Пример #1
0
        public Cutscene(IEnumerable <ThnScript> scripts, SpaceGameplay gameplay)
        {
            this.game    = gameplay.FlGame;
            World        = gameplay.world;
            spawnObjects = false;
            camera       = new ThnCamera(game.Viewport);
            //thn = script;
            var evs = new List <ThnEvent>();

            foreach (var thn in scripts)
            {
                totalDuration = Math.Max(totalDuration, thn.Duration);
                foreach (var ev in thn.Events)
                {
                    ev.TimeOffset = 0;
                    evs.Add(ev);
                }
                AddEntities(thn);
            }
            evs.Sort((x, y) => x.Time.CompareTo(y.Time));
            foreach (var item in evs)
            {
                events.Enqueue(item);
            }
            //Add objects to the renderer
            World.RegisterAll();
        }
Пример #2
0
        public Cutscene(ThnScriptContext context, GameDataManager gameData, Viewport viewport, Game game)
        {
            this.game     = game;
            this.gameData = gameData;
            scriptContext = context;
            camera        = new ThnCamera(viewport);

            Renderer = new SystemRenderer(camera, gameData, game.GetService <GameResourceManager>(), game);
            World    = new GameWorld(Renderer, false);
            //thn = script;
            var evs = new List <ThnEvent>();

            foreach (var thn in context.Scripts)
            {
                totalDuration = Math.Max(totalDuration, thn.Duration);
                foreach (var ev in thn.Events)
                {
                    ev.TimeOffset = 0;
                    evs.Add(ev);
                }
                AddEntities(thn);
            }
            //work around SET_CAMERA not being called in disco (match vanilla behaviour)
            var firstCamera = Objects.Values.Where(x => x.Camera != null).FirstOrDefault();

            if (firstCamera != null)
            {
                camera.Transform = firstCamera.Camera;
            }
            evs.Sort((x, y) => x.Time.CompareTo(y.Time));
            foreach (var item in evs)
            {
                events.Enqueue(item);
            }
            //Add starspheres in the right order
            var sorted = ((IEnumerable <Tuple <IDrawable, ThnObject> >)layers).Reverse().OrderBy(x => x.Item2.Entity.SortGroup).ToArray();

            Renderer.StarSphereModels    = new RigidModel[sorted.Length];
            Renderer.StarSphereWorlds    = new Matrix4x4[sorted.Length];
            Renderer.StarSphereLightings = new Lighting[sorted.Length];
            starSphereObjects            = new ThnObject[sorted.Length];
            for (int i = 0; i < sorted.Length; i++)
            {
                Renderer.StarSphereModels[i]    = (sorted[i].Item1 as IRigidModelFile).CreateRigidModel(true);
                Renderer.StarSphereWorlds[i]    = sorted[i].Item2.Rotate * Matrix4x4.CreateTranslation(sorted[i].Item2.Translate);
                Renderer.StarSphereLightings[i] = Lighting.Empty;
                starSphereObjects[i]            = sorted[i].Item2;
            }
            //Add objects to the renderer
            World.RegisterAll();
        }
Пример #3
0
        public Cutscene(IEnumerable <ThnScript> scripts, FreelancerGame game, GameObject playerShip = null)
        {
            this.playerShip = playerShip;
            this.game       = game;

            camera = new ThnCamera(game.Viewport);

            Renderer = new SystemRenderer(camera, game.GameData, game.ResourceManager, game);
            World    = new GameWorld(Renderer);
            //thn = script;
            var evs = new List <ThnEvent>();

            foreach (var thn in scripts)
            {
                totalDuration = Math.Max(totalDuration, thn.Duration);
                foreach (var ev in thn.Events)
                {
                    ev.TimeOffset = 0;
                    evs.Add(ev);
                }
                AddEntities(thn);
            }
            //work around SET_CAMERA not being called in disco (match vanilla behaviour)
            var firstCamera = Objects.Values.Where(x => x.Camera != null).FirstOrDefault();

            if (firstCamera != null)
            {
                camera.Transform = firstCamera.Camera;
            }
            evs.Sort((x, y) => x.Time.CompareTo(y.Time));
            foreach (var item in evs)
            {
                events.Enqueue(item);
            }
            //Add starspheres in the right order
            var sorted = ((IEnumerable <Tuple <IDrawable, Matrix4, int> >)layers).Reverse().OrderBy(x => x.Item3).ToArray();

            Renderer.StarSphereModels = new IDrawable[sorted.Length];
            Renderer.StarSphereWorlds = new Matrix4[sorted.Length];
            for (int i = 0; i < sorted.Length; i++)
            {
                Renderer.StarSphereModels[i] = sorted[i].Item1;
                Renderer.StarSphereWorlds[i] = sorted[i].Item2;
            }
            //Add objects to the renderer
            World.RegisterAll();
        }
Пример #4
0
        public Cutscene(IEnumerable <ThnScript> scripts, FreelancerGame game, GameObject playerShip = null)
        {
            this.playerShip = playerShip;
            this.game       = game;

            camera = new ThnCamera(game.Viewport);

            Renderer = new SystemRenderer(camera, game.GameData, game.ResourceManager, game);
            World    = new GameWorld(Renderer);
            //thn = script;
            var evs = new List <ThnEvent>();

            foreach (var thn in scripts)
            {
                totalDuration = Math.Max(totalDuration, thn.Duration);
                foreach (var ev in thn.Events)
                {
                    ev.TimeOffset = 0;
                    evs.Add(ev);
                }
                AddEntities(thn);
            }

            evs.Sort((x, y) => x.Time.CompareTo(y.Time));
            foreach (var item in evs)
            {
                events.Enqueue(item);
            }
            //Add starspheres in the right order
            layers.Sort((x, y) => x.Item3.CompareTo(y.Item3));
            Renderer.StarSphereModels = new IDrawable[layers.Count];
            Renderer.StarSphereWorlds = new Matrix4[layers.Count];
            for (int i = 0; i < layers.Count; i++)
            {
                Renderer.StarSphereModels[i] = layers[i].Item1;
                Renderer.StarSphereWorlds[i] = layers[i].Item2;
            }
            //Add objects to the renderer
            World.RegisterAll();
        }
Пример #5
0
        public Cutscene(IEnumerable <ThnScript> scripts, FreelancerGame game)
        {
            camera = new ThnCamera(game.Viewport);

            Renderer = new SystemRenderer(camera, game.GameData, game.ResourceManager);
            World    = new GameWorld(Renderer);

            //thn = script;
            var  evs      = new List <ThnEvent>();
            bool hasScene = false;
            List <Tuple <IDrawable, Matrix4, int> > layers = new List <Tuple <IDrawable, Matrix4, int> >();

            foreach (var thn in scripts)
            {
                foreach (var ev in thn.Events)
                {
                    evs.Add(ev);
                }
                foreach (var kv in thn.Entities)
                {
                    if ((kv.Value.ObjectFlags & ThnObjectFlags.Reference) == ThnObjectFlags.Reference)
                    {
                        continue;
                    }
                    var obj = new ThnObject();
                    obj.Name      = kv.Key;
                    obj.Translate = kv.Value.Position ?? Vector3.Zero;
                    obj.Rotate    = kv.Value.RotationMatrix ?? Matrix4.Identity;
                    if (kv.Value.Type == EntityTypes.Compound)
                    {
                        //Fetch model
                        IDrawable drawable;
                        switch (kv.Value.MeshCategory.ToLowerInvariant())
                        {
                        case "solar":
                            drawable = game.GameData.GetSolar(kv.Value.Template);
                            break;

                        case "spaceship":
                            var sh = game.GameData.GetShip(kv.Value.Template);
                            drawable = sh.Drawable;
                            break;

                        case "prop":
                            drawable = game.GameData.GetProp(kv.Value.Template);
                            break;

                        case "room":
                            drawable = game.GameData.GetRoom(kv.Value.Template);
                            break;

                        case "equipment cart":
                            drawable = game.GameData.GetCart(kv.Value.Template);
                            break;

                        case "equipment":
                            var eq = game.GameData.GetEquipment(kv.Value.Template);
                            drawable = eq.GetDrawable();
                            break;

                        case "asteroid":
                            drawable = game.GameData.GetAsteroid(kv.Value.Template);
                            break;

                        default:
                            throw new NotImplementedException("Mesh Category " + kv.Value.MeshCategory);
                        }
                        if (kv.Value.UserFlag != 0)
                        {
                            //This is a starsphere
                            var transform = (kv.Value.RotationMatrix ?? Matrix4.Identity) * Matrix4.CreateTranslation(kv.Value.Position ?? Vector3.Zero);
                            layers.Add(new Tuple <IDrawable, Matrix4, int>(drawable, transform, kv.Value.SortGroup));
                        }
                        else
                        {
                            obj.Object = new GameObject(drawable, game.ResourceManager, false);
                            obj.Object.PhysicsComponent = null;                             //Jitter seems to interfere with directly setting orientation
                            var r = (ModelRenderer)obj.Object.RenderComponent;
                            r.LightGroup = kv.Value.LightGroup;
                            r.LitDynamic = (kv.Value.ObjectFlags & ThnObjectFlags.LitDynamic) == ThnObjectFlags.LitDynamic;
                            r.LitAmbient = (kv.Value.ObjectFlags & ThnObjectFlags.LitAmbient) == ThnObjectFlags.LitAmbient;
                            //HIDDEN just seems to be an editor flag?
                            //r.Hidden = (kv.Value.ObjectFlags & ThnObjectFlags.Hidden) == ThnObjectFlags.Hidden;
                            r.NoFog = kv.Value.NoFog;
                        }
                    }
                    else if (kv.Value.Type == EntityTypes.PSys)
                    {
                        var fx = game.GameData.GetEffect(kv.Value.Template);
                        obj.Object = new GameObject();
                        obj.Object.RenderComponent = new ParticleEffectRenderer(fx)
                        {
                            Active = false
                        };
                    }
                    else if (kv.Value.Type == EntityTypes.Scene)
                    {
                        if (hasScene)
                        {
                            //throw new Exception("Thn can only have one scene");
                            //TODO: This needs to be handled better
                            continue;
                        }
                        var amb = kv.Value.Ambient.Value;
                        if (amb.X == 0 && amb.Y == 0 && amb.Z == 0)
                        {
                            continue;
                        }
                        hasScene = true;
                        Renderer.SystemLighting.Ambient = new Color4(amb.X / 255f, amb.Y / 255f, amb.Z / 255f, 1);
                    }
                    else if (kv.Value.Type == EntityTypes.Light)
                    {
                        var lt = new DynamicLight();
                        lt.LightGroup = kv.Value.LightGroup;
                        lt.Active     = kv.Value.LightProps.On;
                        lt.Light      = kv.Value.LightProps.Render;
                        obj.Light     = lt;
                        if (kv.Value.RotationMatrix.HasValue)
                        {
                            var m = kv.Value.RotationMatrix.Value;
                            lt.Light.Direction = (new Vector4(lt.Light.Direction.Normalized(), 0) * m).Xyz.Normalized();
                        }
                        Renderer.SystemLighting.Lights.Add(lt);
                    }
                    else if (kv.Value.Type == EntityTypes.Camera)
                    {
                        obj.Camera             = new ThnCameraTransform();
                        obj.Camera.Position    = kv.Value.Position.Value;
                        obj.Camera.Orientation = kv.Value.RotationMatrix ?? Matrix4.Identity;
                        obj.Camera.FovH        = kv.Value.FovH ?? obj.Camera.FovH;
                        obj.Camera.AspectRatio = kv.Value.HVAspect ?? obj.Camera.AspectRatio;
                    }
                    else if (kv.Value.Type == EntityTypes.Marker)
                    {
                        obj.Object          = new GameObject();
                        obj.Object.Name     = "Marker";
                        obj.Object.Nickname = "";
                    }
                    if (obj.Object != null)
                    {
                        Vector3 transform = kv.Value.Position ?? Vector3.Zero;
                        obj.Object.Transform = (kv.Value.RotationMatrix ?? Matrix4.Identity) * Matrix4.CreateTranslation(transform);
                        World.Objects.Add(obj.Object);
                    }
                    obj.Entity = kv.Value;
                    Objects.Add(kv.Key, obj);
                }
            }
            evs.Sort((x, y) => x.Time.CompareTo(y.Time));
            foreach (var item in evs)
            {
                events.Enqueue(item);
            }
            //Add starspheres in the right order
            layers.Sort((x, y) => x.Item3.CompareTo(y.Item3));
            Renderer.StarSphereModels = new IDrawable[layers.Count];
            Renderer.StarSphereWorlds = new Matrix4[layers.Count];
            for (int i = 0; i < layers.Count; i++)
            {
                Renderer.StarSphereModels[i] = layers[i].Item1;
                Renderer.StarSphereWorlds[i] = layers[i].Item2;
            }
            //Add objects to the renderer
            World.RegisterAll();
        }
Пример #6
0
        void SceneSetup(ThnScript[] scripts, bool resetObjects = true)
        {
            hasScene = false;
            currentTime = 0;
            if (resetObjects)
            {
                sceneObjects = new Dictionary<string, ThnObject>(StringComparer.OrdinalIgnoreCase);
                layers = new List<Tuple<IDrawable, ThnObject>>();
            }

            if (spawnObjects && resetObjects) {
                if (Renderer != null)
                {
                    Renderer.Dispose();
                    World.Dispose();
                }
                Renderer = new SystemRenderer(camera, gameData, game.GetService<GameResourceManager>(), game);
                World = new GameWorld(Renderer, false);
            }
            if (scriptContext.SetScript != null && resetObjects)
            {
                var inst = new ThnScriptInstance(this, scriptContext.SetScript);
                inst.ConstructEntities(sceneObjects, spawnObjects);
            }
            if (instances != null && resetObjects)
            {
                foreach (var inst in instances)
                    inst.Cleanup();
            }
            if(resetObjects)
                instances = new List<ThnScriptInstance>();
            foreach (var script in scripts)
            {
                var ts = new ThnScriptInstance(this, script);
                ts.ConstructEntities(sceneObjects, spawnObjects && resetObjects);
                instances.Add(ts);
            }

            if (resetObjects)
            {
                var firstCamera = sceneObjects.Values.FirstOrDefault(x => x.Camera != null);
                if (firstCamera == null) firstCamera = sceneObjects.Values.FirstOrDefault(x => x.Camera != null);
                if (firstCamera != null)
                {
                    camera.Transform = firstCamera.Camera;
                }
            }

            if (spawnObjects && resetObjects)
            {
                //Add starspheres in the right order
                var sorted = ((IEnumerable<Tuple<IDrawable, ThnObject>>) layers).Reverse()
                    .OrderBy(x => x.Item2.Entity.SortGroup).ToArray();
                Renderer.StarSphereModels = new RigidModel[sorted.Length];
                Renderer.StarSphereWorlds = new Matrix4x4[sorted.Length];
                Renderer.StarSphereLightings = new Lighting[sorted.Length];
                starSphereObjects = new ThnObject[sorted.Length];
                for (int i = 0; i < sorted.Length; i++)
                {
                    Renderer.StarSphereModels[i] = (sorted[i].Item1 as IRigidModelFile).CreateRigidModel(true);
                    Renderer.StarSphereWorlds[i] =
                        sorted[i].Item2.Rotate * Matrix4x4.CreateTranslation(sorted[i].Item2.Translate);
                    Renderer.StarSphereLightings[i] = Lighting.Empty;
                    starSphereObjects[i] = sorted[i].Item2;
                }
                //Add objects to the renderer
                World.RegisterAll();
            }

            lagCounter = 0;
            //Init
            _Update(0);
            running = true;
        }