void CreateScene() { var cache = GetSubsystem <ResourceCache>(); scene = new Scene(); // Create scene subsystem components scene.CreateComponent <Octree>(); scene.CreateComponent <PhysicsWorld>(); // Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene, // so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load CameraNode = new Node(); Camera camera = CameraNode.CreateComponent <Camera>(); camera.FarClip = 500.0f; GetSubsystem <Renderer>().SetViewport(0, new Viewport(scene, camera)); // Create static scene content. First create a zone for ambient lighting and fog control Node zoneNode = scene.CreateChild("Zone"); Zone zone = zoneNode.CreateComponent <Zone>(); zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f); zone.FogColor = new Color(0.5f, 0.5f, 0.7f); zone.FogStart = 300.0f; zone.FogEnd = 500.0f; zone.SetBoundingBox(new BoundingBox(-2000.0f, 2000.0f)); // Create a directional light with cascaded shadow mapping Node lightNode = scene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.3f, -0.5f, 0.425f)); Light light = lightNode.CreateComponent <Light>(); light.LightType = LightType.LIGHT_DIRECTIONAL; light.CastShadows = true; light.ShadowBias = new BiasParameters(0.00025f, 0.5f); light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f); light.SpecularIntensity = 0.5f; // Create heightmap terrain with collision Node terrainNode = scene.CreateChild("Terrain"); terrainNode.Position = (Vector3.Zero); Terrain terrain = terrainNode.CreateComponent <Terrain>(); terrain.PatchSize = 64; terrain.Spacing = new Vector3(2.0f, 0.1f, 2.0f); // Spacing between vertices and vertical resolution of the height map terrain.Smoothing = true; terrain.SetHeightMap(cache.Get <Image>("Textures/HeightMap.png")); terrain.Material = cache.Get <Material>("Materials/Terrain.xml"); // The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all // terrain patches and other objects behind it terrain.Occluder = true; RigidBody body = terrainNode.CreateComponent <RigidBody>(); body.CollisionLayer = 2; // Use layer bitmask 2 for static geometry CollisionShape shape = terrainNode.CreateComponent <CollisionShape>(); shape.SetTerrain(0); // Create 1000 mushrooms in the terrain. Always face outward along the terrain normal const uint numMushrooms = 1000; for (uint i = 0; i < numMushrooms; ++i) { Node objectNode = scene.CreateChild("Mushroom"); Vector3 position = new Vector3(NextRandom(2000.0f) - 1000.0f, 0.0f, NextRandom(2000.0f) - 1000.0f); position.Y = terrain.GetHeight(position) - 0.1f; objectNode.Position = (position); // Create a rotation quaternion from up vector to terrain normal objectNode.Rotation = Quaternion.FromRotationTo(Vector3.UnitY, terrain.GetNormal(position)); objectNode.SetScale(3.0f); StaticModel sm = objectNode.CreateComponent <StaticModel>(); sm.Model = (cache.Get <Model>("Models/Mushroom.mdl")); sm.SetMaterial(cache.Get <Material>("Materials/Mushroom.xml")); sm.CastShadows = true; body = objectNode.CreateComponent <RigidBody>(); body.CollisionLayer = 2; shape = objectNode.CreateComponent <CollisionShape>(); shape.SetTriangleMesh(sm.Model, 0, Vector3.One, Vector3.Zero, Quaternion.Identity); } }
void CreateScene() { var cache = GetSubsystem <ResourceCache>(); scene = new Scene(); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must // exist before creating drawable components, the PhysicsWorld must exist before creating physics components. // Finally, create a DebugRenderer component so that we can draw physics debug geometry scene.CreateComponent <Octree>(); scene.CreateComponent <PhysicsWorld>(); scene.CreateComponent <DebugRenderer>(); // Create a Zone component for ambient lighting & fog control Node zoneNode = scene.CreateChild("Zone"); Zone zone = zoneNode.CreateComponent <Zone>(); zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f); zone.FogColor = new Color(0.5f, 0.5f, 0.7f); zone.FogStart = 100.0f; zone.FogEnd = 300.0f; // Create a directional light to the world. Enable cascaded shadows on it Node lightNode = scene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); Light light = lightNode.CreateComponent <Light>(); light.LightType = LightType.LIGHT_DIRECTIONAL; light.CastShadows = true; light.ShadowBias = new BiasParameters(0.00025f, 0.5f); // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f); { // Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y Node floorNode = scene.CreateChild("Floor"); floorNode.Position = new Vector3(0.0f, -0.5f, 0.0f); floorNode.Scale = new Vector3(500.0f, 1.0f, 500.0f); StaticModel floorObject = floorNode.CreateComponent <StaticModel>(); floorObject.Model = cache.Get <Model>("Models/Box.mdl"); floorObject.SetMaterial(cache.Get <Material>("Materials/StoneTiled.xml")); // Make the floor physical by adding RigidBody and CollisionShape components /*RigidBody* body = */ floorNode.CreateComponent <RigidBody>(); CollisionShape shape = floorNode.CreateComponent <CollisionShape>(); shape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity); } { // Create static mushrooms with triangle mesh collision const uint numMushrooms = 50; for (uint i = 0; i < numMushrooms; ++i) { Node mushroomNode = scene.CreateChild("Mushroom"); mushroomNode.Position = new Vector3(NextRandom(400.0f) - 200.0f, 0.0f, NextRandom(400.0f) - 200.0f); mushroomNode.Rotation = new Quaternion(0.0f, NextRandom(360.0f), 0.0f); mushroomNode.SetScale(5.0f + NextRandom(5.0f)); StaticModel mushroomObject = mushroomNode.CreateComponent <StaticModel>(); mushroomObject.Model = (cache.Get <Model>("Models/Mushroom.mdl")); mushroomObject.SetMaterial(cache.Get <Material>("Materials/Mushroom.xml")); mushroomObject.CastShadows = true; mushroomNode.CreateComponent <RigidBody>(); CollisionShape shape = mushroomNode.CreateComponent <CollisionShape>(); // By default the highest LOD level will be used, the LOD level can be passed as an optional parameter shape.SetTriangleMesh(mushroomObject.Model, 0, Vector3.One, Vector3.Zero, Quaternion.Identity); } } { // Create a large amount of falling physics objects const uint numObjects = 1000; for (uint i = 0; i < numObjects; ++i) { Node boxNode = scene.CreateChild("Box"); boxNode.Position = new Vector3(0.0f, i * 2.0f + 100.0f, 0.0f); StaticModel boxObject = boxNode.CreateComponent <StaticModel>(); boxObject.Model = cache.Get <Model>("Models/Box.mdl"); boxObject.SetMaterial(cache.Get <Material>("Materials/StoneSmall.xml")); boxObject.CastShadows = true; // Give the RigidBody mass to make it movable and also adjust friction RigidBody body = boxNode.CreateComponent <RigidBody>(); body.Mass = 1.0f; body.Friction = 1.0f; // Disable collision event signaling to reduce CPU load of the physics simulation body.CollisionEventMode = CollisionEventMode.COLLISION_NEVER; CollisionShape shape = boxNode.CreateComponent <CollisionShape>(); shape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity); } } // Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside // the scene, because we want it to be unaffected by scene load / save CameraNode = new Node(); Camera camera = CameraNode.CreateComponent <Camera>(); camera.FarClip = 300.0f; // Set an initial position for the camera scene node above the floor CameraNode.Position = new Vector3(0.0f, 3.0f, -20.0f); }
void CreateScene() { var cache = ResourceCache; scene = new Scene(); // Create scene subsystem components scene.CreateComponent <Octree>(); physicsWorld = scene.CreateComponent <PhysicsWorld>(); // Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene, // so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load CameraNode = new Node(); Camera camera = CameraNode.CreateComponent <Camera>(); camera.FarClip = 300.0f; Renderer.SetViewport(0, new Viewport(Context, scene, camera, null)); // Create static scene content. First create a zone for ambient lighting and fog control Node zoneNode = scene.CreateChild("Zone"); Zone zone = zoneNode.CreateComponent <Zone>(); zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f); zone.FogColor = new Color(0.5f, 0.5f, 0.7f); zone.FogStart = 100.0f; zone.FogEnd = 300.0f; zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); // Create a directional light with cascaded shadow mapping Node lightNode = scene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.3f, -0.5f, 0.425f)); Light light = lightNode.CreateComponent <Light>(); light.LightType = LightType.Directional; light.CastShadows = true; light.ShadowBias = new BiasParameters(0.00025f, 0.5f); light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f); light.SpecularIntensity = 0.5f; // Create the floor object Node floorNode = scene.CreateChild("Floor"); floorNode.Position = new Vector3(0.0f, -0.5f, 0.0f); floorNode.Scale = new Vector3(200.0f, 1.0f, 200.0f); StaticModel sm = floorNode.CreateComponent <StaticModel>(); sm.Model = cache.GetModel("Models/Box.mdl"); sm.SetMaterial(cache.GetMaterial("Materials/Stone.xml")); RigidBody body = floorNode.CreateComponent <RigidBody>(); // Use collision layer bit 2 to mark world scenery. This is what we will raycast against to prevent camera from going // inside geometry body.CollisionLayer = 2; CollisionShape shape = floorNode.CreateComponent <CollisionShape>(); shape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity); // Create mushrooms of varying sizes const uint numMushrooms = 60; for (uint i = 0; i < numMushrooms; ++i) { Node objectNode = scene.CreateChild("Mushroom"); objectNode.Position = new Vector3(NextRandom(180.0f) - 90.0f, 0.0f, NextRandom(180.0f) - 90.0f); objectNode.Rotation = new Quaternion(0.0f, NextRandom(360.0f), 0.0f); objectNode.SetScale(2.0f + NextRandom(5.0f)); StaticModel o = objectNode.CreateComponent <StaticModel>(); o.Model = cache.GetModel("Models/Mushroom.mdl"); o.SetMaterial(cache.GetMaterial("Materials/Mushroom.xml")); o.CastShadows = true; body = objectNode.CreateComponent <RigidBody>(); body.CollisionLayer = 2; shape = objectNode.CreateComponent <CollisionShape>(); shape.SetTriangleMesh(o.Model, 0, Vector3.One, Vector3.Zero, Quaternion.Identity); } // Create movable boxes. Let them fall from the sky at first const uint numBoxes = 100; for (uint i = 0; i < numBoxes; ++i) { float scale = NextRandom(2.0f) + 0.5f; Node objectNode = scene.CreateChild("Box"); objectNode.Position = new Vector3(NextRandom(180.0f) - 90.0f, NextRandom(10.0f) + 10.0f, NextRandom(180.0f) - 90.0f); objectNode.Rotation = new Quaternion(NextRandom(360.0f), NextRandom(360.0f), NextRandom(360.0f)); objectNode.SetScale(scale); StaticModel o = objectNode.CreateComponent <StaticModel>(); o.Model = cache.GetModel("Models/Box.mdl"); o.SetMaterial(cache.GetMaterial("Materials/Stone.xml")); o.CastShadows = true; body = objectNode.CreateComponent <RigidBody>(); body.CollisionLayer = 2; // Bigger boxes will be heavier and harder to move body.Mass = scale * 2.0f; shape = objectNode.CreateComponent <CollisionShape>(); shape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity); } }