/// <summary>
        /// Adds all of the geometry used by a model component to the static geometry.
        /// This is used by the ModelComponent.
        /// </summary>
        public void Add(ModelComponent mc, ThingBlock template, ModelBlock block, ThingDefinition def)
        {
            // if the model detail option is low and this model wants imposters, don't even make any static geometry of it
            if (Options.ModelDetail == ModelDetailOption.Low) {
                if (def.GetBoolProperty("Imposters", false))
                    return;
            }

            var sceneMgr = LKernel.GetG<SceneManager>();

            string meshName = block.GetStringProperty("mesh", null);
            // map region goes first
            string sgeomName = template.GetStringProperty("MapRegion", "(Default)");
            // static group can override map region
            sgeomName = block.GetStringProperty("StaticGroup", sgeomName);
            Entity ent;

            // get our entity if it already exists
            if (!ents.TryGetValue(meshName, out ent)) {
                // getting the entity was not successful, so we have to create it
                ent = sceneMgr.CreateEntity(meshName + mc.ID, meshName);
                string material;
                if (block.StringTokens.TryGetValue("material", out material))
                    ent.SetMaterialName(material);

                ents.Add(meshName, ent);
            }

            Vector3 pos;
            // two ways to get the position
            // inherit it from the lthing, the default (if we were using nodes, this would be the default too)
            if (block.GetBoolProperty("InheritOrientation", true)) {
                pos = (mc.Owner.SpawnOrientation * block.GetVectorProperty("position", Vector3.ZERO)) + template.VectorTokens["position"];
            }
            // or we can choose not to inherit it for whatever reason
            else {
                pos = block.GetVectorProperty("position", Vector3.ZERO) + template.VectorTokens["position"];
            }
            Quaternion orient = block.GetQuatProperty("orientation", Quaternion.IDENTITY) * template.GetQuatProperty("orientation", Quaternion.IDENTITY);
            Vector3 sca = block.GetVectorProperty("scale", Vector3.UNIT_SCALE);

            StaticGeometry sg;
            if (!sgeoms.TryGetValue(sgeomName, out sg)) {
                sg = LKernel.GetG<SceneManager>().CreateStaticGeometry(sgeomName);

                sg.RegionDimensions = regionDimensions;
                sg.RenderingDistance = 300 / 5f;

                sgeoms.Add(sgeomName, sg);
            }

            sg.AddEntity(ent, pos, orient, sca);
        }
        public void Add(ModelComponent mc, ThingBlock template, ModelBlock block, ThingDefinition def)
        {
            // if the model detail option is low and this model wants imposters, don't even make any instanced geometry of it
            if (Options.ModelDetail == ModelDetailOption.Low) {
                if (def.GetBoolProperty("Imposters", false))
                    return;
            }

            var sceneMgr = LKernel.GetG<SceneManager>();

            string meshName = block.GetStringProperty("mesh", null);
            string mapRegion = template.GetStringProperty("MapRegion", string.Empty);
            string key = mapRegion + meshName;

            // create our entity if it doesn't exist
            if (!ents.ContainsKey(key)) {
                Entity ent = sceneMgr.CreateEntity(mc.Name + mc.ID, meshName);
                ent.SetMaterialName(block.GetStringProperty("Material", string.Empty));
                // then add it to our dictionary
                ents.Add(key, ent);
            }

            // get our transforms
            Vector3 pos;
            // two ways to get the position
            // inherit it from the lthing, the default (if we were using nodes, this would be the default too)
            if (block.GetBoolProperty("InheritOrientation", true)) {
                pos = (mc.Owner.SpawnOrientation * block.GetVectorProperty("position", Vector3.ZERO)) + template.VectorTokens["position"];
            }
            // or we can choose not to inherit it for whatever reason
            else {
                pos = block.GetVectorProperty("position", Vector3.ZERO) + template.VectorTokens["position"];
            }
            Quaternion orient = block.GetQuatProperty("orientation", Quaternion.IDENTITY) * template.GetQuatProperty("orientation", Quaternion.IDENTITY);
            Vector3 sca = block.GetVectorProperty("scale", Vector3.UNIT_SCALE);

            // put them in one class
            Transform trans = new Transform {
                Position = pos,
                Orientation = orient,
                Scale = sca,
            };

            // if the transforms dictionary doesn't contain the mesh yet, add a new one
            if (!transforms.ContainsKey(key)) {
                transforms.Add(key, new List<Transform>());
            }
            // then put our transform into the dictionary
            transforms[key].Add(trans);
        }
示例#3
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        /// <summary>
        /// Constructor woo!
        /// </summary>
        /// <param name="template">
        /// This is the part that comes from the .muffin file (if we used one) or somewhere else in the program. It has basic information needed for constructing this
        /// lthing, such as where it should be in the world, its rotation, etc.
        /// </param>
        /// <param name="def">
        /// This is the part that comes from the .thing file. It's got all of the properties that specifies what this lthing is, what it should look like, and
        /// information about all of its components.
        /// </param>
        public LThing(ThingBlock template, ThingDefinition def)
        {
            ID = IDs.Incremental;
            Name = template.ThingName;

            // get our three basic transforms
            SpawnPosition = template.GetVectorProperty("position", null);

            SpawnOrientation = template.GetQuatProperty("orientation", Quaternion.IDENTITY);
            if (SpawnOrientation == Quaternion.IDENTITY)
                SpawnOrientation = template.GetVectorProperty("rotation", Vector3.ZERO).DegreeVectorToGlobalQuaternion();

            SpawnScale = template.GetVectorProperty("scale", Vector3.UNIT_SCALE);

            // and start setting up this thing!
            PreSetup(template, def);
            SetupMogre(template, def);

            InitialiseComponents(template, def);

            RootNode.Position = SpawnPosition;
            RootNode.Orientation = SpawnOrientation;
            // only scale up the root node if it doesn't have any physics things attached - bullet really does not like scaling.
            // Need a few variations of identical objects with different scales? Gonna have to make different .things for them.
            // Though it might be easier to just have one general .thing for them, and all it does is run a script that randomly
            // gets one of the others.
            if (ShapeComponents == null)
                RootNode.Scale(SpawnScale);
            RootNode.SetInitialState();

            PostInitialiseComponents(template, def);

            SetupPhysics(template, def);

            // get our script token and run it, if it has one and if this thing was created on the fly instead
            // of through a .muffin file
            string script;
            if (def.StringTokens.TryGetValue("script", out script)) {
                this.Script = script;
                RunScript();
            }

            DisposeIfStaticOrInstanced(def);
        }