void CreateMesh() { Vec3 size = new Vec3( .97f, .97f, .1f ); Vec3[] positions; Vec3[] normals; int[] indices; GeometryGenerator.GenerateBox( size, out positions, out normals, out indices ); string meshName = MeshManager.Instance.GetUniqueName( string.Format( "JigsawPuzzlePiece[{0},{1}]", index.X, index.Y ) ); mesh = MeshManager.Instance.CreateManual( meshName ); //create submesh SubMesh subMesh = mesh.CreateSubMesh(); subMesh.UseSharedVertices = false; //init VertexData VertexDeclaration declaration = subMesh.VertexData.VertexDeclaration; declaration.AddElement( 0, 0, VertexElementType.Float3, VertexElementSemantic.Position ); declaration.AddElement( 0, 12, VertexElementType.Float3, VertexElementSemantic.Normal ); declaration.AddElement( 0, 24, VertexElementType.Float2, VertexElementSemantic.TextureCoordinates, 0 ); VertexBufferBinding bufferBinding = subMesh.VertexData.VertexBufferBinding; HardwareVertexBuffer vertexBuffer = HardwareBufferManager.Instance.CreateVertexBuffer( 32, positions.Length, HardwareBuffer.Usage.StaticWriteOnly ); bufferBinding.SetBinding( 0, vertexBuffer, true ); subMesh.VertexData.VertexCount = positions.Length; unsafe { Vertex* buffer = (Vertex*)vertexBuffer.Lock( HardwareBuffer.LockOptions.Normal ); for( int n = 0; n < positions.Length; n++ ) { Vertex vertex = new Vertex(); vertex.position = positions[ n ]; vertex.normal = normals[ n ]; if( JigsawPuzzleManager.Instance != null ) { Vec2I pieceCount = JigsawPuzzleManager.Instance.PieceCount; Vec2I i = index; if( vertex.position.X > 0 ) i.X++; if( vertex.position.Y > 0 ) i.Y++; vertex.texCoord = new Vec2( (float)i.X / (float)pieceCount.X, 1.0f - (float)i.Y / (float)pieceCount.Y ); } *buffer = vertex; buffer++; } vertexBuffer.Unlock(); } //calculate mesh bounds Bounds bounds = Bounds.Cleared; float radius = 0; foreach( Vec3 position in positions ) { bounds.Add( position ); float r = position.Length(); if( r > radius ) radius = r; } mesh.SetBoundsAndRadius( bounds, radius ); //init IndexData subMesh.IndexData = IndexData.CreateFromArray( indices, 0, indices.Length, false ); //init material subMesh.MaterialName = "JigsawPuzzleImage"; }
private unsafe void UpdateGeometry() { DestroyGeometry(); Curve positionCurve = GetPositionCurve(); Curve radiusCurve = null; { bool existsSpecialRadius = false; foreach (MapCurvePoint point in Points) { RenderableCurvePoint point2 = point as RenderableCurvePoint; if (point2 != null && point2.OverrideRadius >= 0) { existsSpecialRadius = true; break; } } if (existsSpecialRadius) { switch (radiusCurveType) { case RadiusCurveTypes.UniformCubicSpline: radiusCurve = new UniformCubicSpline(); break; case RadiusCurveTypes.Bezier: radiusCurve = new BezierCurve(); break; case RadiusCurveTypes.Line: radiusCurve = new LineCurve(); break; } for (int n = 0; n < Points.Count; n++) { MapCurvePoint point = Points[n]; if (!point.Editor_IsExcludedFromWorld()) { float rad = radius; RenderableCurvePoint renderableCurvePoint = point as RenderableCurvePoint; if (renderableCurvePoint != null && renderableCurvePoint.OverrideRadius >= 0) rad = renderableCurvePoint.OverrideRadius; radiusCurve.AddValue(point.Time, new Vec3(rad, 0, 0)); } } } } //create mesh Vertex[] vertices = null; int[] indices = null; if (positionCurve != null && positionCurve.Values.Count > 1 && Points.Count >= 2) { Vec3 positionOffset = -Position; int steps = (Points.Count - 1) * pathSteps + 1; int vertexCount = steps * (shapeSegments + 1); int indexCount = (steps - 1) * shapeSegments * 2 * 3; vertices = new Vertex[vertexCount]; indices = new int[indexCount]; //fill data { int currentVertex = 0; int currentIndex = 0; float currentDistance = 0; Vec3 lastPosition = Vec3.Zero; Quat lastRot = Quat.Identity; for (int nStep = 0; nStep < steps; nStep++) { int startStepVertexIndex = currentVertex; float coefficient = (float)nStep / (float)(steps - 1); Vec3 pos = CalculateCurvePointByCoefficient(coefficient) + positionOffset; Quat rot; { Vec3 v = CalculateCurvePointByCoefficient(coefficient + .3f / (float)(steps - 1)) - CalculateCurvePointByCoefficient(coefficient); if (v != Vec3.Zero) rot = Quat.FromDirectionZAxisUp(v.GetNormalize()); else rot = lastRot; } if (nStep != 0) currentDistance += (pos - lastPosition).Length(); float rad; if (radiusCurve != null) { Range range = new Range(radiusCurve.Times[0], radiusCurve.Times[radiusCurve.Times.Count - 1]); float t = range.Minimum + (range.Maximum - range.Minimum) * coefficient; rad = radiusCurve.CalculateValueByTime(t).X; } else rad = radius; for (int nSegment = 0; nSegment < shapeSegments + 1; nSegment++) { float rotateCoefficient = ((float)nSegment / (float)(shapeSegments)); float angle = rotateCoefficient * MathFunctions.PI * 2; Vec3 p = pos + rot * new Vec3(0, MathFunctions.Cos(angle) * rad, MathFunctions.Sin(angle) * rad); Vertex vertex = new Vertex(); vertex.position = p; Vec3 pp = p - pos; if (pp != Vec3.Zero) vertex.normal = pp.GetNormalize(); else vertex.normal = Vec3.XAxis; //vertex.normal = ( p - pos ).GetNormalize(); vertex.texCoord = new Vec2(currentDistance * textureCoordinatesTilesPerMeter, rotateCoefficient + .25f); vertex.tangent = new Vec4(rot.GetForward(), 1); vertices[currentVertex++] = vertex; } if (nStep < steps - 1) { for (int nSegment = 0; nSegment < shapeSegments; nSegment++) { indices[currentIndex++] = startStepVertexIndex + nSegment; indices[currentIndex++] = startStepVertexIndex + nSegment + 1; indices[currentIndex++] = startStepVertexIndex + nSegment + 1 + shapeSegments + 1; indices[currentIndex++] = startStepVertexIndex + nSegment + 1 + shapeSegments + 1; indices[currentIndex++] = startStepVertexIndex + nSegment + shapeSegments + 1; indices[currentIndex++] = startStepVertexIndex + nSegment; } } lastPosition = pos; lastRot = rot; } if (currentVertex != vertexCount) Log.Fatal("RenderableCurve: UpdateRenderingGeometry: currentVertex != vertexCount."); if (currentIndex != indexCount) Log.Fatal("RenderableCurve: UpdateRenderingGeometry: currentIndex != indexCount."); } if (vertices.Length != 0 && indices.Length != 0) { //create mesh string meshName = MeshManager.Instance.GetUniqueName( string.Format("__RenderableCurve_{0}_{1}", Name, uniqueMeshIdentifier)); uniqueMeshIdentifier++; //string meshName = MeshManager.Instance.GetUniqueName( string.Format( "__RenderableCurve_{0}", Name ) ); mesh = MeshManager.Instance.CreateManual(meshName); SubMesh subMesh = mesh.CreateSubMesh(); subMesh.UseSharedVertices = false; //init vertexData VertexDeclaration declaration = subMesh.VertexData.VertexDeclaration; declaration.AddElement(0, 0, VertexElementType.Float3, VertexElementSemantic.Position); declaration.AddElement(0, 12, VertexElementType.Float3, VertexElementSemantic.Normal); declaration.AddElement(0, 24, VertexElementType.Float2, VertexElementSemantic.TextureCoordinates, 0); declaration.AddElement(0, 32, VertexElementType.Float4, VertexElementSemantic.Tangent, 0); fixed (Vertex* pVertices = vertices) { subMesh.VertexData = VertexData.CreateFromArray(declaration, (IntPtr)pVertices, vertices.Length * Marshal.SizeOf(typeof(Vertex))); } subMesh.IndexData = IndexData.CreateFromArray(indices, 0, indices.Length, false); //set material subMesh.MaterialName = materialName; //set mesh gabarites Bounds bounds = Bounds.Cleared; foreach (Vertex vertex in vertices) bounds.Add(vertex.position); mesh.SetBoundsAndRadius(bounds, bounds.GetRadius()); } } //create MeshObject, SceneNode if (mesh != null) { meshObject = SceneManager.Instance.CreateMeshObject(mesh.Name); if (meshObject != null) { meshObject.SetMaterialNameForAllSubObjects(materialName); meshObject.CastShadows = true; sceneNode = new SceneNode(); sceneNode.Attach(meshObject); //apply offset sceneNode.Position = Position; MapObject.AssociateSceneNodeWithMapObject(sceneNode, this); } } //create collision body if (mesh != null && collision) { Vec3[] positions = new Vec3[vertices.Length]; for (int n = 0; n < vertices.Length; n++) positions[n] = vertices[n].position; string meshPhysicsMeshName = PhysicsWorld.Instance.AddCustomMeshGeometry(positions, indices, null, MeshShape.MeshTypes.TriangleMesh, 0, 0); collisionBody = PhysicsWorld.Instance.CreateBody(); collisionBody.Static = true; collisionBody._InternalUserData = this; collisionBody.Position = Position; MeshShape shape = collisionBody.CreateMeshShape(); shape.MeshName = meshPhysicsMeshName; shape.MaterialName = CollisionMaterialName; shape.ContactGroup = (int)ContactGroup.Collision; //shape.VehicleDrivableSurface = collisionVehicleDrivableSurface; collisionBody.PushedToWorld = true; } needUpdate = false; }
void CreateMesh() { string meshName = MeshManager.Instance.GetUniqueName( "DynamicMesh" ); mesh = MeshManager.Instance.CreateManual( meshName ); //set mesh gabarites Bounds bounds = new Bounds( new Vec3( -.1f, -.5f, -.5f ), new Vec3( .1f, .5f, .5f ) ); mesh.SetBoundsAndRadius( bounds, bounds.GetRadius() ); SubMesh subMesh = mesh.CreateSubMesh(); subMesh.UseSharedVertices = false; int maxVertices = ( Type.GridSize.X + 1 ) * ( Type.GridSize.Y + 1 ); int maxIndices = Type.GridSize.X * Type.GridSize.Y * 6; //init vertexData VertexDeclaration declaration = subMesh.VertexData.VertexDeclaration; declaration.AddElement( 0, 0, VertexElementType.Float3, VertexElementSemantic.Position ); declaration.AddElement( 0, 12, VertexElementType.Float3, VertexElementSemantic.Normal ); declaration.AddElement( 0, 24, VertexElementType.Float2, VertexElementSemantic.TextureCoordinates, 0 ); VertexBufferBinding bufferBinding = subMesh.VertexData.VertexBufferBinding; HardwareVertexBuffer vertexBuffer = HardwareBufferManager.Instance.CreateVertexBuffer( 32, maxVertices, HardwareBuffer.Usage.DynamicWriteOnly ); bufferBinding.SetBinding( 0, vertexBuffer, true ); //init indexData HardwareIndexBuffer indexBuffer = HardwareBufferManager.Instance.CreateIndexBuffer( HardwareIndexBuffer.IndexType._16Bit, maxIndices, HardwareBuffer.Usage.DynamicWriteOnly ); subMesh.IndexData.SetIndexBuffer( indexBuffer, true ); //set material subMesh.MaterialName = Type.MaterialName; needUpdateVertices = true; needUpdateIndices = true; }
private void CreateMesh() { DetachMeshFromEntity(); DestroyMesh(); int maxVertexCount = tesselation * tesselation; int maxIndexCount = (tesselation - 1) * (tesselation - 1) * 6; string meshName = MeshManager.Instance.GetUniqueName("DynamicSinusoidSurface"); mesh = MeshManager.Instance.CreateManual(meshName); SubMesh subMesh = mesh.CreateSubMesh(); subMesh.UseSharedVertices = false; //init vertexData VertexDeclaration declaration = subMesh.VertexData.VertexDeclaration; declaration.AddElement(0, 0, VertexElementType.Float3, VertexElementSemantic.Position); declaration.AddElement(0, 12, VertexElementType.Float3, VertexElementSemantic.Normal); declaration.AddElement(0, 24, VertexElementType.Float2, VertexElementSemantic.TextureCoordinates, 0); //declaration.AddElement( 0, 32, VertexElementType.Float4, VertexElementSemantic.Tangent, 0 ); HardwareBuffer.Usage usage = HardwareBuffer.Usage.DynamicWriteOnly;//HardwareBuffer.Usage.StaticWriteOnly; HardwareVertexBuffer vertexBuffer = HardwareBufferManager.Instance.CreateVertexBuffer( Marshal.SizeOf(typeof(Vertex)), maxVertexCount, usage); subMesh.VertexData.VertexBufferBinding.SetBinding(0, vertexBuffer, true); subMesh.VertexData.VertexCount = maxVertexCount; HardwareIndexBuffer indexBuffer = HardwareBufferManager.Instance.CreateIndexBuffer( HardwareIndexBuffer.IndexType._16Bit, maxIndexCount, usage); subMesh.IndexData.SetIndexBuffer(indexBuffer, true); subMesh.IndexData.IndexCount = maxIndexCount; //set material subMesh.MaterialName = "DynamicSinusoidSurface"; //set mesh gabarites Bounds bounds = new Bounds(-Scale / 2, Scale / 2); mesh.SetBoundsAndRadius(bounds, bounds.GetRadius()); }