public override string ToString()
 {
     return("Min[" + TgcParserUtils.printFloat(pMin.X) + ", " + TgcParserUtils.printFloat(pMin.Y) + ", " +
            TgcParserUtils.printFloat(pMin.Z) + "]" +
            " Max[" + TgcParserUtils.printFloat(pMax.X) + ", " + TgcParserUtils.printFloat(pMax.Y) + ", " +
            TgcParserUtils.printFloat(pMax.Z) + "]");
 }
Пример #2
0
 public override string ToString()
 {
     return("Origin[" + TgcParserUtils.printFloat(Origin.X) + ", " + TgcParserUtils.printFloat(Origin.Y) + ", " +
            TgcParserUtils.printFloat(Origin.Z) + "]" +
            " Direction[" + TgcParserUtils.printFloat(direction.X) + ", " +
            TgcParserUtils.printFloat(direction.Y) + ", " + TgcParserUtils.printFloat(direction.Z) + "]");
 }
Пример #3
0
        /// <summary>
        /// String de codigo para setear la camara desde GuiController, con la posicion actual y direccion de la camara
        /// </summary>
        internal string getPositionCode()
        {
            //TODO ver de donde carajo sacar el LookAt de esta camara
            Vector3 lookAt = this.LookAt;

            return("GuiController.Instance.setCamera(new Vector3(" +
                   TgcParserUtils.printFloat(eye.X) + "f, " + TgcParserUtils.printFloat(eye.Y) + "f, " + TgcParserUtils.printFloat(eye.Z) + "f), new Vector3(" +
                   TgcParserUtils.printFloat(lookAt.X) + "f, " + TgcParserUtils.printFloat(lookAt.Y) + "f, " + TgcParserUtils.printFloat(lookAt.Z) + "f));");
        }
Пример #4
0
        /// <summary>
        /// Configura la posicion de la cámara
        /// </summary>
        /// <param name="pos">Posición de la cámara</param>
        /// <param name="lookAt">Punto hacia el cuál se quiere ver</param>
        public void setCamera(Vector3 pos, Vector3 lookAt)
        {
            tgcD3dDevice.D3dDevice.Transform.View = Matrix.LookAtLH(pos, lookAt, new Vector3(0, 1, 0));

            //Imprimir posicion
            string statusPos = "Position: [" + TgcParserUtils.printFloat(pos.X) + ", " + TgcParserUtils.printFloat(pos.Y) + ", " + TgcParserUtils.printFloat(pos.Z) + "] " +
                               "- LookAt: [" + TgcParserUtils.printFloat(lookAt.X) + ", " + TgcParserUtils.printFloat(lookAt.Y) + ", " + TgcParserUtils.printFloat(lookAt.Z) + "]";

            mainForm.setStatusPosition(statusPos);
        }
Пример #5
0
 /// <summary>
 /// Actualiza en la pantalla principal la posicion actual de la camara
 /// </summary>
 private void setStatusPosition()
 {
     //Actualizar el textbox en todos los cuadros reduce los FPS en algunas PC
     if (mainForm.MostrarPosicionDeCamaraEnable)
     {
         Vector3 pos            = currentCamera.getPosition();
         Vector3 lookAt         = currentCamera.getLookAt();
         string  statusPosition = "Position: [" + TgcParserUtils.printFloat(pos.X) + ", " + TgcParserUtils.printFloat(pos.Y) + ", " + TgcParserUtils.printFloat(pos.Z) + "] " +
                                  "- LookAt: [" + TgcParserUtils.printFloat(lookAt.X) + ", " + TgcParserUtils.printFloat(lookAt.Y) + ", " + TgcParserUtils.printFloat(lookAt.Z) + "]";
         mainForm.setStatusPosition(statusPosition);
     }
 }
Пример #6
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        /// <summary>
        ///     Carga una malla estatica de formato TGC
        /// </summary>
        private void loadMesh(string path)
        {
            currentPath = path;

            //Dispose de escena anterior
            if (currentScene != null)
            {
                currentScene.disposeAll();
            }

            //Cargar escena con herramienta TgcSceneLoader
            var loader = new TgcSceneLoader();

            currentScene = loader.loadSceneFromFile(path);

            //Ajustar camara en base al tamano del objeto
            Camara = new TgcRotationalCamera(currentScene.BoundingBox.calculateBoxCenter(),
                                             currentScene.BoundingBox.calculateBoxRadius() * 2, Input);

            //Calcular cantidad de triangulos y texturas
            var triangleCount = 0;
            var verticesCount = 0;
            var texturesCount = 0;

            foreach (var mesh in currentScene.Meshes)
            {
                triangleCount += mesh.NumberTriangles;
                verticesCount += mesh.NumberVertices;
                texturesCount += mesh.RenderType == TgcMesh.MeshRenderType.VERTEX_COLOR ? 0 : mesh.DiffuseMaps.Length;
            }

            //UserVars
            UserVars.setValue("Name", currentScene.SceneName);
            UserVars.setValue("Meshes", currentScene.Meshes.Count);
            UserVars.setValue("Textures", texturesCount);
            UserVars.setValue("Triangles", triangleCount);
            UserVars.setValue("Vertices", verticesCount);
            var size = currentScene.BoundingBox.calculateSize();

            UserVars.setValue("SizeX", TgcParserUtils.printFloat(size.X));
            UserVars.setValue("SizeY", TgcParserUtils.printFloat(size.Y));
            UserVars.setValue("SizeZ", TgcParserUtils.printFloat(size.Z));
        }
Пример #7
0
        /// <summary>
        /// Carga una malla estatica de formato TGC
        /// </summary>
        private void loadMesh(string path)
        {
            currentPath = path;

            //Dispose de escena anterior
            if (currentScene != null)
            {
                currentScene.disposeAll();
            }

            //Cargar escena con herramienta TgcSceneLoader
            TgcSceneLoader loader = new TgcSceneLoader();

            currentScene = loader.loadSceneFromFile(path);

            //Ajustar camara en base al tamaño del objeto
            GuiController.Instance.RotCamera.targetObject(currentScene.BoundingBox);

            //Calcular cantidad de triangulos y texturas
            int triangleCount = 0;
            int verticesCount = 0;
            int texturesCount = 0;

            foreach (TgcMesh mesh in currentScene.Meshes)
            {
                triangleCount += mesh.NumberTriangles;
                verticesCount += mesh.NumberVertices;
                texturesCount += mesh.RenderType == TgcMesh.MeshRenderType.VERTEX_COLOR ? 0 : mesh.DiffuseMaps.Length;
            }

            //UserVars
            GuiController.Instance.UserVars.setValue("Name", currentScene.SceneName);
            GuiController.Instance.UserVars.setValue("Meshes", currentScene.Meshes.Count);
            GuiController.Instance.UserVars.setValue("Textures", texturesCount);
            GuiController.Instance.UserVars.setValue("Triangles", triangleCount);
            GuiController.Instance.UserVars.setValue("Vertices", verticesCount);
            Vector3 size = currentScene.BoundingBox.calculateSize();

            GuiController.Instance.UserVars.setValue("SizeX", TgcParserUtils.printFloat(size.X));
            GuiController.Instance.UserVars.setValue("SizeY", TgcParserUtils.printFloat(size.Y));
            GuiController.Instance.UserVars.setValue("SizeZ", TgcParserUtils.printFloat(size.Z));
        }
Пример #8
0
 public override string ToString()
 {
     return("Center[" + TgcParserUtils.printFloat(Center.X) + ", " + TgcParserUtils.printFloat(Center.Y) + ", " +
            TgcParserUtils.printFloat(Center.Z) + "]" + " Radius[" + TgcParserUtils.printFloat(Radius) + "]");
 }
Пример #9
0
 /// <summary>
 ///     Imprime un TGCVector3 de la forma [150.0,150.0,150.0]
 /// </summary>
 /// <returns>String para poder visualizar las coordenadas del Vector.</returns>
 public static string PrintTGCVector3(float x, float y, float z)
 {
     return("[" + TgcParserUtils.printFloat(x) +
            "," + TgcParserUtils.printFloat(y) +
            "," + TgcParserUtils.printFloat(z) + "]");
 }
Пример #10
0
 public static void log(string text, float n)
 {
     BigLogger.log(text + ": " + TgcParserUtils.printFloat(n));
 }
Пример #11
0
 /// <summary>
 ///     Imprime un TGCVector2 de la forma [150.0,150.0]
 /// </summary>
 /// <returns></returns>
 public static string PrintVector2(float x, float y)
 {
     return("[" + TgcParserUtils.printFloat(x) + "," + TgcParserUtils.printFloat(y) + "]");
 }
Пример #12
0
        /// <summary>
        ///     Graba todo el mapa a un XML propio del Modifier para que luego el escenario pueda
        ///     ser restaurado y seguir trabajando.
        ///     Copia todas las texturas utilizadas a una subcarpeta relativa al directorio donde se guarda
        /// </summary>
        private void saveMap(string saveDir, string savePath)
        {
            //Crear directorio de texturas, respetar si ya existe porque puede ser la fuente de las texturas de ahora
            var texturesDir = saveDir + "\\" + DEFAULT_TEXTURES_DIR;

            if (!Directory.Exists(texturesDir))
            {
                Directory.CreateDirectory(texturesDir);
            }

            //Crear XML
            var     doc  = new XmlDocument();
            XmlNode root = doc.CreateElement("roomsEditor-Map");

            //mapSettings
            var mapSettingsNode = doc.CreateElement("mapSettings");

            mapSettingsNode.SetAttribute("width", mapView.MapSize.Width.ToString());
            mapSettingsNode.SetAttribute("height", mapView.MapSize.Height.ToString());
            mapSettingsNode.SetAttribute("scaleX", TgcParserUtils.printFloat(mapView.MapScale.X));
            mapSettingsNode.SetAttribute("scaleY", TgcParserUtils.printFloat(mapView.MapScale.Y));
            mapSettingsNode.SetAttribute("scaleZ", TgcParserUtils.printFloat(mapView.MapScale.Z));
            root.AppendChild(mapSettingsNode);

            //rooms
            var roomsNode = doc.CreateElement("rooms");

            roomsNode.SetAttribute("count", Rooms.Count.ToString());
            foreach (var room in Rooms)
            {
                //room
                var roomNode = doc.CreateElement("room");
                roomNode.SetAttribute("name", room.Name);
                roomNode.SetAttribute("x", room.RoomPanel.Label.Location.X.ToString());
                roomNode.SetAttribute("y", room.RoomPanel.Label.Location.Y.ToString());
                roomNode.SetAttribute("width", room.RoomPanel.Label.Width.ToString());
                roomNode.SetAttribute("length", room.RoomPanel.Label.Height.ToString());
                roomNode.SetAttribute("height", room.Height.ToString());
                roomNode.SetAttribute("floorLevel", room.FloorLevel.ToString());

                foreach (var wall in room.Walls)
                {
                    //wall
                    var wallNode = doc.CreateElement("wall");
                    wallNode.SetAttribute("name", wall.Name);
                    wallNode.SetAttribute("textureName", wall.Texture.FileName);
                    wallNode.SetAttribute("autoAdjustUv", wall.AutoAdjustUv.ToString());
                    wallNode.SetAttribute("uTile", wall.UTile.ToString());
                    wallNode.SetAttribute("vTile", wall.VTile.ToString());

                    roomNode.AppendChild(wallNode);

                    //copiar textura, respetar si ya existe porque puede ser la fuente actual
                    var textDest = texturesDir + "\\" + wall.Texture.FileName;
                    if (!File.Exists(textDest))
                    {
                        File.Copy(wall.Texture.FilePath, textDest, true);
                    }
                }

                roomsNode.AppendChild(roomNode);
            }
            root.AppendChild(roomsNode);

            //Guardar XML
            doc.AppendChild(root);
            doc.Save(savePath);

            MessageBox.Show(this, "Map saved OK", "Save Map", MessageBoxButtons.OK, MessageBoxIcon.Information);
        }