Exemple #1
0
        // OnLoad() is called when the GameObject is added to the IGameObjectService.
        protected override void OnLoad()
        {
            FogNode = new FogNode(new Fog())
            {
                IsEnabled = false,
                Name      = "Fog",
            };

            var scene = _services.GetInstance <IScene>();

            if (!_attachToCamera)
            {
                scene.Children.Add(FogNode);
            }
            else
            {
                var cameraNode = ((Scene)scene).GetSceneNode("PlayerCamera");
                if (cameraNode.Children == null)
                {
                    cameraNode.Children = new SceneNodeCollection();
                }

                cameraNode.Children.Add(FogNode);
            }
        }
Exemple #2
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        /// <summary>
        /// Gets the fog intensity at the specified target position.
        /// </summary>
        /// <param name="fogNode">The fog node.</param>
        /// <param name="cameraNode">The camera node.</param>
        /// <param name="targetPosition">The target position.</param>
        /// <returns>The fog intensity (0 = no fog; 1 = full fog, nothing else visible).</returns>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="fogNode"/> or <paramref name="cameraNode"/> is <see langword="null"/>.
        /// </exception>
        public float GetIntensity(FogNode fogNode, CameraNode cameraNode, Vector3 targetPosition)
        {
            if (fogNode == null)
            {
                throw new ArgumentNullException("fogNode");
            }
            if (cameraNode == null)
            {
                throw new ArgumentNullException("cameraNode");
            }

            return(OnGetIntensity(fogNode, cameraNode, targetPosition));
        }
Exemple #3
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        /// <summary>
        /// Called to compute the fog intensity for <see cref="GetIntensity"/>.
        /// </summary>
        /// <param name="fogNode">The fog node. (Is never <see langword="null"/>.)</param>
        /// <param name="cameraNode">The camera node. (Is never <see langword="null"/>.)</param>
        /// <param name="targetPosition">The target position.</param>
        /// <returns>The fog intensity (0 = no fog; 1 = full fog, nothing else visible).</returns>
        /*protected virtual*/
        private float OnGetIntensity(FogNode fogNode, CameraNode cameraNode, Vector3 targetPosition)
        {
            // These computations are the same as in FogRenderer and the Fog shader files.

            if (Numeric.IsZero(Density))
            {
                return(0);
            }

            Vector3 cameraToPosition          = targetPosition - cameraNode.PoseWorld.Position;
            float   distance                  = cameraToPosition.Length; // The distance traveled inside the fog.
            Vector3 cameraToPositionDirection = cameraToPosition / distance;

            // Compute a value that is 0 at Start and 1 at End.
            float ramp = (distance - Start) / (End - Start);

            // Smoothstep distance fog
            float smoothRamp = InterpolationHelper.HermiteSmoothStep(ramp);

            // Exponential Fog
            float referenceHeight = cameraNode.PoseWorld.Position.Y - fogNode.PoseWorld.Position.Y
                                    + cameraToPositionDirection.Y * Start;
            float distanceInFog = distance - Start;
            var   fogDirection  = cameraToPositionDirection;

            if (HeightFalloff * fogDirection.Y < 0)
            {
                referenceHeight += fogDirection.Y * distanceInFog;
                fogDirection     = -fogDirection;
            }

            float referenceDensity = Density * (float)Math.Pow(2, -HeightFalloff * referenceHeight);
            float opticalLength    = GetOpticalLengthInHeightFog(distanceInFog, referenceDensity, fogDirection * distanceInFog, HeightFalloff);
            float heightFog        = (1 - (float)Math.Pow(2, -opticalLength * 1));

            // Get alpha from BottomColor and TopColor.
            // (Note: We have to avoid division by zero.)
            float height = targetPosition.Y - fogNode.PoseWorld.Position.Y;
            float p      = MathHelper.Clamp((height - Height0) / Math.Max(Height1 - Height0, 0.0001f), 0, 1);
            float alpha  = InterpolationHelper.Lerp(Color0.W, Color1.W, p);

            return(smoothRamp * heightFog * alpha);
        }
Exemple #4
0
    // 랜덤한 종류의 노드를 생성해서 반환한다.
    public Node GetRandomNode()
    {
        Node     node = null;
        NodeName rand = (NodeName)Random.Range((int)NodeName.StartNode, (int)NodeName.EndNode);

        switch (rand)
        {
        case NodeName.StartNode:
            node = new Node(nTree.Root);
            break;

        case NodeName.MonsterNode:
            node = new MonsterNode(nTree.Root);
            break;

        case NodeName.EliteMonstaerNode:
            node = new EliteMonsterNode(nTree.Root);
            break;

        case NodeName.EventNode:
            node = new EventNode(nTree.Root);
            break;

        case NodeName.FogNode:
            node = new FogNode(nTree.Root);
            break;

        case NodeName.ShopNode:
            node = new ShopNode(nTree.Root);
            break;

        case NodeName.CampNode:
            node = new CampNode(nTree.Root);
            break;

        default:
            Debug.Log("RandomNode Error");
            break;
        }

        return(node);
    }
Exemple #5
0
 // OnUnload() is called when the GameObject is removed from the IGameObjectService.
 protected override void OnUnload()
 {
     FogNode.Parent.Children.Remove(FogNode);
     FogNode.Dispose(false);
     FogNode = null;
 }
Exemple #6
0
        // OnLoad() is called when the GameObject is added to the IGameObjectService.
        protected override void OnLoad()
        {
            FogNode = new FogNode(new Fog())
            {
                IsEnabled = false,
                Name      = "Fog",
            };

            AddFogNodeToScene();

            // Add GUI controls to the Options window.
            var sampleFramework = _services.GetInstance <SampleFramework>();
            var optionsPanel    = sampleFramework.AddOptions("Game Objects");
            var panel           = SampleHelper.AddGroupBox(optionsPanel, "FogObject");

            SampleHelper.AddCheckBox(
                panel,
                "Enable fog",
                FogNode.IsEnabled,
                isChecked => FogNode.IsEnabled = isChecked);

            SampleHelper.AddCheckBox(
                panel,
                "Attach to camera",
                AttachToCamera,
                isChecked => AttachToCamera = isChecked);

            SampleHelper.AddSlider(
                panel,
                "Fog ramp start",
                "F2",
                0,
                1000,
                FogNode.Fog.Start,
                value => FogNode.Fog.Start = value);

            SampleHelper.AddSlider(
                panel,
                "Fog ramp end",
                "F2",
                0,
                5000,
                FogNode.Fog.End,
                value => FogNode.Fog.End = value);

            SampleHelper.AddSlider(
                panel,
                "Density",
                "F2",
                0.0f,
                2,
                FogNode.Fog.Density,
                value => FogNode.Fog.Density = value);

            SampleHelper.AddSlider(
                panel,
                "Height falloff",
                "F2",
                -1,
                1,
                FogNode.Fog.HeightFalloff,
                value => FogNode.Fog.HeightFalloff = value);

            SampleHelper.AddSlider(
                panel,
                "Height Y",
                "F2",
                -100,
                100,
                FogNode.PoseWorld.Position.Y,
                value =>
            {
                var pose          = FogNode.PoseWorld;
                pose.Position.Y   = value;
                FogNode.PoseWorld = pose;
            });
        }