protected override void LoadContent()
        {
            // Create scene
            scene = new Scene(core);
            scene.Camera.Position = new Vector3(22, 27, -20);
            scene.Camera.Update();
            core.ActiveScene = scene;

            // Create level entity
            DynamicEntity level = new DynamicEntity(core.ActiveScene);

            // Disable core input handling
            core.Input.ActiveDevices = Input.DeviceFlags.None;

            // Create player controller
            playerInput = new CharacterControllerInput(core.ActiveScene.Space, core.ActiveScene.Camera);
            playerInput.UseCameraSmoothing            = true;
            playerInput.CharacterController.JumpSpeed = 9;
            playerInput.CharacterController.HorizontalMotionConstraint.Speed = 8;
            playerInput.StandingCameraOffset = 1.4f;
            playerInput.Activate();

            // Initialise mouse state
            Game.IsMouseVisible = false;
            Mouse.SetPosition(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2);
            startMouseState = mouseState = Mouse.GetState();
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);

                DeferredNormalShader shader = new DeferredNormalShader();

                IMaterial mat = new DeferredMaterial(shader);
                CharacterControllerInput character = new CharacterControllerInput(this, new Vector3(100, 150, 1), 1, 1, 50, Vector3.One * 10,0.5f);

                marine = new IObject(mat, sm, character.Characterobj);                
                this.World.AddObject(marine);

                LightThrowBepu lt = new LightThrowBepu(this.World, factory);
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }



            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            cam.MoveSpeed *= 5;
            this.World.CameraManager.AddCamera(cam);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

        }       
        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 sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                CharacterControllerInput character = new CharacterControllerInput(this, new Vector3(100, 150, 1), 1, 1, 50, Vector3.One * 10, 0.5f);
                BaseObject marine = new BaseObject(fmaterial, character.Characterobj,sm);
                this.World.AddObject(marine);

                ///ever !!!
                marine.Behavior = new Repeater<BaseObject>(

				new Watch<BaseObject>(
                    (a,b)=>
                        {
                            ///condition
                            if(a.PhysicObject.Position.Length() < 100)
                            {
                                return TaskResult.Failure;
                            }
                            return TaskResult.Success;
                        }
                    ,
				    
                        ///chnage its color =P
				        new BehaviorTrees.Action<BaseObject>( 
                            (a,b)=>  
                            {
                                a.Modelo.SetTexture(factory.CreateTexture2DColor(1,1,StaticRandom.RandomColor()),TextureType.DIFFUSE);
                                return TaskResult.Success; 
                            }
                            )				    
				)                
                );

                
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

        }
Exemple #4
0
        public StandardDemo(DemosGame game)
            : base(game)
        {
            freeCameraControlScheme = new FreeCameraControlScheme(10, game.Camera, game);

            //Creates the player character (C).
            character = new CharacterControllerInput(Space, game.Camera, game);

            //Creates the drivable vehicle (V).
            var wheelModel   = game.Content.Load <Model>("carWheel");
            var wheelTexture = game.Content.Load <Texture2D>("wheel");

            whitePixel = game.Content.Load <Texture2D>("whitePixel");
            vehicle    = new VehicleInput(new Vector3(10000, 0, 0), Space, game.Camera, game, game.ModelDrawer, wheelModel, wheelTexture);
            Space.ForceUpdater.Gravity = new Vector3(0, (Fix64)(-9.81m), 0); //If left unset, the default value is (0,0,0).

            //Create the tossable ball.
            kapow      = new Sphere(new Vector3(11000, 0, 0), (Fix64).6m, 20);
            kapowMaker = new Explosion(Vector3.Zero, 400, 15, Space);
            //Create the right-click grab spring.
            grabber                  = new MotorizedGrabSpring();
            grabberGraphic           = game.ConstraintDrawer.Add(grabber);
            grabberGraphic.IsDrawing = false;
            Space.Add(grabber);
            Space.Add(kapow);


            //IMPORTANT PERFORMANCE NOTE:
            //  BEPUphysics uses an iterative system to solve constraints.  You can tell it to do more or less iterations.
            //  Less iterations is faster; more iterations makes the result more accurate.
            //
            //  The amount of iterations needed for a simulation varies.  The "Wall" and "Pyramid" simulations are each fairly
            //  solver intensive, but as few as 4 iterations can be used with acceptable results.
            //  The "Jenga" simulation usually needs a few more iterations for stability; 7-9 is a good minimum.
            //
            //  The Dogbot demo shows how accuracy can smoothly increase with more iterations.
            //  With very few iterations (1-3), it has slightly jaggier movement, as if the parts used to construct it were a little cheap.
            //  As you give it a few more iterations, the motors and constraints get more and more robust.
            //
            //  Many simulations can work perfectly fine with very few iterations,
            //  and using a low number of iterations can substantially improve performance.
            //
            //  To change the number of iterations used, uncomment and change the following line (10 iterations is the default):

            //Space.Solver.IterationLimit = 10;

            rayCastFilter = RayCastFilter;
        }
        public StandardDemo(DemosGame game)
            : base(game)
        {
            freeCameraControlScheme = new FreeCameraControlScheme(10, game.Camera, game);

            //Creates the player character (C).
            character = new CharacterControllerInput(Space, game.Camera, game);

            //Creates the drivable vehicle (V).
            var wheelModel = game.Content.Load<Model>("carWheel");
            var wheelTexture = game.Content.Load<Texture2D>("wheel");
            whitePixel = game.Content.Load<Texture2D>("whitePixel");
            vehicle = new VehicleInput(new Vector3(10000, 0, 0), Space, game.Camera, game, game.ModelDrawer, wheelModel, wheelTexture);
            Space.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0f); //If left unset, the default value is (0,0,0).

            //Create the tossable ball.
            kapow = new Sphere(new Vector3(11000, 0, 0), .6f, 20);
            kapowMaker = new Explosion(Vector3.Zero, 400, 15, Space);
            //Create the right-click grab spring.
            grabber = new MotorizedGrabSpring();
            grabberGraphic = game.ConstraintDrawer.Add(grabber);
            grabberGraphic.IsDrawing = false;
            Space.Add(grabber);
            Space.Add(kapow);

            //IMPORTANT PERFORMANCE NOTE:
            //  BEPUphysics uses an iterative system to solve constraints.  You can tell it to do more or less iterations.
            //  Less iterations is faster; more iterations makes the result more accurate.
            //
            //  The amount of iterations needed for a simulation varies.  The "Wall" and "Pyramid" simulations are each fairly
            //  solver intensive, but as few as 4 iterations can be used with acceptable results.
            //  The "Jenga" simulation usually needs a few more iterations for stability; 7-9 is a good minimum.
            //
            //  The Dogbot demo shows how accuracy can smoothly increase with more iterations.
            //  With very few iterations (1-3), it has slightly jaggier movement, as if the parts used to construct it were a little cheap.
            //  As you give it a few more iterations, the motors and constraints get more and more robust.
            //
            //  Many simulations can work perfectly fine with very few iterations,
            //  and using a low number of iterations can substantially improve performance.
            //
            //  To change the number of iterations used, uncomment and change the following line (10 iterations is the default):

            //Space.Solver.IterationLimit = 10;

            rayCastFilter = RayCastFilter;
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        public override void LoadContent()
        {
            InitialiseLevel();

//			xEnvrio g = new xEnvrio(vxEngine, vxEngine.LoadModel("Models/tech demo/vrtc_techDemo"), Vector3.Zero);
//            g.World *= Matrix.CreateRotationZ(-MathHelper.PiOver2);
//			g.name = "tech demo";
//			g.NormalMap = vxEngine.Game.Content.Load<Texture2D>("Models/tech demo/grass_nm");


            int size    = 100;
            Box baseBox = new Box(new Vector3(0, -5, 0), size, 10, size);

            BEPUPhyicsSpace.Add(baseBox);

            ///////////////////////////////////////////////////////////////////////
            //Initialise Camera Code
            ///////////////////////////////////////////////////////////////////////
            #region Set Up Camera

            base.LoadContent();
            Camera.CameraType = CameraType.CharacterFPS;

            Camera.Position = new Vector3(0, 20, 0);

            character = new CharacterControllerInput(BEPUPhyicsSpace, Camera, vxEngine);

            //Since this is the character playground, turn on the character by default.
            character.Activate();

            //Having the character body visible would be a bit distracting.
            character.CharacterController.Body.Tag = "noDisplayObject";


            //
            //Grabbers
            //
            grabber = new MotorizedGrabSpring();
            BEPUPhyicsSpace.Add(grabber);
            rayCastFilter = RayCastFilter;

            new IndexedPrimTest(vxEngine, new Vector3(0, 0, 0));


            #endregion
        }
Exemple #7
0
        public Player()
            : base(null, null, 100)
        {
            character = new CharacterControllerInput(GameManager.Space, RenderingDevice.Camera as CharacterCamera, new Vector3(-1, -16, 5));
            character.CharacterController.Body.Tag = this;
            character.CharacterController.HorizontalMotionConstraint.Speed          = 10;
            character.CharacterController.HorizontalMotionConstraint.CrouchingSpeed = 5;
            PhysicsObject = character.CharacterController.Body;                       // for posterity
            PhysicsObject.CollisionInformation.CollisionRules.Group = dynamicObjects; // also for posterity

            rayCastFilter = RayCastFilter;

            sword = new BaseModel(delegate { return(Program.Game.Loader.SwordModel); }, false, true, new Vector3(0.5f, -15, 4.2f));
            CollisionRules.AddRule(sword.Ent, PhysicsObject, CollisionRule.NoBroadPhase);
            sword.Ent.CollisionInformation.LocalPosition = new Vector3(0, -1, 0);
            sword.Ent.Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitX, -MathHelper.PiOver2);
            swordgrabber          = new MotorizedGrabSpring();
            swordgrabber.Setup(sword.Ent, sword.ModelPosition - Vector3.UnitX * 0.5f);
            sword.Ent.CollisionInformation.Events.PairTouching += onCollision;
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here

            // Load a sprite font
            font = Content.Load <SpriteFont>("SpriteFont1");

            long startTime = stopwatch.ElapsedMilliseconds;

            // Load a test scene
            //LoadExteriorMapScene();
            LoadBlockScene();
            //LoadModelScene();
            //LoadPhysicsScene();

            // Load and play initial sound
            LoadSound();
            PlaySound();

            // Show or hide debug buffers
            core.Renderer.ShowDebugBuffers = false;

            lastLoadTime = stopwatch.ElapsedMilliseconds - startTime;

            playerInput = new CharacterControllerInput(core.ActiveScene.Space, core.ActiveScene.Camera);

            playerInput.UseCameraSmoothing = true;

            //playerInput.CharacterController.Body.Radius = 0.5f;
            playerInput.CharacterController.JumpSpeed = 10;
            playerInput.CharacterController.HorizontalMotionConstraint.Speed = 8;
            playerInput.StandingCameraOffset = 1.4f;

            playerInput.Activate();
        }
Exemple #9
0
        public Player(BaseGame g)
        {
            character = new CharacterControllerInput(GameManager.Space, Renderer.Camera, g);
            character.CharacterController.Body.CollisionInformation.CollisionRules.Group = GameModel.NormalGroup;
            character.CharacterController.Body.Tag = this;

            dockTex       = new Sprite(delegate { return(g.Loader.Dock); }, new Vector2(RenderingDevice.Width / 2, RenderingDevice.Height * 0.95f), null, Sprite.RenderPoint.Center);
            font          = g.Loader.Font;
            underwaterTex = g.Loader.TabletopDotPNG;
            missileModel  = g.Loader.Burst;
            crosshair     = g.Loader.Crosshair;

            int add = 0;

            for (int i = 0; i < drawingRectangles.Length; i++)
            {
                add += 10;
                drawingRectangles[i] = new Rectangle((int)dockTex.UpperLeft.X + add, (int)dockTex.UpperLeft.Y - 140, 150, 150);
                add += 150;
                add += 10;
            }

            screenRect = new Rectangle(0, 0, (int)RenderingDevice.Width, (int)RenderingDevice.Height);
        }
 public abstract void Init(CharacterControllerInput input);
Exemple #11
0
 public static unsafe void Move(CharacterControllerInput characterController, ref NativeList <float3> bounceNormals, in CollisionWorld collisionWorld, out CharacterControllerOutput output)
 public override void Init(CharacterControllerInput input)
 {
     this.input = input;
 }
        protected override void LoadContent()
        {
            // Load fonts
            consoleFont = Game.Content.Load <SpriteFont>("Fonts/MenuFont");

            core.Renderer.ShowDebugBuffers = true;

            // Load fonts
            SpriteFont menuFont2 = Game.Content.Load <SpriteFont>("Fonts/MenuFont2");

            // Create gui manager
            gui = new InterfaceManager(core);
            gui.SetMargins(Margins.All, 20);

            // Create status text
            physicsTextItem = new TextItemScreenComponent(core, menuFont2, string.Empty);
            physicsTextItem.EnableOutline       = true;
            physicsTextItem.OutlineColor        = Color.Gray;
            physicsTextItem.ShadowColor         = Color.Black;
            physicsTextItem.ShadowVector        = new Vector2(2, 2);
            physicsTextItem.HorizontalAlignment = HorizontalAlignment.Left;
            physicsTextItem.VerticalAlignment   = VerticalAlignment.Top;

            // Add to gui
            gui.Components.Add(physicsTextItem);

            // Create scene
            scene = new Scene(core);
            scene.Camera.Position = new Vector3(22, 27, -20);
            scene.Camera.Update();
            core.ActiveScene = scene;

            // Set day/night mode for window textures
            core.MaterialManager.Daytime = false;

            // Create level entity
            DynamicEntity level = new DynamicEntity(core.ActiveScene);

            // Create block component
            DaggerfallBlockComponent block = new DaggerfallBlockComponent(core);

            block.LoadBlock("S0000181.RDB", MapsFile.DefaultClimateSettings, core.ActiveScene, true);

            // Increase bounding sphere radius as block component does not current calculate properly
            block.BoundingSphere = new BoundingSphere(block.BoundingSphere.Center, block.BoundingSphere.Radius * 2);

            // Add block to level
            level.Components.Add(block);

            // Attach block flats
            AddBlockFlats(level, block);

            // Attach block lights
            AddBlockLights(level, block);

            // Add player point light
            playerLight = new LightComponent(core, Vector3.Zero, 7f, Color.White, 1f);
            level.Components.Add(playerLight);

            // Disable core input handling
            core.Input.ActiveDevices = Input.DeviceFlags.None;

            // Create player controller
            playerInput = new CharacterControllerInput(core.ActiveScene.Space, core.ActiveScene.Camera);
            playerInput.UseCameraSmoothing            = true;
            playerInput.CharacterController.JumpSpeed = 9;
            playerInput.CharacterController.HorizontalMotionConstraint.Speed = 8;
            playerInput.StandingCameraOffset = 1.4f;
            playerInput.Activate();

            // Initialise mouse state
            Game.IsMouseVisible = false;
            Mouse.SetPosition(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2);
            startMouseState = mouseState = Mouse.GetState();

            // Load songs
            MediaPlayer.Stop();
            song = Game.Content.Load <Song>("Songs/DanGoodale_DF-D2");
            MediaPlayer.Play(song);

            UpdatePhysicsObjectText();
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                ///carrega o Modelo
                AnimatedModel am = new AnimatedModel(factory, "..\\Content\\Model\\PlayerMarine", "..\\Content\\Textures\\PlayerMarineDiffuse");
                ///Inicializa o Controlador (Idle eh o nome da animacao inicial)
                AnimatedController arobo = new AnimatedController(am, "Idle");

                ///Cria o shader e o material animados 
                DeferredSimpleAnimationShader sas = new DeferredSimpleAnimationShader(arobo);
                DeferredAnimatedMaterial amat = new DeferredAnimatedMaterial(arobo, sas);

                CharacterControllerInput gp = new CharacterControllerInput(this, new Vector3(100, 50, 1), 25, 10, 10, Vector3.One);

                IObject marine = new IObject(amat, am, gp.Characterobj);
                ///Adiciona no mundo
                this.World.AddObject(marine);

                LightThrowBepu lt = new LightThrowBepu(this.World, factory);
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }



            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            cam.MoveSpeed *= 5;
            this.World.CameraManager.AddCamera(cam);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

        }       
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        public override void LoadContent()
        {
            InitialiseLevel();


            ///////////////////////////////////////////////////////////////////////
            //Initialise Camera Code
            ///////////////////////////////////////////////////////////////////////
            #region Set Up Camera

            base.LoadContent();
            Camera.CameraType = CameraType.CharacterFPS;

            character = new CharacterControllerInput(BEPUPhyicsSpace, Camera, vxEngine);

            //Since this is the character playground, turn on the character by default.
            character.Activate();

            //Having the character body visible would be a bit distracting.
            character.CharacterController.Body.Tag = "noDisplayObject";

            SimulationStart();
            SimulationStop();

            //
            //Grabbers
            //
            grabber = new MotorizedGrabSpring();
            BEPUPhyicsSpace.Add(grabber);
            rayCastFilter = RayCastFilter;


            #endregion

            DoFog   = true;
            FogNear = 20;
            FogFar  = Camera.FarPlane / 4;

            Envrio envr = new Envrio(vxEngine, vxEngine.vxContentManager.LoadModel("Models/courtyard/td_courtyard"), Vector3.Zero);

            //Envrio envr = new Envrio(vxEngine, vxEngine.vxContentManager.LoadModel("Models/castle/mdl_castle"), new Vector3(0, 1, 0));

            //waterItems.Add(new vxWaterEntity(vxEngine, Vector3.Up, new Vector3(50, 0.25f, 50)));


            envr.SpecularIntensity = 1;
            //envr.SpecularIntensity = 100;
            //envr.SpecularPower = 5f;
            //envr.DoFog = false;

            light = new vxLightEntity(vxEngine, new Vector3(0, 2, 0), LightType.Point, Color.Orange, 10, 1);

            //This is a little convenience method used to extract vertices and indices from a model.
            //It doesn't do anything special; any approach that gets valid vertices and indices will work.

                        #if !TECHDEMO_PLTFRM_GL
            ModelDataExtractor.GetVerticesAndIndicesFromModel(envr.vxModel.ModelMain, out staticTriangleVertices, out staticTriangleIndices);

            //var staticMesh = new StaticMesh(staticTriangleVertices, staticTriangleIndices, new AffineTransform(Matrix3X3.CreateFromAxisAngle(Vector3.Up, MathHelper.Pi), new Vector3(0, -10, 0)));
            var staticMesh = new StaticMesh(staticTriangleVertices, staticTriangleIndices,
                                            new AffineTransform(new Vector3(1),
                                                                Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationX(-MathHelper.PiOver2) * Matrix.CreateRotationY(0)),
                                                                new Vector3(0)));
            staticMesh.Sidedness = TriangleSidedness.Counterclockwise;

            BEPUPhyicsSpace.Add(staticMesh);
            BEPUDebugDrawer.Add(staticMesh);
                        #endif

            int size = 100;
            BEPUPhyicsSpace.Add(new Box(new Vector3(0, -5, 0), size, 10, size));

            vxTabPage Straights = new vxTabPage(vxEngine, tabControl, "Items");
            tabControl.AddItem(Straights);

            vxScrollPanel ScrollPanel_GeneralItemsPage = new vxScrollPanel(new Vector2(0, 0),
                                                                           vxEngine.GraphicsDevice.Viewport.Width - 150, vxEngine.GraphicsDevice.Viewport.Height - 75);

            //Cubes
            ScrollPanel_GeneralItemsPage.AddItem(new vxScrollPanelSpliter(vxEngine, "Items"));
            ScrollPanel_GeneralItemsPage.AddItem(RegisterNewSandboxItem(WoodenCrate.EntityDescription));

            //Add the scrollpanel to the slider tab page.
            Straights.AddItem(ScrollPanel_GeneralItemsPage);

            //IndexedCubeTest cube = new IndexedCubeTest(vxEngine, new Vector3(4, 4, 0));


            Teapot t = new Teapot((GameEngine)vxEngine, new Vector3(4, 4, 0));
            t.SetMesh(Matrix.CreateTranslation(new Vector3(4, 2, 0)), true, true);

            ConcreteCube cc = new ConcreteCube((GameEngine)vxEngine, new Vector3(0, 5, 0));
            cc.SetMesh(Matrix.CreateTranslation(new Vector3(0, 2, 0)), true, true);


            ModelObjs mo = new ModelObjs((GameEngine)vxEngine, new Vector3(-4, 4, 0));
            mo.SetMesh(Matrix.CreateTranslation(new Vector3(0, 2, 8)), true, true);

            vxEngine.InputManager.ShowCursor = true;
        }