Пример #1
0
 public Intersection IsInside(BoundingBox box)
 {
     if (box.Max.X < Min.X || box.Min.X > Max.X ||
         box.Max.Y < Min.Y || box.Min.Y > Max.Y ||
         box.Max.Z < Min.Z || box.Min.Z > Max.Z)
         return Intersection.OUTSIDE;
     else if (box.Min.X < Min.X || box.Max.X > Max.X ||
              box.Min.Y < Min.Y || box.Max.Y > Max.Y ||
              box.Min.Z < Min.Z || box.Max.Z > Max.Z)
         return Intersection.INTERSECTS;
     else
         return Intersection.INSIDE;
 }
Пример #2
0
        void CreateScene()
        {
            var cache = GetSubsystem<ResourceCache>();
            scene = new Scene();

            // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
            // (-1000, -1000, -1000) to (1000, 1000, 1000)
            scene.CreateComponent<Octree>();
            scene.CreateComponent<DebugRenderer>();

            // Create scene node & StaticModel component for showing a static plane
            var planeNode = scene.CreateChild("Plane");
            planeNode.Scale = new Vector3(100, 1, 100);
            var planeObject = planeNode.CreateComponent<StaticModel>();
            planeObject.Model = cache.Get<Model>("Models/Plane.mdl");
            planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));

            // Create a Zone component for ambient lighting & fog control
            var zoneNode = scene.CreateChild("Zone");
            var zone = zoneNode.CreateComponent<Zone>();

            // Set same volume as the Octree, set a close bluish fog and some ambient light
            zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
            zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f);
            zone.FogColor = new Color(0.5f, 0.5f, 0.7f);
            zone.FogStart = 100;
            zone.FogEnd = 300;

            // Create a directional light to the world. Enable cascaded shadows on it
            var lightNode = scene.CreateChild("DirectionalLight");
            lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));
            var light = lightNode.CreateComponent<Light>();
            light.LightType = LightType.LIGHT_DIRECTIONAL;
            light.CastShadows = true;

            light.ShadowBias = new BiasParameters(0.00025f, 0.5f);

            // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
            light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);

            // Create animated models
            const int numModels = 100;
            const float modelMoveSpeed = 2.0f;
            const float modelRotateSpeed = 100.0f;
            var bounds = new BoundingBox(new Vector3(-47.0f, 0.0f, -47.0f), new Vector3(47.0f, 0.0f, 47.0f));

            for (var i = 0; i < numModels; ++i)
            {
                var modelNode = scene.CreateChild("Jack");
                modelNode.Position = new Vector3(NextRandom(-45, 45), 0.0f, NextRandom(-45, 45));
                modelNode.Rotation = new Quaternion(0, NextRandom(0, 360), 0);
                //var modelObject = modelNode.CreateComponent<AnimatedModel>();
                var modelObject = new AnimatedModel();
                modelNode.AddComponent(modelObject);
                modelObject.Model = cache.Get<Model>("Models/Jack.mdl");
                //modelObject.Material = cache.GetMaterial("Materials/Jack.xml");
                modelObject.CastShadows = true;

                // Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the
                // animation, The alternative would be to use an AnimationController component which updates the animation automatically,
                // but we need to update the model's position manually in any case
                var walkAnimation = cache.Get<Animation>("Models/Jack_Walk.ani");
                var state = modelObject.AddAnimationState(walkAnimation);
                // The state would fail to create (return null) if the animation was not found
                if (state != null)
                {
                    // Enable full blending weight and looping
                    state.Weight = 1;
                    state.Looped = true;
                }

                // Create our custom Mover component that will move & animate the model during each frame's update
                var mover = new Mover(modelMoveSpeed, modelRotateSpeed, bounds);
                modelNode.AddComponent(mover);
            }

            // Create the camera. Limit far clip distance to match the fog
            CameraNode = scene.CreateChild("Camera");
            camera = CameraNode.CreateComponent<Camera>();
            camera.FarClip = 300;

            // Set an initial position for the camera scene node above the plane
            CameraNode.Position = new Vector3(0.0f, 5.0f, 0.0f);
        }
Пример #3
0
 public void Merge(BoundingBox box)
 {
     if (box.Min.X < Min.X)
         Min.X = box.Min.X;
     if (box.Min.Y < Min.Y)
         Min.Y = box.Min.Y;
     if (box.Min.Z < Min.Z)
         Min.Z = box.Min.Z;
     if (box.Max.X > Max.X)
         Max.X = box.Max.X;
     if (box.Max.Y > Max.Y)
         Max.Y = box.Max.Y;
     if (box.Max.Z > Max.Z)
         Max.Z = box.Max.Z;
 }
Пример #4
0
 public Mover(float moveSpeed, float rotateSpeed, BoundingBox bounds)
 {
     MoveSpeed = moveSpeed;
     RotationSpeed = rotateSpeed;
     Bounds = bounds;
 }