Esempio n. 1
0
        /// <summary>
        /// Creates the new scene file. The default scene contains set of simple actors.
        /// </summary>
        /// <param name="path">The path.</param>
        public void CreateSceneFile(string path)
        {
            // Create a sample scene
            var scene = Scene.New();
            var sky   = Sky.New();
            var sun   = DirectionalLight.New();
            var floor = ModelActor.New();

            //
            scene.AddChild(sky);
            scene.AddChild(sun);
            scene.AddChild(floor);
            //
            sky.Name          = "Sky";
            sky.LocalPosition = new Vector3(40, 150, 0);
            sky.SunLight      = sun;
            sky.StaticFlags   = StaticFlags.FullyStatic;
            //
            sun.Name             = "Sun";
            sun.LocalPosition    = new Vector3(40, 160, 0);
            sun.LocalEulerAngles = new Vector3(45, 0, 0);
            sun.StaticFlags      = StaticFlags.FullyStatic;
            //
            floor.Name  = "Floor";
            floor.Scale = new Vector3(4, 0.5f, 4);
            floor.Model = FlaxEngine.Content.LoadAsync <Model>(StringUtils.CombinePaths(Globals.EditorFolder, "Primitives/Cube.flax"));
            if (floor.Model)
            {
                floor.Model.WaitForLoaded();
                floor.Entries[0].Material = FlaxEngine.Content.LoadAsync <MaterialBase>(StringUtils.CombinePaths(Globals.EngineFolder, "WhiteMaterial.flax"));
            }
            floor.StaticFlags = StaticFlags.FullyStatic;

            // Serialize
            var bytes = SceneManager.SaveSceneToBytes(scene);

            // Cleanup
            Object.Destroy(scene);

            if (bytes == null || bytes.Length == 0)
            {
                throw new Exception("Failed to serialize scene.");
            }

            // Write to file
            using (var fileStream = new FileStream(path, FileMode.Create, FileAccess.Write, FileShare.Read))
                fileStream.Write(bytes, 0, bytes.Length);
        }
Esempio n. 2
0
        /// <summary>
        /// Initializes a new instance of the <see cref="AssetPreview"/> class.
        /// </summary>
        /// <param name="useWidgets">if set to <c>true</c> use widgets.</param>
        public AssetPreview(bool useWidgets)
            : base(RenderTask.Create <SceneRenderTask>(), new ArcBallCamera(Vector3.Zero, 50), useWidgets)
        {
            DockStyle = DockStyle.Fill;

            Task.Flags = ViewFlags.DefaulAssetPreview;
            Task.AllowGlobalCustomPostFx = false;

            ((ArcBallCamera)ViewportCamera).SetView(new Quaternion(0.424461186f, -0.0940724313f, 0.0443938486f, 0.899451137f));

            // Setup preview scene
            PreviewLight             = DirectionalLight.New();
            PreviewLight.Brightness  = 6.0f;
            PreviewLight.ShadowsMode = ShadowsCastingMode.None;
            PreviewLight.Orientation = Quaternion.Euler(new Vector3(52.1477f, -109.109f, -111.739f));
            //
            EnvProbe             = EnvironmentProbe.New();
            EnvProbe.AutoUpdate  = false;
            EnvProbe.CustomProbe = FlaxEngine.Content.LoadAsyncInternal <CubeTexture>(EditorAssets.DefaultSkyCubeTexture);
            //
            Sky          = Sky.New();
            Sky.SunLight = PreviewLight;
            Sky.SunPower = 8.0f;
            //
            SkyLight               = SkyLight.New();
            SkyLight.Mode          = SkyLight.Modes.CustomTexture;
            SkyLight.Brightness    = 2.0f;
            SkyLight.CustomTexture = EnvProbe.CustomProbe;
            //
            PostFxVolume           = PostFxVolume.New();
            PostFxVolume.IsBounded = false;
            PostFxVolume.Settings.Eye_MinLuminance = 0.1f;

            // Link actors for rendering
            Task.ActorsSource = ActorsSources.CustomActors;
            Task.CustomActors.Add(PreviewLight);
            Task.CustomActors.Add(EnvProbe);
            Task.CustomActors.Add(Sky);
            Task.CustomActors.Add(SkyLight);
            Task.CustomActors.Add(PostFxVolume);
        }