Beispiel #1
0
//----------------------------------------------------------------------------
void EditMap::CreateBox (PX2::APoint pos)
{
	PX2::Texture2D *tex = DynamicCast<PX2::Texture2D>(
		ResourceManager::GetSingleton().BlockLoad("ToolRes/images/default.png"));
	if (!tex)
		return;

	StandardMesh stdMesh(mVertexFormat);
	TriMesh *mesh = stdMesh.Box(1, 1, 1);
	mesh->SetName("NoName");

	Texture2DMaterialPtr material = new0 Texture2DMaterial;
	mesh->SetMaterialInstance(material->CreateInstance(tex));

	ActorPtr actor = new0 Actor();
	actor->SetName("NoName");
	actor->SetMovable(mesh);
	actor->SetPosition(pos);
	actor->ComeInToEventWorld();

	AddActor(actor);

	Event *event = 0;
	event = EditorEventSpace::CreateEventX
		(EditorEventSpace::AddActor);
	event->SetData<Actor*>(actor);
	EventWorld::GetSingleton().BroadcastingLocalEvent(event);

	ActorAddDeleteCommand *command = new0 ActorAddDeleteCommand(actor);
	EditSystem::GetSingleton().GetCM()->PushUnDo(command);
}
Beispiel #2
0
Node<real>* SceneImporter<real>::ReadTriMesh( std::istream& stream, const std::string& name )
{
	TriMesh<real>* triMesh = new TriMesh<real>;
	triMesh->SetName( name );

	ReadGeometryHeader( stream, triMesh ); ReadNextExactToken( stream, "," );

	std::string filename = ReadString( stream );
	triMesh->Load( filename );

	return triMesh;
}
//----------------------------------------------------------------------------
BoxSurface::BoxSurface (BSplineVolumef* volume, int numUSamples,
						int numVSamples, int numWSamples, VertexFormat* vformat[6])
						:
mVolume(volume),
mNumUSamples(numUSamples),
mNumVSamples(numVSamples),
mNumWSamples(numWSamples),
mDoSort(false)
{
	int permute[3];
	TriMesh* mesh;

	// u faces
	permute[0] = 1;
	permute[1] = 2;
	permute[2] = 0;

	// u = 0
	mesh = CreateFace(mNumWSamples, mNumVSamples, vformat[0], false, 0.0f,
		permute);
	mesh->SetName("u0");
	AttachChild(mesh);

	// u = 1
	mesh = CreateFace(mNumWSamples, mNumVSamples, vformat[1], true, 1.0f,
		permute);
	mesh->SetName("u1");
	AttachChild(mesh);

	// v faces
	permute[0] = 0;
	permute[1] = 2;
	permute[2] = 1;

	// v = 0
	mesh = CreateFace(mNumWSamples, mNumUSamples, vformat[2], true, 0.0f,
		permute);
	mesh->SetName("v0");
	AttachChild(mesh);

	// v = 1
	mesh = CreateFace(mNumWSamples, mNumUSamples, vformat[3], false, 1.0f,
		permute);
	mesh->SetName("v1");
	AttachChild(mesh);

	// w faces
	permute[0] = 0;
	permute[1] = 1;
	permute[2] = 2;

	// w = 0
	mesh = CreateFace(mNumVSamples, mNumUSamples, vformat[4], false, 0.0f,
		permute);
	mesh->SetName("w0");
	AttachChild(mesh);

	// w = 1
	mesh = CreateFace(mNumVSamples, mNumUSamples, vformat[5], true, 1.0f,
		permute);
	mesh->SetName("w1");
	AttachChild(mesh);
}
Beispiel #4
0
//----------------------------------------------------------------------------
TriMesh* SkinnedBiped::GetMesh (const std::string& name, Node* biped)
{
    // Load the triangle indices and material.
    std::string filename = name + ".triangle.raw";
    std::string path = Environment::GetPathR(filename);
    FileIO inFile(path, FileIO::FM_DEFAULT_READ);

    int numTriangles;
    inFile.Read(sizeof(int), &numTriangles);
    int numIndices = 3*numTriangles;
    IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    inFile.Read(sizeof(int), numIndices, indices);

    Material* material = new0 Material();
    Float4 emissive, ambient, diffuse, specular;
    inFile.Read(sizeof(float), 3, &material->Emissive);
    material->Emissive[3] = 1.0f;
    inFile.Read(sizeof(float), 3, &material->Ambient);
    material->Ambient[3] = 1.0f;
    inFile.Read(sizeof(float), 3, &material->Diffuse);
    material->Diffuse[3] = 1.0f;
    inFile.Read(sizeof(float), 3, &material->Specular);
    material->Specular[3] = 0.0f;

    inFile.Close();

    // Load the skin controller.
    filename = name + ".skin.raw";
    path = Environment::GetPathR(filename);
    inFile.Open(path, FileIO::FM_DEFAULT_READ);

    int repeat;
    float minTime, maxTime, phase, frequency;
    inFile.Read(sizeof(float), &repeat);
    inFile.Read(sizeof(float), &minTime);
    inFile.Read(sizeof(float), &maxTime);
    inFile.Read(sizeof(float), &phase);
    inFile.Read(sizeof(float), &frequency);

    int numVertices, numBones;
    inFile.Read(sizeof(int), &numVertices);
    inFile.Read(sizeof(int), &numBones);

    SkinController* ctrl = new0 SkinController(numVertices, numBones);

    ctrl->Repeat = (Controller::RepeatType)repeat;
    ctrl->MinTime = (double)minTime;
    ctrl->MaxTime = (double)maxTime;
    ctrl->Phase = (double)phase;
    ctrl->Frequency = (double)frequency;

    Node** bones = ctrl->GetBones();
    int i;
    for (i = 0; i < numBones; ++i)
    {
        int length;
        inFile.Read(sizeof(int), &length);
        char* boneName = new1<char>(length + 1);
        inFile.Read(sizeof(char), length, boneName);
        boneName[length] = 0;

        bones[i] = (Node*)biped->GetObjectByName(boneName);
        assertion(bones[i] != 0, "Failed to find bone.\n");
        delete1(boneName);
    }

    float** weights = ctrl->GetWeights();
    APoint** offsets = ctrl->GetOffsets();
    for (int j = 0; j < numVertices; ++j)
    {
        for (i = 0; i < numBones; ++i)
        {
            inFile.Read(sizeof(float), &weights[j][i]);
            inFile.Read(sizeof(float), 3, &offsets[j][i]);
        }
    }

    inFile.Close();

    int vstride = mVFormat->GetStride();
    VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);

    // Set positions and normals to zero for now.  The controller update
    // will set the initial values.
    memset(vbuffer->GetData(), 0, numVertices*vstride);

    TriMesh* mesh = new0 TriMesh(mVFormat, vbuffer, ibuffer);
    mesh->SetName(name);
    mesh->AttachController(ctrl);
    mesh->SetEffectInstance(LightDirPerVerEffect::CreateUniqueInstance(
        mLight, material));

    return mesh;
}
//----------------------------------------------------------------------------
void FreeFormDeformation::CreateControlBoxes ()
{
    // Generate small boxes to represent the control points.
    mControlRoot = new0 Node();
    mTrnNode->AttachChild(mControlRoot);

    // Create a single box to be shared by each control point box.
    const float halfWidth = 0.02f;
    VertexFormat* vformat = VertexFormat::Create(1,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    VertexBuffer* vbuffer = new0 VertexBuffer(8, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);
    vba.Position<Vector3f>(0) = Vector3f(-halfWidth, -halfWidth, -halfWidth);
    vba.Position<Vector3f>(1) = Vector3f(+halfWidth, -halfWidth, -halfWidth);
    vba.Position<Vector3f>(2) = Vector3f(+halfWidth, +halfWidth, -halfWidth);
    vba.Position<Vector3f>(3) = Vector3f(-halfWidth, +halfWidth, -halfWidth);
    vba.Position<Vector3f>(4) = Vector3f(-halfWidth, -halfWidth, +halfWidth);
    vba.Position<Vector3f>(5) = Vector3f(+halfWidth, -halfWidth, +halfWidth);
    vba.Position<Vector3f>(6) = Vector3f(+halfWidth, +halfWidth, +halfWidth);
    vba.Position<Vector3f>(7) = Vector3f(-halfWidth, +halfWidth, +halfWidth);

    IndexBuffer* ibuffer = new0 IndexBuffer(36, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    indices[ 0] = 0;  indices[ 1] = 2;  indices[ 2] = 1;
    indices[ 3] = 0;  indices[ 4] = 3;  indices[ 5] = 2;
    indices[ 6] = 4;  indices[ 7] = 5;  indices[ 8] = 6;
    indices[ 9] = 4;  indices[10] = 6;  indices[11] = 7;
    indices[12] = 0;  indices[13] = 5;  indices[14] = 4;
    indices[15] = 0;  indices[16] = 1;  indices[17] = 5;
    indices[18] = 3;  indices[19] = 7;  indices[20] = 6;
    indices[21] = 3;  indices[22] = 6;  indices[23] = 2;
    indices[24] = 1;  indices[25] = 2;  indices[26] = 6;
    indices[27] = 1;  indices[28] = 6;  indices[29] = 5;
    indices[30] = 0;  indices[31] = 4;  indices[32] = 7;
    indices[33] = 0;  indices[34] = 7;  indices[35] = 3;

    // Create the materials and light to be attached to each box.
    Material* materialActive = new0 Material();
    materialActive->Emissive = Float4(0.0f, 0.0f, 0.0f, 1.0f);
    materialActive->Ambient = Float4(1.0f, 0.0f, 0.0f, 1.0f);
    materialActive->Diffuse = Float4(1.0f, 0.0f, 0.0f, 1.0f);
    materialActive->Specular = Float4(0.0f, 0.0f, 0.0f, 1.0f);

    Material* materialInactive = new0 Material();
    materialInactive->Emissive = Float4(0.0f, 0.0f, 0.0f, 1.0f);
    materialInactive->Ambient = Float4(0.75f, 0.75f, 0.75f, 1.0f);
    materialInactive->Diffuse = Float4(0.75f, 0.75f, 0.75f, 1.0f);
    materialInactive->Specular = Float4(0.0f, 0.0f, 0.0f, 1.0f);

    Light* light = new0 Light(Light::LT_AMBIENT);
    light->Ambient = Float4(1.0f, 1.0f, 1.0f, 1.0f);
    light->Diffuse = Float4(1.0f, 1.0f, 1.0f, 1.0f);
    light->Specular = Float4(0.0f, 0.0f, 0.0f, 1.0f);

    LightAmbEffect* effect = new0 LightAmbEffect();
    mControlActive = effect->CreateInstance(light, materialActive);
    mControlInactive = effect->CreateInstance(light, materialInactive);

    for (int i0 = 0; i0 < mQuantity; ++i0)
    {
        for (int i1 = 0; i1 < mQuantity; ++i1)
        {
            for (int i2 = 0; i2 < mQuantity; ++i2)
            {
                TriMesh* box = new0 TriMesh(vformat, vbuffer, ibuffer);
                Vector3f ctrl = mVolume->GetControlPoint(i0, i1, i2);
                box->LocalTransform.SetTranslate(ctrl);

                // Encode the indices in the name for later use.  This will
                // allow fast lookup of volume control points.
                char name[32];
                sprintf(name, "%d %d %d", i0, i1, i2);
                box->SetName(name);

                box->SetEffectInstance(mControlInactive);

                mControlRoot->AttachChild(box);
            }
        }
    }
}