Beispiel #1
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        /// <summary>
        /// Create a <see cref="PhysicsInterface"/>.
        /// </summary>
        public PhysicsInterface(QSGame game)
            : base(game, InterfaceType.Physics)
        {
            this.game.GameMessage += this.Game_GameMessage;

            this.actors = new Dictionary <Int64, IPhysicsActor>();

            this.physicsScene = this.game.Physics.CreateScene();

            this.rigidBodyGroup = new CollisionGroup();
            this.phantomGroup   = new CollisionGroup();
            this.terrainGroup   = new CollisionGroup();

            // Phantoms do not collide with terrain
            var pair = new CollisionGroupPair(this.terrainGroup, this.phantomGroup);

            CollisionRules.CollisionGroupRules.Add(pair, CollisionRule.NoBroadPhase);

            pair = new CollisionGroupPair(this.terrainGroup, this.terrainGroup);
            CollisionRules.CollisionGroupRules.Add(pair, CollisionRule.NoBroadPhase);

            pair = new CollisionGroupPair(this.phantomGroup, this.phantomGroup);
            CollisionRules.CollisionGroupRules.Add(pair, CollisionRule.NoBroadPhase);

            // Phantoms collide with rigid bodies, but do not affect each others' movement.
            pair = new CollisionGroupPair(this.phantomGroup, this.rigidBodyGroup);
            CollisionRules.CollisionGroupRules.Add(pair, CollisionRule.NoSolver);

            pair = new CollisionGroupPair(this.terrainGroup, this.rigidBodyGroup);
            CollisionRules.CollisionGroupRules.Add(pair, CollisionRule.Normal);
        }
Beispiel #2
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        public SampleScene(QSGame game) : base(game)
        {
            LoadFog("EnvironmentalEffects/Fog/GrayLowLayingFog");

            // Load terrain
            this.game.SceneManager.CreateAndAddEntityByTemplateID(4);

            LoadCharacter();

            // Load light
            this.game.SceneManager.CreateAndAddEntityByTemplateID(9);

            LoadSkyDome();

            // Load a space ship
            BaseEntity newEntity = new BaseEntity(this.game, new Vector3(1000.0f, 254.0f, 600.0f), Matrix.CreateRotationX(0.3f), 10.0f);

            this.game.SceneManager.AddEntityByTemplateID(newEntity, 8);

            //LoadRainParticleEmitter();
            LoadSnowParticleEmitter();

            LoadWater();

            BoxStack(2, new Vector3(1015.0f, 185.0f, 700.0f));
            BoxAntiGrav(new Vector3(1000.0f, 200.0f, 730.0f), false);
            BoxAntiGrav(new Vector3(1000.0f, 200.0f, 575.0f), true);

            LoadPrimitives();

            // This allows our scene to hear about messages, in case we want to do any scene-specific events.
            game.GameMessage += this.Game_GameMessage;
        }
Beispiel #3
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        /// <summary>
        /// Constructs a new instance of a compositor.
        /// </summary>
        public ScreenCompositor(QSGame gameInstance)
        {
            this.screens = new List <IScreen>();
            this.game    = gameInstance;

            this.afterLoadContent = false;
        }
Beispiel #4
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 /// <summary>
 /// Create an entity
 /// </summary>
 /// <param name="game">Reference to the main game object.</param>
 /// <param name="position">Position of entity</param>
 /// <param name="rotation">Rotation of entity</param>
 /// <param name="scale">Scale of entity</param>
 public BaseEntity(QSGame game, Vector3 position, Matrix rotation, float scale)
     : this(game, QSGame.TemplateIDCustom)
 {
     this.position = position;
     this.rotation = rotation;
     this.scale    = scale;
 }
Beispiel #5
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        public NavMesh(QSGame game)
            : base(game)
        {
            // Register to receive messages
            this.Game.GameMessage += this.Game_GameMessage;

            meshGenerator = new NavMeshGenerator(this);
        }
Beispiel #6
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        /// <summary>
        /// Constructs a new physics actor.
        /// </summary>
        /// <param name="desc">Descriptor for the actor.</param>
        internal BEPUActor(ActorDesc desc)
        {
            this.actorType     = desc.Type;
            this.shapes        = desc.Shapes;
            this.ownerEntityID = desc.EntityID;
            this.game          = desc.Game;

            this.body = new QSBody(this);
        }
Beispiel #7
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        public EntityInfoWindow(int xPos, int yPos, Int64 EntityID, QSGame game)
            : base()
        {
            MsgGetName msgName = ObjectPool.Aquire <MsgGetName>();

            msgName.UniqueTarget = EntityID;
            game.SendMessage(msgName);

            Initialize(xPos, yPos, msgName.Name);
        }
Beispiel #8
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        public PhysicsRenderManager(QSGame game)
            : base(game)
        {
            // By default physics rendering is disabled.
            this.Enabled = false;

            this.Game.Services.AddService(typeof(PhysicsRenderManager), this);

            this.modelDrawer             = new InstancedModelDrawer(game);
            this.modelDrawer.IsWireframe = true;
        }
Beispiel #9
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        public EntityLoader(QSGame Game)
        {
            this.game = Game;
            this.EntityContentLoader               = new ContentManager(this.game.Services, this.game.Settings.EntitiesDirectory);
            this.EntityDefinitionsContentLoader    = new ContentManager(this.game.Services, this.game.Settings.EntityDefinitionsDirectory);
            this.ComponentDefinitionsContentLoader = new ContentManager(this.game.Services, this.game.Settings.ComponentDefinitionsDirectory);

            this.entityDefinitions = new Dictionary <int, EntityDefinition>();

            CacheEntityDefinitions();
        }
Beispiel #10
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        /// <summary>
        /// A screen with instructions on things that can be done within the game demo.
        /// </summary>
        /// <param name="xPos">The horizontal position</param>
        /// <param name="yPos">The vertical position</param>
        public InstructionsScreen(int xPos, int yPos, QSGame game)
        {
            this.game = game;
            this.x    = xPos;
            this.y    = yPos;

            this.guiScreen = new ControlsScreenGUI(xPos, yPos);

            // Add the screen the to GuiManager's screen
            this.game.Gui.Screen.Desktop.Children.Add(this.guiScreen);
        }
Beispiel #11
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        /// <summary>
        /// A screen to show performance and rendering statistics.
        /// </summary>
        /// <param name="xPos">The horizontal position</param>
        /// <param name="yPos">The vertical position</param>
        public StatsScreen(int xPos, int yPos, QSGame game)
        {
            this.game              = game;
            this.game.GameMessage += this.Game_GameMessage;
            this.x = xPos;
            this.y = yPos;

            this.guiScreen = new StatsScreenGUI(xPos, yPos);

            // Add the screen the to GuiManager's screen
            this.game.Gui.Screen.Desktop.Children.Add(this.guiScreen);
        }
Beispiel #12
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        /// <summary>
        /// Constructs a new FPS counter.
        /// </summary>
        /// <param name="xPos">The horizontal position of the FPS counter.</param>
        /// <param name="yPos">The vertical position of the FPS counter.</param>
        public FPSScreen(int xPos, int yPos, QSGame game)
        {
            this.game       = game;
            this.fpsString  = "";
            this.frameCount = 0;

            this.x = xPos;
            this.y = yPos;

            timer = new Stopwatch();
            timer.Start();
        }
Beispiel #13
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        /// <summary>
        /// Create an entity
        /// </summary>
        /// <param name="game">Reference to the main game object.</param>
        /// <param name="TemplateID">Template ID used to create this object.</param>
        public BaseEntity(QSGame game, int TemplateID)
        {
            this.game       = game;
            this.templateID = TemplateID;

            this.componentList    = new Dictionary <ComponentType, BaseComponent>();
            this.activeComponents = new List <BaseComponent>();
            this.children         = new Dictionary <Int64, BaseEntity>();

            this.Game.GameMessage += this.Game_GameMessage;

            this.uniqueID = totalIDsUsed;
            ++totalIDsUsed;
        }
Beispiel #14
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        /// <summary>
        /// Create a terrain patch.
        /// </summary>
        /// <param name="game">QSGame reference</param>
        /// <param name="terrain">Terrain section this patch belongs to</param>
        /// <param name="parentQuadTree">Parent QuadTree section</param>
        public TerrainPatch(QSGame game, TerrainComponent terrain, QuadTree parentQuadTree)
            : base(game)
        {
            this.terrain        = terrain;
            this.parentQuadTree = parentQuadTree;

            // Create an array index of 4 for each, as 4 is our lowest detail level
            indexBuffers = new IndexBuffer[(int)LOD.NumOfLODs];

            numTris = new int[(int)LOD.NumOfLODs];

            // Setup patch with the highest LOD available
            SetupTerrainIndices(parentQuadTree.Width, terrain.Detail);
        }
Beispiel #15
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        public GuiManager(QSGame game)
            : base(game)
        {
            this.game = game;

            // Add this to the game service list
            this.game.Services.AddService(typeof(GuiManager), this);

            this.gui   = new Nuclex.UserInterface.GuiManager(this.game.Services);
            this.input = new Nuclex.Input.InputManager(this.game.Services, game.Window.Handle);

            // The Nuclex UserInterface requires its own input handling setup. For now
            // this engine will use Nuclex's input handling for GUI, but it may be replaced
            // in the future if needed.
            this.game.Services.AddService(typeof(Nuclex.Input.InputManager), this.input);
        }
Beispiel #16
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        /// <summary>
        /// Creates a new AudioSystem instance.
        /// </summary>
        public AudioManager(QSGame game)
            : base(game)
        {
            this.Game.Services.AddService(typeof(AudioManager), this);

            listeners      = new List <AudioListener>();
            activeCues     = new List <Cue>();
            activeCue3Ds   = new List <Cue3D>();
            inactiveCue3Ds = new Queue <Cue3D>();

            categories      = new Dictionary <string, AudioCategory>();
            categoryVolumes = new Dictionary <AudioCategory, float>();

            // Set default volume.
            globalVolume = 50f;
        }
Beispiel #17
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        /// <summary>
        /// Creates a child <see cref="QuadTree"/> section.
        /// </summary>
        /// <param name="SourceTerrain">Parent <see cref="Terrain"/> section</param>
        /// <param name="verticesLength"></param>
        /// <param name="offsetX"></param>
        /// <param name="offsetY"></param>
        public QuadTree(QSGame game, TerrainComponent sourceTerrain, int verticesLength, int offsetX, int offsetZ)
        {
            this.Game = game;

            this.terrain = sourceTerrain;

            if (boundingBoxMaterial == null)
            {
                boundingBoxMaterial = game.Content.Load <Material>("Material/Terrain");
            }

            this.offsetX = offsetX;
            this.offsetZ = offsetZ;

            // This truncation requires all heightmap images to be
            // a power of two in height and width
            this.width = ((int)Math.Sqrt(verticesLength) / 2) + 1;

            SetupBoundingBox();

            // If this tree is the smallest allowable size, set it as a leaf
            // so that it will not continue branching smaller.
            int widthMinusOne = this.width - 1;

            if ((widthMinusOne * widthMinusOne) <= this.terrain.MinLeafSize)
            {
                this.isLeaf = true;

                CreateBoundingBoxMesh();
            }

            if (this.isLeaf)
            {
                SetupTerrainVertices();

                this.leafPatch = new TerrainPatch(this.Game, this.terrain, this);
            }
            else
            {
                BranchOff();
            }
        }
Beispiel #18
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        /// <summary>
        /// Create an instance of an input polling handler
        /// </summary>
        /// <param name="Game"></param>
        public InputPollingHandler(QSGame Game)
        {
            this.game = Game;

            this.gamepadButtons = new Dictionary <Buttons, InputButton> [4];
            for (int i = 0; i < gamepadButtons.Length; ++i)
            {
                gamepadButtons[i] = new Dictionary <Buttons, InputButton>();
            }

            this.keys         = new Dictionary <Keys, InputButton>();
            this.mouseButtons = new Dictionary <MouseButton, InputButton>();

            this.thumbsticks         = new Vector2[4, 2]; // 4 players, 2 thumbsticks
            this.previousThumbsticks = new Vector2[4, 2];
            this.triggers            = new float[4, 2];
            this.previousTriggers    = new float[4, 2];

            this.game.GameMessage += this.Game_GameMessage;
        }
Beispiel #19
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        /// <summary>
        /// Creates a root <see cref="QuadTree"/> node. This should only be called from the
        /// parent Terrain section.
        /// </summary>
        /// <param name="game">QSGame reference</param>
        /// <param name="terrain">Parent terrain section</param>
        /// <param name="verticesLength">Length of vertices in this QuadTree</param>
        public QuadTree(QSGame game, TerrainComponent terrain, int verticesLength)
        {
            this.Game = game;

            this.terrain = terrain;

            if (boundingBoxMaterial == null)
            {
                boundingBoxMaterial = game.Content.Load <Material>("Material/WireFrame");
            }

            // This truncation requires all heightmap images to be
            // a power of two in height and width
            this.width     = (int)Math.Sqrt(verticesLength);
            this.rootWidth = width;

            // Vertices are only used for setting up the dimensions of
            // the bounding box. The vertices used in rendering are
            // located in the terrain class.
            SetupBoundingBox();

            // If this tree is the smallest allowable size, set it as a leaf
            // so that it will not continue branching smaller.
            if (verticesLength <= this.terrain.MinLeafSize)
            {
                this.isLeaf = true;

                CreateBoundingBoxMesh();
            }

            if (this.isLeaf)
            {
                SetupTerrainVertices();

                this.leafPatch = new TerrainPatch(this.Game, this.terrain, this);
            }
            else
            {
                BranchOffRoot();
            }
        }
Beispiel #20
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 /// <summary>
 /// Constructs a new physics manager.
 /// </summary>
 /// <param name="game">A reference to the QuickStart QSGame instance.</param>
 public BEPUPhysicsManager(QSGame game)
     : base(game)
 {
 }
Beispiel #21
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 /// <summary>
 /// Create an instance of an input polling handler
 /// </summary>
 /// <param name="Game"></param>
 public InputPollingHandler(QSGame Game)
 {
     this.game              = Game;
     this.keys              = new Dictionary <Keys, InputButton>();
     this.game.GameMessage += this.Game_GameMessage;
 }
Beispiel #22
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 /// <summary>
 /// Create push effect
 /// </summary>
 /// <param name="velocity">Direction * speed</param>
 public ConstantPushEffect(QSGame game, int effectID)
     : base(game, effectID)
 {
     this.game = game;
     this.type = CollisionEffectType.ConstantPushEffect;
 }
Beispiel #23
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 public DebugMessageEntity(QSGame game) : base(game)
 {
     this.Game.GameMessage += new EngineMessageHandler(Game_GameMessage);
 }
Beispiel #24
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 /// <summary>
 /// Create an entity
 /// </summary>
 /// <param name="game">Reference to the main game object.</param>
 public BaseEntity(QSGame game)
     : this(game, QSGame.TemplateIDCustom)
 {
 }
Beispiel #25
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 public ConstantCollisionEffect(QSGame game, int effectID)
     : base(game, effectID)
 {
     collisionList = new List <Int64>();
 }
Beispiel #26
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 /// <summary>
 /// Constructs a new <see cref="PhysicsSystem"/> instance.
 /// </summary>
 /// <param name="game"></param>
 public PhysicsManager(QSGame game)
     : base(game)
 {
     this.Game.Services.AddService(typeof(PhysicsManager), this);
 }
Beispiel #27
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 /// <summary>
 /// Create push effect
 /// </summary>
 /// <param name="velocity">Direction * speed</param>
 public CollisionEffect(QSGame game, int effectID)
 {
     this.game     = game;
     this.effectID = effectID;
 }
Beispiel #28
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 /// <summary>
 /// Create a <see cref="CameraInterface"/>.
 /// </summary>
 public CameraInterface(QSGame game)
     : base(game, InterfaceType.Camera)
 {
     this.game.GameMessage += this.Game_GameMessage;
 }
Beispiel #29
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        /// <summary>
        /// Called from a derived class to construct an interface.
        /// </summary>
        public QSInterface(QSGame game, InterfaceType interfaceID)
        {
            this.game = game;

            this.interfaceID = interfaceID;
        }
Beispiel #30
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 /// <summary>
 /// Create a <see cref="CameraInterface"/>.
 /// </summary>
 public InputInterface(QSGame game)
     : base(game, InterfaceType.Input)
 {
     this.game.GameMessage += this.Game_GameMessage;
 }