This commit is contained in:
spatialfree 2022-10-31 00:08:52 -04:00
parent 69cd36781b
commit 901c86eddd
2 changed files with 52 additions and 36 deletions

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add/houseleek_plant.glb Normal file

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@ -14,15 +14,41 @@ public class Space {
Material matFloor = new Material(Shader.Default); Material matFloor = new Material(Shader.Default);
Model shed = Model.FromFile("shed/shed.glb", Shader.FromFile("/shaders/room.hlsl")); Model shed = Model.FromFile("shed/shed.glb", Shader.FromFile("/shaders/room.hlsl"));
Model leek = Model.FromFile("houseleek_plant.glb", Shader.FromFile("/shaders/room.hlsl"));
Mesh cube = Mesh.Cube; Mesh cube = Mesh.Cube;
Solid floor;
Solid floor;
public Space() { public Space() {
buffer = new MaterialBuffer<BufferData>(3); // index buffer = new MaterialBuffer<BufferData>(3); // index
// recenter the nodes in the leek model
// so that the leek is centered at the origin
// and the scale is 1
Vec3 center = new Vec3(0, 0, 0);
foreach (ModelNode node in leek.Nodes) {
if (node.Mesh != null) {
// average the vertices to find the center
foreach (Vertex vertex in node.Mesh.GetVerts()) {
center += vertex.pos;
}
center /= node.Mesh.VertCount;
}
node.LocalTransform = Matrix.TS(
Vec3.Zero,
1f
);
// node.ModelTransform = Matrix.TS(
// new Vec3(0, 0, 0),
// 1f
// );
}
leek.RootNode.LocalTransform = Matrix.TS(
-center,
1f
);
floor = new Solid(World.BoundsPose.position, Quat.Identity, SolidType.Immovable);
floor = new Solid(World.BoundsPose.position, Quat.Identity, SolidType.Immovable);
scale = 64f; scale = 64f;
floorScale = new Vec3(scale, 0.1f, scale); floorScale = new Vec3(scale, 0.1f, scale);
floor.AddBox(floorScale); floor.AddBox(floorScale);
@ -41,53 +67,43 @@ public class Space {
public Vec3 floorScale; public Vec3 floorScale;
public void Frame() { public void Frame() {
// Oriel oriel = Mono.inst.oriel; // Oriel oriel = Mono.inst.oriel;
// data.matrix = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrixInv); // data.matrix = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrixInv);
// data.dimensions = oriel.bounds.dimensions; // data.dimensions = oriel.bounds.dimensions;
data.matrix = (Matrix)System.Numerics.Matrix4x4.Transpose(Matrix.T(Vec3.Up)); data.matrix = (Matrix)System.Numerics.Matrix4x4.Transpose(Matrix.T(Vec3.Up));
data.dimensions = new Vec3(0.1f, 0.1f, 0.1f); data.dimensions = new Vec3(0.1f, 0.1f, 0.1f);
buffer.Set(data); buffer.Set(data);
// PullRequest.BlockOut(floor.GetPose().ToMatrix(floorScale), Color.White * 0.333f, matFloor); // PullRequest.BlockOut(floor.GetPose().ToMatrix(floorScale), Color.White * 0.333f, matFloor);
// foreach (ModelNode node in shed.Visuals) { // foreach (ModelNode node in shed.Visuals) {
// Console.WriteLine(i + " - " + node.Name); // Console.WriteLine(i + " - " + node.Name);
// node.Material.SetVector("_center", oriel.bounds.center); // node.Material.SetVector("_center", oriel.bounds.center);
// node.Material.SetVector("_dimensions", oriel.bounds.dimensions); // node.Material.SetVector("_dimensions", oriel.bounds.dimensions);
// node.Material["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrix); // node.Material["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrix);
// Console.WriteLine("Shader: " + node.Material.Shader.Name); // Console.WriteLine("Shader: " + node.Material.Shader.Name);
// node.Mesh.Draw(matRoom, Matrix.TRS(new Vec3(0, World.BoundsPose.position.y, -1), Quat.Identity, Vec3.One)); // node.Mesh.Draw(matRoom, Matrix.TRS(new Vec3(0, World.BoundsPose.position.y, -1), Quat.Identity, Vec3.One));
// Console.WriteLine(matRoom.ParamCount + " test " + node.Material.ParamCount); // Console.WriteLine(matRoom.ParamCount + " test " + node.Material.ParamCount);
// } // }
// room.RootNode.Material.SetVector("_center", oriel.bounds.center); // room.RootNode.Material.SetVector("_center", oriel.bounds.center);
// room.RootNode.Material.SetVector("_dimensions", oriel.bounds.dimensions); // room.RootNode.Material.SetVector("_dimensions", oriel.bounds.dimensions);
// room.RootNode.Material["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrix); // room.RootNode.Material["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrix);
// Shader. // Shader.
// World.BoundsPose.position.y // World.BoundsPose.position.y
shed.Draw(Matrix.Identity); shed.Draw(Matrix.Identity);
leek.Draw(Matrix.TRS(new Vec3(2.5f, 0, -2.5f) * 1.2f, Quat.FromAngles(180f, 30f, 0f), 1.2f));
// draw a grid of cube pillars spaced out evenly along the XZ plane }
// for (int i = 0; i < 20; i++) {
// for (int j = 0; j < 20; j++) {
// float x = i * 4 - 20;
// float z = j * 4 - 20;
// float y = 0;
// Matrix m = Matrix.TRS(new Vec3(x, y, z), Quat.Identity, new Vec3(0.25f, 6f, 0.25f));
// cube.Draw(matFloor, m);
// }
// }
}
} }