public void MakeLightWaveScene()
        {
            Reset();

            LWScene scene = LWSceneParser.Load("res/Scenes/boxi3.lws");

            Debug.WriteLine(scene.Objects.Count + " objects");
            Debug.WriteLine(scene.Lights.Count + " lights");
            Debug.WriteLine(scene.Cameras.Count + " cameras");

            Material wood         = materialManager["wood"];
            var      loadedModels = new Dictionary <string, RenderStack.LightWave.LWModel>();

            foreach (var @object in scene.Objects)
            {
                try
                {
                    string  name    = "res/Objects/" + @object.Name.Split('/').Last();
                    LWModel lwModel = null;
                    if (loadedModels.ContainsKey(name))
                    {
                        lwModel = loadedModels[name];
                    }
                    else
                    {
                        loadedModels[name] = lwModel = RenderStack.LightWave.LWModelParser.Load(name);
                    }

                    foreach (var layer in lwModel.Layers.Values)
                    {
                        var mesh  = new GeometryMesh(layer.Geometry, NormalStyle.CornerNormals);
                        var model = new Model(layer.Name, mesh, wood, Motion(@object, 0.0f));
                        AddModel(model);
                    }

                    Debug.WriteLine("\tObject '" + @object.Name + "' " + @object.Bones.Count + " bones @ ");
                }
                catch (System.Exception)
                {
                }
            }
            foreach (var item in scene.Cameras)
            {
                Debug.WriteLine("\tCamera '" + item.Name + "'");
            }
            foreach (var item in scene.Lights)
            {
                Debug.WriteLine("\tLight '" + item.Name + "'");
            }

            AddCameras();
            camera.Frame.LocalToParent.Set(
                Motion(scene.Cameras.First(), 0.0f)
                );
            AddCameraUserControls();
        }
示例#2
0
        public void End()
        {
            if (constraint == null)
            {
                return;
            }

            model.RigidBody.AllowDeactivation = true;
            model.Batch.Material = materialStore;
            materialStore        = null;
            sceneManager.World.RemoveConstraint(constraint);
            constraint = null;
            model      = null;
        }
        public void MakeBoxScene()
        {
            Reset();

            float scale = 1.0f;

            //sceneManager.AddFloor(22.0f * scale, 0, -1.0f);
            AddFloor(30.0f * scale, 5, -0.5f);

#if true
            float gap = 10.0f;

            Material magenta = materialManager["magenta"];
            for (float x = 0.5f; x <= 2.0f; x += 0.5f)
            {
                for (float z = 0.5f; z <= 2.0f; z += 0.5f)
                {
                    Geometry g = new RenderStack.Geometry.Shapes.Cube(
                        new Vector3(x, 1.0f, z), new IVector3(2, 2, 2)
                        );
                    //g.Geodesate();

                    GeometryMesh mesh = new GeometryMesh(
                        g,
                        NormalStyle.CornerNormals
                        );
                    Shape shape = new BoxShape(x, 1.0f, z);
                    //Shape shape = new RenderStack.Physics.SphereShape(1.0f);
                    AddModel(
                        new Model(
                            "Cube(" + x + ", 1.0, " + z + ")",
                            mesh,
                            magenta,
                            -10.0f + (float)(x * gap),
                            0.5f,
                            -10.0f + (float)(z * gap)
                            ),
                        shape
                        );
                }
            }
#endif

            AddCameras();
            AddCameraUserControls();
        }
        public void MakeTree(Vector3 pos, TreeTemplate template)
        {
            int      i          = 0;
            Material wood       = materialManager["wood"];
            Material leaves     = materialManager["leaves"];
            float    coneHeight = template.Height / (float)template.ConeCount;
            Matrix4  rotZ       = Matrix4.CreateRotation(
                RenderStack.Math.Conversions.DegreesToRadians(90.0f),
                Vector3.UnitZ
                );
            float        cylHeight     = coneHeight;
            float        cylRadius     = template.Height / 20.0f;
            GeometryMesh cylinderMesh  = template.Meshes[i];
            Shape        cylinderShape = template.Shapes[i];

            ++i;
            Model rootModel = new Model("TreeRoot", cylinderMesh, wood, pos.X, pos.Y + cylHeight / 2.0f, pos.Z);

            AddModel(rootModel, null);
            Model below      = rootModel;
            float prevOffset = cylHeight / 2.0f;

            for (int c = 0; c < template.ConeCount; c++)
            {
                float topRadius      = (template.ConeCount - 1 - c) * template.Radius / (float)template.ConeCount;
                float bottomRadius   = topRadius + template.RadAdd;
                float R              = bottomRadius;
                float r              = topRadius;
                float fullConeHeight = (R * coneHeight) / (R - r);
                float minX           = -fullConeHeight / 3.0f;
                //float maxX = 2.0f * fullConeHeight / 3.0f;
                float        offset    = -minX;
                GeometryMesh coneMesh  = template.Meshes[i];
                Shape        coneShape = template.Shapes[i];
                ++i;
                Model coneModel = new Model("TreeCone", coneMesh, leaves, 0.0f, prevOffset + offset, 0.0f);
                coneModel.Frame.Parent = below.Frame;
                AddModel(coneModel, null);
                Bender bender = new Bender(Vector3.UnitZ, 0.1f, 2.0f);
                bender.Frame = coneModel.Frame;
                Add(bender);
                below      = coneModel;
                prevOffset = offset;
            }
        }
示例#5
0
        public void Begin()
        {
            if (
                (Configuration.physics == false) ||
                (selectionManager == null) ||
                (selectionManager.HoverModel == null) ||
                (selectionManager.HoverModel.RigidBody == null) ||
                (selectionManager.HoverModel.Static == true)
                )
            {
                return;
            }

            model         = selectionManager.HoverModel;
            materialStore = model.Batch.Material;
            var materialManager = Services.Get <MaterialManager>();

            model.Batch.Material = materialManager["EdgeLines"];
            sceneManager.UnparentModel(model);
            Frame     frame = model.Frame;
            RigidBody body  = model.RigidBody;

            //sceneManager.ActivateModel(model);
            body.IsStatic          = false;
            body.IsActive          = true;
            body.AllowDeactivation = false;
            frame.Updated          = false;
            //frame.UpdateHierarchical();
            Vector3 snap      = selectionManager.HoverPosition;
            Vector3 camera    = sceneManager.Camera.Frame.LocalToWorld.Matrix.GetColumn3(3);
            Vector3 direction = Vector3.Normalize(snap - camera);

            lockDistance = camera.Distance(snap);

            snapInLocal = model.Frame.LocalToWorld.InverseMatrix.TransformPoint(snap);
            //JVector jpos = new JVector(snapInLocal.X, snapInLocal.Y, snapInLocal.Z);
            constraint = new PointOnPoint(
                body,
                snapInLocal
                );
            constraint.Anchor = snap; //new JVector(snap.X, snap.Y, snap.Z);
            sceneManager.World.AddConstraint(constraint);
        }
示例#6
0
 public UnitType(
     string name,
     Material material,
     Mesh mesh,
     Shape collisionShape,
     Sphere boundingSphere,
     float maxHealth,
     float density,
     IAI ai,
     Type controllerType
     )
 {
     Name           = name;
     Material       = material;
     Mesh           = mesh;
     CollisionShape = collisionShape;
     BoundingSphere = boundingSphere;
     MaxHealth      = maxHealth;
     Density        = density;
     AI             = ai;
     ControllerType = controllerType;
 }
        public void MakeSimpleScene()
        {
            System.Console.WriteLine("MakeSimpleScene");
            int subdiv = 1;

            Reset();

            float scale = 1.0f;

            //sceneManager.AddFloor(22.0f * scale, 0, -1.0f);
            AddFloor(22.0f * scale, 5, -0.5f);

            /*  Renderable meshes  */
            Geometry cubeGeometry = new RenderStack.Geometry.Shapes.Cube(1.0f, 1.0f, 1.0f);

            //Geometry cubeGeometry = new RenderStack.Geometry.Shapes.Cube(Vector3.One, new IVector3(20, 20, 20), 1.0f);
            cubeGeometry = Mush(0.04f, cubeGeometry);

            /*cubeGeometry.BuildEdges();
            *  cubeGeometry = new SubdivideGeometryOperation(cubeGeometry).Destination;
            *  cubeGeometry = new SubdivideGeometryOperation(cubeGeometry).Destination;
            *  cubeGeometry = new SubdivideGeometryOperation(cubeGeometry).Destination;
            *  cubeGeometry = new CatmullClarkGeometryOperation(cubeGeometry).Destination;
            *  cubeGeometry.ComputePolygonCentroids();
            *  cubeGeometry.ComputePolygonNormals();
            *  cubeGeometry.ComputeCornerNormals(0.0f);
            *  cubeGeometry.BuildEdges();*/
            GeometryMesh cubeMesh = new GeometryMesh(cubeGeometry, NormalStyle.PolygonNormals);

#if OPENRL
            Geometry geodesatedBoxGeometry = new RenderStack.Geometry.Shapes.Cube(
                new Vector3(1.0f, 1.0f, 1.0f), new IVector3(2, 2, 2)
                );
#else
            Geometry geodesatedBoxGeometry = new RenderStack.Geometry.Shapes.Cube(
                new Vector3(1.0f, 1.0f, 1.0f), new IVector3(6, 6, 6)
                );
#endif
            geodesatedBoxGeometry.Geodesate(0.75f);

            //  This is the best geo shape but somewhat slow to create
#if false
            Geometry subdividedIcosahedron = new RenderStack.Geometry.Shapes.Icosahedron(1.00);
            //subdividedIcosahedron = Sqrt3(subdividedIcosahedron);
            //subdividedIcosahedron = Mush(0.01f, subdividedIcosahedron);
            GeometryMesh sphereMesh2 = new GeometryMesh(
                subdividedIcosahedron,
                NormalStyle.PolygonNormals
                );
#endif

#if false
            GeometryMesh discMesh = new GeometryMesh(
                new RenderStack.Geometry.Shapes.Disc(1.0, 0.8, 32, 2),
                NormalStyle.PolygonNormals
                );
            GeometryMesh triangleMesh = new GeometryMesh(
                new RenderStack.Geometry.Shapes.Triangle(0.8f / 0.57735027f),
                NormalStyle.PolygonNormals
                );
#endif


            GeometryMesh sphereMesh = new GeometryMesh(
                //new RenderStack.Geometry.Shapes.Sphere(0.75, 24, 14),
                geodesatedBoxGeometry,
                NormalStyle.CornerNormals
                );
#if false
#endif
            //Geometry cylinderGeometry = new RenderStack.Geometry.Shapes.Cylinder(-0.5f, 0.5f, 0.5f, 24);
#if OPENRL
            Geometry cylinderGeometry = new RenderStack.Geometry.Shapes.Cone(-0.5f, 0.5f, 0.5f, 0.5f, true, true, 5, 1);
#else
            Geometry cylinderGeometry = new RenderStack.Geometry.Shapes.Cone(-0.5f, 0.5f, 0.5f, 0.5f, true, true, 24, 1);
#endif
            cylinderGeometry.Transform(
                Matrix4.CreateRotation(
                    RenderStack.Math.Conversions.DegreesToRadians(90.0f),
                    Vector3.UnitZ
                    )
                );
            //cylinderGeometry = Mush(0.08f, cylinderGeometry);

            GeometryMesh cylinderMesh = new GeometryMesh(cylinderGeometry, NormalStyle.CornerNormals);
#if OPENRL
            Geometry coneGeometry = new RenderStack.Geometry.Shapes.Cone(-1.0f / 3.0f, 2.0f / 3.0f, 0.75f, 0.0f, true, false, 5, 5);
#else
            Geometry coneGeometry = new RenderStack.Geometry.Shapes.Cone(-1.0f / 3.0f, 2.0f / 3.0f, 0.75f, 0.0f, true, false, 24 * subdiv, 10 * subdiv);
#endif
            coneGeometry.Transform(
                Matrix4.CreateRotation(
                    RenderStack.Math.Conversions.DegreesToRadians(90.0f),
                    Vector3.UnitZ
                    )
                );
            //coneGeometry = Mush(0.08f, coneGeometry);
            GeometryMesh coneMesh = new GeometryMesh(coneGeometry, NormalStyle.CornerNormals);

            /*  Physics shapes  */
            Shape cubeShape     = new BoxShape(1.0f, 1.0f, 1.0f);
            Shape sphereShape   = new SphereShape(0.75f);
            Shape cylinderShape = new CylinderShape(1.0f, 0.5f);
            Shape coneShape     = new ConeShape(1.0f, 0.75f);

            /*  Models  */
            float gap = 2.5f;

            //var defaultPng = materialManager.Texture("res/images/default.png", true);

            Material pearl = materialManager["pearl"];
            Material gold  = materialManager["gold"];
            //Material red        = materialManager.MakeTextured("red", defaultPng);
            Material red = materialManager["red"];
            //Material green      = materialManager["green"]  ;
            Material transparent = materialManager["transparent"];
            Material cyan        = materialManager["cyan"];
            Material blue        = materialManager["blue"];
            Material magenta     = materialManager["magenta"];
            Material pink        = materialManager["pink"];
            Material hsv         = materialManager["HSVColorFill"];
            Material hsv2        = materialManager["HSVColorFill2"];
            for (int z = 0; z < 1; ++z)
            {
                float Z = (float)(1 - z) * gap;
                AddModel(new Model("cube", cubeMesh, z == 0 ? pearl   : pearl, -2.5f * gap, 0.5f, Z), cubeShape);
                AddModel(new Model("box", cubeMesh, z == 0 ? gold    : pearl, -1.5f * gap, 0.5f, Z), cubeShape);
                AddModel(new Model("sphere", sphereMesh, z == 0 ? red     : pearl, -0.5f * gap, 0.75f, Z), sphereShape);
                AddModel(new Model("cylinder", cylinderMesh, z == 0 ? cyan    : pearl, 0.5f * gap, 0.5f, Z), cylinderShape);
                AddModel(new Model("cylinder", cylinderMesh, z == 0 ? blue    : pearl, 1.5f * gap, 0.5f, Z), cylinderShape);
                AddModel(new Model("cone", coneMesh, z == 0 ? magenta : pearl, 2.5f * gap, 1.0f / 3.0f, Z), coneShape);
                AddModel(new Model("cone", coneMesh, z == 0 ? pink    : pearl, 3.5f * gap, 1.0f / 3.0f, Z), coneShape);
                //AddModel(new Model("disc",     discMesh,     hsv,      4.5f * gap, 2.0f, Z), null);
                //AddModel(new Model("triangle", triangleMesh, hsv2,     4.5f * gap, 2.0f, Z), null);
                //AddModel(new Model("sphere",   sphereMesh2,  gold,    -0.5f * gap, 0.75f, Z), sphereShape);
                //AddModel(new Model("sphere",   sphereMesh,   transparent,   -0.5f * gap, 0.75f, Z), sphereShape);
            }

            AddCameras();
            AddCameraUserControls();

#if false
            if (RenderStack.Graphics.Configuration.useOpenRL)
            {
                var rl = Services.Get <OpenRLRenderer>();
                rl.BuildScene(renderGroup);
            }
#endif
        }