protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            PhysxPhysicWorld PhysxPhysicWorld = new PhysxPhysicWorld(new Vector3(0,-10,0));            
            world = new IWorld(PhysxPhysicWorld, new SimpleCuller());

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();
            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech = new ForwardRenderTecnich(desc);
        }
Пример #2
0
        /// <summary>
        /// Initializes a new instance of the <see cref="PhysxTriangleMesh"/> class.
        /// For cooked Models
        /// </summary>
        /// <param name="PhysxPhysicWorld">The physx physic world.</param>
        /// <param name="FileStream">The file stream.</param>
        /// <param name="localTransformation">The local transformation.</param>
        /// <param name="worldTransformation">The world transformation.</param>
        /// <param name="scale">The scale.</param>
        /// <param name="MaterialDescription">The material description.</param>
        public PhysxTriangleMesh(PhysxPhysicWorld PhysxPhysicWorld, FileStream FileStream, Microsoft.Xna.Framework.Matrix localTransformation, Microsoft.Xna.Framework.Matrix worldTransformation, Microsoft.Xna.Framework.Vector3 scale, MaterialDescription MaterialDescription)
        {
            TriangleMesh triangleMesh = PhysxPhysicWorld.Core.CreateTriangleMesh(FileStream);
            TriangleMeshShapeDescription bunnyShapeDesc = new TriangleMeshShapeDescription();

            bunnyShapeDesc.TriangleMesh = triangleMesh;
            BodyDescription bodyDesc = new BodyDescription();

            ActorDesc.Shapes.Add(bunnyShapeDesc);
            ActorDesc.BodyDescription = bodyDesc;
            this.Scale = scale;
        }
Пример #3
0
        /// <summary>
        /// Initializes a new instance of the <see cref="PhysxTriangleMesh"/> class.
        /// Cooks the Model on the fly
        /// </summary>
        /// <param name="PhysxPhysicWorld">The physx physic world.</param>
        /// <param name="model">The model.</param>
        /// <param name="worldTransformation">The world transformation.</param>
        /// <param name="scale">The scale.</param>
        /// <param name="density">The density.</param>
        /// <param name="material">The material.</param>
        public PhysxTriangleMesh(PhysxPhysicWorld PhysxPhysicWorld, IModelo model, Microsoft.Xna.Framework.Matrix worldTransformation, Microsoft.Xna.Framework.Vector3 scale, float density = 1, StillDesign.PhysX.Material material = null)
        {
            Microsoft.Xna.Framework.Vector3[] vertices = null;
            int[] indices = null;
            ExtractData(ref vertices, ref indices, model);


            TriangleMeshDescription meshDesc = new TriangleMeshDescription();

            meshDesc.AllocateVertices <Microsoft.Xna.Framework.Vector3>(vertices.Count());
            meshDesc.VerticesStream.SetData <Microsoft.Xna.Framework.Vector3>(vertices);
            meshDesc.AllocateTriangles <int>(indices.Count());
            meshDesc.TriangleStream.SetData <int>(indices);
            meshDesc.Flags         = 0;
            meshDesc.VertexCount   = vertices.Count();
            meshDesc.TriangleCount = indices.Count();

            MemoryStream ms = new MemoryStream();

            Cooking.InitializeCooking();
            if (Cooking.CookTriangleMesh(meshDesc, ms) == false)
            {
                PloobsEngine.Engine.Logger.ActiveLogger.LogMessage("Cant Cook Model", Engine.Logger.LogLevel.FatalError);
            }
            Cooking.CloseCooking();

            ms.Position = 0;
            TriangleMesh triangleMesh = PhysxPhysicWorld.Core.CreateTriangleMesh(ms);
            TriangleMeshShapeDescription bunnyShapeDesc = new TriangleMeshShapeDescription();

            if (material != null)
            {
                bunnyShapeDesc.Material = material;
            }
            bunnyShapeDesc.TriangleMesh = triangleMesh;
            ActorDesc = new ActorDescription();
            ActorDesc.Shapes.Add(bunnyShapeDesc);
            ActorDesc.BodyDescription = null;
            ActorDesc.GlobalPose      = worldTransformation.AsPhysX();
            this.Scale = scale;
        }
        /// <summary>
        /// Initializes a new instance of the <see cref="PhysxTriangleMesh"/> class.
        /// Cooks the Model on the fly
        /// </summary>
        /// <param name="PhysxPhysicWorld">The physx physic world.</param>
        /// <param name="model">The model.</param>
        /// <param name="worldTransformation">The world transformation.</param>
        /// <param name="scale">The scale.</param>
        /// <param name="density">The density.</param>
        /// <param name="material">The material.</param>
        public PhysxTriangleMesh(PhysxPhysicWorld PhysxPhysicWorld, IModelo model, Microsoft.Xna.Framework.Matrix worldTransformation, Microsoft.Xna.Framework.Vector3 scale, float density = 1,StillDesign.PhysX.Material material = null)
        {
            Microsoft.Xna.Framework.Vector3[] vertices = null;
            int[] indices = null;
            ExtractData(ref vertices, ref indices, model);


            TriangleMeshDescription meshDesc = new TriangleMeshDescription();
            meshDesc.AllocateVertices<Microsoft.Xna.Framework.Vector3>(vertices.Count());            
            meshDesc.VerticesStream.SetData<Microsoft.Xna.Framework.Vector3>(vertices);
            meshDesc.AllocateTriangles<int>(indices.Count());
            meshDesc.TriangleStream.SetData<int>(indices);
            meshDesc.Flags = 0;
            meshDesc.VertexCount = vertices.Count();
            meshDesc.TriangleCount = indices.Count();

            MemoryStream ms = new MemoryStream();
            Cooking.InitializeCooking();            
            if (Cooking.CookTriangleMesh(meshDesc, ms) == false)
            {
                PloobsEngine.Engine.Logger.ActiveLogger.LogMessage("Cant Cook Model",Engine.Logger.LogLevel.FatalError);
            }
            Cooking.CloseCooking();

            ms.Position = 0;
            TriangleMesh triangleMesh = PhysxPhysicWorld.Core.CreateTriangleMesh(ms);
            TriangleMeshShapeDescription bunnyShapeDesc = new TriangleMeshShapeDescription();
            if (material != null)
                bunnyShapeDesc.Material = material;
            bunnyShapeDesc.TriangleMesh = triangleMesh;                
            ActorDesc = new ActorDescription();
            ActorDesc.Shapes.Add(bunnyShapeDesc);            
            ActorDesc.BodyDescription= null;
            ActorDesc.GlobalPose = worldTransformation.AsPhysX();            
            this.Scale = scale;
        }
Пример #5
0
        /// <summary>
        /// Initializes a new instance of the <see cref="SimpleModel"/> class.
        /// </summary>
        /// <param name="factory">The graphic factory.</param>
        /// <param name="PhysxPhysicWorld">The physx physic world.</param>
        /// <param name="clothMeshDesc">The cloth mesh desc.</param>
        /// <param name="Points">The points.</param>
        /// <param name="TextCoords">The text coords.</param>
        /// <param name="Indices">The indices.</param>
        /// <param name="diffuseTextureName">Name of the diffuse texture.</param>
        public ClothModel(GraphicFactory factory, PhysxPhysicWorld PhysxPhysicWorld, ClothMeshDescription clothMeshDesc,  
            Vector3[] Points ,
            Vector2[] TextCoords ,
            int[] Indices ,
            String diffuseTextureName = null)
            : base(factory, "Cloth", false)
        {
            this._diffuseName = diffuseTextureName;            

            VerticesNum = Points.Length;
            IndicesNum = Indices.Length;
            
            clothMeshDesc.AllocateVertices<Vector3>(VerticesNum);
            clothMeshDesc.AllocateTriangles<int>(IndicesNum / 3);

            clothMeshDesc.VertexCount = VerticesNum;
            clothMeshDesc.TriangleCount = IndicesNum / 3;

            BatchInformation = new PloobsEngine.Modelo.BatchInformation(0, VerticesNum, IndicesNum / 3, 0, 0,
                VertexPositionNormalTexture.VertexDeclaration, VertexPositionNormalTexture.VertexDeclaration.VertexStride, PrimitiveType.TriangleList);
            BatchInformation.ModelLocalTransformation = XNA.Matrix.Identity;

            vertexPositionNormalTexture = new VertexPositionNormalTexture[VerticesNum];

            BatchInformation.VertexBuffer = factory.CreateDynamicVertexBuffer(VertexPositionNormalTexture.VertexDeclaration, VerticesNum + (int)(1.2 * VerticesNum), BufferUsage.WriteOnly);
            BatchInformation.IndexBuffer = factory.CreateDynamicIndexBuffer(IndexElementSize.ThirtyTwoBits, IndicesNum + (int)(1.2 * IndicesNum), BufferUsage.WriteOnly);

            BatchInformation.IndexBuffer.SetData<int>(Indices);
            clothMeshDesc.VerticesStream.SetData(Points);
            clothMeshDesc.TriangleStream.SetData(Indices);


            XNA.Vector3[] pts = new XNA.Vector3[BatchInformation.NumVertices];
            for (int i = 0; i < BatchInformation.NumVertices; i++)
            {
                vertexPositionNormalTexture[i].TextureCoordinate = TextCoords[i].AsXNA();
                vertexPositionNormalTexture[i].Position = Points[i].AsXNA();
                pts[i] = vertexPositionNormalTexture[i].Position;
            }
                        
            modelRadius = Microsoft.Xna.Framework.BoundingSphere.CreateFromPoints(pts).Radius;
            pts = null;


            // We are using 32 bit integers for our indices, so make sure the 16 bit flag is removed.
            // 32 bits are the default, so this isn't technically needed, but it's good to show in a sample
            clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit;
            //clothMeshDesc.Flags |= (MeshFlag)((int)clothMeshDesc.Flags | (int)ClothMeshFlag.Tearable);

            // Write the cooked data to memory
            using (var memoryStream = new MemoryStream())
            {
                Cooking.InitializeCooking();
                Cooking.CookClothMesh(clothMeshDesc, memoryStream);
                Cooking.CloseCooking();

                // Need to reset the position of the stream to the beginning
                memoryStream.Position = 0;

                ClothMesh = PhysxPhysicWorld.Core.CreateClothMesh(memoryStream);
            }

            
            LoadModel(factory, out BatchInformations, out TextureInformations);
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="PhysxTriangleMesh"/> class.
 /// For cooked Models
 /// </summary>
 /// <param name="PhysxPhysicWorld">The physx physic world.</param>
 /// <param name="FileStream">The file stream.</param>
 /// <param name="localTransformation">The local transformation.</param>
 /// <param name="worldTransformation">The world transformation.</param>
 /// <param name="scale">The scale.</param>
 /// <param name="MaterialDescription">The material description.</param>
 public PhysxTriangleMesh(PhysxPhysicWorld PhysxPhysicWorld, FileStream FileStream, Microsoft.Xna.Framework.Matrix localTransformation, Microsoft.Xna.Framework.Matrix worldTransformation, Microsoft.Xna.Framework.Vector3 scale, MaterialDescription MaterialDescription)
 {            
     TriangleMesh triangleMesh = PhysxPhysicWorld.Core.CreateTriangleMesh(FileStream);
     TriangleMeshShapeDescription bunnyShapeDesc = new TriangleMeshShapeDescription();
     bunnyShapeDesc.TriangleMesh = triangleMesh;
     BodyDescription bodyDesc = new BodyDescription();
     ActorDesc.Shapes.Add(bunnyShapeDesc);
     ActorDesc.BodyDescription = bodyDesc;
     this.Scale = scale;
 }