Beispiel #1
0
    public ProceduralTerrainSample(Microsoft.Xna.Framework.Game game)
      : base(game)
    {
      SampleFramework.IsMouseVisible = false;

      _graphicsScreen = new DeferredGraphicsScreen(Services);
      _graphicsScreen.DrawReticle = true;
      GraphicsService.Screens.Insert(0, _graphicsScreen);
      GameObjectService.Objects.Add(new DeferredGraphicsOptionsObject(Services));

      Services.Register(typeof(DebugRenderer), null, _graphicsScreen.DebugRenderer);

      var scene = _graphicsScreen.Scene;
      Services.Register(typeof(IScene), null, scene);

      // Add gravity and damping to the physics simulation.
      Simulation.ForceEffects.Add(new Gravity());
      Simulation.ForceEffects.Add(new Damping());

      // Add a custom game object which controls the camera.
      var cameraGameObject = new CameraObject(Services, 5000);
      cameraGameObject.ResetPose(new Vector3F(0, 2, 5), 0, 0);
      GameObjectService.Objects.Add(cameraGameObject);
      _graphicsScreen.ActiveCameraNode = cameraGameObject.CameraNode;

      // Add standard game objects.
      GameObjectService.Objects.Add(new GrabObject(Services));
      GameObjectService.Objects.Add(new ObjectCreatorObject(Services));
      GameObjectService.Objects.Add(new LavaBallsObject(Services));
      GameObjectService.Objects.Add(new DynamicSkyObject(Services, true, false, true)
      {
        EnableCloudShadows = false,
        FogSampleAngle = 0.1f,
        FogSaturation = 1,
      });

      var fogObject = new FogObject(Services) { AttachToCamera = true };
      GameObjectService.Objects.Add(fogObject);

      // Set nice default fog values.
      // (Note: If we change the fog values here, the GUI in the options window is not
      // automatically updated.)
      fogObject.FogNode.IsEnabled = true;
      fogObject.FogNode.Fog.Start = 100;
      fogObject.FogNode.Fog.End = 2500;
      fogObject.FogNode.Fog.Start = 100;
      fogObject.FogNode.Fog.HeightFalloff = 0.25f;

      // Add a procedural terrain.
      var terrainObject = new ProceduralTerrainObject(Services);
      GameObjectService.Objects.Add(terrainObject);

      SampleFramework.ShowOptionsWindow();
    }
        public ProceduralTerrainSample(Microsoft.Xna.Framework.Game game)
            : base(game)
        {
            SampleFramework.IsMouseVisible = false;

            _graphicsScreen             = new DeferredGraphicsScreen(Services);
            _graphicsScreen.DrawReticle = true;
            GraphicsService.Screens.Insert(0, _graphicsScreen);
            GameObjectService.Objects.Add(new DeferredGraphicsOptionsObject(Services));

            Services.Register(typeof(DebugRenderer), null, _graphicsScreen.DebugRenderer);

            var scene = _graphicsScreen.Scene;

            Services.Register(typeof(IScene), null, scene);

            // Add gravity and damping to the physics simulation.
            Simulation.ForceEffects.Add(new Gravity());
            Simulation.ForceEffects.Add(new Damping());

            // Add a custom game object which controls the camera.
            var cameraGameObject = new CameraObject(Services, 5000);

            cameraGameObject.ResetPose(new Vector3(0, 2, 5), 0, 0);
            GameObjectService.Objects.Add(cameraGameObject);
            _graphicsScreen.ActiveCameraNode = cameraGameObject.CameraNode;

            // Add standard game objects.
            GameObjectService.Objects.Add(new GrabObject(Services));
            GameObjectService.Objects.Add(new ObjectCreatorObject(Services));
            GameObjectService.Objects.Add(new LavaBallsObject(Services));
            GameObjectService.Objects.Add(new DynamicSkyObject(Services, true, false, true)
            {
                EnableCloudShadows = false,
                FogSampleAngle     = 0.1f,
                FogSaturation      = 1,
            });

            var fogObject = new FogObject(Services)
            {
                AttachToCamera = true
            };

            GameObjectService.Objects.Add(fogObject);

            // Set nice default fog values.
            // (Note: If we change the fog values here, the GUI in the options window is not
            // automatically updated.)
            fogObject.FogNode.IsEnabled         = true;
            fogObject.FogNode.Fog.Start         = 100;
            fogObject.FogNode.Fog.End           = 2500;
            fogObject.FogNode.Fog.Start         = 100;
            fogObject.FogNode.Fog.HeightFalloff = 0.25f;

            // Add a procedural terrain.
            var terrainObject = new ProceduralTerrainObject(Services);

            GameObjectService.Objects.Add(terrainObject);

            SampleFramework.ShowOptionsWindow();
        }