Ejemplo n.º 1
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        void CreateScene()
        {
            var cache = ResourceCache;

            scene = new Scene();

            // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
            // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
            // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
            // optimizing manner
            scene.CreateComponent <Octree>();

            // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
            // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
            // (100 x 100 world units)
            Node planeNode = scene.CreateChild("Plane");

            planeNode.Scale = new Vector3(100.0f, 1.0f, 100.0f);
            StaticModel planeObject = planeNode.CreateComponent <StaticModel>();

            planeObject.Model = (cache.GetModel("Models/Plane.mdl"));
            planeObject.SetMaterial(cache.GetMaterial("Materials/StoneTiled.xml"));

            // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
            // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
            // The light will use default settings (white light, no shadows)
            Node lightNode = scene.CreateChild("DirectionalLight");

            lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
            Light light = lightNode.CreateComponent <Light>();

            light.LightType = LightType.Directional;

            // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
            // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
            // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
            // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
            // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
            // scene.
            const uint numObjects = 200;

            for (uint i = 0; i < numObjects; ++i)
            {
                Node mushroomNode = scene.CreateChild("Mushroom");
                mushroomNode.Position = (new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f));
                mushroomNode.SetScale(0.5f + NextRandom(2.0f));
                StaticModel mushroomObject = mushroomNode.CreateComponent <StaticModel>();
                mushroomObject.Model = (cache.GetModel("Models/Mushroom.mdl"));
                mushroomObject.SetMaterial(cache.GetMaterial("Materials/Mushroom.xml"));

                Node mushroomTitleNode = mushroomNode.CreateChild("MushroomTitle");
                mushroomTitleNode.Position = (new Vector3(0.0f, 1.2f, 0.0f));
                Text3D mushroomTitleText = mushroomTitleNode.CreateComponent <Text3D>();
                mushroomTitleText.Text = "Mushroom " + i;
                mushroomTitleText.SetFont(cache.GetFont("Fonts/Anonymous Pro.sdf"), 24);//sdf, not ttf. size of font doesn't matter.

                mushroomTitleText.SetColor(Color.Red);

                if (i % 3 == 1)
                {
                    mushroomTitleText.SetColor(Color.Green);
                    mushroomTitleText.TextEffect  = TextEffect.Shadow;
                    mushroomTitleText.EffectColor = new Color(0.5f, 0.5f, 0.5f);
                }
                else if (i % 3 == 2)
                {
                    mushroomTitleText.SetColor(Color.Yellow);
                    mushroomTitleText.TextEffect  = TextEffect.Stroke;
                    mushroomTitleText.EffectColor = new Color(0.5f, 0.5f, 0.5f);
                }

                mushroomTitleText.SetAlignment(HorizontalAlignment.Center, VerticalAlignment.Center);
            }

            // Create a scene node for the camera, which we will move around
            // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
            CameraNode = scene.CreateChild("Camera");
            CameraNode.CreateComponent <Camera>();

            // Set an initial position for the camera scene node above the plane
            CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f));
        }