public BasicDemo(GraphicsMode mode)
     : base(800, 600,
     mode, "BulletSharp OpenTK Demo")
 {
     VSync = VSyncMode.Off;
     physics = new Physics();
 }
Example #2
0
        public override void CreateScene()
        {
            // Set ambient light and fog
            sceneMgr.AmbientLight = new ColourValue(0, 0, 0);
            sceneMgr.SetFog(FogMode.FOG_LINEAR, skyColor, 0, 150, 300);

            // Create sun-light
            Light light = sceneMgr.CreateLight("Sun");
            light.Type = Light.LightTypes.LT_POINT;
            light.Position = new Vector3(150, 100, 150);

            sceneMgr.ShadowTechnique = ShadowTechnique.SHADOWTYPE_STENCIL_MODULATIVE;
		    sceneMgr.ShadowFarDistance = 100;
		    sceneMgr.ShadowColour = new ColourValue(0.7f, 0.7f, 0.7f);
		    sceneMgr.SetShadowTextureSize(512);

            // Ground
            Plane ground = new Plane(Vector3.UNIT_Y, 1);
            MeshManager.Singleton.CreatePlane("groundPlane", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
                ground, 500, 500, 20, 20, true, 1, 1, 1, Vector3.UNIT_Z);

            Entity groundEnt = sceneMgr.CreateEntity("groundPlaneEntity", "groundPlane");
            groundEnt.CastShadows = true;
            groundEnt.SetMaterialName("BoxMaterial/Ground");

            planeNode = sceneMgr.RootSceneNode.CreateChildSceneNode();
            planeNode.AttachObject(groundEnt);

            physics = new Physics(sceneMgr);
        }
Example #3
0
        protected override void OnInitialize()
        {
            PhysicsContext = new Physics();

            Freelook.SetEyeTarget(eye, target);
            Form.Text = "BulletSharp - Basic Demo";

            base.OnInitialize();
        }
Example #4
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            physics = new Physics();

            DebugDrawer = new Physics.PhysicsDebugDraw(graphics.GraphicsDevice, basicEffect);
            physics.World.DebugDrawer = DebugDrawer;

            base.Initialize();
        }
Example #5
0
        protected override void OnInitialize()
        {
            PhysicsContext = new Physics();

            Freelook.SetEyeTarget(eye, target);

            Info.Text = "Move using mouse and WASD+shift\n" +
                //"F3 - Toggle debug\n" +
                //"F11 - Toggle fullscreen\n" +
                "Space - Shoot box";

            base.OnInitialize();
        }
Example #6
0
        protected override void OnInitialize()
        {
            PhysicsContext = new Physics();

            light = new Light();
            light.Type = LightType.Point;
            light.Range = 70;
            light.Position = new Vector3(10, 25, 10);
            light.Diffuse = Color.LemonChiffon;
            light.Attenuation0 = 1.0f;

            Freelook.SetEyeTarget(eye, target);

            Fps.Text = "Move using mouse and WASD+shift\n" +
                "F3 - Toggle debug\n" +
                "F11 - Toggle fullscreen\n" +
                "Space - Shoot box";

            base.OnInitialize();
        }