示例#1
0
文件: Trigger.cs 项目: zulis/Sandbox
        public Trigger(ICore core)
            : base(core)
        {
            this.core = core;
            Name = core.GetName<Trigger>();
            Color = new MyColor(0, 255, 0);

            mesh = core.Scene.CreateMeshBuilder();
            mesh.CreateBox(1f, 1f, 1f, false);
            mesh.SetColor(core.Globals.RGBA(Color.R / 255f, Color.G / 255f, Color.B / 255f, 1));
            mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            mesh.SetAlphaTest(true);
            mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ADD);

            UniqueId = mesh.GetMeshName();
        }
示例#2
0
        public Trigger(ICore core)
            : base(core)
        {
            this.core = core;
            Name      = core.GetName <Trigger>();
            Color     = new MyColor(0, 255, 0);

            mesh = core.Scene.CreateMeshBuilder();
            mesh.CreateBox(1f, 1f, 1f, false);
            mesh.SetColor(core.Globals.RGBA(Color.R / 255f, Color.G / 255f, Color.B / 255f, 1));
            mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            mesh.SetAlphaTest(true);
            mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ADD);

            UniqueId = mesh.GetMeshName();
        }
示例#3
0
        public override void Initialize()
        {
            mesh = Scene.CreateMeshBuilder();

            switch (Helpers.GetFileFormat(FileName))
            {
            case Helpers.FileFormat.TVM:
                mesh.LoadTVM(FileName, true, false);
                break;

            case Helpers.FileFormat.X:
                mesh.LoadXFile(FileName, true, false);
                break;
            }

            if (Visible)
            {
                mesh.EnableFrustumCulling(true, true);
                mesh.ComputeNormals();
                mesh.ComputeBoundings();
                mesh.ComputeOctree();
                mesh.SetAlphaTest(true);
                mesh.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
                mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ALPHA);
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
                mesh.SetShadowCast(true, true);

                mesh.SetPosition(Position.x, Position.y, Position.z);
                mesh.SetRotation(Rotation.x, Rotation.y, Rotation.z);
                mesh.SetScale(Scale.x, Scale.y, Scale.z);

                // Physics
                SetPhysics();
            }
            else
            {
                // Hide mesh.
                for (var i = 0; i < mesh.GetGroupCount(); i++)
                {
                    mesh.SetGroupEnable(i, false);
                }
            }

            // Register object in Lua.
            ScriptManager.SetGlobal(Name, this);
        }
示例#4
0
        public void Load()
        {
            // Camera
            _gameManager.TvCamera.SetPosition(100, 150, 50);
            _gameManager.TvCamera.SetLookAt(100, 0, 55);

            // Scene and lighting
            _gameManager.TvScene.SetShadowParameters(_gameManager.TvGlobals.RGBA(0.1f, 0.1f, 0.1f, 0.5f), false);
            _gameManager.TvScene.SetBackgroundColor(0, 0, 0);
            _light = _gameManager.TvLights.CreatePointLight(new TV_3DVECTOR(100, 200, -100), 0.2f, 0.2f, 0.2f, 500);
            _gameManager.TvLights.SetLightProperties(_light, false, true, true);
            _gameManager.TvLights.EnableLight(_light, true);
            StandardMaterial = _gameManager.TvMaterials.CreateLightMaterial(1, 1, 1, 1);

            // Walls and floor. 100 units = 1m
            _field = _gameManager.TvScene.CreateMeshBuilder();
            _field.AddWall3D(0, 0, 50f, 200, 50f, 10f, 100);                              // floor
            _field.AddWall3D(0, 0, 105f, 200, 105f, 20f, 10f, false, false, 0, 0.1f, 1f); // top side
            _field.AddWall3D(0, 0, -5f, 200, -5f, 20f, 10f, false, false, 0, 0.1f, 1f);   // bottom side

            _field.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL);
            _field.SetMaterial(StandardMaterial);
            _field.SetShadowCast(true, true);
            _field.ComputeNormalsEx();

            _fieldPhysicsBody = _gameManager.TvPhysics.CreateStaticMeshBody(_field);
            _gameManager.TvPhysics.SetBodyMaterialGroup(_fieldPhysicsBody, 0);

            // Ball
            Ball = new Ball(_gameManager);
            Ball.Load(new TV_3DVECTOR(100f, 20f, 55f));

            // Player 1
            Area player1MoveArea = new Area(20, 25, 50, 75);

            Player1GoalArea   = new Area(-50, 0, 50, 100);
            Player1GoalHeight = -20;
            _gameManager.Player1.Bat.Load(player1MoveArea);

            // Player 2
            Area player2MoveArea = new Area(150, 25, 180, 75);

            Player2GoalArea   = new Area(150, 0, 250, 100);
            Player2GoalHeight = -20;
            _gameManager.Player2.Bat.Load(player2MoveArea);
        }
示例#5
0
        public void Load(Area moveArea)
        {
            MoveArea = moveArea;

            _mesh = new TVMesh();
            _mesh = _gameManager.TvScene.CreateMeshBuilder();
            _mesh.CreateCylinder(15, 10, 100);

            _mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL);
            _mesh.SetMaterial(_gameManager.CurrentLevel.StandardMaterial);
            _mesh.ComputeNormalsEx();
            _mesh.SetShadowCast(true, true);

            _physicsBody = _gameManager.TvPhysics.CreateMeshBody(1000000, _mesh, CONST_TV_PHYSICSBODY_BOUNDING.TV_BODY_CYLINDER);

            _gameManager.TvPhysics.SetBodyMaterialGroup(_physicsBody, 0);

            _gameManager.TvPhysics.SetBodyPosition(_physicsBody, MoveArea.MidPoint.x, 14f, MoveArea.MidPoint.y);
        }
示例#6
0
        public void Load(TV_3DVECTOR startPosition)
        {
            _startPos = startPosition;

            // Mesh
            _mesh = _gameManager.TvScene.CreateMeshBuilder();
            _mesh.CreateSphere(4.5f);

            _mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL);
            _mesh.SetMaterial(_gameManager.CurrentLevel.StandardMaterial);
            _mesh.ComputeNormalsEx();

            // Physics
            _physicsBody = _gameManager.TvPhysics.CreateMeshBody(0.01f, _mesh, CONST_TV_PHYSICSBODY_BOUNDING.TV_BODY_BOX);

            _gameManager.TvPhysics.SetBodyMaterialGroup(_physicsBody, 0);
            _gameManager.TvPhysics.SetDamping(_physicsBody, 0.00001f, new TV_3DVECTOR());

            _gameManager.TvPhysics.SetBodyPosition(_physicsBody, _startPos.x, _startPos.y, _startPos.z);
        }
示例#7
0
        private void LoadTextures()
        {
            //mesh.SetShadowCast(true, true);
            var lightMode = LightMode.Managed;

            for (var i = 0; i < mesh.GetGroupCount(); i++)
            {
                var textureInfo = TextureFactory.GetTextureInfo(mesh.GetTexture(i));

                // Skip if there is no texture.
                if (textureInfo.Filename.Equals(textureInfo.Name))
                {
                    break;
                }

                var normalTexture       = string.Empty;
                var normalTextureName   = string.Empty;
                var specularTexture     = string.Empty;
                var specularTextureName = string.Empty;
                var heightTexture       = string.Empty;
                var heightTextureName   = string.Empty;

                var texture = textureInfo.Filename;

                var fileInfo = new FileInfo(textureInfo.Filename);
                normalTextureName   = fileInfo.Name.Replace(fileInfo.Extension, Constants.TextureNormalSuffix + fileInfo.Extension);
                normalTexture       = Directory.GetParent(textureInfo.Filename) + @"\" + normalTextureName;
                heightTextureName   = fileInfo.Name.Replace(fileInfo.Extension, Constants.TextureHeightSuffix + fileInfo.Extension);
                heightTexture       = Directory.GetParent(textureInfo.Filename) + @"\" + heightTextureName;
                specularTextureName = fileInfo.Name.Replace(fileInfo.Extension, Constants.TextureSpecularSuffix + fileInfo.Extension);
                specularTexture     = Directory.GetParent(textureInfo.Filename) + @"\" + specularTextureName;
                //mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_BASETEXTURE, Globals.GetTex(textureInfo.Name), i);

                if (File.Exists(normalTexture))
                {
                    var normalId = TextureFactory.LoadTexture(normalTexture, normalTextureName);
                    mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_NORMALMAP, normalId, i);

                    if (lightMode != LightMode.Offset)
                    {
                        lightMode = LightMode.Normal;
                    }

                    if (File.Exists(specularTexture))
                    {
                        var alphaId    = TextureFactory.LoadTexture(specularTexture);
                        var specularId = TextureFactory.AddAlphaChannel(normalId, alphaId, specularTexture);
                        mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_SPECULARMAP, specularId, i);
                    }
                }

                if (File.Exists(heightTexture))
                {
                    var heightId = TextureFactory.LoadTexture(heightTexture);
                    mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_HEIGHTMAP, heightId, i);
                    lightMode = LightMode.Offset;
                }
            }

            switch (lightMode)
            {
            case LightMode.Normal:
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_BUMPMAPPING_TANGENTSPACE);
                break;

            case LightMode.Offset:
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_OFFSETBUMPMAPPING_TANGENTSPACE);
                break;

            case LightMode.Managed:
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
                break;

            default:
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NONE);
                break;
            }

            // Setup material
            TV_COLOR ambient  = new TV_COLOR(0.25f, 0.25f, 0.25f, 1f);
            TV_COLOR diffuse  = new TV_COLOR(1f, 1f, 1f, 1f);
            TV_COLOR specular = new TV_COLOR(0.35f, 0.35f, 0.35f, 1f);
            TV_COLOR emissive = new TV_COLOR(1f, 1f, 1f, 1f);
            float    power    = 100;

            materialIdx = MaterialFactory.CreateMaterial();
            MaterialFactory.SetAmbient(materialIdx, ambient.r, ambient.g, ambient.b, ambient.a);
            MaterialFactory.SetDiffuse(materialIdx, diffuse.r, diffuse.g, diffuse.b, diffuse.a);
            MaterialFactory.SetSpecular(materialIdx, specular.r, specular.g, specular.b, specular.a);
            MaterialFactory.SetEmissive(materialIdx, emissive.r, emissive.g, emissive.b, emissive.a);
            MaterialFactory.SetPower(materialIdx, power);
            mesh.SetMaterial(materialIdx);
        }
示例#8
0
        private void InitObjects()
        {
            #region Car
            //Building PK9
            pk_9 = scene.CreateMeshBuilder("pk");
            // load the object from an x file
            pk_9.LoadTVM(@"Models\pk8.tvm", false, false);
            // set its position
            pk_9.SetPosition(5.0f, 0.0f, 50.0f);
            // make the table 3x larger
            pk_9.SetScale(3, 3, 3);
            // rotate it 25 degrees around the Y 3D Axis
            pk_9.RotateY(25, true);
            // set the tables texture
            pk_9.SetShadowCast(true, true);
            pk_9.SetTexture(globals.GetTex("pk9tex"), 0);

            //Chassis
            m_chassis = scene.CreateMeshBuilder("mChassis");
            m_chassis.LoadTVM(@"Models\chassis.tvm", false, false);
            m_chassis.SetShadowCast(true, true);
            m_chassis.SetTexture(globals.GetTex("ChassisSTI"), 0);
            //m_chassis.SetTextureEx(0, globals.GetTex("ChassisSTI"), 1);
            //m_chassis.SetTextureEx(1, globals.GetTex("ChassisSTI"), 1);
            m_chassis.SetTexture(globals.GetTex("UnderCarriage"), 2);
            m_chassis.SetMaterial(matWindow, 1);
            m_chassis.SetAlphaTest(true, 0, true, 1);
            m_chassis.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ADD, 1);
            m_chassis.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_chassis.SetShadowCast(true, true);

            //Front Left Wheel
            float scale = 1f;
            m_fl = scene.CreateMeshBuilder("mfl");
            m_fl.LoadTVM(@"Models\wheel_l.tvm", true, true);
            m_fl.SetScale(scale, scale, scale);
            m_fl.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_fl.SetMaterial(matWheels);
            m_fl.SetTexture(globals.GetTex("Wheel"));
            m_fl.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_fl.SetShadowCast(true, true);

            //Front Right Wheel
            m_rl = scene.CreateMeshBuilder("mrl");
            m_rl.LoadTVM(@"Models\wheel_l.tvm", true, true);
            m_rl.SetScale(scale, scale, scale);
            m_rl.SetMaterial(matWheels);
            m_rl.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_rl.SetTexture(globals.GetTex("Wheel"));
            m_rl.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_rl.SetShadowCast(true, false);
            m_rl.SetShadowCast(true, true);

            //Rear Left Wheel
            m_fr = scene.CreateMeshBuilder("mfr");
            m_fr.LoadTVM(@"Models\wheel_r.tvm", true, true);
            m_fr.SetScale(scale, scale, scale);
            m_fr.SetMaterial(matWheels);
            m_fr.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_fr.SetTexture(globals.GetTex("Wheel"));
            m_fr.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_fr.SetShadowCast(true, false);

            //Rear Right Wheel
            m_rr = scene.CreateMeshBuilder("mrr");
            m_rr.LoadTVM(@"Models\wheel_r.tvm", true, true);
            m_rr.SetScale(scale, scale, scale);
            m_rr.SetMaterial(matWheels);
            m_rr.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_rr.SetTexture(globals.GetTex("Wheel"));
            m_rr.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            m_rr.SetShadowCast(true, false);
            m_rr.SetShadowCast(true, true);

            m_chassis.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            m_chassis.SetMaterial(matVehicleBody);
            m_chassis.ComputeNormals();
            m_chassis.ComputeBoundings();
            m_chassis.SetScale(scale, scale, scale);
            #endregion

            //Add The Physics to the chassis
            pbi_chassis = physics.CreateMeshBody(1500, m_chassis, CONST_TV_PHYSICSBODY_BOUNDING.TV_BODY_CONVEXHULL); //1500
            physics.SetAutoFreeze(pbi_chassis, false);
            physics.SetBodyPosition(pbi_chassis, 0f, 15, 0f);
            physics.SetBodyRotation(pbi_chassis, 0f, 0f, 0f);

            //Create The Vehicle
            car_ID = physics.CreateVehicle(pbi_chassis);

            //Do Suspention Settings
            float susheight = 1.5f; //distance from chassis to wheel 0.5f
            float susplen = 1.5f; // 10
            float susshock = 40f; //Springiness of suspension 10
            float susspring = 300f; //Stiffness of suspension 400
            flw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), -0.8f * scale, -susheight * scale - 0.1f, 1.25f * scale + 0.5f, 1, 0, 0, susplen, susshock, susspring, m_fl); //fl
            frw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), 0.8f * scale, -susheight * scale - 0.1f, 1.25f * scale + 0.5f, 1, 0, 0, susplen, susshock, susspring, m_fr); //fr
            rlw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), -0.8f * scale, -susheight * scale - 0.1f, -1.425f * scale + 0.2f, 1, 0, 0, susplen, susshock, susspring, m_rl); //rl
            rrw = physics.AddVehicleWheelEx(car_ID, 25f, 0.5f * scale, 0.372f * scale+0.1f, new TV_3DVECTOR(1, 0, 0), 0.8f * scale, -susheight * scale - 0.1f, -1.425f * scale + 0.2f, 1, 0, 0, susplen, susshock, susspring, m_rr); //rr

            //Change the car's center of mass / make it drive better
            physics.SetBodyCenterOfMass(car_ID, new TV_3DVECTOR(0, -1.0f, 10f));

            //Add wheel frictions
            //Note that this code will also stop sliding on slopes
            float sideslip = 0.1f;
            float sideslipcoef = 0f;
            float maxlongslide = 10000f;
            float maxlongslidecoef = 0f;
            physics.SetVehicleWheelParameters(car_ID, flw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef);
            physics.SetVehicleWheelParameters(car_ID, frw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef);
            physics.SetVehicleWheelParameters(car_ID, rlw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef);
            physics.SetVehicleWheelParameters(car_ID, rrw, sideslip, sideslipcoef, maxlongslide, maxlongslidecoef);
        }
示例#9
0
文件: Mesh.cs 项目: zulis/Sandbox
        public Mesh(ICore core, ProgramSettings settings, string fileName)
            : base(core)
        {
            this.core     = core;
            this.settings = settings;

            mass            = 0f;
            staticFriction  = 0.9f;
            kineticFriction = 0.5f;
            softness        = 0.1f;
            bounciness      = 0.1f;
            materialIdx     = -1;
            SetMaterialToCustom();

            FileName      = fileName;
            customTexture = string.Empty;
            //Name = fileName.Split(new[] { '\\' }).Last();
            PhysicsId = -1;

            enableLightning = true;

            Name = core.GetName <Mesh>();
            string ending = fileName.Split(new[] { '\\' }).Last().ToUpper();

            mesh = core.Scene.CreateMeshBuilder();

            if (ending.EndsWith(Helpers.GetFileExtension(Helpers.FileFormat.TVM)))
            {
                mesh.LoadTVM(fileName, true, false);
            }
            else if (ending.EndsWith(Helpers.GetFileExtension(Helpers.FileFormat.X)))
            {
                mesh.LoadXFile(fileName, true, false);
            }
            else if (ending.EndsWith(Helpers.GetFileExtension(Helpers.FileFormat.TVA)))
            {
                TVActor actor = core.Scene.CreateActor();
                actor.Load(fileName, true, false);
                mesh = actor.GetDeformedMesh();
                core.Scene.DestroyAllActors();
                IsAnimated = true;
            }
            else
            {
                return;
            }

            mesh.EnableFrustumCulling(true, true);
            mesh.ComputeNormals();
            mesh.ComputeBoundings();
            mesh.ComputeOctree();
            mesh.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
            mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ALPHA);
            mesh.SetAlphaTest(true);
            mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
            mesh.SetShadowCast(true, true);
            lightmapIdx = mesh.GetTextureEx((int)CONST_TV_LAYER.TV_LAYER_LIGHTMAP);

            textureScale = new UV(1.0f, 1.0f);

            LoadTextures();

            UniqueId = mesh.GetMeshName();
        }
示例#10
0
文件: Mesh.cs 项目: zulis/Cubica
        public override void Initialize()
        {
            mesh = Scene.CreateMeshBuilder();

            switch (Helpers.GetFileFormat(FileName))
            {
                case Helpers.FileFormat.TVM:
                    mesh.LoadTVM(FileName, true, false);
                    break;
                case Helpers.FileFormat.X:
                    mesh.LoadXFile(FileName, true, false);
                    break;
            }

            if (Visible)
            {
                mesh.EnableFrustumCulling(true, true);
                mesh.ComputeNormals();
                mesh.ComputeBoundings();
                mesh.ComputeOctree();
                mesh.SetAlphaTest(true);
                mesh.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
                mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ALPHA);
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
                mesh.SetShadowCast(true, true);

                mesh.SetPosition(Position.x, Position.y, Position.z);
                mesh.SetRotation(Rotation.x, Rotation.y, Rotation.z);
                mesh.SetScale(Scale.x, Scale.y, Scale.z);

                // Physics
                SetPhysics();
            }
            else
            {
                // Hide mesh.
                for (var i = 0; i < mesh.GetGroupCount(); i++)
                    mesh.SetGroupEnable(i, false);
            }

            // Register object in Lua.
            ScriptManager.SetGlobal(Name, this);
        }
        //*** Render Method
        private void SetupScene(IntPtr hWnd)
        {
            TV_3DVECTOR Min = new TV_3DVECTOR();
            TV_3DVECTOR Max = new TV_3DVECTOR();
            TV_3DVECTOR Offset = new TV_3DVECTOR();
            TV_3DVECTOR SphereCenter = new TV_3DVECTOR();
            TV_3DVECTOR posVector = new TV_3DVECTOR();

            TV = new TVEngine();
            Scene = new TVScene();
            Cam = new TVCamera();
            TF = new TVTextureFactory();
            Mats = new TVMaterialFactory();
            Lights = new TVLightEngine();
            Maths = new TVMathLibrary();

            //Initialize the TV engine
            TV.SetDebugFile(Application.StartupPath + "\\debug.txt");
            TV.Init3DWindowed(hWnd, true);
            TV.SetSearchDirectory(Application.StartupPath);
            TV.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE);  // use degree system

            Scene.SetBackgroundColor(0.6f, 0.6f, 0.6f);

            //Load the texture into the integer ID holder
            FloorTex = TF.LoadTexture("smallGrid.bmp", "Grid", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            WallTex = TF.LoadTexture("smallGridWall.bmp", "Wall", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);

            Room = Scene.CreateMeshBuilder("Room");
            Room.AddFloor(FloorTex, -300.0f, -300.0f, 300.0f, 300.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, -300.0f, 300.0f, 300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, 300.0f, -300.0f, -300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, 300.0f, 300.0f, 300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, -300.0f, -300.0f, -300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            //ShowVector("RoomLocal", Room.GetPosition());
            //ShowVector("RoomWorld", Room.GetWorldPosition(Room.GetPosition()));

            SensorNode = Scene.CreateMeshBuilder("SensorNode");
            SensorNode.LoadXFile("N70.X", true, true);
            SensorNode.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 1);
            SensorNode.SetPosition(0.0f, 150.0f, 0.0f);
            TV_3DVECTOR oriScale = SensorNode.GetScale();
            SensorNode.SetScale(oriScale.x, oriScale.y, oriScale.z * 1.5f);
            SensorNode.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1);
            SensorNode.SetRotation(90.0f, 0.0f, 0.0f);
            //SensorNode.GetBoundingBox(ref Min, ref Max, true);
            //SensorNode.ShowBoundingBox(true);
            //ShowVector("MoteLocal", SensorNode.GetPosition());
            //ShowVector("MoteWorld", Room.GetWorldPosition(SensorNode.GetPosition()));

            //WiimoteMesh = Scene.CreateMeshBuilder("Wiimote");
            //WiimoteMesh.LoadXFile("Wiimote.X", true, true);
            //TV_3DVECTOR oriScale = WiimoteMesh.GetScale();
            //WiimoteMesh.SetScale(oriScale.x * 0.15f, oriScale.y * 0.15f, oriScale.z * 0.15f);
            //WiimoteMesh.SetPosition(0.0f, 70.0f, 0.0f);
            //WiimoteMesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1);//Tell TV we want normal, per-vertex, lighting with 1 point light.

            Cam.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 0);
            Cam.SetPosition(0.0f, 250.0f, 200.0f);
            Cam.LookAtMesh(SensorNode);
            //ShowVector("CamLocal", Cam.GetPosition());
            //ShowVector("CamWorld", Room.GetWorldPosition(Cam.GetPosition()));

            //Create a point light. Again, these can be more complex.
            IDLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, 200.0f), 0.9f, 0.9f, 0.9f, 250.0f);
            IDBackLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, -200.0f), 0.1f, 0.1f, 0.1f, 250.0f);
            Lights.SetSpecularLighting(false);
        }