Пример #1
0
 public float HitDistance(Plane plane)
 {
     float d = Vector3.Dot(plane.Normal, Direction);
     if (Math.Abs(d) >= float.Epsilon)
     {
         float t = -(Vector3.Dot(plane.Normal, Origin) + plane.D) / d;
         if (t >= 0.0f)
             return t;
         else
             return float.PositiveInfinity;
     }
     else
         return float.PositiveInfinity;
 }
Пример #2
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        void SetupViewport()
        {
            var renderer = GetSubsystem<Renderer>();
            var cache = GetSubsystem<ResourceCache>();

            renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));

            // Create a mathematical plane to represent the water in calculations

            waterPlane = new Plane(waterNode.WorldRotation * new Vector3(0.0f, 1.0f, 0.0f), waterNode.WorldPosition);
            // Create a downward biased plane for reflection view clipping. Biasing is necessary to avoid too aggressive clipping
            waterClipPlane = new Plane(waterNode.WorldRotation * new Vector3(0.0f, 1.0f, 0.0f), waterNode.WorldPosition - new Vector3(0.0f, 0.1f, 0.0f));

            // Create camera for water reflection
            // It will have the same farclip and position as the main viewport camera, but uses a reflection plane to modify
            // its position when rendering
            reflectionCameraNode = CameraNode.CreateChild();
            var reflectionCamera = reflectionCameraNode.CreateComponent<Camera>();
            reflectionCamera.FarClip = 750.0f;
            reflectionCamera.ViewMask= 0x7fffffff; // Hide objects with only bit 31 in the viewmask (the water plane)
            reflectionCamera.AutoAspectRatio = false;
            reflectionCamera.UseReflection = true;
            reflectionCamera.ReflectionPlane = waterPlane;
            reflectionCamera.UseClipping = true; // Enable clipping of geometry behind water plane
            reflectionCamera.ClipPlane = waterClipPlane;
            // The water reflection texture is rectangular. Set reflection camera aspect ratio to match
            reflectionCamera.AspectRatio = (float)graphics.Width / graphics.Height;
            // View override flags could be used to optimize reflection rendering. For example disable shadows
            //reflectionCamera.ViewOverrideFlags = ViewOverrideFlags.DisableShadows;

            // Create a texture and setup viewport for water reflection. Assign the reflection texture to the diffuse
            // texture unit of the water material
            int texSize = 1024;
            Texture2D renderTexture = new Texture2D();
            renderTexture.SetSize(texSize, texSize, Graphics.GetRGBFormat(), TextureUsage.TEXTURE_RENDERTARGET);
            renderTexture.FilterMode = TextureFilterMode.FILTER_BILINEAR;
            RenderSurface surface = renderTexture.RenderSurface;
            var rttViewport = new Viewport(scene, reflectionCamera);
            surface.SetViewport(0, rttViewport);
            var waterMat = cache.Get<Material>("Materials/Water.xml");
            waterMat.SetTexture(TextureUnit.TU_DIFFUSE, renderTexture);
        }
Пример #3
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 private static extern void csi_Atomic_Camera_SetReflectionPlane(IntPtr self, ref Plane retValue);
Пример #4
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 private static extern void csi_Atomic_Camera_GetClipPlane(IntPtr self, ref Plane retValue);
Пример #5
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 public void SetReflectionPlane(Plane plane)
 {
     csi_Atomic_Camera_SetReflectionPlane(nativeInstance, ref plane);
 }
Пример #6
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 public void SetClipPlane(Plane plane)
 {
     csi_Atomic_Camera_SetClipPlane(nativeInstance, ref plane);
 }
Пример #7
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 public Plane GetReflectionPlane()
 {
     Plane plane = new Plane();
     csi_Atomic_Camera_GetReflectionPlane(nativeInstance, ref plane);
     return plane;
 }