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(); }
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(); }
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); }
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); }
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); }
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); }
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); }
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); }
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(); }
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); }