예제 #1
0
        static void Main(string[] args)
        {
            var mediaPath = Path.GetFullPath("../../../../../js/r68/examples/");
            var texturesPath = Path.Combine(mediaPath, "textures");

            var renderer = new Renderer();

            var scene = new Scene()
            {
                //Fog = new FogExp2(Color.Blue, 0.24f)
            };

            var camera = new OrthographicCamera(renderer, -1000, 1000)
            {
                Position = new Vector3(0, 0, 2)
            };

            //// create a point light
            scene.Add(new DirectionalLight(Color.White)
            {
                Target = Vector3.UnitX
            });


            var geometry = new BoxGeometry(20, 20, 20);

            for (var i = 0; i < 2000; i++)
            {
                var o = new Mesh(geometry, new MeshLambertMaterial(renderer) { Diffuse = Color.Random() });
                o.Position = new Vector3(Mathf.RandomF(-400, 400), Mathf.RandomF(-400, 400), Mathf.RandomF(-400, 400));
                o.Rotation = new Euler(Mathf.Tau * Mathf.RandomF(), Mathf.Tau * Mathf.RandomF(), Mathf.Tau * Mathf.RandomF());
                o.Scale = new Vector3(Mathf.RandomF(0.5f, 1.5f), Mathf.RandomF(0.5f, 1.5f), Mathf.RandomF(0.5f, 1.5f));
                scene.Add(o);
            }

            var raycaster = new Raycaster();
            Object3D INTERSECTED = null;
            Color previousColor = Color.White;

            var radius = 100;
            var previousTime = 0f;
            var stopwatch = Stopwatch.StartNew();
            while (!renderer.Done)
            {
                var now = (float)stopwatch.Elapsed.TotalSeconds;
                var deltaTime = now - previousTime;
                previousTime = now;

                var offset = now / 4;
                var sin = Mathf.Sin(offset) * radius;
                var cos = Mathf.Cos(offset) * radius;
                camera.Position = new Vector3(sin, sin, cos);
                camera.LookAt(Vector3.Zero);

                #region FindIntersections
                var vector = Projector.UnprojectVector(new Vector3(renderer.MousePositionNormalized,-1),camera.projectionMatrix, camera.matrixWorld);
                var direction = new Vector3(0, 0, -1);
                direction.TransformDirection(camera.matrixWorld);

                raycaster.Set(vector, direction);

                var intersects = raycaster.IntersectObjects(scene.Children);

                if (intersects != null &&  intersects.Count > 0)
                {
                    var first = intersects[0];

                    if (INTERSECTED != first.Object)
                    {
                        if (INTERSECTED != null)
                        {
                            var basic = INTERSECTED.Material as MeshLambertMaterial;
                            basic.Emissive = previousColor;
                        }

                        var firstMat = first.Object.Material as MeshLambertMaterial;

                        INTERSECTED = first.Object;
                        previousColor = firstMat.Emissive;
                        firstMat.Emissive = Color.Red;
                    }
                }
                else
                {
                    if (INTERSECTED != null)
                    {
                        (INTERSECTED.Material as MeshLambertMaterial).Emissive = previousColor;
                    }

                    INTERSECTED = null;

                }
                #endregion

                renderer.RenderFrame(scene, camera);
            }
        }
예제 #2
0
        public static Object3D Parse(Renderer renderer, string path, Action<string> mtllibCallback = null)
        {
            ObjMtlLoader.renderer = renderer;

            var text = File.ReadAllText(path);

            var vector = new Func<string, string, string, Vector3>((x, y, z) =>
            {
                var vx = Convert.ToSingle(x);
                var vy = Convert.ToSingle(y);
                var vz = Convert.ToSingle(z);
                return new Vector3(vx, vy, vz);
            });

            var uv = new Func<string, string, Vector2>((u, v) =>
            {
                var vu = Convert.ToSingle(u);
                var vv = Convert.ToSingle(v);
                return new Vector2(vu, vv);
            });

            var parseVertexIndex = new Func<string, int>((indexString) =>
            {
                var index = Convert.ToInt32(indexString);
                return index >= 0 ? index - 1 : index + vertexIndicies.Count;
            });

            var parseNormalIndex = new Func<string, int>((indexString) =>
            {
                var index = Convert.ToInt32(indexString);
                return index >= 0 ? index - 1 : index + normals.Count;
            });

            var parseUVIndex = new Func<string, int>((indexString) =>
            {
                var index = Convert.ToInt32(indexString);
                return index >= 0 ? index - 1 : index + uvs2.Count;
            });

            var add_face = new Action<string, string, string, List<string>>((a, b, c, normals_inds) =>
            {

                if (normals_inds == null)
                {

                    geometry.faces.Add(new Face3(
                        vertexIndicies[parseVertexIndex(a)] - 1,
                        vertexIndicies[parseVertexIndex(b)] - 1,
                        vertexIndicies[parseVertexIndex(c)] - 1
                    ));
                }
                else
                {
                    geometry.faces.Add(new Face3(
                        vertexIndicies[parseVertexIndex(a)] - 1,
                        vertexIndicies[parseVertexIndex(b)] - 1,
                        vertexIndicies[parseVertexIndex(c)] - 1,
                        normals[parseNormalIndex(normals_inds[0])],
                        normals[parseNormalIndex(normals_inds[1])],
                        normals[parseNormalIndex(normals_inds[2])]));
                }
            });

            var add_uvs = new Action<string, string, string>((a, b, c) =>
            {

                geometry.faceVertexUvs[0].Add(new UVFaceSet(uvs2[parseUVIndex(a)], uvs2[parseUVIndex(b)], uvs2[parseUVIndex(c)]));
            });

            var handle_face_line = new Action<List<string>, List<string>, List<string>>((faces, uvs, normals_inds) =>
            {

                if (faces.Count == 3)
                {

                    add_face(faces[0], faces[1], faces[2], normals_inds);

                    if (uvs != null && uvs.Count > 0)
                    {
                        add_uvs(uvs[0], uvs[1], uvs[2]);
                    }

                }
                else
                {

                    if (normals_inds != null && normals_inds.Count > 0)
                    {
                        add_face(faces[0], faces[1], faces[3], new List<string>() { normals_inds[0], normals_inds[1], normals_inds[3] });
                        add_face(faces[1], faces[2], faces[3], new List<string>() { normals_inds[1], normals_inds[2], normals_inds[3] });

                    }
                    else
                    {
                        add_face(faces[0], faces[1], faces[3], null);
                        add_face(faces[1], faces[2], faces[3], null);

                    }

                    if (uvs != null && uvs.Count > 0)
                    {
                        add_uvs(uvs[0], uvs[1], uvs[3]);
                        add_uvs(uvs[1], uvs[2], uvs[3]);

                    }

                }

            });

            var o = new Object3D();

            var lines = text.Split('\n');

            // create mesh if no objects in text
            if (lines.Where(l => l.StartsWith("o")).Count() == 0)
            {
                geometry = new Geometry();
                material = new MeshBasicMaterial(renderer);
                mesh = new Mesh(geometry, material);
                o.Add(mesh);
            }

            vertexIndicies = new List<int>();
            normals = new List<Vector3>();
            uvs2 = new List<Vector2>();

            // fixes

            //text = text.Replace("\r\n",string.Empty); // handles line continuations \
            foreach (var l in lines)
            {
                if (l.Length == 0 || l[0] == '#') continue;

                var line = l.Trim();
                var result = line.Split(' ','/');

                if (vertex_pattern.IsMatch(line))
                {
                    // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
                    geometry.vertices.Add(
                        vector(
                            result[1], result[2], result[3]
                        )
                    );
                    vertexIndicies.Add(geometry.vertices.Count);
                }

                else if (normal_pattern.IsMatch(line))
                {
                    // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
                    normals.Add(vector(result[1], result[2], result[3]));
                }
                else if (uv_pattern.IsMatch(line))
                {
                    // ["vt 0.1 0.2", "0.1", "0.2"]
                    uvs2.Add(
                        uv(
                            result[1], result[2]
                        )
                    );
                }
                else if (face_pattern1.IsMatch(line))
                {
                    // ["f 1 2 3", "1", "2", "3", undefined]WDEAADEAWAAAADD
                    if (result.Length == 4)
                    {
                        handle_face_line(new List<string>() { result[1], result[2], result[3] }, null, null);
                    }
                    else
                    {
                        handle_face_line(new List<string>() { result[1], result[2], result[3], result[4] }, null, null);
                    }
                }
                else if (face_pattern2.IsMatch(line))
                {
                    // ["f 1/1 2/2 3/3", " 1/1", "1", "1", " 2/2", "2", "2", " 3/3", "3", "3", undefined, undefined, undefined]
                    if (result.Length == 7)
                    {
                        handle_face_line(
                            new List<string>() { result[1], result[3], result[5] }, //faces
                            new List<string>() { result[2], result[4], result[6] }, //uv
                            null
                        );
                    }
                    else
                    {
                        handle_face_line(
                            new List<string>() { result[1], result[3], result[5], result[7] }, //faces
                            new List<string>() { result[2], result[4], result[6], result[8] }, //uv
                            null
                        );
                    }
                }
                else if (face_pattern3.IsMatch(line))
                {
                    if (result.Length == 10)
                    {
                        handle_face_line(
                           new List<string>() { result[1], result[4], result[7], }, //faces
                           new List<string>() { result[2], result[5], result[8], }, //uv
                           new List<string>() { result[3], result[6], result[9], } //normal
                       );
                    }
                    else
                    {
                        // ["f 1/1/1 2/2/2 3/3/3", " 1/1/1", "1", "1", "1", " 2/2/2", "2", "2", "2", " 3/3/3", "3", "3", "3", undefined, undefined, undefined, undefined]
                        handle_face_line(
                            new List<string>() { result[1], result[4], result[7], result[10] }, //faces
                            new List<string>() { result[2], result[5], result[8], result[11] }, //uv
                            new List<string>() { result[3], result[6], result[9], result[12] } //normal
                        );
                    }
                }
                else if (face_pattern4.IsMatch(line))
                {
                    if (result.Length == 10)
                    {
                        // ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined]
                        handle_face_line(
                            new List<string>() { result[1], result[4], result[7] }, //faces
                            null, //uv
                            new List<string>() { result[3], result[6], result[9] } //normal
                        );
                    }
                    else
                    {
                        // ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined]
                        handle_face_line(
                            new List<string>() { result[1], result[4], result[7], result[10] }, //faces
                            null, //uv
                            new List<string>() { result[3], result[6], result[9], result[12] } //normal
                        );
                    }
                }
                else if (objectTest.IsMatch(line))
                {
                    geometry = new Geometry();
                    material = new MeshBasicMaterial(renderer);

                    mesh = new Mesh(geometry, material);
                    mesh.Name = line.Substring(2).Trim();
                    o.Add(mesh);
                }
                else if (groupTest.IsMatch(line))
                {
                    // group
                }
                else if (useMTLTest.IsMatch(line))
                {
                    // material
                    material = materials[result[1].Trim()];
                    mesh.Material = material;
                }
                else if (mtlTest.IsMatch(line))
                {
                    // mtl file
                    var objPath = Path.GetDirectoryName(path);
                    var fullPath = Path.Combine(objPath, result[1].Trim());
                    ParseMaterials(fullPath);
                }
                else if (smoothShadingTest.IsMatch(line))
                {
                    // smooth shading
                }
                else
                {
                    throw new NotSupportedException(line);
                }
            }

            var children = o.Children;
            foreach (var c in o.Children)
            {
                var geometry = c.geometry;
                geometry.ComputeNormals();
                geometry.ComputeBoundingSphere();
            }

            return o;
        }
예제 #3
0
 private static Mesh CreateCube(Renderer renderer, Scene scene, string texturesPath, MeshBasicMaterial material)
 {
     var cube = new Mesh(new SphereGeometry(1, 50, 50), material);
     return cube;
 }
예제 #4
0
        private static void Init()
        {
            camera = new PerspectiveCamera(renderer, 30, 1, 10000 )
            {
                Position = new Vector3(0,0,100)
            };

				cameraRTT = new OrthographicCamera(renderer, -10000, 10000 )
                {
                    Position= new Vector3(0,0,100)
                };

            scene = new Scene();
            sceneRTT = new Scene();
		    sceneScreen = new Scene();

				var light = new DirectionalLight( Color.White )
                {
                    Position = Vector3.UnitZ.Normalized()
                };
            sceneRTT.Add( light );

				light = new DirectionalLight(new Color(0xffaaaa))
                {
                    Position = Vector3.UnitNegativeZ.Normalized(),
                    Intensity = 1.5f
                };
				sceneRTT.Add( light );

				rtTexture = new RenderTarget(renderer.Width, renderer.Height)
            {
                MinFilter = TextureMinFilter.Linear,
                MagFilter = TextureMagFilter.Nearest,
                Format = Three.Net.Renderers.PixelFormat.RGB
            };

            var vertexShaderSource = @"
varying vec2 vUv;
void main() 
{
	vUv = uv;
	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}";

            var fragment_shader_screenSource = @"
varying vec2 vUv;
uniform sampler2D tDiffuse;
void main() 
{
	gl_FragColor = texture2D( tDiffuse, vUv );
}";
            var fragment_shader_pass_1Source = @"
varying vec2 vUv;
uniform float time;
void main() 
{
	float r = vUv.x;
	if( vUv.y < 0.5 ) r = 0.0;
	float g = vUv.y;
	if( vUv.x < 0.5 ) g = 0.0;

	gl_FragColor = vec4( r, g, time, 1.0 );
}";
				material = new CustomShaderMaterial(renderer,vertexShaderSource,fragment_shader_pass_1Source, m => { });

				var materialScreen = new CustomShaderMaterial(renderer, vertexShaderSource, fragment_shader_screenSource, m => {})
                {
                    ShouldDepthWrite = false
                };

				var plane = new PlaneGeometry( renderer.Width, renderer.Height);
				var quad = new Mesh( plane, material )
                {
                    Position = new Vector3(0,0,-100)
                };
            sceneRTT.Add( quad );

				var geometry = new TorusGeometry( 100, 25, 15, 30 );

				var mat1 = new MeshPhongMaterial(renderer)
                {
                    Diffuse = new Color(0x555555),
                    Specular = new Color(0xffaa00),
                    Shininess = 5 
                };
				var mat2 = new MeshPhongMaterial(renderer)
                {
                    Diffuse = new Color(0x550000),
                    Specular = new Color(0xff2200),
                    Shininess = 5 
                };

				zmesh1 = new Mesh( geometry, mat1 )
                {
                    Position = new Vector3( 0, 0, 100 ),
                    Scale = new Vector3( 1.5f, 1.5f, 1.5f )
                };
				sceneRTT.Add( zmesh1 );

				zmesh2 = new Mesh( geometry, mat2 )
                {
                    Position = new Vector3( 0, 150, 100 ),
                    Scale = new Vector3( 0.75f, 0.75f, 0.75f)
                };
				sceneRTT.Add( zmesh2 );

				quad = new Mesh( plane, materialScreen ){
                    Position = new Vector3(0,0,-100)
                };
				sceneScreen.Add( quad );

				var n = 5;
            var sphereGeometry = new SphereGeometry( 10, 64, 32 );
            var material2 = new MeshBasicMaterial(renderer)
            {
                Diffuse = Color.White,
                DiffuseMap = rtTexture
            };

				for( var j = 0; j < n; j ++ ) {

					for( var i = 0; i < n; i ++ ) {

                        var mesh = new Mesh(sphereGeometry, material2)
                        {
                            Position = new Vector3(
                                ( i - ( n - 1 ) / 2 ) * 20, 
                                ( j - ( n - 1 ) / 2 ) * 20,
                                0),
                                Rotation = new Euler(0,-Mathf.Pi / 2, 0)
                        };
                        scene.Add( mesh );
					}
				}

                renderer.ShouldAutoClear = false;
        }