protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi"); MobileMeshObject tmesh = new MobileMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial(), BEPUphysics.CollisionShapes.MobileMeshSolidity.DoubleSided, 10); //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } new LightThrowBepu(this.World, factory); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
void createterrain(int height = 5) { ///Create the Terrain Object ///Controls how the heigh map is loaded TerrainObject to = new TerrainObject(GraphicFactory, "..\\Content\\Textures\\hmap", new Vector3(0, -30, 0), Matrix.Identity, MaterialDescription.DefaultBepuMaterial(), 3, 3, height); ///Create the Model using the Terrain Object. Here we pass the textures used TerrainModel stm = new TerrainModel(GraphicFactory, to, "TerrainName", "..\\Content\\Textures\\Terraingrass"); stm.SetTexture("..\\Content\\Textures\\Terraingrass", TextureType.DIFFUSE); ForwardXNABasicShader shader = new ForwardXNABasicShader(); ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself obj = new IObject(fmaterial, stm, to); ///Add to the world this.World.AddObject(obj); ///light =p shader.BasicEffect.EnableDefaultLighting(); shader.BasicEffect.SpecularPower = 250; shader.BasicEffect.PreferPerPixelLighting = true; //Fog =P shader.BasicEffect.FogEnabled = true; shader.BasicEffect.FogColor = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey shader.BasicEffect.FogStart = 30; shader.BasicEffect.FogEnd = 300; }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc); dlines = new DebugLines(); ddrawer.AddShape(dlines); Picking pick = new Picking(this, 2000); pick.OnPickedLeftButton += new OnPicked(pick_OnPickedLeftButton); { SimpleModel simpleModel = new SimpleModel(factory, "Model//block"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); ///Physic info (position, rotation and scale are set here) BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); tmesh.isMotionLess = true; ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } wh = new WaypointHandler(); wh.LoadConnectedWaypoints("waypoints.xml"); start = wh.CurrentWaypointsCollection.GetWaypointsList()[0]; { ///Procedural yellow diffuse texture SimpleModel sm = new SimpleModel(factory, "Model\\block"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Yellow), TextureType.DIFFUSE); ///physic Ghost object(no collision) GhostObject pi = new GhostObject(start.WorldPos, Matrix.Identity, new Vector3(5)); ForwardXNABasicShader s = new ForwardXNABasicShader(); ForwardMaterial mat = new ForwardMaterial(s); IObject obj4 = new IObject(mat, sm, pi); this.World.AddObject(obj4); } ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); { SimpleModel sm = new SimpleModel(factory, "Model\\block"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE); GhostObject pi = new GhostObject(start.WorldPos, Matrix.Identity, new Vector3(5)); ForwardXNABasicShader s = new ForwardXNABasicShader(); ForwardMaterial mat = new ForwardMaterial(s); IObject obj4 = new IObject(mat, sm, pi); obj4.OnUpdate += new OnUpdate(obj4_OnUpdate); this.World.AddObject(obj4); } }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { radio.SendMessage("SYSTEM", "BEGIN LOAD CONTENT " + DateTime.Now); base.LoadContent(GraphicInfo, factory, contentManager); reciever.MessageHandler += new Action <PloobsEngine.MessageSystem.Message>(reciever_MessageHandler); { SimpleModel simpleModel = new SimpleModel(factory, "Model//block"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); ///Physic info (position, rotation and scale are set here) BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); tmesh.isMotionLess = true; ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); radio.SendMessage("SYSTEM", "END LOAD CONTENT " + DateTime.Now); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } ConfigWriter cw = new ConfigWriter("teste.properties"); cw.AddKeyValue("teste", "value"); cw.Write(); ConfigReader cr = new ConfigReader("teste.properties"); cr.Read(); String v = cr.ReadValue("teste"); System.Diagnostics.Debug.Assert(v == "value"); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect()); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 10, 10), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect()); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); LightProbeReader LightProbeReader = new EngineTestes.LightProbeReader(factory.GetTexture2D("Textures\\probe")); Sampler Sampler = new EngineTestes.Sampler(100, 3); MonteCarlo MonteCarlo = new EngineTestes.MonteCarlo(); MonteCarlo.ProjectLight(LightProbeReader, Sampler); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
private void createobjs(int minus = 0) { int numColumns = 7 - minus; int numRows = 7 - minus; int numHigh = 7 - minus; float separation = 3; for (int i = 0; i < numRows; i++) { for (int j = 0; j < numColumns; j++) { for (int k = 0; k < numHigh; k++) { SimpleModel sm = new SimpleModel(GraphicFactory, "..\\Content\\Model\\cubo"); sm.SetTexture(GraphicFactory.CreateTexture2DColor(1, 1, StaticRandom.RandomColor()), TextureType.DIFFUSE); MaterialDescription md = MaterialDescription.DefaultBepuMaterial(); md.Bounciness = 1; BoxObject pi = new BoxObject(new Vector3(separation * i, k * separation, separation * j), 1, 1, 1, 1, new Vector3(1), Matrix.Identity, md); pi.Entity.AngularDamping = 0f; ForwardXNABasicShader shader = new ForwardXNABasicShader(); IMaterial mat = new ForwardMaterial(shader); IObject obj5 = new IObject(mat, sm, pi); this.World.AddObject(obj5); shader.BasicEffect.EnableDefaultLighting(); } } } }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } var newCameraFirstPerson = new CameraStatic(new Vector3(100, 100, 100), -new Vector3(100, 100, 100)); this.World.CameraManager.AddCamera(newCameraFirstPerson); SimpleConcreteGestureInputPlayable SimpleConcreteGestureInputPlayable = new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap, (sample) => doubleTapCount++); this.BindInput(SimpleConcreteGestureInputPlayable); this.BindInput(new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.Hold, (sample) => { this.RemoveInputBinding(SimpleConcreteGestureInputPlayable); doubleTapDisabled = true; } )); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(25 * j, 30, 15 * i), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); obj.OnUpdate += new OnUpdate(obj_OnUpdate); this.World.AddObject(obj); } } this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { ///Uncoment to add your model SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario"); ///Physic info (position, rotation and scale are set here) TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } { SnowParticleSystem snow = new SnowParticleSystem(); DPFSParticleSystem ps = new DPFSParticleSystem("snow", snow); this.World.ParticleManager.AddAndInitializeParticleSystem(ps); ///cant set emiter position before adding the particle ///IF YOU DO SO, IT WILL NOT WORK snow.Emitter.PositionData.Position = new Vector3(500, 0, 0); } CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-10), new Vector3(-200, 150, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ///Create the Terrain Object ///Controls how the heigh map is loaded TerrainObject to = new TerrainObject(factory, "..\\Content\\Textures\\Untitled", Vector3.Zero, Matrix.Identity, MaterialDescription.DefaultBepuMaterial(), 1, 1, 10); ///Create the Model using the Terrain Object. Here we pass the textures used, in our case we are using MultiTextured Terrain so we pass lots of textures TerrainModel stm = new TerrainModel(factory, to, "TerrainName", "..\\Content\\Textures\\Terraingrass"); stm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Green), TextureType.DIFFUSE); ///Create the shader ///In this sample we passed lots of textures, each one describe a level in the terrain, the ground is the sand and grass. the hills are rocks and the "mountains" are snow ///They are interpolated in the shader, you can control how using the shader parameters exposed in the DeferredTerrainShader ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, stm, to); ///Add to the world this.World.AddObject(obj); shader.BasicEffect.EnableDefaultLighting(); CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo.Viewport); this.World.CameraManager.AddCamera(cam); }
/// <summary> /// Create a simple Sphere object /// </summary> /// <param name="pos"></param> /// <param name="ori"></param> /// <returns></returns> private IObject SpawnPrimitive(Vector3 pos, Matrix ori) { ///Load a Model with a custom texture sm2 = new SimpleModel(factory, "Model\\ball"); sm2.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White, false), TextureType.DIFFUSE); IMaterial m; if (forward) { ForwardXNABasicShader nd = new ForwardXNABasicShader(); m = new ForwardMaterial(nd); } else { DeferredNormalShader nd = new DeferredNormalShader(); m = new DeferredMaterial(nd); } PhysxPhysicWorld PhysxPhysicWorld = _mundo.PhysicWorld as PhysxPhysicWorld; ///First we create a shape description SphereShapeDescription SphereGeometry = new SphereShapeDescription(ballSize); ///then we create the physic object PhysxPhysicObject PhysxPhysicObject = new PhysxPhysicObject(SphereGeometry, 0.5f, Matrix.CreateTranslation(pos), Vector3.One * ballSize); IObject o = new IObject(m, sm2, PhysxPhysicObject); return(o); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ///Uncoment to add your model SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario"); ///Physic info (position, rotation and scale are set here) TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Forward material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); this.RenderTechnic.AddPostEffect(MotionBlurPostEffect); //this.RenderTechnic.AddPostEffect(new BloomPostEffect()); ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); RasterizerState = new RasterizerState(); RasterizerState.CullMode = CullMode.None; }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { ///cast to out world instance PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); ///Physic Triangle mesh (same as bepu) PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld, simpleModel, Matrix.Identity, Vector3.One); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } ///Ball Throw !!! BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ///Uncoment to add your model SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario"); ///Physic info (position, rotation and scale are set here) TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); ///task sample taskSample taskSample = new taskSample(); ///when ended, call this (syncronous -- specified in the itask implementation) function taskSample.Ended += new Action <ITask, IAsyncResult>(taskSample_Ended); ///create and send the task to the processor TaskCommand TaskCommand = new TaskCommand(taskSample); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(TaskCommand); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { RasterizerState = new Microsoft.Xna.Framework.Graphics.RasterizerState(); RasterizerState.FillMode = FillMode.WireFrame; BloomPostEffect = new BloomPostEffect(); BloomPostEffect.Enabled = false; this.RenderTechnic.AddPostEffect(BloomPostEffect); base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cena"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShaderDescription ForwardXNABasicShaderDescription = ForwardXNABasicShaderDescription.Default(); ForwardXNABasicShaderDescription.EnableTexture = true; ForwardXNABasicShaderDescription.EnableLightning = true; ForwardXNABasicShaderDescription.DefaultLightning = true; shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); shader.Initialize(GraphicInfo, factory, obj); this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//cilos"); ///tem mais de um cilo neste mesh, tem q setar as texturas de todo mundo .... Texture2D tex = factory.CreateTexture2DColor(1, 1, Color.White); for (int i = 0; i < simpleModel.MeshNumber; i++) { simpleModel.SetTexture(tex, TextureType.DIFFUSE, i, 0); } TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); shader2 = new ForwardEnvironmentShader(factory.GetTextureCube("Textures//cubeMap"), 1, false); ForwardMaterial fmaterial = new ForwardMaterial(shader2); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } shader.BasicEffect.FogEnabled = true; shader.BasicEffect.FogColor = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey shader.BasicEffect.FogStart = 30; shader.BasicEffect.FogEnd = 1000; shader2.EnvironmentMapEffect.FogEnabled = true; shader2.EnvironmentMapEffect.FogColor = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey shader2.EnvironmentMapEffect.FogStart = 30; shader2.EnvironmentMapEffect.FogEnd = 1000; cam = new RotatingCamera(this); this.World.CameraManager.AddCamera(cam); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Gray), TextureType.MULTITEX1); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); //ForwardDualTextureShader shader = new ForwardDualTextureShader(); ForwardEnvironmentShader shader = new ForwardEnvironmentShader(factory.GetTextureCube("Textures//grassCUBE")); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 10, 10), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect()); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } ///using component Billboard3D Billboard3D = new Billboard3D(factory.GetTexture2D("Textures\\grama1"), new Vector3(100, 20, 100), Vector2.One * 0.2f); BillboardComponent.Billboards.Add(Billboard3D); ///using old mode (IObject billboard) { List <Billboard> poss = new List <Billboard>(); for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { float x, y; x = i * 10; y = j * 10; poss.Add( new Billboard() { Position = new Vector3(x, 50, y), Scale = Vector2.One * 0.01f, Enabled = true } ); } } CPUBillboardModel bm = new CPUBillboardModel(factory, "Bilbs", "..\\Content\\Textures\\tree", poss.ToArray()); ForwardAlphaTestShader cb = new ForwardAlphaTestShader(128, CompareFunction.GreaterEqual); ForwardMaterial matfor = new ForwardMaterial(cb); matfor.RasterizerState = RasterizerState.CullNone; GhostObject go = new GhostObject(); IObject obj2 = new IObject(matfor, bm, go); this.World.AddObject(obj2); //Text Billboards TextBillboard3D TextBillboard3D = new TextBillboard3D("TEST 123 SPHERICAL", Color.Black, new Vector3(100), 0.5f); sBillboardComponent.Billboards.Add(TextBillboard3D); TextBillboard3D = new TextBillboard3D("TEST 123 Cylinder", Color.Black, new Vector3(200, 50, 200), 0.5f); cBillboardComponent.Billboards.Add(TextBillboard3D); } this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { ///Create a simple object ///Geomtric Info and textures (this model automaticaly loads the texture) SimpleModel simpleModel = new SimpleModel(factory, "model/dude"); for (int i = 0; i < simpleModel.GetTextureInformation(0).Count(); i++) { simpleModel.GetTextureInformation(0)[i].SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); } ///Physic info (position, rotation and scale are set here) GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4)); ///Shader info (must be a deferred type) ForwardGradativeAlphaShader shader = new ForwardGradativeAlphaShader(); ///Material info (must be a deferred type also) ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, pi); ///Add to the world this.World.AddObject(obj); } { ///Create a simple object ///Geomtric Info and textures (this model automaticaly loads the texture) SimpleModel simpleModel = new SimpleModel(factory, "model/dude"); //simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Red), TextureType.DIFFUSE); ///Physic info (position, rotation and scale are set here) GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4)); ///Shader info (must be a deferred type) ForwardEMTransparentShader shader = new ForwardEMTransparentShader("Textures/Cubemap"); ///Material info (must be a deferred type also) ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, pi); ///Add to the world this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "model/cenario"); ///Physic info (position, rotation and scale are set here) TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world //this.World.AddObject(obj); } ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); StillDesign.PhysX.Material material1 = PhysxPhysicWorld.CreatePhysicMaterial( new StillDesign.PhysX.MaterialDescription() { Restitution = 0.3f, DynamicFriction = 0.5f, StaticFriction = 1, } ); PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld, simpleModel, Matrix.Identity, Vector3.One, 1, material1); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory); this.AttachCleanUpAble(BallThrowBullet); for (int i = 0; i < 10; i++) { StillDesign.PhysX.Material material2 = PhysxPhysicWorld.CreatePhysicMaterial( new StillDesign.PhysX.MaterialDescription() { Restitution = PloobsEngine.Utils.StaticRandom.RandomBetween(0, 1), DynamicFriction = PloobsEngine.Utils.StaticRandom.RandomBetween(0, 1), StaticFriction = PloobsEngine.Utils.StaticRandom.RandomBetween(0, 1), RestitutionCombineMode = CombineMode.Max, } ); ///Load a Model with a custom texture SimpleModel sm2 = new SimpleModel(factory, "Model\\ball"); sm2.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Green, false), TextureType.DIFFUSE); ForwardXNABasicShader nd = new ForwardXNABasicShader(); IMaterial m = new ForwardMaterial(nd); SphereShapeDescription SphereGeometry = new SphereShapeDescription(5f); SphereGeometry.Material = material2; PhysxPhysicObject PhysxPhysicObject = new PhysxPhysicObject(SphereGeometry, 0.5f, Matrix.CreateTranslation(new Vector3(100, 100, 50 * i)), Vector3.One * 5f); IObject o = new IObject(m, sm2, PhysxPhysicObject); this.World.AddObject(o); } this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected IObject DefaultTriangleMeshObj(String modelName, Vector3 position, Vector3?scale = null, Matrix?orientation = null) { SimpleModel simpleModel = new SimpleModel(GraphicFactory, modelName); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, position, orientation, scale); ForwardMaterial fmaterial = ForwardMaterial.DefaultForwardMaterial(); return(new IObject(fmaterial, simpleModel, tmesh)); }
protected IObject DefaultBoxObj(String modelName, Vector3 position, Vector3?scale = null, float mass = 10, Matrix?orientation = null) { SimpleModel simpleModel = new SimpleModel(GraphicFactory, modelName); BoxObject tmesh = new BoxObject(position, 1, 1, 1, mass, scale, orientation); ForwardMaterial fmaterial = ForwardMaterial.DefaultForwardMaterial(); return(new IObject(fmaterial, simpleModel, tmesh)); }
protected IObject DefaultSphereObj(String modelName, Vector3 position, float radius, float scale = 1, float mass = 10) { SimpleModel simpleModel = new SimpleModel(GraphicFactory, modelName); SphereObject tmesh = new SphereObject(position, radius, mass, scale); ForwardMaterial fmaterial = ForwardMaterial.DefaultForwardMaterial(); return(new IObject(fmaterial, simpleModel, tmesh)); }
IObject[] wl_OnCreateIObject(IWorld world, GraphicFactory factory, GraphicInfo ginfo, ObjectInformation[] mi) { IModelo model = new CustomModel(factory, mi); IPhysicObject po = new TriangleMeshObject(model, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); IShader shader = new ForwardXNABasicShader(); ForwardMaterial dm = new ForwardMaterial(shader); return(new IObject[] { new IObject(dm, model, po) }); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } { TModelo <VertexPositionColor> simpleModel = new TModelo <VertexPositionColor>(factory, new VertexPositionColor[] { new VertexPositionColor(new Vector3(50, 10, 0), Color.Green), new VertexPositionColor(new Vector3(10, 10, 0), Color.Green), new VertexPositionColor(new Vector3(0, 100, 0), Color.Green) } , null, Matrix.Identity, null, -1, false, 1, BufferUsage.None); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 10, 10), Matrix.Identity, Vector3.One * 2, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); shader.BasicEffect.TextureEnabled = false; shader.BasicEffect.VertexColorEnabled = true; } { TConstructiveModelo <VertexPositionColor> simpleModel = new TConstructiveModelo <VertexPositionColor>(factory, Matrix.CreateTranslation(new Vector3(100)), null, -1, false, BufferUsage.None); simpleModel.AddVertex(new VertexPositionColor(new Vector3(50, 10, 0), Color.Red)); simpleModel.AddVertex(new VertexPositionColor(new Vector3(100, 10, 0), Color.Red)); simpleModel.AddVertex(new VertexPositionColor(new Vector3(0, 100, 0), Color.Red)); simpleModel.BuildModel(); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 10, 10), Matrix.Identity, Vector3.One * 2, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); shader.BasicEffect.TextureEnabled = false; shader.BasicEffect.VertexColorEnabled = true; } this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect()); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { BepuPhysicWorld.ApplyHighStabilitySettings(this.World.PhysicWorld as BepuPhysicWorld); base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Green), TextureType.DIFFUSE); MobileMeshObject tmesh = new MobileMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial(), BEPUphysics.CollisionShapes.MobileMeshSolidity.DoubleSided, 10); //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); shader.BasicEffect.EnableDefaultLighting(); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Yellow), TextureType.DIFFUSE); MobileMeshObject tmesh = new MobileMeshObject(simpleModel, new Vector3(150, 100, 10), Matrix.Identity, Vector3.One * 20, MaterialDescription.DefaultBepuMaterial(), BEPUphysics.CollisionShapes.MobileMeshSolidity.DoubleSided, 10); //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); shader.BasicEffect.EnableDefaultLighting(); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); MobileMeshObject tmesh = new MobileMeshObject(simpleModel, new Vector3(200, 100, 10), Matrix.Identity, Vector3.One * 15, MaterialDescription.DefaultBepuMaterial(), BEPUphysics.CollisionShapes.MobileMeshSolidity.DoubleSided, 10); //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); shader.BasicEffect.EnableDefaultLighting(); } this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
/// <summary> /// Create a simple Sphere object /// </summary> /// <param name="pos"></param> /// <param name="ori"></param> /// <returns></returns> private IObject SpawnPrimitive(Vector3 pos, Matrix ori) { ///Load a Model with a custom texture SimpleModel sm2 = new SimpleModel(factory, "Model\\ball"); sm2.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White, false), TextureType.DIFFUSE); ForwardXNABasicShader nd = new ForwardXNABasicShader(); IMaterial m = new ForwardMaterial(nd); BulletPhysicObject BulletPhysicObject = new BulletPhysicObject(new SphereShape(1), pos, Matrix.Identity, Vector3.One, 10); IObject o = new IObject(m, sm2, BulletPhysicObject); return(o); }
/// <summary> /// Create a simple Sphere object /// </summary> /// <param name="pos"></param> /// <param name="ori"></param> /// <returns></returns> private IObject SpawnPrimitive(Vector3 pos, Matrix ori) { ///Load a Model with a custom texture SimpleModel sm2 = new SimpleModel(factory, "Model\\ball"); sm2.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White, false), TextureType.DIFFUSE); ForwardXNABasicShader nd = new ForwardXNABasicShader(); IMaterial m = new ForwardMaterial(nd); SphereObject pi2 = new SphereObject(pos, 1, 0.5f, 1, MaterialDescription.DefaultBepuMaterial()); IObject o = new IObject(m, sm2, pi2); return(o); }
public ObjectMock(GraphicFactory GraphicFactory, String modelName, Vector3 position, Matrix orientation, Vector3 scale) { this.modelName = modelName; this.position = position; this.scale = scale; this.orientation = orientation; Modelo = new SimpleModel(GraphicFactory, modelName); PhysicObject = new TriangleMeshObject(Modelo, position, orientation, scale, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); Material = new ForwardMaterial(shader); IObjectAttachment = new List <IObjectAttachment>(); }