Пример #1
0
        public Matrix GetLightVolumeWorldMatrix(Cell c, GameObjectReference objRef)
        {
            Matrix scale, rotate, translate;
            float  fRadius = (float)Math.Tan(objRef.OuterAngle * 0.5f) * objRef.MaxRange;

            scale     = Matrix.Scaling(fRadius * 2.0f, objRef.MaxRange * 2.0f, fRadius * 2.0f);
            rotate    = RotateToFace(WorldSpace.GetRealWorldPos(objRef.Position, c), WorldSpace.GetRealWorldPos(objRef.Target, c), Vector3.UnitY);
            translate = WorldSpace.GetRealWorldMatrix(objRef.Position, c);
            return(scale * rotate * translate);
        }
Пример #2
0
        public Matrix GetLightVolumeWorldMatrix(Cell c, GameObjectReference objRef)
        {
            float  fScale = objRef.MaxRange * 1.1f;
            Matrix scale, translate, world = Matrix.Identity;

            translate = WorldSpace.GetRealWorldMatrix(objRef.Position, c);
            scale     = Matrix.Scaling(fScale, fScale, fScale);
            world     = Matrix.Multiply(world, scale);
            world     = Matrix.Multiply(world, translate);
            return(world);
        }
Пример #3
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        public override void RenderDebugLightVolume(GameObjectReference objRef, Cell c, Vector4 GridColor)
        {
            Matrix scale, translate, sphereMatWVP;

            translate    = WorldSpace.GetRealWorldMatrix(objRef.Position, c);
            scale        = Matrix.Scaling(objRef.MaxRange, objRef.MaxRange, objRef.MaxRange);
            sphereMatWVP = scale * translate;

            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Point], sphereMatWVP, GridColor);
            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Point], translate, GridColor);
        }
Пример #4
0
        public Matrix GetLightVolumeMatrix(Cell c, Vector3 pos, Vector3 endPoint, float maxRange)
        {
            Vector3 l = WorldSpace.GetRealWorldPos(pos, c) - WorldSpace.GetRealWorldPos(endPoint, c);
            Vector3 p1 = WorldSpace.GetRealWorldPos(pos, c), p2 = WorldSpace.GetRealWorldPos(endPoint, c);
            Vector3 midpoint = new Vector3((p1.X + p2.X) / 2, (p1.Y + p2.Y) / 2, (p1.Z + p2.Z) / 2);

            float f = 3.0f;

            l.X = Math.Abs(l.X);
            l.Y = Math.Abs(l.Y);
            l.Z = Math.Abs(l.Z);

            l.X += maxRange * f;
            l.Y += maxRange * f;
            l.Z += maxRange * f;

            return(Matrix.Scaling(l) * Matrix.Translation(midpoint));
        }
Пример #5
0
        public override void RenderDebugLightVolume(GameObjectReference objRef, Cell c, Vector4 GridColor)
        {
            //if (targetMesh == null)
            //  targetMesh = new GameObjectRef(@"system/box.mesh", "box.mesh", MeshInputElements10.PositionOnly4);


            Model targetMesh = WorldData.GetObject("light_target") as Model;

            Matrix scale, rotate, translate, matWVP;
            float  fRadius = (float)Math.Tan(objRef.OuterAngle * 0.5f) * objRef.MaxRange;

            scale  = Matrix.Scaling(fRadius, objRef.MaxRange, fRadius);
            rotate = RotateToFace(WorldSpace.GetRealWorldPos(objRef.Position, c), WorldSpace.GetRealWorldPos(objRef.Target, c), Vector3.UnitY);

            translate = WorldSpace.GetRealWorldMatrix(objRef.Position, c);
            matWVP    = scale * rotate * translate;

            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Spot], matWVP, GridColor);
            RenderingFunctions.DrawLightVolume(targetMesh, Matrix.Scaling(1, 1, 1) * WorldSpace.GetRealWorldMatrix(objRef.Target, c), GridColor);
        }
Пример #6
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 public Matrix GetLightVolumeMatrix(Cell c, GameObjectReference objRef)
 {
     return(Matrix.Scaling(objRef.BoxDepth, objRef.BoxHeight, objRef.BoxWidth) * Matrix.Translation(WorldSpace.GetRealWorldPos(objRef.Position, c)));
 }
Пример #7
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        public override void RenderDebugLightVolume(GameObjectReference objRef, Cell c, Vector4 GridColor)
        {
            Vector3 max = DeferredRenderer.lightVolume[(int)LightType.Box].Mesh3d.bb.Maximum;
            Vector3 min = DeferredRenderer.lightVolume[(int)LightType.Box].Mesh3d.bb.Minimum;

            Matrix m = GetLightVolumeMatrix(c, objRef);

            Vector3 pos = objRef.Position;

            pos.Y += objRef.BoxHeight;
            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Box], Matrix.Translation(WorldSpace.GetRealWorldPos(pos, c)), GridColor);
            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Box], m, GridColor);

            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Box], Matrix.Scaling(2, 2, 2) * Matrix.Translation(WorldSpace.GetRealWorldPos(objRef.Target, c)), GridColor);
        }
Пример #8
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        public override void RenderDebugLightVolume(GameObjectReference objRef, Cell c, Vector4 GridColor)
        {
            Matrix m = GetLightVolumeMatrix(c, objRef.Position, objRef.EndPoint, objRef.MaxRange);

            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Area], m, GridColor);
            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Area], Matrix.Scaling(2, 2, 2) * WorldSpace.GetRealWorldMatrix(objRef.Position, c), GridColor);
            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Area], Matrix.Scaling(2, 2, 2) * WorldSpace.GetRealWorldMatrix(objRef.EndPoint, c), GridColor);
        }