Esempio n. 1
0
        public MiniPlanet(Vector3 startPosition, float planetRadius, IModule noiseModule, int heightMapVertCount, float heightMapScale, Color landColor, Color oceanColour, bool useAtmosphere = false,
                          float innerAtmosphereRatio = 0.97f, float outerAtmosphereRatio = 1.1f, float atmosphericScale = 30, float groundScale = 20, float verticalScale = 1f)
        {
            this.verticalScale = verticalScale;
            this.startPosition = startPosition;
            this.planetRadius  = planetRadius;

            this.noiseModule            = noiseModule;
            this.heightMapVertCount     = heightMapVertCount;
            this.heightMapScale         = heightMapScale;
            this.originalHeightMapScale = heightMapScale;
            this.terrainColor           = landColor;
            this.oceanColour            = oceanColour;
            this.useAtmosphere          = useAtmosphere;
            this.innerAtmosphereRatio   = innerAtmosphereRatio;
            this.outerAtmosphereRatio   = outerAtmosphereRatio;
            this.atmosphericScale       = atmosphericScale;
            this.groundScale            = groundScale;

            if (!useAtmosphere)
            {
                planetEffect = EffectLoader.LoadSM5Effect("flatshaded").Clone();
                GenerateGeometry();
            }
            else
            {
                GenerateAtmosphereAndGeometry(innerAtmosphereRatio, outerAtmosphereRatio, atmosphericScale, groundScale);
            }


            childPlanets = new List <MiniPlanet>();
        }
Esempio n. 2
0
        public Carrier() : base()
        {
            Color carrierColor = Color.Red;

            this.AddComponent(new CarrierController());

            ProceduralShape body = new ProceduralCuboid(1f, 2f, 0.5f);

            body.SetColor(carrierColor);
            RenderGeometryComponent renderGeom = new RenderGeometryComponent(body);
            EffectRenderComponent   effectComp = new EffectRenderComponent(EffectLoader.LoadSM5Effect("flatshaded"));
            ShadowCasterComponent   shadowComp = new ShadowCasterComponent();

            AddComponent(new PhysicsComponent(true, true, PhysicsMeshType.box));
            AddComponent(renderGeom);
            AddComponent(effectComp);
            AddComponent(shadowComp);



            var conTower = new ProceduralCuboid(0.25f, 0.25f, 0.35f);

            conTower.SetColor(carrierColor);
            GameObject conT = GameObjectFactory.CreateRenderableGameObjectFromShape(conTower, EffectLoader.LoadSM5Effect("flatshaded"));

            conT.Transform.RelativeTransform.Translation = new Vector3(0.8f, 0.8f, 0);
            conT.AddComponent(new ShadowCasterComponent());
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(conT);
            AddChild(conT);
        }
Esempio n. 3
0
        public Chopper() : base("chopper")
        {
            Color chopperColor = Color.Red;

            this.AddComponent(new ChopperController());

            ProceduralShape body = new ProceduralCuboid(0.15f, 0.3f, 0.15f);

            body.SetColor(chopperColor);
            RenderGeometryComponent renderGeom = new RenderGeometryComponent(body);
            EffectRenderComponent   effectComp = new EffectRenderComponent(EffectLoader.LoadSM5Effect("flatshaded"));
            ShadowCasterComponent   shadowComp = new ShadowCasterComponent();

            AddComponent(new PhysicsComponent(true, true, PhysicsMeshType.box));


            AddComponent(renderGeom);
            AddComponent(effectComp);
            AddComponent(shadowComp);

            var rotorCuboid = new ProceduralCuboid(0.03f, 0.6f, 0.03f);

            rotorCuboid.SetColor(chopperColor);
            GameObject rotor = GameObjectFactory.CreateRenderableGameObjectFromShape(rotorCuboid, EffectLoader.LoadSM5Effect("flatshaded"));

            rotor.Transform.RelativeTransform.Translation = new Vector3(0, 0.2f, 0);
            rotor.AddComponent(new RotatorComponent(Vector3.Up, 0.1f));
            rotor.AddComponent(new ShadowCasterComponent());
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(rotor);
            AddChild(rotor);
        }
Esempio n. 4
0
        private void GenerateFloorObjectFromFloorShapes(List <GameTile> tiles)
        {
            GameObject      finalFloorShape = new GameObject();
            ProceduralShape finalShape      = new ProceduralShape();

            ProceduralPlane plane = new ProceduralPlane();

            plane.SetColor(Color.LightGray.ChangeTone(RandomHelper.GetRandomInt(-20, 20)));
            plane.Scale(tiles[0].Scale);
            plane.Translate(tiles[0].Center);


            finalShape = plane;
            AddLineBatch(plane);


            for (int i = 1; i < tiles.Count; i++)
            {
                ProceduralPlane newPlane = new ProceduralPlane();
                newPlane.SetColor(Color.LightGray.ChangeTone(RandomHelper.GetRandomInt(-20, 20)));
                newPlane.Scale(tiles[i].Scale);
                newPlane.Translate(tiles[i].Center);
                finalShape = ProceduralShape.Combine(finalShape, newPlane);
                AddLineBatch(newPlane);
            }

            finalFloorShape.AddComponent(new RenderGeometryComponent(finalShape));
            finalFloorShape.AddComponent(new EffectRenderComponent(EffectLoader.LoadSM5Effect("flatshaded")));
            finalFloorShape.AddComponent(new ShadowCasterComponent());
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(finalFloorShape);
        }
Esempio n. 5
0
        public void Initalise()
        {
            currentVertices = new List <Vector3>();

            SystemCore.ActiveScene.SetUpAmbientAndFullLightingRig();

            SystemCore.ActiveScene.AddPointLight(new Vector3(0, 15, 0), Color.White, 20, 20, 1, PointLightNumber.One);
            SystemCore.ActiveScene.AddPointLight(new Vector3(0, -15, 0), Color.White, 20, 20, 1, PointLightNumber.Two);
            SystemCore.ActiveScene.AddPointLight(new Vector3(0, 0, 15), Color.White, 20, 20, 1, PointLightNumber.Three);
            SystemCore.ActiveScene.AddPointLight(new Vector3(0, 0, -15), Color.White, 20, 20, 1, PointLightNumber.Four);

            SystemCore.AddNewUpdateRenderSubsystem(new SkyDome(Color.LightGray, Color.Gray, Color.DarkBlue));

            shapeBuilder = new ProceduralShapeBuilder();
            CurrentMode  = EditMode.Voxel;
            shapesToBake = new Dictionary <GameObject.GameObject, ProceduralShape>();


            cameraGameObject = new GameObject.GameObject("camera");
            cameraGameObject.AddComponent(new ComponentCamera());
            cameraGameObject.Transform.SetPosition(new Vector3(0, 0, 20));
            cameraGameObject.Transform.SetLookAndUp(new Vector3(0, 0, -1), new Vector3(0, 1, 0));
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(cameraGameObject);
            SystemCore.SetActiveCamera(cameraGameObject.GetComponent <ComponentCamera>());


            mouseCursor = GameObjectFactory.CreateRenderableGameObjectFromShape(new ProceduralCube(),
                                                                                EffectLoader.LoadSM5Effect("flatshaded"));
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(mouseCursor);



            AddGUI();
        }
Esempio n. 6
0
        public Player(Color?color, bool manualControl = false)
        {
            var shape = new ProceduralSphere(10, 10);

            if (color.HasValue)
            {
                PlayerColor = color.Value;
                shape.SetColor(color.Value);
            }

            if (!manualControl)
            {
                this.AddComponent(new PlayerControlComponent());
            }
            else
            {
                this.AddComponent(new ManualControlComponent());
            }
            this.AddComponent(new RenderGeometryComponent(shape));
            this.AddComponent(new EffectRenderComponent(EffectLoader.LoadSM5Effect("flatshaded")));
            this.AddComponent(new PhysicsComponent(true, true, PhysicsMeshType.sphere));
            this.AddComponent(new ShadowCasterComponent());
            Health  = maxHealth;
            Weapons = new List <Weapon>();
            Weapons.Add(WeaponFactory.CreatePistol());
            CurrentWeapon = Weapons[0];


            PlayerLabel = new Label(GUIFonts.Fonts["neurosmall"], "");
            SystemCore.GUIManager.AddControl(PlayerLabel);
        }
Esempio n. 7
0
        private void SetUpGameWorld()
        {
            //AtmosphericScatteringGround

            float radius = 6000;

            earth = new Planet("earth", new Vector3(0, 0, 0),
                               NoiseGenerator.FastPlanet(radius),
                               EffectLoader.LoadSM5Effect("flatshaded").Clone(),
                               radius, Color.DarkSeaGreen.ChangeTone(-100), Color.SaddleBrown, Color.SaddleBrown.ChangeTone(-10), 0);
            //earth.AddAtmosphere();
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(earth);


            mouseCamera.SetPositionAndLook(new Vector3(0, radius + 200, 0), (float)Math.PI, (float)-Math.PI / 5);


            duneBuggyOne = new DuneBuggy(PlayerIndex.One, Color.Red, new Vector3(0, radius + 100, 0));
            spaceShipOne = new SpaceShip(PlayerIndex.One, Color.Red, new Vector3(0, radius + 200, 0));


            field = new GravitationalField(new InfiniteForceFieldShape(), Vector3.Zero.ToBepuVector(), 100000 * radius, 100);
            SystemCore.PhysicsSimulation.Add(field);

            spaceShipOne.Activate();

            duneBuggyCamera = new DuneBuggyPlanetCamera(duneBuggyOne);
            spaceShipCamera = new SpaceShipCamera(spaceShipOne);
        }
Esempio n. 8
0
        public static void ApplyMaterialComponent(GameObject go, string materialName)
        {
            var    mat    = matDictionary[materialName];
            Effect effect = EffectLoader.LoadSM5Effect(mat.ShaderName).Clone();
            EffectRenderComponent effectComponent = new EffectRenderComponent(effect);

            go.AddComponent(mat);
            go.AddComponent(effectComponent);
        }
Esempio n. 9
0
        private void GenerateAtmosphereAndGeometry(float innerAtmosphereRatio, float outerAtmosphereRatio, float atmosphericScale, float groundScale)
        {
            planetEffect           = EffectLoader.LoadSM5Effect("AtmosphericScatteringGround").Clone();
            groundScatteringHelper = new GroundScatteringHelper(planetEffect, planetRadius * outerAtmosphereRatio,
                                                                planetRadius * innerAtmosphereRatio, groundScale);

            atmosphere = new Atmosphere(planetRadius * outerAtmosphereRatio, planetRadius * innerAtmosphereRatio, atmosphericScale);
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(atmosphere);

            GenerateGeometry();
        }
Esempio n. 10
0
        private static void CreateTestArena()
        {
            float arenaSize = 40f;


            ProceduralCuboid a = new ProceduralCuboid(arenaSize, 1, arenaSize / 5);

            a.Translate(new Vector3(0, arenaSize / 5, arenaSize));
            a.SetColor(Color.LightGray);

            ProceduralShape b = a.Clone();

            b.Translate(new Vector3(0, 0, -arenaSize * 2));

            ProceduralShape c = ProceduralShape.Combine(a, b);
            ProceduralShape d = b.Clone();

            d.Transform(MonoMathHelper.RotateNinetyDegreesAroundUp(true));

            ProceduralShape e = ProceduralShape.Combine(c, d);



            var side2 = e.Clone();
            var side3 = e.Clone();
            var side4 = e.Clone();

            e.Translate(new Vector3(-arenaSize * 2, 0, 0));

            side2.Transform(MonoMathHelper.RotateHundredEightyDegreesAroundUp(true));
            side2.Translate(new Vector3(arenaSize * 2, 0, 0));
            side3.Transform(MonoMathHelper.RotateNinetyDegreesAroundUp(true));
            side3.Translate(new Vector3(0, 0, arenaSize * 2));
            side4.Transform(MonoMathHelper.RotateNinetyDegreesAroundUp(false));
            side4.Translate(new Vector3(0, 0, -arenaSize * 2));



            var final = ProceduralShape.Combine(e, side2, side3, side4);

            var arenaObject = GameObjectFactory.CreateRenderableGameObjectFromShape(final,
                                                                                    EffectLoader.LoadSM5Effect("flatshaded"));


            arenaObject.AddComponent(new StaticMeshColliderComponent(arenaObject, final.GetVertices(),
                                                                     final.GetIndicesAsInt().ToArray(), Vector3.Zero));

            arenaObject.AddComponent(new ShadowCasterComponent());


            SystemCore.GameObjectManager.AddAndInitialiseGameObject(arenaObject);
        }
Esempio n. 11
0
        private void CreateLocalWorldObject(double id, string type, out GameObject worldObject, out DoomComponent component)
        {
            var shape = CreateShape(type);

            worldObject = GameObjectFactory.CreateRenderableGameObjectFromShape(
                shape, EffectLoader.LoadSM5Effect("flatshaded"));

            component = new DoomComponent();
            worldObject.AddComponent(component);
            worldObject.ID = (int)id;
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(worldObject);
            worldObjects.Add(worldObject.ID, worldObject);
        }
Esempio n. 12
0
        private void AddPhysicsCube()
        {
            ProceduralCube shape      = new ProceduralCube();
            var            gameObject = new GameObject();

            gameObject.AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(shape),
                                                                BufferBuilder.IndexBufferBuild(shape), shape.PrimitiveCount));
            gameObject.AddComponent(new EffectRenderComponent(EffectLoader.LoadSM5Effect("flatshaded")));
            gameObject.AddComponent(new ShadowCasterComponent());
            gameObject.AddComponent(new PhysicsComponent(true, true, PhysicsMeshType.box));
            gameObject.Transform.SetPosition(RandomHelper.GetRandomVector3(10, 100));
            SystemCore.GetSubsystem <GameObjectManager>().AddAndInitialiseGameObject(gameObject);
        }
Esempio n. 13
0
        public SimpleEnemy()
        {
            ProceduralCube shape = new ProceduralCube();

            AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(shape),
                                                     BufferBuilder.IndexBufferBuild(shape), shape.PrimitiveCount));
            AddComponent(new EffectRenderComponent(EffectLoader.LoadSM5Effect("flatshaded")));
            AddComponent(new ShadowCasterComponent());
            var physicsComponent = new PhysicsComponent(true, true, PhysicsMeshType.box);

            AddComponent(physicsComponent);

            AddComponent(new SimpleEnemyComponent(physicsComponent));
        }
Esempio n. 14
0
        public static GameObject CreateGradientSkyDomeObject(int complexity)
        {
            ProceduralSphere sphere = new ProceduralSphere(complexity, complexity);

            sphere.Indices = sphere.Indices.Reverse().ToArray();

            var ob = new GameObject();

            ob.Name = "skydome";

            ob.AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(sphere), BufferBuilder.IndexBufferBuild(sphere), sphere.PrimitiveCount));
            ob.AddComponent(new GradientSkyDomeRenderer(EffectLoader.LoadSM5Effect("skydome2")));

            return(ob);
        }
Esempio n. 15
0
        public static GameObject CreateSkyDomeObject(Color color, int complexity, float scale)
        {
            ProceduralSphere sphere = new ProceduralSphere(complexity, complexity);

            sphere.Indices = sphere.Indices.Reverse().ToArray();

            var ob = new GameObject();

            ob.Name            = "skydome";
            ob.Transform.Scale = scale;
            sphere.SetColor(color);
            ob.AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(sphere), BufferBuilder.IndexBufferBuild(sphere), sphere.PrimitiveCount));
            ob.AddComponent(new SkyDomeRenderer(EffectLoader.LoadSM5Effect("skydome")));

            return(ob);
        }
Esempio n. 16
0
        public RenderTestScreen()
            : base()
        {
            SystemCore.CursorVisible = false;
            fpsLabel.Visible         = true;
            SystemCore.ActiveScene.SetUpBasicAmbientAndKey();

            var effect = EffectLoader.LoadSM5Effect("FlatShaded");


            mouseCamera = new MouseFreeCamera(new Vector3(0, 0, 0));
            SystemCore.SetActiveCamera(mouseCamera);

            var shape = new ProceduralSphere(20, 20);

            shape.SetColor(SystemCore.ActiveColorScheme.Color5);



            //create 100 cubes, add collision and collision visualiser components, give them random position and velocity
            for (int i = 0; i < 100; i++)
            {
                var gameObject = new GameObject();
                gameObject.AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(shape), BufferBuilder.IndexBufferBuild(shape), shape.PrimitiveCount));

                gameObject.AddComponent(new EffectRenderComponent(effect));
                //gameObject.AddComponent(new BasicEffectRenderComponent(effect));
                gameObject.Transform.SetPosition(RandomHelper.GetRandomVector3(Vector3.One * -100, Vector3.One * 100));
                gameObject.AddComponent(new RotatorComponent(Vector3.Up));
                SystemCore.GetSubsystem <GameObjectManager>().AddAndInitialiseGameObject(gameObject);

                gameObject.Transform.Scale    = 5f;
                gameObject.Transform.Velocity = RandomHelper.GetRandomVector3(-Vector3.One, Vector3.One) * 0.01f;
            }


            AddInputBindings();

            Model           geoDesicModel = SystemCore.ContentManager.Load <Model>("Models/geodesic");
            ProceduralShape geodesicShape = ModelMeshParser.GetShapeFromModelNoUVs(geoDesicModel);

            geodesicShape.Scale(20f);
            geodesicShape.InsideOut();
            GameObject geoDesic = GameObjectFactory.CreateRenderableGameObjectFromShape(geodesicShape, EffectLoader.LoadSM5Effect("cockpitscreen"));

            SystemCore.GameObjectManager.AddAndInitialiseGameObject(geoDesic);
        }
Esempio n. 17
0
        public override void OnInitialise()
        {
            SystemCore.CursorVisible = false;
            SystemCore.ActiveScene.SetUpBasicAmbientAndKey();
            SystemCore.ActiveScene.SetDiffuseLightDir(0, new Vector3(1, 1, 1));
            colorScheme = SystemCore.ActiveColorScheme;
            SystemCore.ActiveScene.FogEnabled = false;

            SystemCore.PhysicsSimulation.ForceUpdater.Gravity = new BEPUutilities.Vector3(0, -9.81f, 0);


            mouseCamera = new MouseFreeCamera(new Vector3(10, 10, 10));
            SystemCore.SetActiveCamera(mouseCamera);


            var effect = EffectLoader.LoadSM5Effect("FlatShaded");

            //ground plane
            var groundShape = new ProceduralCuboid(100, 100, 0.5f);

            groundShape.SetColor(colorScheme.Color5);
            var gameObjectPlane = new GameObject();

            gameObjectPlane.AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(groundShape), BufferBuilder.IndexBufferBuild(groundShape), groundShape.PrimitiveCount));
            gameObjectPlane.AddComponent(new EffectRenderComponent(effect));
            var groundPhysicsComponent = new PhysicsComponent(false, true, PhysicsMeshType.box);

            gameObjectPlane.AddComponent(groundPhysicsComponent);


            SystemCore.GameObjectManager.AddAndInitialiseGameObject(gameObjectPlane);
            groundPhysicsComponent.PhysicsEntity.IsAffectedByGravity = false;


            var shape = new ProceduralCube();

            shape.SetColor(colorScheme.Color4);

            for (int i = 0; i < 100; i++)
            {
                AddCube(shape, effect, RandomHelper.GetRandomVector3(new Vector3(-10, 2, -10), new Vector3(10, 20, 10)));
            }

            AddInputBindings();
            base.OnInitialise();
        }
Esempio n. 18
0
        public Projectile(Vector3 position, Vector3 velocity, Weapon firingWeapon)
        {
            ProceduralSphereTwo projectileShape = new ProceduralSphereTwo(10);

            projectileShape.Scale(0.05f);

            AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(projectileShape),
                                                     BufferBuilder.IndexBufferBuild(projectileShape), projectileShape.PrimitiveCount));

            AddComponent(new EffectRenderComponent(EffectLoader.LoadSM5Effect("flatshaded")));
            AddComponent(new PhysicsComponent(true, false, PhysicsMeshType.sphere));

            AddComponent(new ProjectileComponent(firingWeapon));
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(this);

            Transform.SetPosition(position);
            Transform.Velocity = velocity;
        }
Esempio n. 19
0
        protected override void Initialise()
        {
            ProceduralSphereTwo playerShape = new ProceduralSphereTwo(10);

            playerShape.Scale(2f);

            AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(playerShape),
                                                     BufferBuilder.IndexBufferBuild(playerShape), playerShape.PrimitiveCount));

            AddComponent(new EffectRenderComponent(EffectLoader.LoadSM5Effect("flatshaded")));

            AddComponent(new PhysicsComponent(true, false, PhysicsMeshType.sphere));

            AddComponent(new SimpleEnemyAIController());
            Name = "simpleenemy";
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(this);
            physicsComponent = GetComponent <PhysicsComponent>();
        }
Esempio n. 20
0
        internal static void GenerateTestSystem(SolarSystemSettings solarSystemSettings)
        {
            StarHelper.CreateAndInitialiseSystemStar(ScaleHelper.Millions(1), StarHelper.BasicSunColor());

            string planetShader = "flatshaded";

            Planet earth = new Planet("earth", new Vector3d(ScaleHelper.Millions(20), 0, 0),
                                      NoiseGenerator.FastPlanet(6000),
                                      EffectLoader.LoadSM5Effect("AtmosphericScatteringGround").Clone(),
                                      6000, Color.DarkSeaGreen.ChangeTone(-100), Color.SaddleBrown, Color.SaddleBrown.ChangeTone(-10), 0.000001f);

            earth.Orbit(Vector3d.Zero, ScaleHelper.Millions(20), ScaleHelper.Millionths(0.1f));
            earth.AddAtmosphere();
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(earth);


            Planet moon = new Planet("moon", new Vector3d(ScaleHelper.Millions(20) + 20000, 0, 0),
                                     NoiseGenerator.Voronoi(0.02f),
                                     EffectLoader.LoadSM5Effect(planetShader).Clone(),
                                     2000, Color.DarkGray.ChangeTone(10), Color.DarkGray, Color.DarkGray.ChangeTone(-10));

            moon.Orbit(earth, 20000, ScaleHelper.Millionths(50f));
            moon.orbitAngle = RandomHelper.GetRandomeAngle();
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(moon);


            Planet moon2 = new Planet("moon2", new Vector3d(ScaleHelper.Millions(20) + 40000, 0, 0),
                                      NoiseGenerator.RidgedMultiFractal(0.02f),
                                      EffectLoader.LoadSM5Effect(planetShader).Clone(),
                                      1000, Color.SandyBrown.ChangeTone(-80), Color.SandyBrown.ChangeTone(-90), Color.SandyBrown.ChangeTone(-100));

            moon2.Orbit(earth, 40000, ScaleHelper.Millionths(50f));
            moon2.orbitAngle = RandomHelper.GetRandomeAngle();
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(moon2);

            Planet moon3 = new Planet("moon3", new Vector3d(ScaleHelper.Millions(20) + 45000, 0, 0),
                                      NoiseGenerator.RidgedMultiFractal(0.02f),
                                      EffectLoader.LoadSM5Effect(planetShader).Clone(),
                                      500, Color.DarkSlateGray.ChangeTone(10), Color.DarkSlateGray, Color.DarkSlateGray.ChangeTone(-10));

            moon3.Orbit(moon2, 5000, ScaleHelper.Millionths(50f));
            moon3.orbitAngle = RandomHelper.GetRandomeAngle();
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(moon3);
        }
Esempio n. 21
0
        public override void OnInitialise()
        {
            base.OnInitialise();

            SystemCore.ActiveScene.SetUpBasicAmbientAndKey();
            mouseCamera.moveSpeed = 0.01f;

            ProceduralCube cube = new ProceduralCube();

            cube.SetColor(Color.OrangeRed);
            testObject = GameObjectFactory.CreateRenderableGameObjectFromShape(cube, EffectLoader.LoadSM5Effect("flatshaded"));
            testObject.AddComponent(new RotatorComponent(Vector3.Up, 0.0001f));
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(testObject);

            ProceduralPlane plane = new ProceduralPlane();

            plane.Scale(10f);
            plane.SetColor(Color.LightBlue);
            planeToDrawOn = GameObjectFactory.CreateRenderTextureSurface(plane,
                                                                         EffectLoader.LoadSM5Effect("rendertexturesurface"));

            planeToDrawOn.Transform.Rotate(Vector3.Forward, MathHelper.ToRadians(90));
            planeToDrawOn.Transform.Rotate(Vector3.Left, MathHelper.ToRadians(-90));
            //planeToDrawOn.Transform.Rotate(Vector3.Up, MathHelper.ToRadians(-90));
            planeToDrawOn.Transform.SetPosition(new Vector3(-5, 0, 0));

            GameObject.InitialiseAllComponents(planeToDrawOn);

            spriteBatch  = new SpriteBatch(SystemCore.GraphicsDevice);
            renderTarget = new RenderTarget2D(SystemCore.GraphicsDevice, 500, 500);

            renderTextureCamera = new DummyCamera();
            renderTextureCamera.SetPositionAndLookDir(new Vector3(-5, 0, 0), Vector3.Zero, Vector3.Up);
            SystemCore.AddCamera("renderTextureCamera", renderTextureCamera);

            var secondCube = GameObjectFactory.CreateRenderableGameObjectFromShape(new ProceduralCube(),
                                                                                   EffectLoader.LoadSM5Effect("flatshaded"));

            secondCube.Transform.SetPosition(new Vector3(-20, 0, 0));
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(secondCube);

            font = SystemCore.ContentManager.Load <SpriteFont>("Fonts/neuropolitical");
        }
Esempio n. 22
0
        private void UpdatePlayer(RestResponse x)
        {
            IDictionary <string, object> jsonValues = Json.JsonParser.FromJson(x.Content);

            //in doom, 0 degrees is East. Increased value turns us counter clockwise, so north is 90, west 180 etc
            var playerAngle = (double)jsonValues["angle"];



            IDictionary <string, object> pos = jsonValues["position"] as IDictionary <string, object>;
            double xpos = (double)pos["x"];
            double ypos = (double)pos["y"];

            //create if first time
            if (playerObj == null)
            {
                playerObj = GameObjectFactory.CreateRenderableGameObjectFromShape(
                    new ProceduralCube(), EffectLoader.LoadSM5Effect("flatshaded"));
                playerObj.Transform.Scale = 0.5f;
                var id = (double)jsonValues["id"];
                playerObj.ID = (int)id;
                playerId     = playerObj.ID;
                DoomComponent component = new DoomComponent();
                component.DoomType      = "Player";
                component.HitVectorSize = 0.5f;
                playerObj.AddComponent(component);
                playerObj.AddComponent(new DoomMovementComponent(mapHandler, apiHandler));
                playerObj.AddComponent(new DoomCombatComponent(mapHandler, apiHandler, worldObjects));
                SystemCore.GameObjectManager.AddAndInitialiseGameObject(playerObj);
            }



            //remember to scale it appropriately. In doom, Z is up, but here it's Y, so swap those coords
            playerObj.Transform.SetPosition(new Vector3((float)xpos / mapHandler.scale, 0, (float)ypos / mapHandler.scale));

            //turn us to face the appopriate angle
            float   playerAngleInRadians = MathHelper.ToRadians((float)playerAngle);
            Vector3 headingVector        = new Vector3((float)Math.Cos(playerAngleInRadians), 0, (float)Math.Sin(playerAngleInRadians));

            playerObj.Transform.SetLookAndUp(headingVector, Vector3.Up);
        }
Esempio n. 23
0
        private void RehydrateShape(ProceduralShape shape)
        {
            //take the translation expressed in the verts, and switch it over to
            //the world transform so the physics collision works.
            //then translate back for when we bake out again.
            var midPoint = shape.GetMidPoint();

            shape.Translate(-midPoint);

            var gameObj = GameObjectFactory.CreateRenderableGameObjectFromShape(shape,
                                                                                EffectLoader.LoadSM5Effect("flatshaded"));

            gameObj.Transform.Translate(midPoint);

            gameObj.AddComponent(new PhysicsComponent(false, false, PhysicsMeshType.box));
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(gameObj);

            shapesToBake.Add(gameObj, shape);
            shape.Translate(midPoint);
        }
Esempio n. 24
0
        public MainBase()
        {
            Health = 100;
            Size   = 8;

            ProceduralCube shape = new ProceduralCube();

            shape.Scale(Size);
            shape.SetColor(Color.Blue);
            AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(shape),
                                                     BufferBuilder.IndexBufferBuild(shape), shape.PrimitiveCount));
            AddComponent(new EffectRenderComponent(EffectLoader.LoadSM5Effect("flatshaded")));
            AddComponent(new ShadowCasterComponent());
            var physicsComponent = new PhysicsComponent(false, false, PhysicsMeshType.box);

            AddComponent(physicsComponent);

            SystemCore.GameObjectManager.AddAndInitialiseGameObject(this);
            GetComponent <PhysicsComponent>().PhysicsEntity.CollisionInformation.Events.DetectingInitialCollision += Events_DetectingInitialCollision;
        }
Esempio n. 25
0
        public override void OnInitialise()
        {
            SystemCore.CursorVisible = false;

            SystemCore.ActiveScene.AddKeyLight(Vector3.Up, Color.White, 1f, false);
            camera       = new DummyOrthographicCamera(SystemCore.Viewport.Width / 10, SystemCore.Viewport.Height / 10, 0.3f, 50f);
            camera.World = Matrix.CreateWorld(new Vector3(0, 20, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1));
            camera.View  = Matrix.Invert(camera.World);
            SystemCore.SetActiveCamera(camera);


            var cube = new ProceduralCube();

            cube.SetColor(Color.White);
            ball = GameObjectFactory.CreateRenderableGameObjectFromShape(cube, EffectLoader.LoadSM5Effect("flatshaded"));
            ball.Transform.SetPosition(Vector3.Zero);

            SystemCore.GameObjectManager.AddAndInitialiseGameObject(ball);

            base.OnInitialise();
        }
Esempio n. 26
0
        protected override void Initialise()
        {
            ProceduralCube playerShape = new ProceduralCube();

            playerShape.Scale(5f);

            AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(playerShape),
                                                     BufferBuilder.IndexBufferBuild(playerShape), playerShape.PrimitiveCount));

            AddComponent(new EffectRenderComponent(EffectLoader.LoadSM5Effect("flatshaded")));

            AddComponent(new PhysicsComponent(true, false, PhysicsMeshType.box));

            Name = "player";


            AddComponent(new TopDownMouseAndKeyboardController());
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(this);
            physicsComponent = GetComponent <PhysicsComponent>();
            base.Initialise();
        }
Esempio n. 27
0
        public override void OnInitialise()
        {
            startPos = new Vector3(0, planetSize * 1.25f, 0);

            CollisionRules.DefaultCollisionRule = CollisionRule.NoSolver;
            SystemCore.ActiveScene.SetUpBasicAmbientAndKey();


            SystemCore.AddNewUpdateRenderSubsystem(new SkyDome(Color.Black, Color.Black, Color.Black));


            cameraGameObject = new GameObject("camera");
            cameraGameObject.AddComponent(new ComponentCamera());
            cameraGameObject.Transform.SetPosition(startPos);
            cameraGameObject.Transform.SetLookAndUp(new Vector3(1, 0, 0), new Vector3(0, 1, 0));
            cameraGameObject.AddComponent(new MouseController());
            SystemCore.GameObjectManager.AddAndInitialiseGameObject(cameraGameObject);
            SystemCore.SetActiveCamera(cameraGameObject.GetComponent <ComponentCamera>());

            planets = new List <MiniPlanet>();

            var shape = SimpleModelEditor.LoadShape("voxrocket");

            if (shape != null)
            {
                testShip = GameObjectFactory.CreateRenderableGameObjectFromShape(shape,
                                                                                 EffectLoader.LoadSM5Effect("flatshaded"));

                testShip.Transform.Rotate(Vector3.Up, -MathHelper.PiOver2);
                testShip.Transform.AbsoluteTransform.Translation = new Vector3(100, 0, 0);
                //testShip.AddComponent(new RotatorComponent(Vector3.Right, 0.001f));

                SystemCore.GameObjectManager.AddAndInitialiseGameObject(testShip);
            }

            GenerateSystem();

            base.OnInitialise();
        }
Esempio n. 28
0
        public void AddVoxel(Color color)
        {
            if (!RenderGrid)
            {
                return;
            }

            if (currentbuildPoint.X < -modellingAreaSize / 2 || currentbuildPoint.X > modellingAreaSize / 2)
            {
                return;
            }
            if (currentbuildPoint.Y < -modellingAreaSize / 2 || currentbuildPoint.Y > modellingAreaSize / 2)
            {
                return;
            }
            if (currentbuildPoint.Z < -modellingAreaSize / 2 || currentbuildPoint.Z > modellingAreaSize / 2)
            {
                return;
            }

            ProceduralCube c = new ProceduralCube();

            c.SetColor(color);

            //this object is for visualisation in the editor only. The procedural shape will be
            //cached and used to bake the final shape for serialization
            var tempObject = GameObjectFactory.CreateRenderableGameObjectFromShape(c,
                                                                                   EffectLoader.LoadSM5Effect("flatshaded"));

            tempObject.AddComponent(new PhysicsComponent(false, false, PhysicsMeshType.box));

            SystemCore.GameObjectManager.AddAndInitialiseGameObject(tempObject);
            tempObject.Transform.SetPosition(currentbuildPoint);

            //shape is translated
            c.Translate(currentbuildPoint);
            shapesToBake.Add(tempObject, c);
        }
Esempio n. 29
0
        public SpaceShip(PlayerIndex player, Color color, Microsoft.Xna.Framework.Vector3 position)
        {
            this.playerIndex = player;

            var shape = new ProceduralCuboid(1, 1, 1);

            shape.SetColor(color);

            ShipObject = new GameObject();

            ShipObject.AddComponent(new RenderGeometryComponent(shape));
            ShipObject.AddComponent(new EffectRenderComponent(EffectLoader.LoadSM5Effect("flatshaded")));
            ShipObject.AddComponent(new ShadowCasterComponent());

            SystemCore.GameObjectManager.AddAndInitialiseGameObject(ShipObject);

            //Build the ship
            var shipFuselage = new CompoundShapeEntry(new BoxShape(1, 1f, 1), new BEPUutilities.Vector3(0, 0, 0), 4);

            bodies = new List <CompoundShapeEntry>();
            bodies.Add(shipFuselage);


            PhysicsBody = new CompoundBody(bodies, 10);

            PhysicsBody.Orientation = BEPUutilities.Quaternion.CreateFromAxisAngle(BEPUutilities.Vector3.Right, (float)Math.PI / 2) * BEPUutilities.Quaternion.CreateFromAxisAngle(BEPUutilities.Vector3.Forward, (float)Math.PI / 2);
            PhysicsBody.Position    = position.ToBepuVector();
            SystemCore.PhysicsSimulation.Add(PhysicsBody);
            PhysicsBody.IsAffectedByGravity = false;

            //used by the gravitational field to opt out of its effects
            PhysicsBody.Tag = "spaceship";



            PhysicsBody.AngularDamping = 0.99f;
            PhysicsBody.LinearDamping  = 0.99f;
        }
Esempio n. 30
0
        private GameObject CreateHeightMapGameObject()
        {
            var heightMap = NoiseGenerator.CreateHeightMap(NoiseGenerator.RidgedMultiFractal(0.003f), 100, 1, 100, 1, 1, 1);

            return(heightMap.CreateRenderableHeightMap(Color.MonoGameOrange, EffectLoader.LoadSM5Effect("flatshaded")));
        }