protected override void setupScene()
        {
            base.setupScene ();

            var mesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("./drone2/", "Drone2.obj");

            // add drone
            SSObject droneObj = new SSObjectMesh (mesh);
            main3dScene.AddObject (droneObj);
            droneObj.renderState.lighted = true;
            droneObj.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            droneObj.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj.ShininessMatColor = 10.0f;
            //droneObj.EulerDegAngleOrient(-40.0f,0.0f);
            droneObj.Pos = new OpenTK.Vector3(0f, 0f, -15f);
            droneObj.Name = "drone 1";

            // add second drone

            SSObject drone2Obj = new SSObjectMesh(
                SSAssetManager.GetInstance<SSMesh_wfOBJ>("./drone2/", "Drone2.obj")
            );
            main3dScene.AddObject (drone2Obj);
            drone2Obj.renderState.lighted = true;
            drone2Obj.AmbientMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            drone2Obj.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            drone2Obj.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            drone2Obj.ShininessMatColor = 10.0f;
            drone2Obj.EulerDegAngleOrient(-40f, 0f);
            drone2Obj.Pos = new OpenTK.Vector3(0f, 0f, 0f);
            drone2Obj.Name = "drone 2";

            // instanced asteroid ring
            //if (false)
            {
                var roidmesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("simpleasteroid", "asteroid.obj");
                var ringGen = new BodiesRingGenerator (
                    120f, 50f,
                    Vector3.Zero, Vector3.UnitY, 250f,
                    0f, (float)Math.PI*2f,
                    1f, 3f, 1f, 0.5f
                    //10f, 30f, 1f, 20f
                );

                var ringEmitter = new SSBodiesFieldEmitter (ringGen);
                ringEmitter.particlesPerEmission = 10000;
                //ringEmitter.ParticlesPerEmission = 10;

                var ps = new SSParticleSystemData(10000);
                ps.addEmitter(ringEmitter);
                Console.WriteLine ("Packing 10k asteroids into a ring. This may take a second...");
                ps.emitAll();
                asteroidRingRenderer = new SSInstancedMeshRenderer (ps, roidmesh, BufferUsageHint.StaticDraw);
                asteroidRingRenderer.simulateOnUpdate = false;
                asteroidRingRenderer.Name = "instanced asteroid renderer";
                asteroidRingRenderer.renderState.castsShadow = true;
                asteroidRingRenderer.renderState.receivesShadows = true;
                asteroidRingRenderer.selectable = true;
                asteroidRingRenderer.useBVHForIntersections = true;
                main3dScene.AddObject (asteroidRingRenderer);
            }

            // particle system test
            // particle systems should be drawn last (if it requires alpha blending)
            //if (false)
            {
                // setup an emitter
                var box = new ParticlesSphereGenerator (new Vector3(0f, 0f, 0f), 10f);
                var emitter = new SSParticlesFieldEmitter (box);
                //emitter.EmissionDelay = 5f;
                emitter.particlesPerEmission = 1;
                emitter.emissionInterval = 0.5f;
                emitter.life = 1000f;
                emitter.colorOffsetComponentMin = new Color4 (0.5f, 0.5f, 0.5f, 1f);
                emitter.colorOffsetComponentMax = new Color4 (1f, 1f, 1f, 1f);
                emitter.velocityComponentMax = new Vector3 (.3f);
                emitter.velocityComponentMin = new Vector3 (-.3f);
                emitter.angularVelocityMin = new Vector3 (-0.5f);
                emitter.angularVelocityMax = new Vector3 (0.5f);
                emitter.dragMin = 0f;
                emitter.dragMax = .1f;
                RectangleF[] uvRects = new RectangleF[18*6];
                float tileWidth = 1f / 18f;
                float tileHeight = 1f / 6f;
                for (int r = 0; r < 6; ++r) {
                    for (int c = 0; c < 18; ++c) {
                        uvRects [r*18 + c] = new RectangleF (tileWidth * (float)r,
                            tileHeight * (float)c,
                            tileWidth,
                            tileHeight);
                    }
                }
                emitter.spriteRectangles = uvRects;

                var periodicExplosiveForce = new SSPeriodicExplosiveForceEffector ();
                periodicExplosiveForce.effectInterval = 3f;
                periodicExplosiveForce.explosiveForceMin = 1000f;
                periodicExplosiveForce.explosiveForceMax = 5000f;
                periodicExplosiveForce.effectDelay = 5f;
                periodicExplosiveForce.centerMin = new Vector3 (-30f, -30f, -30f);
                periodicExplosiveForce.centerMax = new Vector3 (+30f, +30f, +30f);
                //periodicExplosiveForce.Center = new Vector3 (10f);

                // make a particle system
                SSParticleSystemData cubesPs = new SSParticleSystemData (1000);
                cubesPs.addEmitter(emitter);
                cubesPs.addEffector (periodicExplosiveForce);

                // test a renderer
                var tex = SSAssetManager.GetInstance<SSTextureWithAlpha>(".", "elements.png");
                var cubesRenderer = new SSInstancedMeshRenderer (cubesPs, SSTexturedNormalCube.Instance);
                cubesRenderer.Pos = new Vector3 (0f, 0f, -30f);
                cubesRenderer.alphaBlendingEnabled = false;
                cubesRenderer.Name = "cube particle renderer";
                cubesRenderer.renderState.castsShadow = true;
                cubesRenderer.renderState.receivesShadows = true;
                cubesRenderer.textureMaterial = new SSTextureMaterial (null, null, tex, null);
                cubesRenderer.selectable = true;
                main3dScene.AddObject(cubesRenderer);
                //cubesRenderer.renderState.visible = false;

                // test explositons
                //if (false)
                {
                    SExplosionRenderManager aer = new SExplosionRenderManager (100);
                    aer.Pos = cubesRenderer.Pos;
                    alpha3dScene.AddObject (aer);

                    periodicExplosiveForce.explosionEventHandlers += (pos, force) => {
                        aer.showExplosion(pos, force/periodicExplosiveForce.explosiveForceMin*1.5f);
                    };
                }
            }
        }
Beispiel #2
0
        protected override void setupScene()
        {
            base.setupScene();

            var droneMesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("./drone2/", "Drone2.obj");
            //var droneMesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("missiles", "missile.obj");
            var vandalMesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("missiles", "vandal_assembled.obj");

            // add drones
            attackerDrone = new SSObjectMesh (droneMesh);
            attackerDrone.Pos = new OpenTK.Vector3(-20f, 0f, 0f);
            attackerDrone.Orient(Vector3.UnitX, Vector3.UnitY);
            attackerDrone.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            attackerDrone.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            attackerDrone.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            attackerDrone.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            attackerDrone.Name = "attacker drone";
            main3dScene.AddObject (attackerDrone);

            targetDrone = new SSObjectMesh (droneMesh);
            targetDrone.Pos = new OpenTK.Vector3(200f, 0f, 0f);
            targetDrone.Orient(-Vector3.UnitX, Vector3.UnitY);
            targetDrone.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            targetDrone.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            targetDrone.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            targetDrone.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            targetDrone.Name = "target drone";
            targetDrone.MainColor = new Color4(1f, 0f, 0.7f, 1f);
            main3dScene.AddObject (targetDrone);

            vandalShip = new SSObjectMesh (vandalMesh);
            vandalShip.Pos = new OpenTK.Vector3(100f, 0f, 0f);
            vandalShip.Scale = new Vector3 (0.05f);
            vandalShip.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            vandalShip.DiffuseMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            vandalShip.SpecularMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            vandalShip.EmissionMatColor = new Color4(0.0f,0.0f,0.0f,0.0f);
            vandalShip.Name = "Vandal ship";
            vandalShip.MainColor = new Color4 (0.6f, 0.6f, 0.6f, 1f);
            //vandalShip.MainColor = new Color4(1f, 0f, 0.7f, 1f);
            //droneObj2.renderState.visible = false;
            vandalShip.Orient((targetDrone.Pos-vandalShip.Pos).Normalized(), Vector3.UnitY);
            main3dScene.AddObject (vandalShip);

            // shows explosions
            explosionManager = new SExplosionRenderManager ();
            explosionManager.particleSystem.doShockwave = false;
            explosionManager.particleSystem.doDebris = false;
            explosionManager.particleSystem.timeScale = 3f;
            //explosionManager.renderState.visible = false;
            alpha3dScene.AddObject(explosionManager);

            // attacker drone missile parameters
            attackerDroneMissileParams = new SSpaceMissileParameters();
            attackerDroneMissileParams.targetHitHandlers += targetHitHandler;

            // vandal missile params
            vandalShipMissileParams = new SSpaceMissileParameters();
            vandalShipMissileParams.spawnGenerator = null;
            vandalShipMissileParams.spawnTxfm = straightMissileSpawnTxfm;
            vandalShipMissileParams.ejectionMaxRotationVel = 0.05f;
            vandalShipMissileParams.ejectionVelocity = 15f;

            vandalShipMissileParams.targetHitHandlers += targetHitHandler;
            vandalShipMissileParams.pursuitActivationTime = 0.1f;
            vandalShipMissileParams.ejectionSmokeDuration = 0.5f;
            vandalShipMissileParams.ejectionSmokeSizeMax = 5f;

            cameraMissileParams = new SSpaceMissileParameters();
            cameraMissileParams.targetHitHandlers += targetHitHandler;
            cameraMissileParams.spawnGenerator = null;
            cameraMissileParams.spawnTxfm = straightMissileSpawnTxfm;
            cameraMissileParams.ejectionMaxRotationVel = 0.05f;
            cameraMissileParams.ejectionVelocity = 10f;

            // missile manager
            missileManager = new SSpaceMissilesRenderManager(main3dScene, alpha3dScene, hud2dScene);

            // additional statistics text
            missileStatsText = new SSObjectGDISurface_Text();
            missileStatsText.alphaBlendingEnabled = true;
            missileStatsText.Label = "stats placeholder...";
            missileStatsText.Pos = new Vector3 (100f, 100f, 0f);
            //missileStatsText.Size = 20f;
            hud2dScene.AddObject(missileStatsText);

            var targetsManager = new SHudTargetsManager (main3dScene, hud2dScene);
            targetHud = targetsManager.addTarget(
                Color4.Red,
                _showDistanceFunc,
                (o) => o != null ? o.Name : "none",
                getTargetObject()
            );
        }