/// <summary> /// Builds the standard scene. /// </summary> /// <param name="newScene">The scenegraph to be updated.</param> /// <param name="newCamera">The camera to be updated.</param> public static void BuildStandardFloor(SceneManipulator manipulator, string sceneLayer) { SceneLayer bgLayer = manipulator.AddLayer("BACKGROUND"); manipulator.SetLayerOrderID(bgLayer, 0); manipulator.SetLayerOrderID(Scene.DEFAULT_LAYER_NAME, 1); ResourceLink sourceBackgroundTexture = new AssemblyResourceLink( typeof(SeeingSharpSampleResources), "Textures.Background.dds"); ResourceLink sourceTileTexture = new AssemblyResourceLink( typeof(SeeingSharpSampleResources), "Textures.Floor.dds"); var resBackgroundTexture = manipulator.AddTexture(sourceBackgroundTexture); manipulator.Add(new FullscreenTextureObject(resBackgroundTexture), bgLayer.Name); // Define textures and materials var resTileTexture = manipulator.AddResource(() => new StandardTextureResource(sourceTileTexture)); var resTileMaterial = manipulator.AddResource(() => new SimpleColoredMaterialResource(resTileTexture)); // Define floor geometry FloorType floorType = new FloorType(new Vector2(4f, 4f), 0f); floorType.BottomMaterial = resTileMaterial; floorType.DefaultFloorMaterial = resTileMaterial; floorType.SideMaterial = resTileMaterial; floorType.SetTilemap(25, 25); // Add floor to scene var resFloorGeometry = manipulator.AddResource((() => new GeometryResource(floorType))); var floorObject = manipulator.AddGeneric(resFloorGeometry, sceneLayer); }
/// <summary> /// Builds the demo scene. /// </summary> /// <param name="manipulator">Current scene manipulator object.</param> /// <param name="sideLength">The side length of the pallet cube.</param> /// <param name="camera">The camera to be manipulated too.</param> private static void BuildPalletCubes(SceneManipulator manipulator, NamedOrGenericKey[] resPalletGeometrys, int sideLength) { // Build the scene Vector3 startPosition = new Vector3(-sideLength * SPACE_X / 2f, 0f, -sideLength * SPACE_Z / 2f); Random randomizer = new Random(Environment.TickCount); for (int loopX = 0; loopX < sideLength; loopX++) { for (int loopY = 0; loopY < sideLength; loopY++) { for (int loopZ = 0; loopZ < sideLength; loopZ++) { GenericObject palletObject = new GenericObject( resPalletGeometrys[randomizer.Next(0, resPalletGeometrys.Length)], new Vector3(loopX * SPACE_X, loopY * SPACE_Y, loopZ * SPACE_Z) + startPosition); palletObject.Color = POSSIBLE_COLORS[randomizer.Next(0, POSSIBLE_COLORS.Length)]; palletObject.EnableShaderGeneratedBorder(); manipulator.Add(palletObject); // Define animation palletObject.BuildAnimationSequence() .Delay(randomizer.Next(100, 1000)) .Apply(); palletObject.BuildAnimationSequence() .Scale3DTo(0.5f, TimeSpan.FromSeconds(2.0)) .WaitFinished() .Scale3DTo(1f, TimeSpan.FromSeconds(2.0)) .ApplyAndRewind(); } } } }
/// <summary> /// Attaches this component to a scene. /// Be careful, this method gets called from a background thread of seeing#! /// It may also be called from multiple scenes in parallel or simply withoud previous Detach call. /// </summary> /// <param name="manipulator">The manipulator of the scene we attach to.</param> /// <param name="correspondingView">The view which attached this component.</param> protected override PerSceneContext Attach(SceneManipulator manipulator, ViewInformation correspondingView) { PerSceneContext context = new PerSceneContext(); switch (m_gradientDirection) { case GradientDirection.LeftToRight: context.BrushResource = new LinearGradientBrushResource( new System.Numerics.Vector2(0f, 0f), new System.Numerics.Vector2(m_textureWidth, 0f), new GradientStop[] { new GradientStop(m_colorStart, 0f), new GradientStop(m_colorEnd, 1f) }); break; case GradientDirection.TopToBottom: context.BrushResource = new LinearGradientBrushResource( new System.Numerics.Vector2(0f, 0f), new System.Numerics.Vector2(0f, m_textureHeight), new GradientStop[] { new GradientStop(m_colorStart, 0f), new GradientStop(m_colorEnd, 1f) }); break; case GradientDirection.Directional: context.BrushResource = new LinearGradientBrushResource( new System.Numerics.Vector2(0f, 0f), new System.Numerics.Vector2(m_textureWidth, m_textureHeight), new GradientStop[] { new GradientStop(m_colorStart, 0f), new GradientStop(m_colorEnd, 1f) }); break; } // Create the background layer if not available already base.CreateLayerIfNotAvailable(manipulator); // Create and add the background context.BackgroundTextureKey = manipulator.AddResource( () => new Direct2DSingleRenderTextureResource(context.BrushResource, m_textureWidth, m_textureHeight)); context.BackgroundPainter = new FullscreenTextureObject(context.BackgroundTextureKey); context.BackgroundPainter.Scaling = 1.1f; manipulator.Add(context.BackgroundPainter, DEFAULT_LAYER); return(context); }
/// <summary> /// Builds the demo scene. /// </summary> /// <param name="manipulator">Current scene manipulator object.</param> /// <param name="sideLength">The side length of the pallet cube.</param> /// <param name="camera">The camera to be manipulated too.</param> private static void BuildPalletCubes(SceneManipulator manipulator, NamedOrGenericKey[] resPalletGeometrys, int sideLength) { // Build the scene Vector3 startPosition = new Vector3(-sideLength * SPACE_X / 2f, 0f, -sideLength * SPACE_Z / 2f); Random randomizer = new Random(Environment.TickCount); for (int loopX = 0; loopX < sideLength; loopX++) { for (int loopY = 0; loopY < sideLength; loopY++) { for (int loopZ = 0; loopZ < sideLength; loopZ++) { GenericObject palletObject = new GenericObject( resPalletGeometrys[randomizer.Next(0, resPalletGeometrys.Length)], new Vector3(loopX * SPACE_X, loopY * SPACE_Y, loopZ * SPACE_Z) + startPosition); palletObject.Color = POSSIBLE_COLORS[randomizer.Next(0, POSSIBLE_COLORS.Length)]; palletObject.EnableShaderGeneratedBorder(); palletObject.IsStatic = true; manipulator.Add(palletObject); } } } }
/// <summary> /// This method is called after the scene was created. /// Be carefull: This method run's in 3D-Engines update thread. /// </summary> /// <param name="manipulator">The manipulator.</param> private void OnBodyScene_Initialize(SceneManipulator manipulator) { SceneLayer bgLayer = manipulator.AddLayer("BACKGROUND"); manipulator.SetLayerOrderID(bgLayer, 0); manipulator.SetLayerOrderID(Scene.DEFAULT_LAYER_NAME, 1); ResourceLink sourceWallTexture = new Uri( "/SeeingSharp.ModelViewer;component/Resources/Textures/Background.png", UriKind.Relative); var resBackgroundTexture = manipulator.AddTexture(sourceWallTexture); manipulator.Add(new TexturePainter(resBackgroundTexture), bgLayer.Name); FloorType floorType = new FloorType(new Vector2(3f, 3f), 0.1f); floorType.SetTilemap(40, 40); floorType.DefaultFloorMaterial = manipulator.AddSimpleColoredMaterial(new Uri( "/SeeingSharp.ModelViewer;component/Resources/Textures/Floor.png", UriKind.Relative)); var resGeometry = manipulator.AddResource<GeometryResource>(() => new GeometryResource(floorType)); GenericObject floorObject = manipulator.AddGeneric(resGeometry); floorObject.IsPickingTestVisible = false; }
/// <summary> /// Builds up the given screen on the given SceneManipulator. /// </summary> /// <param name="manipulator">The manipulator.</param> /// <param name="currentScreen">The screen to be build.</param> private void BuildScreen(SceneManipulator manipulator, ScreenData currentScreen) { int tilesX = m_currentLevel.Tilemap.TilesX; int tilesY = m_currentLevel.Tilemap.TilesY; float tileDistX = Constants.TILE_DISTANCE_X; float tileDistY = -Constants.TILE_DISTANCE_Y; Vector3 midPoint = new Vector3((tilesX - 1) * tileDistX / 2f, 0f, ((tilesY - 1) * tileDistY / 2f)); foreach (CardPairData actPairData in currentScreen.MemoryPairs) { CardPairLogic actCardPair = new CardPairLogic(actPairData); // Define all resources needed for a card for this pair var resTitleMaterial = manipulator.AddSimpleColoredMaterial(actPairData.TitleFile); var resGeometry1 = manipulator.AddGeometry(new CardObjectType() { FrontMaterial = resTitleMaterial, BackMaterial = m_resBackgroundMaterial1 }); var resGeometry2 = manipulator.AddGeometry(new CardObjectType() { FrontMaterial = resTitleMaterial, BackMaterial = m_resBackgroundMaterial2 }); // Create both cards for this pair Card cardA = new Card(resGeometry1, actCardPair); Card cardB = new Card(resGeometry2, actCardPair); Tuple<int, int> slotA = SearchFreeCardSlot(m_currentLevel, m_cardMapOnScreen); m_cardMapOnScreen[slotA.Item1, slotA.Item2] = cardA; Tuple<int, int> slotB = SearchFreeCardSlot(m_currentLevel, m_cardMapOnScreen); m_cardMapOnScreen[slotB.Item1, slotB.Item2] = cardB; // Add both cards to the scene cardA.Position = new Vector3(slotA.Item1 * tileDistX, 0f, slotA.Item2 * tileDistY) - midPoint; cardA.AccentuationFactor = 1f; cardB.Position = new Vector3(slotB.Item1 * tileDistX, 0f, slotB.Item2 * tileDistY) - midPoint; cardB.AccentuationFactor = 1f; manipulator.Add(cardA); manipulator.Add(cardB); // Assigns the cards to the pair object actCardPair.Cards = new Card[] { cardA, cardB }; manipulator.Add(actCardPair); m_cardPairsOnScreen.Add(actCardPair); } }