public void init()
        {
            // Init random generator
            _rand = new Random((int)DateTime.Now.Ticks);

            // Load character with walk animation
            int characterRes     = Horde3D.addResource(Horde3D.ResourceTypes.SceneGraph, "man.scene.xml", 0);
            int characterWalkRes = Horde3D.addResource(Horde3D.ResourceTypes.Animation, "man.anim", 0);

            Horde3DUtils.loadResourcesFromDisk("content");

            // Add characters
            for (int i = 0; i < 100; ++i)
            {
                Particle p = new Particle();

                // Add character to scene and apply animation
                p.node = Horde3D.addNodes(Horde3D.RootNode, characterRes);
                Horde3D.setupModelAnimStage(p.node, 0, characterWalkRes, string.Empty, false);

                // Characters start in a circle formation
                p.px = (float)Math.Sin((i / 100.0f) * 6.28f) * 20.0f;
                p.pz = (float)Math.Cos((i / 100.0f) * 6.28f) * 20.0f;

                chooseDestination(ref p);

                Horde3D.setNodeTransform(p.node, p.px, 0.02f, p.pz, 0, 0, 0, 1, 1, 1);

                _particles.Add(p);
            }
        }
Beispiel #2
0
        public bool init()
        {
            // Initialize engine
            if (!Horde3D.init())
            {
                Horde3DUtils.dumpMessages();
                return(false);
            }

            // Set paths for resources
            Horde3D.setResourcePath(Horde3D.ResourceTypes.SceneGraph, "models");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Geometry, "models");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Animation, "models");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Material, "materials");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Code, "shaders");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Shader, "shaders");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Texture2D, "textures");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.TextureCube, "textures");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Effect, "effects");

            // Load pipeline configuration
            if (!Horde3D.loadPipelineConfig("pipeline_Knight.xml"))
            {
                Horde3DUtils.dumpMessages();
                return(false);
            }

            // Set options
            Horde3D.setOption(Horde3D.EngineOptions.LoadTextures, 1);
            Horde3D.setOption(Horde3D.EngineOptions.TexCompression, 0);
            Horde3D.setOption(Horde3D.EngineOptions.FastAnimation, 0);
            Horde3D.setOption(Horde3D.EngineOptions.AnisotropyFactor, 8);
            Horde3D.setOption(Horde3D.EngineOptions.ShadowMapSize, 2048);

            // Add resources
            // Font
            _fontMatRes = Horde3D.addResource(Horde3D.ResourceTypes.Material, "font.material.xml", 0);
            // Logo
            _logoMatRes = Horde3D.addResource(Horde3D.ResourceTypes.Material, "logo.material.xml", 0);
            // Environment
            int envRes = Horde3D.addResource(Horde3D.ResourceTypes.SceneGraph, "scene.scene.xml", 0);
            // Knight
            int knightRes      = Horde3D.addResource(Horde3D.ResourceTypes.SceneGraph, "knight.scene.xml", 0);
            int knightAnim1Res = Horde3D.addResource(Horde3D.ResourceTypes.Animation, "knight_order.anim", 0);
            int knightAnim2Res = Horde3D.addResource(Horde3D.ResourceTypes.Animation, "knight_attack.anim", 0);
            // Particle system
            int particleSysRes = Horde3D.addResource(Horde3D.ResourceTypes.SceneGraph, "particleSys1.scene.xml", 0);


            // Load resources
            Horde3DUtils.loadResourcesFromDisk("content");


            // Add scene nodes
            // Add environment
            Horde3D.addNodes(Horde3D.RootNode, envRes);

            // Add knight
            _knight = Horde3D.addNodes(Horde3D.RootNode, knightRes);
            Horde3D.setNodeTransform(_knight, 0, 0, 0, 0, 180, 0, 0.1f, 0.1f, 0.1f);
            Horde3D.setupModelAnimStage(_knight, 0, knightAnim1Res, string.Empty, false);
            Horde3D.setupModelAnimStage(_knight, 1, knightAnim2Res, string.Empty, false);

            // Attach particle system to hand joint
            int hand = Horde3D.getNodeChild(_knight, "Bip01_R_Hand", 0, true);

            _particleSys = Horde3D.addNodes(hand, particleSysRes);
            Horde3D.setNodeTransform(_particleSys, 0, 40, 0, 90, 0, 0, 1, 1, 1);

            // Add light source
            int light = Horde3D.addLightNode(Horde3D.RootNode, "Light1", 0, "LIGHTING", "SHADOWMAP");

            Horde3D.setNodeTransform(light, 0, 1, 15, 30, 0, 0, 1, 1, 1);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.Radius, 30);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.FOV, 90);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.ShadowMapCount, 1);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.ShadowMapBias, 0.01f);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.Col_R, 1.0f);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.Col_G, 0.7f);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.Col_B, 0.7f);

            // Customize post processing effects
            int matRes = Horde3D.findResource(Horde3D.ResourceTypes.Material, "postHDR.material.xml");

            // hdrParams: exposure, brightpass threshold, brightpass offset
            Horde3D.setMaterialUniform(matRes, "hdrParams", 2.5f, 0.6f, 0.06f, 0);

            _initialized = true;

            return(true);
        }
Beispiel #3
0
        public bool init()
        {
            // Initialize engine
            if (!Horde3D.init())
            {
                Horde3DUtils.dumpMessages();
                return(false);
            }

            // Set paths for resources
            Horde3D.setResourcePath(Horde3D.ResourceTypes.SceneGraph, "models");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Geometry, "models");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Animation, "models");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Material, "materials");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Code, "shaders");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Shader, "shaders");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Texture2D, "textures");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.TextureCube, "textures");
            Horde3D.setResourcePath(Horde3D.ResourceTypes.Effect, "effects");

            // Load pipeline configuration
            if (!Horde3D.loadPipelineConfig("pipeline_Chicago.xml"))
            {
                Horde3DUtils.dumpMessages();
                return(false);
            }

            // Set options
            Horde3D.setOption(Horde3D.EngineOptions.LoadTextures, 1);
            Horde3D.setOption(Horde3D.EngineOptions.TexCompression, 0);
            Horde3D.setOption(Horde3D.EngineOptions.AnisotropyFactor, 8);
            Horde3D.setOption(Horde3D.EngineOptions.ShadowMapSize, 2048);
            Horde3D.setOption(Horde3D.EngineOptions.FastAnimation, 0);

            // Add resources
            // Font
            _fontMatRes = Horde3D.addResource(Horde3D.ResourceTypes.Material, "font.material.xml", 0);
            // Logo
            _logoMatRes = Horde3D.addResource(Horde3D.ResourceTypes.Material, "logo.material.xml", 0);
            // Shader for deferred shading
            int lightMatRes = Horde3D.addResource(Horde3D.ResourceTypes.Material, "light.material.xml", 0);
            // Environment
            int envRes = Horde3D.addResource(Horde3D.ResourceTypes.SceneGraph, "scene.scene.xml", 0);

            // Skybox
            //int skyBoxRes = Horde3D.addResource(Horde3D.ResourceTypes.SceneGraph, "skybox.scene.xml", 0);


            // Load resources
            Horde3DUtils.loadResourcesFromDisk("content");


            // Add scene nodes
            // Add environment
            Horde3D.addNodes(Horde3D.RootNode, envRes);
            // Add skybox
            //int sky = Horde3D.addNodes( Horde3D.RootNode, skyBoxRes );
            //Horde3D.setNodeTransform(sky, 0, 0, 0, 0, 0, 0, 210, 50, 210);
            // Add light source
            int light = Horde3D.addLightNode(Horde3D.RootNode, "Light1", lightMatRes, "LIGHTING", "SHADOWMAP");

            Horde3D.setNodeTransform(light, 0, 25, -25, -120, 0, 0, 1, 1, 1);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.Radius, 100);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.FOV, 90);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.ShadowMapCount, 3);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.ShadowSplitLambda, 0.95f);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.Col_R, 0.98f);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.Col_G, 0.6f);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.Col_B, 0.5f);

            // Add light source
            light = Horde3D.addLightNode(Horde3D.RootNode, "Light2", lightMatRes, "LIGHTING", "SHADOWMAP");
            Horde3D.setNodeTransform(light, 0, 25, 30, -60, 0, 0, 1, 1, 1);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.Radius, 50);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.FOV, 90);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.ShadowMapCount, 3);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.ShadowSplitLambda, 0.95f);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.Col_R, 0.5f);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.Col_G, 0.6f);
            Horde3D.setLightParam(light, Horde3D.LightNodeParams.Col_B, 0.98f);

            _crowdSim = new CrowdSim();
            _crowdSim.init();

            _initialized = true;

            return(true);
        }