示例#1
0
        private void LoadMeshFromCgfCallback(NodeData node, Matrix m, CgfLoader cgf, List <MeshData> meshesPack)
        {
            if (node.Mesh.vertices.Length <= 0 || node.Mesh.indices.Length <= 0)
            {
                //VERBOSE Console.WriteLine("        Skipping (empty): " + node.Mesh.vertices.Length + "/" + node.Mesh.indices.Length);
            }

            /*else if ((node.Mesh.vertices.Length & 0xffff0000) != 0
            || ((node.Mesh.indices.Length * 3) & 0xffff0000) != 0)
            || {
            ||  Console.WriteLine("***     ERROR: Count of elements is bigger than MAX_SHORT");
            ||  Console.WriteLine("        Skipping: " + node.Mesh.vertices.Length + "/"
            + node.Mesh.indices.Length * 3 + " [" + node.Mesh.indices.Length + " * 3]");
            +  }*/
            else if (!cgf.IsNodeCollidable(node))
            {
                //VERBOSE Console.WriteLine("        Skipping (not collidable): " + node.Mesh.vertices.Length + "/" + node.Mesh.indices.Length);
            }
            else
            {
                // transform the node into object coordinates. indices stay the same.
                var xformMesh = new MeshData();
                xformMesh.vertices = new Vector3[node.Mesh.vertices.Length];
                Vector3.Transform(node.Mesh.vertices, ref m, xformMesh.vertices);
                xformMesh.indices = node.Mesh.indices;

                meshesPack.Add(xformMesh);
            }
        }
示例#2
0
        private void NodeHandler(CgfLoader cgf, NodeData node, Vector3 worldPosition, Matrix transform,
                                 List <VertexPositionColor> vertices,
                                 List <VertexPositionColor> collisionVertices,
                                 List <VertexPositionColor> lineVertices,
                                 CgfDrawStyle style)
        {
            var hackackack = true;

            //Debug.WriteLine($"NODE {transform.Translation} === {node.chunkId}");
            bool isNodeCollidable = cgf.IsNodeCollidable(node);

            foreach (var vi in node.Mesh.indices)
            {
                var v0 = Vector3.Transform(node.Mesh.vertices[vi.v0], transform);
                var v1 = Vector3.Transform(node.Mesh.vertices[vi.v1], transform);
                var v2 = Vector3.Transform(node.Mesh.vertices[vi.v2], transform);

                if (hackackack && DOOR_HACK)
                {
                    m_renderData.labels.Add(new Label3D {
                        position = v0, text = node.objectId.ToString()
                    });
                    hackackack = false;
                }

                Color color = NodeColorizer(style, isNodeCollidable, vi.v0);
                var   dest  = isNodeCollidable ? collisionVertices : vertices;

                dest.Add(new VertexPositionColor(v1, color));
                dest.Add(new VertexPositionColor(v0, color));
                dest.Add(new VertexPositionColor(v2, color));
            }

            var zero = Vector3.Transform(Vector3.Zero, transform);

            lineVertices.Add(new VertexPositionColor(zero, Color.Blue));
            lineVertices.Add(new VertexPositionColor(Vector3.Transform(Vector3.UnitX, transform), Color.Blue));
            lineVertices.Add(new VertexPositionColor(zero, Color.Red));
            lineVertices.Add(new VertexPositionColor(Vector3.Transform(Vector3.UnitY, transform), Color.Red));
            lineVertices.Add(new VertexPositionColor(zero, Color.Yellow));
            lineVertices.Add(new VertexPositionColor(Vector3.Transform(Vector3.UnitZ, transform), Color.Yellow));

            lineVertices.Add(new VertexPositionColor(worldPosition, Color.Cyan));
            lineVertices.Add(new VertexPositionColor(zero, Color.Cyan));
        }
示例#3
0
        private static void NodeHandler(CgfLoader cgf, NodeData node, Vector3 worldPosition,
                                        Matrix transform)
        {
            if (!cgf.IsNodeCollidable(node))
            {
                return;
            }

            foreach (var vi in node.Mesh.indices)
            {
                var v0 = Vector3.Transform(node.Mesh.vertices[vi.v0], transform);
                var v1 = Vector3.Transform(node.Mesh.vertices[vi.v1], transform);
                var v2 = Vector3.Transform(node.Mesh.vertices[vi.v2], transform);

                s_tempVertices.Add(v1);
                s_tempVertices.Add(v0);
                s_tempVertices.Add(v2);
            }
        }