示例#1
0
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        /// <summary>
        /// Initializes a new instance of the <see cref="Scene"/> class.
        /// </summary>
        public Scene()
        {
            Children = new SceneNodeCollection();

            if ((GlobalSettings.ValidationLevelInternal & GlobalSettings.ValidationLevelUserHighExpensive) != 0)
            {
                SceneChanged += OnSceneChangedValidation;
            }

            // Create a default collision filter.
            var filter = new SceneNodeCollisionFilter(this);

            filter.Set(1, 1, false); // Ignore camera vs. camera.
            filter.Set(2, 3, false); // Ignore light vs. lens flare.
            filter.Set(3, 3, false); // Ignore lens flare vs. lens flare.
            filter.Set(3, 4, false); // Ignore lens flare vs. mesh.
            filter.Set(4, 4, false); // Ignore mesh vs. mesh.
            _filter = filter;
            _collisionObjectFilter = new SceneCollisionObjectFilter(filter);
            var collisionDetection = new CollisionDetection {
                CollisionFilter = null,
            };

            // DualPartition is better for frustum culling.
            _collisionDomain = new CollisionDomain(collisionDetection)
            {
                BroadPhase = new DualPartition <CollisionObject> {
                    Filter = _collisionObjectFilter
                },
            };
        }
示例#2
0
        /// <summary>
        /// Initializes a new instance of the <see cref="SceneCollisionObjectFilter"/> class.
        /// </summary>
        /// <param name="filter">The filter.</param>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="filter"/> is <see langword="null"/>.
        /// </exception>
        public SceneCollisionObjectFilter(IPairFilter <SceneNode> filter)
        {
            if (filter == null)
            {
                throw new ArgumentNullException("filter");
            }

            _filter          = filter;
            _filter.Changed += OnChanged;
        }
示例#3
0
        /// <summary>
        /// Recursively gets all scene nodes and adds them to the specified collection in depth-first
        /// order. (Scene node filtering is applied, EmptyShapes are ignored.)
        /// </summary>
        /// <param name="node">The root node.</param>
        /// <param name="referenceNode">The reference node.</param>
        /// <param name="filter">The scene node filter.</param>
        /// <param name="list">The collection to which all scene nodes are added.</param>
        private static void GetSceneNodes(SceneNode node, SceneNode referenceNode, IPairFilter <SceneNode> filter, List <SceneNode> list)
        {
            if (node.IsEnabled)
            {
                if (!(node.Shape is EmptyShape) && filter.Filter(new Pair <SceneNode>(node, referenceNode)))
                {
                    list.Add(node);
                }

                if (node.Children != null)
                {
                    foreach (var child in node.Children)
                    {
                        GetSceneNodes(child, referenceNode, filter, list);
                    }
                }
            }
        }