?? d3dtriangle.cs
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using System;
using System.Collections;
using System.Drawing;
using System.Windows.Forms;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using ParticleSystems.Verlet;
using ParticleSystems.Verlet.GlobalConstraints;
using ParticleSystems.Verlet.Constraints;
using ParticleSystems.Verlet.Effects;
using ParticleSystems.Verlet.Tools;
using Direct3D=Microsoft.DirectX.Direct3D;
public delegate void MessageDelegate(byte message); // Delegate for messages arriving via DirectPlay.
public delegate void AudioDelegate(); // Delegate to handle audio playback.
public delegate void PeerCloseCallback(); // This delegate will be called when the session terminated event is fired.
public class GraphicsClass : GraphicsSample
{
private float x = 0;
private float y = 0;
private int bufferSize = 10000;
private GraphicsFont drawingFont = null;
private VertexBuffer linesVertexBuffer = null;
private int renderedLines = 0;
private int LastTick = Environment.TickCount;
private int Elapsed = Environment.TickCount;
private Point destination = new Point(0, 0);
private ParticleSystem particleSystem = new ParticleSystem(0.02f);
private bool updating = false;
private Wind windEffect;
public GraphicsClass()
{
this.MinimumSize = new Size(200,100);
this.Text = "ParticleSystemTestApplication";
this.KeyDown += new KeyEventHandler(this.OnPrivateKeyDown);
this.KeyUp += new KeyEventHandler(this.OnPrivateKeyUp);
drawingFont = new GraphicsFont( "Arial", System.Drawing.FontStyle.Bold );
InitializeParticleSystem(particleSystem, out windEffect);
}
/// <summary>
/// Initialize the particle system
/// </summary>
/// <param name="ps">A particle system</param>
/// <param name="windEffect">out: A wind effect</param>
static void InitializeParticleSystem(ParticleSystem ps, out Wind windEffect)
{
ParticleSystem.Transaction lTransaction =
ps.GetTransaction();
// Set the gravity of the particle system
ps.Gravity = new Vector3(0, -1, 0);
// Create axis aligned box global constraint ( to prevent the particles
// from falling out of view)
Vector3 lCorner = new Vector3(-10, -15, -10);
Vector3 lOppositeCorner = new Vector3(10, 15, 10);
lTransaction.AddGlobalConstraint(new AxisAlignedBox(
lCorner,
lOppositeCorner));
// Create a RopeConstraintFactory for our parachute
Tools.ITwoParticleConstraintFactory lConstraintFactory =
new Tools.RopeConstraintFactory(1.5f);
// Generate a mesh of rope constraints. This will be the cloth of the
// parachute
Particle[] lMeshParticles;
int lParticleAlongXAxis = 10;
int lParticleAlongYAxis = 10;
{
// The mesh is created in the x-y plane. We want it to be in the
// x-z plane. Therefore rotate it
Matrix lRotationMatrix = Matrix.RotationX((float)(Math.PI / 2.0));
// Scale it as well
Matrix lScaleMatrix = Matrix.Scaling(5.0f, 5.0f, 5.0f);
// Create the mesh
lMeshParticles = Tools.CreateMesh(
10.0f,
lParticleAlongXAxis,
lParticleAlongYAxis,
lScaleMatrix * lRotationMatrix,
lConstraintFactory,
lTransaction);
}
// Index of the four corners of the mesh
int l00CornerIndex = 0;
int l01CornerIndex = lParticleAlongYAxis - 1;
int l10CornerIndex = (lParticleAlongXAxis - 1)* lParticleAlongYAxis;
int l11CornerIndex = lParticleAlongXAxis * lParticleAlongYAxis - 1;
// Insert stick constraints between the corners to prevent the parachute
// from falling together
lTransaction.AddConstraint(new Stick(lMeshParticles[l00CornerIndex], lMeshParticles[l01CornerIndex]));
lTransaction.AddConstraint(new Stick(lMeshParticles[l01CornerIndex], lMeshParticles[l11CornerIndex]));
lTransaction.AddConstraint(new Stick(lMeshParticles[l11CornerIndex], lMeshParticles[l10CornerIndex]));
lTransaction.AddConstraint(new Stick(lMeshParticles[l10CornerIndex], lMeshParticles[l00CornerIndex]));
lTransaction.AddConstraint(new Stick(lMeshParticles[l11CornerIndex], lMeshParticles[l00CornerIndex]));
lTransaction.AddConstraint(new Stick(lMeshParticles[l10CornerIndex], lMeshParticles[l01CornerIndex]));
// Create a StickConstraint factory for our brave parachuter
Tools.ITwoParticleConstraintFactory lStickConstraintFactory =
new Tools.StickConstraintFactory();
Particle[] lJumperParticles;
{
// Translate the parachuter
Matrix lTranslateMatrix = Matrix.Translation(0.0f, -5.0f, 0.0f);
// And scale it
Matrix lScaleMatrix = Matrix.Scaling(2.0f, 2.0f, 2.0f);
Tools.IParticlePreProcessor lMatrixTransformPreProcessor =
new Tools.MatrixTransformParticlePreProcessor(lScaleMatrix * lTranslateMatrix);
// This is an advanced feature. We want the top of the parachuter
// to be "squeezed" together a bit. This is a nonlinear transform
// which means we can't do it using matrices. However,
// SqueezeParticlePreProcessor comes to the rescure. We chain the
// this preprocessor together with the scale and rotation
// preprocessor
Tools.IParticlePreProcessor lPreprocessor =
new Tools.SqueezeParticlePreProcessor(
new Vector3(0.0f, -0.5f, 0.0f),
0.25f,
new Vector3(1.0f, 0.0f, 1.0f),
lMatrixTransformPreProcessor);
// Create our parachuter
lJumperParticles = Tools.CreateBox(
100.0f,
lPreprocessor,
lStickConstraintFactory,
lTransaction);
}
// Attach chains of rope constraints between the parachuter and the
// parachute. We use chains as it looks nicer. A simple rope constraint
// would have a similar effect
Tools.CreateChain(lJumperParticles[2], lMeshParticles[l00CornerIndex], 1.0f, 5, lConstraintFactory, lTransaction);
Tools.CreateChain(lJumperParticles[3], lMeshParticles[l01CornerIndex], 1.0f, 5, lConstraintFactory, lTransaction);
Tools.CreateChain(lJumperParticles[6], lMeshParticles[l10CornerIndex], 1.0f, 5, lConstraintFactory, lTransaction);
Tools.CreateChain(lJumperParticles[7], lMeshParticles[l11CornerIndex], 1.0f, 5, lConstraintFactory, lTransaction);
// Add a wind effect that blows upon the particles in the parachute only
windEffect = new Wind(lMeshParticles, 0.5f, new Vector3(0.0f, 40.0f, 0.0f));
lTransaction.AddEffect(windEffect);
// We're done. Commit the changes into the particle system
lTransaction.Commit();
}
/// <summary>
/// Event Handler for windows messages
/// </summary>
private void OnPrivateKeyDown(object sender, KeyEventArgs e)
{
switch (e.KeyCode)
{
case Keys.Up:
{
destination.X = 1;
break;
}
case Keys.Down:
{
destination.X = -1;
break;
}
case Keys.Left:
{
destination.Y = 1;
break;
}
case Keys.Right:
{
destination.Y = -1;
break;
}
case Keys.A:
{
particleSystem.Gravity = new Vector3(0, -1, 0);
break;
}
case Keys.B:
{
particleSystem.Gravity = new Vector3(0, 1, 0);
break;
}
case Keys.S:
{
Tools.Shake(10.0f, particleSystem);
break;
}
case Keys.K:
{
windEffect.Direction = windEffect.Direction * 1.10f;
break;
}
case Keys.L:
{
windEffect.Direction = windEffect.Direction * (1.0f/1.10f);
break;
}
}
}
override public void OnUpdateTimer(object sender, System.EventArgs e)
{
if( !updating )
{
updating = true;
try
{
particleSystem.TimeStep(5);
FillVertexBuffer(
linesVertexBuffer,
out renderedLines,
particleSystem);
}
finally
{
updating = false;
}
}
}
private void OnPrivateKeyUp(object sender, KeyEventArgs e)
{
switch (e.KeyCode)
{
case Keys.Up:
case Keys.Down:
destination.X = 0;
break;
case Keys.Left:
case Keys.Right:
{
destination.Y = 0;
break;
}
}
}
/// <summary>
/// Called once per frame, the call is the entry point for 3d rendering. This
/// function sets up render states, clears the viewport, and renders the scene.
/// </summary>
protected override void Render()
{
//Clear the backbuffer to a Blue color
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Blue, 1.0f, 0);
//Begin the scene
device.BeginScene();
// Setup the world, view, and projection matrices
Matrix m = new Matrix();
if( destination.Y != 0 )
y += DXUtil.Timer(DirectXTimer.GetElapsedTime) * (destination.Y * 25);
if( destination.X != 0 )
x += DXUtil.Timer(DirectXTimer.GetElapsedTime) * (destination.X * 25);
m = Matrix.RotationY(y);
m *= Matrix.RotationX(x);
device.Transform.World = m;
device.Transform.View = Matrix.LookAtLH( new Vector3( 0.0f, 0.0f, 40.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ) );
device.Transform.Projection = Matrix.PerspectiveFovLH( (float)Math.PI / 4, 1.0f, 1.0f, 100.0f );
// set the vertexbuffer stream source
device.SetStreamSource(0, linesVertexBuffer, 0, VertexInformation.GetFormatSize(CustomVertex.PositionColored.Format));
device.VertexFormat = CustomVertex.PositionColored.Format;
// set fill mode
device.RenderState.FillMode = FillMode.Solid;
device.DrawPrimitives(PrimitiveType.LineList, 0, renderedLines );
device.EndScene();
}
/// <summary>
/// Initialize scene objects.
/// </summary>
protected override void InitializeDeviceObjects()
{
drawingFont.InitializeDeviceObjects(device);
// Now Create the VB
linesVertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionColored), bufferSize, device, Usage.WriteOnly, CustomVertex.PositionColored.Format, Pool.Default);
linesVertexBuffer.Created += new System.EventHandler(this.OnCreateVertexBuffer);
this.OnCreateVertexBuffer(linesVertexBuffer, null);
}
/// <summary>
/// Called when a device needs to be restored.
/// </summary>
protected override void RestoreDeviceObjects(System.Object sender, System.EventArgs e)
{
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