/// <summary> /// Parameterless constructor. /// Initializes references and identifies the run mode. /// </summary> public Core() { Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US"); Application.ThreadException += new ThreadExceptionEventHandler(UIThreadException); Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); AppDomain.CurrentDomain.UnhandledException += new UnhandledExceptionEventHandler(UnhandledException); ctorParams = new object[] { this }; #if DEBUG runMode = RunMode.Debug; #else runMode = RunMode.Release; #endif Atmosphere = new TVAtmosphere(); CameraFactory = new TVCameraFactory(); Globals = new TVGlobals(); InputEngine = new TVInputEngine(); InternalObjects = new TVInternalObjects(); LightEngine = new TVLightEngine(); MathLibrary = new TVMathLibrary(); Physics = new TVPhysics(); Scene = new TVScene(); Screen2DImmediate = new TVScreen2DImmediate(); Screen2DText = new TVScreen2DText(); TextureFactory = new TVTextureFactory(); MaterialFactory = new TVMaterialFactory(); GameControllers = new TVGameControllers(); DeviceInfo = new TVDeviceInfo(); GraphicEffect = new TVGraphicEffect(); }
public GameManager() { TotalTimeElapsed = 0; TvEngine = new TVEngine(); TvEngine.DisplayFPS(true); if (windowed) { Form1 form = new Form1(this); form.Show(); TvEngine.Init3DWindowed(form.Handle); } else { TvEngine.Init3DFullscreen(ScreenWidth, ScreenHeight); } TvInputEngine = new TVInputEngine(); TvInputEngine.Initialize(true, true); TvScene = new TVScene(); TvCamera = TvScene.GetCamera(); TvPhysics = new TVPhysics(); TvPhysics.Initialize(); TvPhysics.SetSolverModel(CONST_TV_PHYSICS_SOLVER.TV_SOLVER_LINEAR_10_PASSES); TvPhysics.SetFrictionModel(CONST_TV_PHYSICS_FRICTION.TV_FRICTION_EXACT); TvPhysics.SetGlobalGravity(new TV_3DVECTOR(0F, -980F, 0F)); TvPhysics.SetMaterialInteractionContinuousCollision(0, 0, true); TvPhysics.SetMaterialInteractionFriction(0, 0, 0.000001f, 0.000001f); TvPhysics.SetMaterialInteractionBounciness(0, 0, 0.5f); TvMaths = new TVMathLibrary(); TvScreen2DText = new TVScreen2DText(); TvLights = new TVLightEngine(); TvMaterials = new TVMaterialFactory(); TvGlobals = new TVGlobals(); Message = new MessageManager(this); }
//3D MODEL ////////// public void Init3D() { lights = new TVLightEngine(); globals = new TVGlobals(); atmosphere = new TVAtmosphere(); maths = new TVMathLibrary(); materialfactory = new TVMaterialFactory(); texturefactory = new TVTextureFactory(); tv = new TVEngine(); physics = new TVPhysics(); //Setup TV ////tv.SetDebugMode(true, true); ////tv.SetDebugFile(System.IO.Path.GetDirectoryName(Application.ExecutablePath) + "\\debugfile.txt"); tv.SetAntialiasing(true, CONST_TV_MULTISAMPLE_TYPE.TV_MULTISAMPLE_2_SAMPLES); //Enter Your Beta Username And Password Here //tv.SetBetaKey("", ""); tv.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE); //tv.Init3DWindowed(this.Handle, true); }
//Inicializace enginu private void VytvorScenu() { TV = new TVEngine(); //Povoleni debug zprav TV.SetDebugMode(true, true); //Nastaveni debug souboru pro ladeni chyb TV.SetDebugFile(System.IO.Path.GetDirectoryName(Application.ExecutablePath) + "\\debugfile.txt"); //Incizializace enginu TV.Init3DWindowed(this.panel2.Handle, true); //Nastaveni defaultniho adresare TV.SetSearchDirectory(Environment.CurrentDirectory); //Nastaveni samoobnovy velikosti obrazu dle okna TV.GetViewport().SetAutoResize(true); //Zobrazeni FPS TV.DisplayFPS(false); //Nastaveni preferovaneho uhloveho systemu TV.SetAngleSystem(MTV3D65.CONST_TV_ANGLE.TV_ANGLE_DEGREE); //Inicializace vsechno enginovych doplnku Scene = new TVScene(); Globals = new TVGlobals(); Input = new TVInputEngine(); MatFactory = new TVMaterialFactory(); TexFactory = new TVTextureFactory(); //Povoleni mysi a klavesnice na vsup Input.Initialize(true, true); }
private void Robot_Load(object sender, EventArgs e) { //Tracking //pictureBox27.Load(Application.StartupPath + "\\Resources\\image1.jpg"); /////3D lights = new TVLightEngine(); globals = new TVGlobals(); atmosphere = new TVAtmosphere(); maths = new TVMathLibrary(); materialfactory = new TVMaterialFactory(); texturefactory = new TVTextureFactory(); tv = new TVEngine(); physics = new TVPhysics(); //Setup TV tv.SetDebugMode(true, true); tv.SetDebugFile(System.IO.Path.GetDirectoryName(Application.ExecutablePath) + "\\debugfile.txt"); tv.SetAntialiasing(true, CONST_TV_MULTISAMPLE_TYPE.TV_MULTISAMPLE_2_SAMPLES); //Enter Your Beta Username And Password Here //tv.SetBetaKey("", ""); tv.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE); //tv.Init3DWindowed(this.Handle, true); tv.Init3DWindowed(this.pictureBox3D.Handle, true); tv.GetViewport().SetAutoResize(true); tv.DisplayFPS(true); tv.SetVSync(true); scene = new TVScene(); input = new TVInputEngine(); input.Initialize(true, true); camera = new TVCamera(); camera = scene.GetCamera(); camera.SetViewFrustum(45, 1000, 0.1f); camera.SetPosition(0, 5, -20); camera.SetLookAt(0, 3, 0); viewport = new TVViewport(); viewport = tv.CreateViewport(this.Handle, "viewport"); viewport.SetCamera(camera); viewport.SetBackgroundColor(Color.Blue.ToArgb()); bDoLoop = true; InitSound(); InitMaterials(); InitTextures(); InitFonts(); InitShaders(); InitEnvironment(); InitPhysics(); InitLandscape(); InitObjects(); InitLights(); InitPhysicsMaterials(); Init2DText(); this.Show(); this.Focus(); GameLoop(); tv = null; this.Close(); //// /3D groupComPortDefault.Enabled = false; groupComPortSettings.Enabled = false; groupTcpClientServerSettings.Enabled = false; groupTcpClientServerDefault.Enabled = false; groupDirectionAndMotion.Enabled = false; groupCameraRotation.Enabled = false; groupCameraRot2.Enabled = false; groupAdvencedSuppDevices.Enabled = false; groupJoystickInit.Enabled = false; labelCommunicationType.Text = null; labelConnectingStatus.Text = null; labelJoystickName.Text = null; SetMap(); Maps.SelectedItem = "TUKE"; //Full Screen Options op = new Options(); op = op.ReadOptionsFromFile(); this.combo_method.SelectedIndex = op.Scale; this.combo_streams.SelectedIndex = op.Streams; this.textBox1.Text = op.Text; //this.lbl_foreColor.BackColor = ColorTranslator.FromHtml(op.ForeColor); }
//*** Render Method private void SetupScene(IntPtr hWnd) { TV_3DVECTOR Min = new TV_3DVECTOR(); TV_3DVECTOR Max = new TV_3DVECTOR(); TV_3DVECTOR Offset = new TV_3DVECTOR(); TV_3DVECTOR SphereCenter = new TV_3DVECTOR(); TV_3DVECTOR posVector = new TV_3DVECTOR(); TV = new TVEngine(); Scene = new TVScene(); Cam = new TVCamera(); TF = new TVTextureFactory(); Mats = new TVMaterialFactory(); Lights = new TVLightEngine(); Maths = new TVMathLibrary(); //Initialize the TV engine TV.SetDebugFile(Application.StartupPath + "\\debug.txt"); TV.Init3DWindowed(hWnd, true); TV.SetSearchDirectory(Application.StartupPath); TV.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE); // use degree system Scene.SetBackgroundColor(0.6f, 0.6f, 0.6f); //Load the texture into the integer ID holder FloorTex = TF.LoadTexture("smallGrid.bmp", "Grid", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); WallTex = TF.LoadTexture("smallGridWall.bmp", "Wall", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); Room = Scene.CreateMeshBuilder("Room"); Room.AddFloor(FloorTex, -300.0f, -300.0f, 300.0f, 300.0f, 0, 15.0f, 15.0f, true); Room.AddWall(WallTex, -300.0f, 300.0f, 300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true); Room.AddWall(WallTex, 300.0f, -300.0f, -300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true); Room.AddWall(WallTex, 300.0f, 300.0f, 300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true); Room.AddWall(WallTex, -300.0f, -300.0f, -300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true); //ShowVector("RoomLocal", Room.GetPosition()); //ShowVector("RoomWorld", Room.GetWorldPosition(Room.GetPosition())); SensorNode = Scene.CreateMeshBuilder("SensorNode"); SensorNode.LoadXFile("N70.X", true, true); SensorNode.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 1); SensorNode.SetPosition(0.0f, 150.0f, 0.0f); TV_3DVECTOR oriScale = SensorNode.GetScale(); SensorNode.SetScale(oriScale.x, oriScale.y, oriScale.z * 1.5f); SensorNode.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1); SensorNode.SetRotation(90.0f, 0.0f, 0.0f); //SensorNode.GetBoundingBox(ref Min, ref Max, true); //SensorNode.ShowBoundingBox(true); //ShowVector("MoteLocal", SensorNode.GetPosition()); //ShowVector("MoteWorld", Room.GetWorldPosition(SensorNode.GetPosition())); //WiimoteMesh = Scene.CreateMeshBuilder("Wiimote"); //WiimoteMesh.LoadXFile("Wiimote.X", true, true); //TV_3DVECTOR oriScale = WiimoteMesh.GetScale(); //WiimoteMesh.SetScale(oriScale.x * 0.15f, oriScale.y * 0.15f, oriScale.z * 0.15f); //WiimoteMesh.SetPosition(0.0f, 70.0f, 0.0f); //WiimoteMesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1);//Tell TV we want normal, per-vertex, lighting with 1 point light. Cam.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 0); Cam.SetPosition(0.0f, 250.0f, 200.0f); Cam.LookAtMesh(SensorNode); //ShowVector("CamLocal", Cam.GetPosition()); //ShowVector("CamWorld", Room.GetWorldPosition(Cam.GetPosition())); //Create a point light. Again, these can be more complex. IDLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, 200.0f), 0.9f, 0.9f, 0.9f, 250.0f); IDBackLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, -200.0f), 0.1f, 0.1f, 0.1f, 250.0f); Lights.SetSpecularLighting(false); }
private void StartEngine() { Time = new GameTime(); Components = new List<GameComponent>(); Engine = new TVEngine(); Scene = new TVScene(); Screen2D = new TVScreen2DImmediate(); Textures = new TVTextureFactory(); Text2D = new TVScreen2DText(); Globals = new TVGlobals(); Materials = new TVMaterialFactory(); Math = new TVMathLibrary(); Effects = new TVGraphicEffect(); Atmosphere = new TVAtmosphere(); Internal = new TVInternalObjects(); Light = new TVLightEngine(); Input = new TVInputEngine(); Random = new Random(); Engine.SetInternalShaderVersion(CONST_TV_SHADERMODEL.TV_SHADERMODEL_BEST); Engine.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE); Engine.AllowMultithreading(true); Engine.SetFPUPrecision(true); Engine.EnableSmoothTime(false); Engine.SetDebugMode(true, true); Engine.SetDebugFile("debug.txt"); Engine.EnableProfiler(false); Engine.DisplayFPS(false); Engine.SetVSync(false); Engine.SetAntialiasing(false, CONST_TV_MULTISAMPLE_TYPE.TV_MULTISAMPLE_NONE); Engine.Init3DWindowed(Form.Handle); //Engine.Init3DFullscreen(1920, 1200, 32, true, false, CONST_TV_DEPTHBUFFERFORMAT.TV_DEPTHBUFFER_BESTBUFFER, 1, Window.Handle); Engine.GetViewport().SetAutoResize(true); Input.Initialize(true, true); Input.SetRepetitionDelay(400, 100); Textures.SetTextureMode(CONST_TV_TEXTUREMODE.TV_TEXTUREMODE_BETTER); Light.SetGlobalAmbient(0, 0, 0); }