public static RAMMesh GetBarrelMesh(OBJToRAMMeshConverter c) { var fsMat = new FileStream(TestFiles.BarrelMtl, FileMode.Open); var importer = new ObjImporter(); importer.AddMaterialFileStream("Barrel01.mtl", fsMat); importer.ImportObjFile(TestFiles.BarrelObj); var meshes = c.CreateMeshesFromObjects(importer); fsMat.Close(); return(meshes[0]); }
public void TestDeferredRendererCity() { var game = new DX11Game(); game.InitDirectX(); SlimDX.Configuration.EnableObjectTracking = false; var renderer = new DeferredRenderer(game); var c = new OBJToRAMMeshConverter(new RAMTextureFactory()); var importer = new ObjImporter(); importer.AddMaterialFileStream("Town001.mtl", new FileStream("../../bin/GameData/Core/Town/OBJ03/Town001.mtl", FileMode.Open)); importer.ImportObjFile("../../bin/GameData/Core/Town/OBJ03/Town001.obj"); var meshes = c.CreateMeshesFromObjects(importer); for (int index = 0; index < meshes.Count; index++) { var ramMesh = meshes[index]; var el = renderer.CreateMeshElement(ramMesh); } var directional = renderer.CreateDirectionalLight(); directional.ShadowsEnabled = true; var point = renderer.CreatePointLight(); point.LightRadius *= 2; point.ShadowsEnabled = true; var spot = renderer.CreateSpotLight(); spot.LightRadius *= 2; spot.ShadowsEnabled = true; var visualizer = new QuadTreeVisualizer(); var otherCam = new SpectaterCamera(1, 10000); var camState = false; int state = 0; bool rotate = false; game.GameLoopEvent += delegate { if (game.Keyboard.IsKeyPressed(Key.D1)) { state = 0; } if (game.Keyboard.IsKeyPressed(Key.D2)) { state = 1; } if (game.Keyboard.IsKeyPressed(Key.D3)) { state = 2; } if (game.Keyboard.IsKeyPressed(Key.D4)) { state = 3; } if (game.Keyboard.IsKeyPressed(Key.C)) { camState = !camState; } if (game.Keyboard.IsKeyPressed(Key.NumberPad0)) { rotate = !rotate; } if (rotate) { game.SpectaterCamera.AngleHorizontal += game.Elapsed * MathHelper.Pi * (1 / 8f); } switch (state) { case 0: break; case 1: directional.LightDirection = game.SpectaterCamera.CameraDirection; break; case 2: point.LightPosition = game.SpectaterCamera.CameraPosition; break; case 3: spot.LightPosition = game.SpectaterCamera.CameraPosition; spot.SpotDirection = game.SpectaterCamera.CameraDirection; break; } if (camState) { game.Camera = game.SpectaterCamera; renderer.DEBUG_SeperateCullCamera = null; } else { game.Camera = otherCam; renderer.DEBUG_SeperateCullCamera = game.SpectaterCamera; } game.SpectaterCamera.EnableUserInput = camState; otherCam.EnableUserInput = !camState; otherCam.Update(game.Elapsed, game.Keyboard, game.Mouse); renderer.Draw(); if (false) { //renderer.DEBUG_FrustumCuller.CullCamera = game.Camera; //renderer.DEBUG_FrustumCuller.UpdateVisibility(); //for (int i = 0; i < renderer.DebugMeshesRenderer.Elements.Count; i++) //{ // var el = renderer.DebugMeshesRenderer.Elements[i]; // game.LineManager3D.AddBox(el.BoundingBox.dx(), new SlimDX.Color4(0, 1, 0)); //} //visualizer.RenderNodeGroundBoundig(game, renderer.DEBUG_FrustumCuller.RootNode); visualizer.RenderNodeGroundBoundig(game, renderer.DEBUG_FrustumCuller.RootNode, delegate(FrustumCuller.CullNode quadTreeNode, out Color4 color4) { if (point.Views[2].IsNodeVisible(quadTreeNode)) { color4 = new Color4(1, 0, 0); } else { color4 = new Color4(0, 1, 0); } return(true); }); } game.LineManager3D.AddViewFrustum(game.SpectaterCamera.ViewProjection, new SlimDX.Color4(1, 0, 0)); }; game.Run(); }
public void TestOBJToRAMMeshConverterPerObjectVisual() { var c = new OBJToRAMMeshConverter(new RAMTextureFactory()); var importer = new ObjImporter(); importer.AddMaterialFileStream("Town001.mtl", new FileStream(TestFiles.TownMtl, FileMode.Open)); importer.ImportObjFile(TestFiles.TownObj); var meshes = c.CreateMeshesFromObjects(importer); var texturePool = new TexturePool(); var meshpartPool = new MeshPartPool(); var vertexDeclarationPool = new VertexDeclarationPool(); var renderer = new SimpleMeshRenderer(texturePool, meshpartPool, vertexDeclarationPool); vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements); var spheres = new List <ClientPhysicsTestSphere>(); var engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; var builder = new MeshPhysicsActorBuilder(new MeshPhysicsPool()); TheWizards.Client.ClientPhysicsQuadTreeNode root; int numNodes = 20; root = new ClientPhysicsQuadTreeNode( new BoundingBox( new Vector3(-numNodes * numNodes / 2f, -100, -numNodes * numNodes / 2f), new Vector3(numNodes * numNodes / 2f, 100, numNodes * numNodes / 2f))); QuadTree.Split(root, 5); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var physicsElementFactory = physicsElementFactoryXNA.Factory; var physicsElements = new List <MeshStaticPhysicsElement>(); for (int i = 0; i < 0 * 100 + 1 * meshes.Count; i++) { var mesh = meshes[i]; var el = renderer.AddMesh(mesh); el.WorldMatrix = Matrix.CreateTranslation(Vector3.Right * 0 * 2 + Vector3.UnitZ * 0 * 2); var pEl = physicsElementFactory.CreateStaticElement(mesh, Matrix.Identity); physicsElements.Add(pEl); } var game = new XNAGame(); game.IsFixedTimeStep = false; game.DrawFps = true; game.SpectaterCamera.FarClip = 5000; game.Graphics1.PreparingDeviceSettings += delegate(object sender, PreparingDeviceSettingsEventArgs e) { DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode; e.GraphicsDeviceInformation.PresentationParameters.BackBufferFormat = displayMode.Format; e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = displayMode.Width; e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = displayMode.Height; game.SpectaterCamera.AspectRatio = displayMode.Width / (float)displayMode.Height; }; game.Graphics1.ToggleFullScreen(); var sphereMesh = new SphereMesh(0.3f, 20, Color.Green); var visualizer = new QuadTreeVisualizerXNA(); game.AddXNAObject(physicsElementFactoryXNA); game.AddXNAObject(texturePool); game.AddXNAObject(meshpartPool); game.AddXNAObject(vertexDeclarationPool); game.AddXNAObject(renderer); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); sphereMesh.Initialize(game); }; bool showPhysics = true; game.DrawEvent += delegate { if (game.Keyboard.IsKeyPressed(Keys.P)) { showPhysics = !showPhysics; } if (showPhysics) { debugRenderer.Render(game); } visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Green; return(node.PhysicsObjects.Count == 0); }); visualizer.RenderNodeGroundBoundig(game, root, delegate(ClientPhysicsQuadTreeNode node, out Color col) { col = Color.Orange; return(node.PhysicsObjects.Count > 0); }); for (int i = 0; i < physicsElements.Count; i++) { var el = physicsElements[i]; //game.LineManager3D.AddBox(BoundingBox.CreateFromSphere( el.BoundingSphere), Color.Orange); } for (int i = 0; i < spheres.Count; i++) { sphereMesh.WorldMatrix = Matrix.CreateTranslation(spheres[i].Center); sphereMesh.Render(game); } }; game.UpdateEvent += delegate { engine.Update(game.Elapsed); sphereMesh.Update(game); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var iSphere = new ClientPhysicsTestSphere(engine.Scene, game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection , 0.3f); iSphere.InitDynamic(); iSphere.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 10; spheres.Add(iSphere); } for (int i = 0; i < spheres.Count; i++) { spheres[i].Update(root, game); } }; game.Run(); }
public void TestOBJToRAMMeshConverterPerObjectVisualCool() { var textureFactory = new RAMTextureFactory(); var c = new OBJToRAMMeshConverter(textureFactory); var importer = new ObjImporter(); importer.AddMaterialFileStream("Town001.mtl", new FileStream("../GameData/Town/OBJ03/Town001.mtl", FileMode.Open)); importer.ImportObjFile("../GameData/Town/OBJ03/Town001.obj"); var meshes = c.CreateMeshesFromObjects(importer); var texturePool = new TexturePool(); var meshpartPool = new MeshPartPool(); var vertexDeclarationPool = new VertexDeclarationPool(); var renderer = new SimpleMeshRenderer(texturePool, meshpartPool, vertexDeclarationPool); vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements); var spheres = new List <ClientPhysicsTestSphere>(); var engine = new PhysicsEngine(); PhysicsDebugRendererXNA debugRenderer = null; var root = CreatePhysicsQuadtree(20, 5); var physicsElementFactoryXNA = new MeshPhysicsFactoryXNA(engine, root); var physicsElementFactory = physicsElementFactoryXNA.Factory; var physicsElements = new List <MeshStaticPhysicsElement>(); for (int i = 0; i < 0 * 100 + 1 * meshes.Count; i++) { var mesh = meshes[i]; var el = renderer.AddMesh(mesh); el.WorldMatrix = Matrix.CreateTranslation(Vector3.Right * 0 * 2 + Vector3.UnitZ * 0 * 2); var pEl = physicsElementFactory.CreateStaticElement(mesh, Matrix.Identity); physicsElements.Add(pEl); } var gameMeshes = new List <OBJParserTest.TestGameMesh>(); var game = new XNAGame(); game.IsFixedTimeStep = false; game.DrawFps = true; game.SpectaterCamera.FarClip = 5000; game.Graphics1.PreparingDeviceSettings += delegate(object sender, PreparingDeviceSettingsEventArgs e) { DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode; e.GraphicsDeviceInformation.PresentationParameters.BackBufferFormat = displayMode.Format; e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = displayMode.Width; e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = displayMode.Height; game.SpectaterCamera.AspectRatio = displayMode.Width / (float)displayMode.Height; }; game.Graphics1.ToggleFullScreen(); var barrelMesh = OBJParserTest.GetBarrelMesh(c); var crateMesh = OBJParserTest.GetCrateMesh(c); var sphereMesh = new SphereMesh(0.3f, 20, Color.Green); var visualizer = new QuadTreeVisualizerXNA(); game.AddXNAObject(physicsElementFactoryXNA); game.AddXNAObject(texturePool); game.AddXNAObject(meshpartPool); game.AddXNAObject(vertexDeclarationPool); game.AddXNAObject(renderer); game.InitializeEvent += delegate { engine.Initialize(); debugRenderer = new PhysicsDebugRendererXNA(game, engine.Scene); debugRenderer.Initialize(game); sphereMesh.Initialize(game); for (int i = 0; i < meshes.Count; i++) { var mesh = meshes[i]; var data = mesh.GetCollisionData(); /*if (data.TriangleMesh != null) * physicsElementFactory.MeshPhysicsPool.PreloadTriangleMesh(engine.Scene, data.TriangleMesh);*/ } }; bool showPhysics = true; game.DrawEvent += delegate { if (game.Keyboard.IsKeyPressed(Keys.P)) { showPhysics = !showPhysics; } if (showPhysics) { debugRenderer.Render(game); } /*visualizer.RenderNodeGroundBoundig(game, root, * delegate(ClientPhysicsQuadTreeNode node, out Color col) * { * col = Color.Green; * * return node.PhysicsObjects.Count == 0; * }); * * visualizer.RenderNodeGroundBoundig(game, root, * delegate(ClientPhysicsQuadTreeNode node, out Color col) * { * col = Color.Orange; * * return node.PhysicsObjects.Count > 0; * });*/ for (int i = 0; i < physicsElements.Count; i++) { var el = physicsElements[i]; //game.LineManager3D.AddBox(BoundingBox.CreateFromSphere( el.BoundingSphere), Color.Orange); } for (int i = 0; i < spheres.Count; i++) { sphereMesh.WorldMatrix = Matrix.CreateTranslation(spheres[i].Center); sphereMesh.Render(game); } }; game.UpdateEvent += delegate { engine.Update(game.Elapsed); sphereMesh.Update(game); if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F)) { var pEl = physicsElementFactory.CreateDynamicElement(crateMesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); pEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 30; var rEl = renderer.AddMesh(crateMesh); gameMeshes.Add(new OBJParserTest.TestGameMesh(rEl, pEl)); } if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.E)) { var pEl = physicsElementFactory.CreateDynamicElement(barrelMesh, Matrix.CreateTranslation( game.SpectaterCamera.CameraPosition + game.SpectaterCamera.CameraDirection)); pEl.Actor.LinearVelocity = game.SpectaterCamera.CameraDirection * 30; var rEl = renderer.AddMesh(barrelMesh); gameMeshes.Add(new OBJParserTest.TestGameMesh(rEl, pEl)); } for (int i = 0; i < gameMeshes.Count; i++) { var m = gameMeshes[i]; m.RenderElement.WorldMatrix = m.PhysicsElement.World; } }; game.Run(); }