) == AssetID.ToString())
                        {
                            Texture loadedTex = Reference.VideoDriver.GetTexture(AssetID.ToString() + tex.extension);
                            if (vObj.Node.Children.Length > 0)
                            {
                                vObj.Node.Children[0].GetMaterial(iTex).Texture1 = loadedTex;
                            }
                            break;
                        }
                    }

                    if (alphaimage)
                    {
                        vObj.Node.Children[0].SetMaterialType(MaterialType.TransparentAlphaChannel);
                        Reference.SceneManager.RegisterNodeForRendering(vObj.Node.Children[0], SceneNodeRenderPass.Transparent);
                    }

                }
                // Normal prim
                else
                {
                    // Apply the Texture based on the TextureEntry
                    if (vObj.Prim.Textures != null)
                    {
                        Reference.SceneManager.MeshCache.RemoveMesh(vObj.Mesh);

                        // TODO: Apply texture per face (including DefaultTexture if a FaceTexture was not specified)
                        for (int i = 0; i < vObj.Mesh.MeshBufferCount; i++)
                        {
                            float shinyval = 0;
                            // Check if there is a facetexture for this MB
                            Primitive.TextureEntryFace applyTexture = null;
                            if (i <  vObj.Prim.Textures.FaceTextures.Length && vObj.Prim.Textures.FaceTextures[i] != null)
                            {
                                // Apply FaceTexture
                                applyTexture = vObj.Prim.Textures.FaceTextures[i];
                            }
                            else if (vObj.Prim.Textures.DefaultTexture != null)
                            {
                                // Apply DefaultTexture
                                applyTexture = vObj.Prim.Textures.DefaultTexture;
                            }

                            if (applyTexture != null)
                            {
                                Color4 coldata = applyTexture.RGBA;
                                switch (applyTexture.Shiny)
                                {
                                    case Shininess.Low:
                                        shinyval = 0.8f;
                                        coldata.R *= 0.8f;
                                        coldata.B *= 0.8f;
                                        coldata.G *= 0.8f;
                                        break;
                                    case Shininess.Medium:
                                        shinyval = 0.7f;
                                        coldata.R *= 0.6f;
                                        coldata.B *= 0.6f;
                                        coldata.G *= 0.6f;
                                        break;
                                    case Shininess.High:
                                        shinyval = 0.6f;
                                        coldata.R *= 0.3f;
                                        coldata.B *= 0.3f;
                                        coldata.G *= 0.3f;
                                        break;
                                }

                                if (applyTexture.TextureID == AssetID)
                                {
                                    ApplyFaceSettings(vObj, alphaimage, applyTexture, tex, i, shinyval, coldata);
                                }
                                else
                                {
                                    // Apply color settings
                                    ApplyFaceSettings(vObj, alphaimage, applyTexture, null, i, shinyval, coldata);
                                }

                                vObj.Mesh.GetMeshBuffer(i).Material.NormalizeNormals = true;
                                vObj.Mesh.GetMeshBuffer(i).Material.GouraudShading = true;
                                vObj.Mesh.GetMeshBuffer(i).Material.BackfaceCulling = (texDownloadStyle == TextureDownloadStyle.TEX_DOWNLOAD_ASSETSERVER);
                            }
                        }

                        if (vObj.Node is MeshSceneNode)
                        {
                            MeshSceneNode msn = (MeshSceneNode) vObj.Node;

                            msn.SetMesh(vObj.Mesh);
                            /*
                            if (vObj.Prim.Textures != null)
                            {
                                // Check the default texture to ensure that it's not null (why would it be null?)
                                if (vObj.Prim.Textures.DefaultTexture != null)
                                {
                                    Color4 coldata = vObj.Prim.Textures.DefaultTexture.RGBA;
                                    IrrlichtNETCP.Color objColor = new Color(
                                        Util.Clamp<int>((int) (coldata.A*255), 0, 255),
                                        Util.Clamp<int>((int) (coldata.R*255), 0, 255),
                                        Util.Clamp<int>((int) (coldata.G*255), 0, 255),
                                        Util.Clamp<int>((int) (coldata.B*255), 0, 255)
                                        );

                                    // Set material color.
                                    for (int i = 0; i < msn.MaterialCount; i++)
                                    {
                                        msn.GetMaterial(i).AmbientColor = objColor;
                                        msn.GetMaterial(i).DiffuseColor = objColor;
                                        msn.GetMaterial(i).SpecularColor = Color.Black;
                                        msn.GetMaterial(i).EmissiveColor = Color.Black;
                                        msn.GetMaterial(i).Shininess = 0;
                                    }
                                }
                            }
                            */

                            Box3D box = new Box3D(0, 0, 0, 0, 0, 0);
                            for (int i = 0; i < msn.GetMesh().MeshBufferCount; i++)
                            {
                                msn.GetMesh().GetMeshBuffer(i).RecalculateBoundingBox();
                                box.AddInternalBox(msn.GetMesh().GetMeshBuffer(i).BoundingBox);
                            }
                            msn.GetMesh().BoundingBox = box;
                        }
                        else
                        {
                            // Swap out the visible untextured object with a textured one.
                            // SceneNode sn = device.SceneManager.AddMeshSceneNode(vObj.Mesh, ParentNode, -1);
                            // ZAKI: Change TextureManager Parent to actual parent node
                            SceneNode sn = Reference.SceneManager.AddMeshSceneNode(vObj.Mesh, vObj.Node.Parent, -1);
                            sn.Position = vObj.Node.Position;
                            sn.Rotation = vObj.Node.Rotation;
                            sn.Scale = vObj.Node.Scale;
                            sn.DebugDataVisible = DebugSceneType.Off;

                            // If it's translucent, register it for the Transparent phase of rendering
                            if (vObj.Prim.Textures.DefaultTexture != null)
                            {
                                if (vObj.Prim.Textures.DefaultTexture.RGBA.A != 1)
                                {
                                    Reference.SceneManager.RegisterNodeForRendering(sn, SceneNodeRenderPass.Transparent);
                                }
                            }
                            // Add the new triangle selector
                            sn.TriangleSelector = Reference.SceneManager.CreateTriangleSelector(vObj.Mesh, sn);
                            sn.TriangleSelector.Drop();
                            Reference.Viewer.EntityManager.AddTriangleSelector(sn.TriangleSelector, sn);

                            // Delete the old node.
                            SceneNode oldnode = vObj.Node;
                            Reference.Viewer.EntityManager.DeleteNode(oldnode);

                            // Assign new node
                            vObj.Node = sn;

                        }
                    }
                } // prim texture is not null

            }
            catch (AccessViolationException)
            {
                VUtil.LogConsole(this.ToString() + "[ACCESSVIOLATION]", " TextureManager::ApplyTexture");
                m_log.Error("[TEXTURE]: Failed to load texture.");
            }
            catch (NullReferenceException)
            {
                m_log.Error("unable to update texture");
            }
        }
예제 #13
0
        private static Mesh FacesToIrrMesh(List<ViewerFace> viewerFaces, int numPrimFaces)
        {
            Color color = new Color(255, 255, 255, 255);

            Mesh mesh;
            try
            {
                mesh = new Mesh();
            }
            catch (IndexOutOfRangeException)
            {
                return null;
            }
            int numViewerFaces = viewerFaces.Count;

            MeshBuffer[] mb = new MeshBuffer[numPrimFaces];

            for (int i = 0; i < mb.Length; i++)
                mb[i] = new MeshBuffer(VertexType.Standard);

            try
            {
                uint[] index = new uint[mb.Length];

                for (int i = 0; i < index.Length; i++)
                    index[i] = 0;

                for (uint i = 0; i < numViewerFaces; i++)
                {
                    ViewerFace vf = viewerFaces[(int)i];

                    try
                    {
                        mb[vf.primFaceNumber].SetVertex(index[vf.primFaceNumber], new Vertex3D(convVect3d(vf.v1), convNormal(vf.n1), color, convVect2d(vf.uv1)));
                        mb[vf.primFaceNumber].SetVertex(index[vf.primFaceNumber] + 1, new Vertex3D(convVect3d(vf.v2), convNormal(vf.n2), color, convVect2d(vf.uv2)));
                        mb[vf.primFaceNumber].SetVertex(index[vf.primFaceNumber] + 2, new Vertex3D(convVect3d(vf.v3), convNormal(vf.n3), color, convVect2d(vf.uv3)));

                    }
                    catch (OutOfMemoryException)
                    {
                        return null;
                    }
                    catch (IndexOutOfRangeException)
                    {
                        return null;
                    }

                    mb[vf.primFaceNumber].SetIndex(index[vf.primFaceNumber], (ushort)index[vf.primFaceNumber]);
                    mb[vf.primFaceNumber].SetIndex(index[vf.primFaceNumber] + 1, (ushort)(index[vf.primFaceNumber] + 2));
                    mb[vf.primFaceNumber].SetIndex(index[vf.primFaceNumber] + 2, (ushort)(index[vf.primFaceNumber] + 1));

                    index[vf.primFaceNumber] += 3;
                }

                for (int i = 0; i < mb.Length; i++)
                {
                    mesh.AddMeshBuffer(mb[i]);
                }

                Box3D box = new Box3D(0, 0, 0, 0, 0, 0);
                for (int i = 0; i < mesh.MeshBufferCount; i++)
                {
                    mesh.GetMeshBuffer(i).RecalculateBoundingBox();
                    box.AddInternalBox(mesh.GetMeshBuffer(i).BoundingBox);
                }
                mesh.BoundingBox = box;
                // don't dispose here
                //mb.Dispose();
            }
            catch (AccessViolationException)
            {
                VUtil.LogConsole("[ACCESSVIOLATION]", "PrimMesherG::FacesToIrrMesh");
                mesh = null;
            }

            return mesh;
        }
예제 #14
0
        /// <summary>
        /// Bread and butter of the texture system.
        /// This is the start point for the texture-> graphics pipeline
        /// </summary>
        /// <param name="tex"></param>
        /// <param name="vObj"></param>
        /// <param name="AssetID"></param>
        public void applyTexture(TextureExtended tex, VObject vObj, UUID AssetID)
        {
            //return;
            try
            {
                // works
                if (vObj.Mesh == null)
                    return;

                // Check if we have a  sculptie and its sculpting texture
                // If yes, don't apply the texture
                if (vObj.Prim.Sculpt != null && vObj.Prim.Sculpt.SculptTexture == AssetID)
                {
                    m_log.Debug("[TEXTURE]: Skipping applyTexture for sculpt " + AssetID);
                    return;
                }

                bool alphaimage = false;

#if YK_ADD_DEFAULT_TEXTURE
                if (tex == null)
                    tex = defaultTexture;
#endif
                // Check if we've already run this through our image alpha checker
                if (tex.Userdata == null)
                {
                    // Check if this image has an alpha channel in use
                    // All textures are 32 Bit and alpha capable, so we have to scan it for an 
                    // alpha pixel
                    Color[,] imgcolors;

                    //tex.Lock();
                    try
                    {
                        imgcolors = tex.Retrieve();
                        //tex.Unlock();
                        for (int i = 0; i < imgcolors.GetUpperBound(0); i++)
                        {
                            for (int j = 0; j < imgcolors.GetUpperBound(1); j++)
                            {
                                if (imgcolors[i, j].A != 255)
                                {
                                    alphaimage = true;
                                    break;
                                }
                            }
                            if (alphaimage)
                                break;
                        }
                    }
                    catch (OutOfMemoryException)
                    {
                        alphaimage = false;
                    }
                    // Save result
                    tex.Userdata = (object)alphaimage;
                }
                else
                {
                    // Use cached result
                    alphaimage = (bool)tex.Userdata;
                }


//#if NOTYET
                if (vObj._3DiIrrfileUUID != UUID.Zero && vObj.IrrData != null)
                {
#if DebugTexturePipeline
                    m_log.Debug("[3Di Mesh]: 3Di mesh applyTexture for tex " + AssetID + " for irrfile " + vObj._3DiIrrfileUUID);
#endif
                    for (int iTex = 0; iTex < vObj.IrrData.Materials.Count; iTex++)
                    {
#if DebugTexturePipeline
                        m_log.Debug("[3Di Mesh]: This mesh references a texture num " + iTex + ": " + vObj.IrrData.Materials[iTex].Texture1);
#endif
                        if (System.IO.Path.GetFileNameWithoutExtension(vObj.IrrData.Materials[iTex].Texture1) == AssetID.ToString())
                        {
#if DebugTexturePipeline
                            m_log.Debug("[3Di Mesh]: Found the texture reference inside the mesh; loading texture and re-assigning the reference.");
#endif
                            Texture loadedTex = device.VideoDriver.GetTexture(AssetID.ToString() + tex.extension);
                            if (vObj.Node.Children.Length > 0)
                            {
                                vObj.Node.Children[0].GetMaterial(iTex).Texture1 = loadedTex;
                            }
                            else
                            {
#if DebugTexturePipeline
                                m_log.Debug("[3Di Mesh]: Could not assign texture; mesh child not found");
#endif
                            }
                        }
                    }
#if DebugTexturePipeline
                    m_log.Debug("[3Di Mesh]: Finished all materials in this mesh.");
#endif
                    if (alphaimage)
                    {
                        vObj.Node.Children[0].SetMaterialType(MaterialType.TransparentAlphaChannel);
                        device.SceneManager.RegisterNodeForRendering(vObj.Node.Children[0], SceneNodeRenderPass.Transparent);
                    }

                }
                else 
//#endif


                // Apply the Texture based on the TextureEntry
                if(vObj.Prim.Textures != null)
                {
                    device.SceneManager.MeshCache.RemoveMesh(vObj.Mesh);
                    // Check the default texture to ensure that it's not null (why would it be null?)
                    if (vObj.Prim.Textures.DefaultTexture != null)
                    {
                        Color4 coldata = vObj.Prim.Textures.DefaultTexture.RGBA;

                        float shinyval = 0;
                        switch (vObj.Prim.Textures.DefaultTexture.Shiny)
                        {
                            case Shininess.Low:
                                shinyval = 0.8f;
                                coldata.R *= 0.8f;
                                coldata.B *= 0.8f;
                                coldata.G *= 0.8f;
                                break;
                            case Shininess.Medium:
                                shinyval = 0.7f;
                                coldata.R *= 0.6f;
                                coldata.B *= 0.6f;
                                coldata.G *= 0.6f;
                                break;
                            case Shininess.High:
                                shinyval = 0.6f;
                                coldata.R *= 0.3f;
                                coldata.B *= 0.3f;
                                coldata.G *= 0.3f;
                                break;
                        }
                        
                        // The mesh buffers correspond to the faces defined in the textureentry

                        int mbcount = vObj.Mesh.MeshBufferCount;
                        for (int j = 0; j < mbcount; j++)
                        {
                            // Only apply default texture if there isn't one already!
                            // we don't want to overwrite a face specific texture with the default
                            if (vObj.Prim.Textures.DefaultTexture.TextureID == AssetID)
                            {
                                ApplyFaceSettings(vObj, alphaimage, vObj.Prim.Textures.DefaultTexture, tex, j, shinyval, coldata);

                            }
                            else
                            {
                                // Apply color settings
                                ApplyFaceSettings(vObj, alphaimage, vObj.Prim.Textures.DefaultTexture, null, j, shinyval, coldata);
                            }


                            vObj.Mesh.GetMeshBuffer(j).Material.NormalizeNormals = true;
                            vObj.Mesh.GetMeshBuffer(j).Material.GouraudShading = true;
                            vObj.Mesh.GetMeshBuffer(j).Material.BackfaceCulling = (this.texDownloadStyle == TextureDownloadStyle.TEX_DOWNLOAD_ASSETSERVER);
                        }

                    }

                    // default taken care of..   now on to the individual face settings.
                    for (int i = 0; i < vObj.Prim.Textures.FaceTextures.Length; i++)
                    {
                        if (vObj.Prim.Textures.FaceTextures[i] != null)
                        {
                            Primitive.TextureEntryFace teface = vObj.Prim.Textures.FaceTextures[i];

                            if (vObj.Mesh.MeshBufferCount > i)
                            {
                                //if (tex.
                                Color4 coldata = teface.RGBA;
                                float shinyval = 0;
                                switch (teface.Shiny)
                                {
                                    case Shininess.Low:
                                        shinyval = 0.8f;
                                        coldata.R *= 0.8f;
                                        coldata.B *= 0.8f;
                                        coldata.G *= 0.8f;
                                        break;
                                    case Shininess.Medium:
                                        shinyval = 0.7f;
                                        coldata.R *= 0.6f;
                                        coldata.B *= 0.6f;
                                        coldata.G *= 0.6f;
                                        break;
                                    case Shininess.High:
                                        shinyval = 0.6f;
                                        coldata.R *= 0.3f;
                                        coldata.B *= 0.3f;
                                        coldata.G *= 0.3f;
                                        break;
                                }

                                // Apply texture only if this face has it linked
                                if (teface.TextureID == AssetID)
                                {
                                    ApplyFaceSettings(vObj, alphaimage, teface, tex, i, shinyval, coldata);
                                }
                                else
                                {
                                    // Only apply the color settings..
                                    ApplyFaceSettings(vObj, alphaimage, teface, null, i, shinyval, coldata);
                                }
                                vObj.Mesh.GetMeshBuffer(i).Material.NormalizeNormals = true;
                                vObj.Mesh.GetMeshBuffer(i).Material.GouraudShading = true;
                                vObj.Mesh.GetMeshBuffer(i).Material.BackfaceCulling = (this.texDownloadStyle == TextureDownloadStyle.TEX_DOWNLOAD_ASSETSERVER);
                            }
                            else
                            {
                                m_log.Warn("[TEXTUREDEF]: Unable to apply Texture to face because mesh buffer doesn't have definition for face");

                            }
                        }// end check if textureentry face is null
                    } // end loop over textureentry faces array

                    if (vObj.Node is MeshSceneNode)
                    {
                        MeshSceneNode msn = (MeshSceneNode)vObj.Node;
                        
                        msn.SetMesh(vObj.Mesh);
                        if (vObj.Prim.Textures != null)
                        {
                            // Check the default texture to ensure that it's not null (why would it be null?)
                            if (vObj.Prim.Textures.DefaultTexture != null)
                            {
                                Color4 coldata = vObj.Prim.Textures.DefaultTexture.RGBA;
                                IrrlichtNETCP.Color objColor = new Color(
                                    Util.Clamp<int>((int)(coldata.A * 255), 0, 255),
                                    Util.Clamp<int>((int)(coldata.R * 255), 0, 255),
                                    Util.Clamp<int>((int)(coldata.G * 255), 0, 255),
                                    Util.Clamp<int>((int)(coldata.B * 255), 0, 255)
                                    );

                                // Set material color.
                                for (int i = 0; i < msn.MaterialCount; i++)
                                {
#if MATERIAL_DEBUG
                                    lock(NativeElement.Elements) {System.Diagnostics.Debug.WriteLine("Element count before get:" + NativeElement.Elements.Count);}
#endif
                                    msn.GetMaterial(i).AmbientColor = objColor;
#if MATERIAL_DEBUG
                                    lock (NativeElement.Elements) { System.Diagnostics.Debug.WriteLine("Element count after get:" + NativeElement.Elements.Count); }
#endif
                                    msn.GetMaterial(i).DiffuseColor = objColor;
                                    msn.GetMaterial(i).SpecularColor = Color.Black;
                                    msn.GetMaterial(i).EmissiveColor = Color.Black;
                                    msn.GetMaterial(i).Shininess = 0;
                                }
                            }
                        }

#if RECALC_BOUNDINGBOX
                        Box3D box = new Box3D(0, 0, 0, 0, 0, 0);
                        for (int i = 0; i < msn.GetMesh().MeshBufferCount; i++)
                        {
                            msn.GetMesh().GetMeshBuffer(i).RecalculateBoundingBox();
                            box.AddInternalBox(msn.GetMesh().GetMeshBuffer(i).BoundingBox);
                        }
                        msn.GetMesh().BoundingBox = box;
#endif
                    }
                    else
                    {
                        // Swap out the visible untextured object with a textured one.
                        // SceneNode sn = device.SceneManager.AddMeshSceneNode(vObj.Mesh, ParentNode, -1);
                        // ZAKI: Change TextureManager Parent to actual parent node
                        SceneNode sn = device.SceneManager.AddMeshSceneNode(vObj.Mesh, vObj.Node.Parent, -1);
                        sn.Position = vObj.Node.Position;
                        sn.Rotation = vObj.Node.Rotation;
                        sn.Scale = vObj.Node.Scale;
                        sn.DebugDataVisible = DebugSceneType.Off;

                        // If it's translucent, register it for the Transparent phase of rendering
                        if (vObj.Prim.Textures.DefaultTexture.RGBA.A != 1)
                        {
                            device.SceneManager.RegisterNodeForRendering(sn, SceneNodeRenderPass.Transparent);
                        }
                        // Add the new triangle selector
                        sn.TriangleSelector = device.SceneManager.CreateTriangleSelector(vObj.Mesh, sn);
                        sn.TriangleSelector.Drop();
                        Reference.Viewer.EntityManager.AddTriangleSelector(sn.TriangleSelector, sn); 

                        // Delete the old node. 
                        SceneNode oldnode = vObj.Node;
                        Reference.Viewer.EntityManager.DeleteNode(oldnode);

                        // Assign new node
                        vObj.Node = sn;

                    }
                } // prim texture is not null


            }
            catch (AccessViolationException)
            {
                VUtil.LogConsole(this.ToString() + "[ACCESSVIOLATION]", " TextureManager::ApplyTexture");
                m_log.Error("[TEXTURE]: Failed to load texture.");
            }
            catch (NullReferenceException)
            {
                m_log.Error("unable to update texture");
            }
        }