Exemple #1
0
    public ConstraintVehicleSample(Microsoft.Xna.Framework.Game game)
      : base(game)
    {
      // Add basic force effects.
      Simulation.ForceEffects.Add(new Gravity());
      Simulation.ForceEffects.Add(new Damping());

      // Add a game object which loads the test obstacles.
      GameObjectService.Objects.Add(new VehicleLevelObject(Services));

      // Add a game object which controls a vehicle.
      var vehicleObject = new ConstraintVehicleObject(Services);
      GameObjectService.Objects.Add(vehicleObject);

      // Add a camera that is attached to the chassis of the vehicle.
      var vehicleCameraObject = new VehicleCameraObject(vehicleObject.Vehicle.Chassis, Services);
      GameObjectService.Objects.Add(vehicleCameraObject);
      GraphicsScreen.CameraNode = vehicleCameraObject.CameraNode;
    }
        public ConstraintVehicleSample(Microsoft.Xna.Framework.Game game)
            : base(game)
        {
            // Add basic force effects.
            Simulation.ForceEffects.Add(new Gravity());
            Simulation.ForceEffects.Add(new Damping());

            // Add a game object which loads the test obstacles.
            GameObjectService.Objects.Add(new VehicleLevelObject(Services));

            // Add a game object which controls a vehicle.
            var vehicleObject = new ConstraintVehicleObject(Services);

            GameObjectService.Objects.Add(vehicleObject);

            // Add a camera that is attached to the chassis of the vehicle.
            var vehicleCameraObject = new VehicleCameraObject(vehicleObject.Vehicle.Chassis, Services);

            GameObjectService.Objects.Add(vehicleCameraObject);
            GraphicsScreen.CameraNode = vehicleCameraObject.CameraNode;
        }
Exemple #3
0
    public RoadSample(Microsoft.Xna.Framework.Game game)
      : base(game)
    {
      SampleFramework.IsMouseVisible = false;

      _graphicsScreen = new DeferredGraphicsScreen(Services);
      _graphicsScreen.DrawReticle = true;
      GraphicsService.Screens.Insert(0, _graphicsScreen);
      GameObjectService.Objects.Add(new DeferredGraphicsOptionsObject(Services));

      Services.Register(typeof(DebugRenderer), null, _graphicsScreen.DebugRenderer);

      var scene = _graphicsScreen.Scene;
      Services.Register(typeof(IScene), null, scene);

      // Add gravity and damping to the physics simulation.
      Simulation.ForceEffects.Add(new Gravity());
      Simulation.ForceEffects.Add(new Damping());

      // Add a custom game object which controls the camera.
      var cameraGameObject = new CameraObject(Services, 5000);
      cameraGameObject.ResetPose(new Vector3F(0, 2, 5), 0, 0);
      GameObjectService.Objects.Add(cameraGameObject);

      // Add the vehicle object from the vehicle sample.
      var vehicleObject = new ConstraintVehicleObject(Services);
      GameObjectService.Objects.Add(vehicleObject);

      // Add the car-follow-camera from the vehicle sample.
      var vehicleCameraObject = new VehicleCameraObject(vehicleObject.Vehicle.Chassis, Services);
      GameObjectService.Objects.Add(vehicleCameraObject);

      // Now, we have two CameraNodes. The graphics screen uses the camera node of the CameraObject,
      // as usual.
      _graphicsScreen.ActiveCameraNode = cameraGameObject.CameraNode;
      // The CameraObject should not react to input.
      cameraGameObject.IsEnabled = false;
      // The CameraNode of the VehicleCameraObject controls the other CameraNode.
      vehicleCameraObject.CameraNode.SceneChanged += (s, e) =>
      {
        cameraGameObject.CameraNode.SetLastPose(false);
        cameraGameObject.CameraNode.PoseWorld = vehicleCameraObject.CameraNode.PoseWorld;
      };

      // Add standard game objects.
      GameObjectService.Objects.Add(new DynamicSkyObject(Services, true, false, true)
      {
        EnableCloudShadows = false,
        FogSampleAngle = 0.1f,
        FogSaturation = 1,
      });

      var fogObject = new FogObject(Services) { AttachToCamera = true };
      GameObjectService.Objects.Add(fogObject);

      // Set nice default fog values.
      // (Note: If we change the fog values here, the GUI in the options window is not
      // automatically updated.)
      fogObject.FogNode.IsEnabled = true;
      fogObject.FogNode.Fog.Start = 100;
      fogObject.FogNode.Fog.End = 2500;
      fogObject.FogNode.Fog.Start = 100;
      fogObject.FogNode.Fog.HeightFalloff = 0.25f;

      // Add the terrain
      _terrainObject = new TerrainObject(Services);
      GameObjectService.Objects.Add(_terrainObject);

      // Add the TerrainRoadLayer to the terrain.
      CreateRoad();

      // Modify the terrain height values.
      ClampTerrainToRoad();
    }