/// <summary> /// Initializes a new instance of the <see cref="TriangleMeshObject"/> class. /// </summary> /// <param name="model">The model.</param> /// <param name="pos">The pos.</param> /// <param name="rotation">The rotation.</param> /// <param name="scale">The scale.</param> /// <param name="materialDescription">The material description.</param> public TriangleMeshObject(IModelo model, Vector3 pos, Matrix?rotation = null, Vector3?scale = null, MaterialDescription materialDescription = null) { if (materialDescription == null) { materialDescription = MaterialDescription.DefaultBepuMaterial(); } if (!rotation.HasValue) { rotation = Matrix.Identity; } if (!scale.HasValue) { scale = Vector3.One; } System.Diagnostics.Debug.Assert(model != null); System.Diagnostics.Debug.Assert(scale != Vector3.Zero); this.rotation = rotation.Value; this.scale = scale.Value; this.position = pos; Vector3[] vertices = null; int[] indices = null; ExtractData(ref vertices, ref indices, model); triangleGroup = new StaticMesh(vertices, indices, new AffineTransform(scale.Value, Quaternion.CreateFromRotationMatrix(rotation.Value), position)); faceVector = Vector3.Transform(Vector3.Forward, triangleGroup.WorldTransform.Matrix); triangleGroup.Material = new BEPUphysics.Materials.Material(materialDescription.StaticFriction, materialDescription.DynamicFriction, materialDescription.Bounciness); }
/// <summary> /// Initializes a new instance of the <see cref="MobileMeshObject "/> class. /// </summary> /// <param name="model">The model.</param> /// <param name="pos">The pos.</param> /// <param name="rotation">The rotation.</param> /// <param name="scale">The scale.</param> /// <param name="materialDescription">The material description.</param> /// <param name="MobileMeshSolidity">The mobile mesh solidity.</param> /// <param name="mass">The mass.</param> public MobileMeshObject(IModelo model, Vector3 pos, Matrix?rotation = null, Vector3?scale = null, MaterialDescription materialDescription = null, MobileMeshSolidity MobileMeshSolidity = MobileMeshSolidity.Solid, float mass = 10) { if (materialDescription == null) { materialDescription = MaterialDescription.DefaultBepuMaterial(); } if (!rotation.HasValue) { rotation = Matrix.Identity; } if (!scale.HasValue) { scale = Vector3.One; } System.Diagnostics.Debug.Assert(scale != Vector3.Zero); System.Diagnostics.Debug.Assert(model != null); this.scale = scale.Value; Vector3[] vertices = null; int[] indices = null; ExtractData(ref vertices, ref indices, model); triangleGroup = new MobileMesh(vertices, indices, new AffineTransform(scale.Value, Quaternion.CreateFromRotationMatrix(rotation.Value), pos), MobileMeshSolidity, mass); triangleGroup.Material = new BEPUphysics.Materials.Material(materialDescription.StaticFriction, materialDescription.DynamicFriction, materialDescription.Bounciness); }
private void createobjs(int minus = 0) { int numColumns = 7 - minus; int numRows = 7 - minus; int numHigh = 7 - minus; float separation = 3; for (int i = 0; i < numRows; i++) { for (int j = 0; j < numColumns; j++) { for (int k = 0; k < numHigh; k++) { SimpleModel sm = new SimpleModel(GraphicFactory, "..\\Content\\Model\\cubo"); sm.SetTexture(GraphicFactory.CreateTexture2DColor(1, 1, StaticRandom.RandomColor()), TextureType.DIFFUSE); MaterialDescription md = MaterialDescription.DefaultBepuMaterial(); md.Bounciness = 1; BoxObject pi = new BoxObject(new Vector3(separation * i, k * separation, separation * j), 1, 1, 1, 1, new Vector3(1), Matrix.Identity, md); pi.Entity.AngularDamping = 0f; ForwardXNABasicShader shader = new ForwardXNABasicShader(); IMaterial mat = new ForwardMaterial(shader); IObject obj5 = new IObject(mat, sm, pi); this.World.AddObject(obj5); shader.BasicEffect.EnableDefaultLighting(); } } } }
/// <summary> /// Initializes a new instance of the <see cref="GhostObject"/> class. /// DEfault Object in 0,0,0 identity rotation and 1,1,1 scale /// </summary> public GhostObject(BoundingBox?bb = null) : base(MaterialDescription.DefaultBepuMaterial(), 0) { this.pos = Vector3.Zero; this.ori = Matrix.Identity; this.scale = Vector3.One; this.bb = bb; }
/// <summary> /// Initializes a new instance of the <see cref="TerrainObject"/> class. /// </summary> /// <param name="gfactory">The gfactory.</param> /// <param name="heightmapTexture">The heighmap texture.</param> /// <param name="translation">The translation.</param> /// <param name="rotation">The rotation.</param> /// <param name="materialDesc">The material desc.</param> /// <param name="XSpacing">The X spacing.</param> /// <param name="ZSpacing">The Z spacing.</param> /// <param name="heightMultipler">The height multipler.</param> public TerrainObject(GraphicFactory gfactory, Texture2D heightmapTexture, Vector3 translation, Matrix?rotation = null, MaterialDescription materialDesc = null, float XSpacing = 1, float ZSpacing = 1, float heightMultipler = 10) { if (!rotation.HasValue) { rotation = Matrix.Identity; } if (materialDecription == null) { materialDecription = MaterialDescription.DefaultBepuMaterial(); } this.heightMultipler = heightMultipler; //Used to calculate ther proportion of the xNormalized in the getHeightFast method xScale = XSpacing; zScale = ZSpacing; sourceImage = heightmapTexture; int xLength = sourceImage.Width; int yLength = sourceImage.Height; terrainWidth = xLength; terrainHeight = yLength; this.rotation = rotation.Value; //this.scale = scale; Color[] colorData = new Color[xLength * yLength]; sourceImage.GetData <Color>(colorData); var heightStore = new float[xLength, yLength]; for (int i = 0; i < xLength; i++) { for (int j = 0; j < yLength; j++) { Color color = colorData[j * xLength + i]; heightStore[i, j] = (color.R) / heightMultipler; if (heightStore[i, j] > maxHeight) { maxHeight = heightStore[i, j]; } if (heightStore[i, j] < minHeight) { minHeight = heightStore[i, j]; } } } //Create the terrain. BEPUphysics.CollisionShapes.TerrainShape shape = new BEPUphysics.CollisionShapes.TerrainShape(heightStore, BEPUphysics.CollisionShapes.QuadTriangleOrganization.BottomLeftUpperRight); terrain = new Terrain(shape, new BEPUphysics.MathExtensions.AffineTransform(new Vector3(XSpacing, 1, ZSpacing), Quaternion.CreateFromRotationMatrix(rotation.Value), new Vector3(-xLength * XSpacing / 2, 0, -yLength * ZSpacing / 2) + translation)); terrain.ImproveBoundaryBehavior = true; SetMaterialDescription(materialDesc); }
/// <summary> /// Initializes a new instance of the <see cref="BepuEntityObject"/> class. /// </summary> /// <param name="md">The md.</param> /// <param name="mass">The mass.</param> public BepuEntityObject(MaterialDescription md, float mass) { if (md == null) { md = MaterialDescription.DefaultBepuMaterial(); } this.materialDecription = md; this.mass = mass; }
protected IObject CreateSphereMeshModel(String fileName, Vector3 position, Matrix orientation, float raio, float scale = 1, float mass = 10) { SimpleModel simpleModel = new SimpleModel(graphicFactory, fileName); ///Physic info (position, rotation and scale are set here) SphereObject tmesh = new SphereObject(position, raio, mass, scale, MaterialDescription.DefaultBepuMaterial()); ///Shader info (must be a deferred type) DeferredNormalShader shader = new DeferredNormalShader(); ///Material info (must be a deferred type also) DeferredMaterial fmaterial = new DeferredMaterial(shader); ///The object itself return(new IObject(fmaterial, simpleModel, tmesh)); }
private IObject CreateSphere(Vector3 pos, Matrix ori, Color Color) { ///Load a Model with a custom texture SimpleModel sm2 = new SimpleModel(GraphicFactory, "Model\\ball"); sm2.SetTexture(GraphicFactory.CreateTexture2DColor(1, 1, Color, false), TextureType.DIFFUSE); DeferredNormalShader nd = new DeferredNormalShader(); IMaterial m = new DeferredMaterial(nd); SphereObject pi2 = new SphereObject(pos, 1, 0.05f, 10, MaterialDescription.DefaultBepuMaterial()); IObject o = new IObject(m, sm2, pi2); return(o); }
/// <summary> /// Create a simple Sphere object /// </summary> /// <param name="pos"></param> /// <param name="ori"></param> /// <returns></returns> private IObject SpawnPrimitive(Vector3 pos, Matrix ori) { ///Load a Model with a custom texture SimpleModel sm2 = new SimpleModel(factory, "Model\\ball"); sm2.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White, false), TextureType.DIFFUSE); ForwardXNABasicShader nd = new ForwardXNABasicShader(); IMaterial m = new ForwardMaterial(nd); SphereObject pi2 = new SphereObject(pos, 1, 0.5f, 1, MaterialDescription.DefaultBepuMaterial()); IObject o = new IObject(m, sm2, pi2); return(o); }
/// <summary> /// Create a simple Sphere object /// </summary> /// <param name="pos"></param> /// <param name="ori"></param> /// <returns></returns> private ThrowParticlesObject SpawnPrimitive(DefaultSprite3DBillboardParticleSystem particleSystem, Vector3 pos, Matrix ori) { ///Load a Model with a custom texture SimpleModel sm2 = new SimpleModel(scene.GraphicFactory, "Model\\ball"); sm2.SetTexture(scene.GraphicFactory.CreateTexture2DColor(1, 1, Color.White, false), TextureType.DIFFUSE); DeferredNormalShader nd = new DeferredNormalShader(); IMaterial m = new DeferredMaterial(nd); SphereObject pi2 = new SphereObject(pos, 1, 10, 1, MaterialDescription.DefaultBepuMaterial()); ThrowParticlesObject o = new ThrowParticlesObject(particleSystem, m, sm2, pi2); return(o); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); RasterizerState = new RasterizerState(); RasterizerState.FillMode = FillMode.WireFrame; createterrain(); int numColumns = 5; int numRows = 5; float separation = 20; for (int i = 0; i < numRows; i++) { for (int j = 0; j < numColumns; j++) { SimpleModel sm = new SimpleModel(GraphicFactory, "..\\Content\\Model\\cubo"); sm.SetTexture(GraphicFactory.CreateTexture2DColor(1, 1, StaticRandom.RandomColor()), TextureType.DIFFUSE); MaterialDescription md = MaterialDescription.DefaultBepuMaterial(); BoxObject pi = new BoxObject(new Vector3(separation * i - 50, 50, separation * j - 50), 1, 1, 1, 1, new Vector3(5), Matrix.Identity, md); ForwardXNABasicShader shader2 = new ForwardXNABasicShader(); IMaterial mat = new ForwardMaterial(shader2); IObject obj5 = new IObject(mat, sm, pi); this.World.AddObject(obj5); shader2.BasicEffect.EnableDefaultLighting(); objs.Add(obj5); pi.isMotionLess = true; } } RotatingCamera cam = new RotatingCamera(this); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubeMap"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
private void CreateBall(Vector3 pos) { ///Create a Simple Model SimpleModel model = new SimpleModel(GraphicFactory, "..\\Content\\Model\\ball"); model.SetTexture(GraphicFactory.CreateTexture2DColor(1, 1, StaticRandom.RandomColor()), TextureType.DIFFUSE); ///Create a Physic Object IPhysicObject pobj = new SphereObject(pos, 1, 10, 1, MaterialDescription.DefaultBepuMaterial()); pobj.isMotionLess = true; ///Create a shader IShader nd = new DeferredNormalShader(); ///Create a Material IMaterial material = new DeferredMaterial(nd); ///Create a an Object that englobs everything and add it to the world IObject obj = new IObject(material, model, pobj); this.World.AddObject(obj); objects.Add(obj); }
private void CreateThrash(Vector3 pos) { ///Create a Simple Model ///thash Has a Texture Inside the .X file (not the texture itself, just the name of it) ///The simpleModel will find it and will attach to the Object IModelo model = new SimpleModel(GraphicFactory, "..\\Content\\Model\\trash"); ///Create a Physic Object IPhysicObject pobj = new CapsuleObject(pos, 2, 1, 10, Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); pobj.isMotionLess = true; ///Create a shader IShader nd = new DeferredNormalShader(); ///Create a Material IMaterial material = new DeferredMaterial(nd); ///Create a an Object that englobs everything and add it to the world IObject obj = new IObject(material, model, pobj); this.World.AddObject(obj); objects.Add(obj); }
void key_KeyStateChange(InputPlayableKeyBoard ipk) { NetWorkClientObject no = new NetWorkClientObject("simpleball", (mes) => { mes.WriteSphere(new Vector3(50, 50, 10), 1, 1, 10, MaterialDescription.DefaultBepuMaterial()); return(mes); }, (mes, id) => { SimpleModel simpleModel = new SimpleModel(this.GraphicFactory, "Model//ball"); SphereObject sphere = mes.ReadSphere(); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, sphere); obj.SetId(id); return(obj); } ); client.CreateNetWorkObject(no); }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); #region Models createobjs(); ///Some Physic World Parameters ///No accuracy (speed up the simulation) and no gravity BepuPhysicWorld physicWorld = this.World.PhysicWorld as BepuPhysicWorld; physicWorld.Space.Solver.IterationLimit = 1; //Essentially no sustained contacts, so don't need to worry about accuracy. { SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cubo"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE); MaterialDescription md = MaterialDescription.DefaultBepuMaterial(); md.Bounciness = 1; BoxObject pi = new BoxObject(new Vector3(0, -30, 0), 1, 1, 1, 1, new Vector3(50, 1, 50), Matrix.Identity, md); pi.isMotionLess = true; pi.Entity.AngularDamping = 0f; ForwardXNABasicShader shader = new ForwardXNABasicShader(); IMaterial mat = new ForwardMaterial(shader); IObject obj5 = new IObject(mat, sm, pi); this.World.AddObject(obj5); shader.BasicEffect.EnableDefaultLighting(); } #endregion cam = new RotatingCamera(this); this.World.CameraManager.AddCamera(cam); }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\ball"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE); IPhysicObject pi = new SphereObject(new Vector3(0, 0, 0), 1, 10, 30, MaterialDescription.DefaultBepuMaterial()); pi.isMotionLess = true; DeferredNormalShader shader = new DeferredNormalShader(); IMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, sm, pi); this.World.AddObject(obj3); BepuPhysicWorld physicWorld; physicWorld = this.World.PhysicWorld as BepuPhysicWorld; System.Diagnostics.Debug.Assert(physicWorld != null); var field = new GravitationalFieldObject(new InfiniteForceFieldShape(), obj3.PhysicObject.Position, 66730 / 2f, 10000, physicWorld); ///This Method is from BepuPhysicWorld not from th IPhysicObject ///You can use everithing from Bepu using this object instead of the interface ///but take care, the engine dont know about THIS !!! it does not manage these things physicWorld.Space.Add(field); } int numColumns = 7; int numRows = 7; int numHigh = 7; float separation = 3; for (int i = 0; i < numRows; i++) { for (int j = 0; j < numColumns; j++) { for (int k = 0; k < numHigh; k++) { SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cubo"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); BoxObject pi = new BoxObject(new Vector3(separation * i - numRows * separation / 2, 40 + k * separation, separation * j - numColumns * separation / 2), 1, 1, 1, 5, new Vector3(1), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); pi.Entity.LinearDamping = 0; pi.Entity.AngularDamping = 0; DeferredNormalShader shader = new DeferredNormalShader(); IMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, sm, pi); this.World.AddObject(obj3); pi.Entity.LinearVelocity = new Vector3(30, 0, 0); } } } cam = new CameraFirstPerson(GraphicInfo); cam.FarPlane = 3000; lt = new LightThrowBepu(this.World, factory); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.4f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion this.World.CameraManager.AddCamera(cam); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); SimpleModel simpleModel = new SimpleModel(factory, "Model//block"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); BoxObject tmesh = new BoxObject(new Vector3(0, 10, 0), 1, 1, 1, 50, new Vector3(5000, 1, 5000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); tmesh.isMotionLess = true; DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); { List <BilboardInstance> poss = new List <BilboardInstance>(); for (int i = -10; i < 20; i++) { for (int j = -10; j < 20; j++) { float x, y; x = i * 100; y = j * 100; BilboardInstance bi = new BilboardInstance(); bi.Scale = new Vector2(100, 100); bi.Position = new Vector3(x, 5, y); poss.Add(bi); } } ///same as before, just the name of the class change ///You can change the position of a individual bilboard using bm.GetBilboardInstances(), updating the structure recieved and ///using bm.SetBilboardInstances(). Dont do this every frame pls =P ///You can change lots of parameters of the DeferredInstancedBilboardShader, check it InstancedBilboardModel bm = new InstancedBilboardModel(factory, "Bilbs", "..\\Content\\Textures\\tree", poss.ToArray()); DeferredInstancedBilboardShader cb = new DeferredInstancedBilboardShader(BilboardType.Cilindric); DeferredMaterial matfor = new DeferredMaterial(cb); GhostObject go = new GhostObject(); IObject obj2 = new IObject(matfor, bm, go); this.World.AddObject(obj2); } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-15), new Vector3(-200, 300, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } NeoforceGui guiManager = this.Gui as NeoforceGui; System.Diagnostics.Debug.Assert(guiManager != null); // Create and setup Window control. Window window = new Window(guiManager.Manager); window.Init(); window.Text = "Getting Started"; window.Width = 480; window.Height = 200; window.Center(); window.Visible = true; // Create Button control and set the previous window as its parent. Button button = new Button(guiManager.Manager); button.Init(); button.Text = "OK"; button.Width = 72; button.Height = 24; button.Left = (window.ClientWidth / 2) - (button.Width / 2); button.Top = window.ClientHeight - button.Height - 8; button.Anchor = Anchors.Bottom; button.Parent = window; button.Click += new TomShane.Neoforce.Controls.EventHandler(button_Click); // Add the window control to the manager processing queue. guiManager.Manager.Add(window); this.World.CameraManager.AddCamera(new CameraFirstPerson(false, GraphicInfo)); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//block"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); ///Physic info (position, rotation and scale are set here) BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); tmesh.isMotionLess = true; ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); ///create the fsm fsm = new StateMachine(); ///atach the fsm to the object using the attachment property (there are lots of ways of doing this like extending the iobject class) AttachmentUpdate atachment = new AttachmentUpdate( (a, b) => fsm.UpdateFSM(b) ); obj.IObjectAttachment.Add(atachment); ////Sample usage ///Press Space to go to state2 and press enter in state 2 to get back to state1 =P ///create state 1 { StateSample state1 = new StateSample("state1", obj); state1.NextStateFunc = (a) => { KeyboardState kstate = Keyboard.GetState(); if (kstate.IsKeyDown(Keys.Space)) { return("state2"); } return(null); }; fsm.AddState(state1); ///SET THE CURRENT STATE fsm.SetCurrentState(state1.Name); } ///create state 2 { StateSample state2 = new StateSample("state2", obj); state2.NextStateFunc = (a) => { KeyboardState kstate = Keyboard.GetState(); if (kstate.IsKeyDown(Keys.Enter)) { return("state1"); } return(null); }; fsm.AddState(state2); } } ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
IObject[] wl_OnCreateIObject(IWorld world, GraphicFactory factory, GraphicInfo ginfo, ObjectInformation[] mi) { IModelo model = new CustomModel(factory, mi); IPhysicObject po = new TriangleMeshObject(model, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); IShader shader = new ForwardXNABasicShader(); ForwardMaterial dm = new ForwardMaterial(shader); return(new IObject[] { new IObject(dm, model, po) }); }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ///Cenario SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cenario"); IShader normal = new DeferredNormalShader(); IMaterial mat = new DeferredMaterial(normal); IPhysicObject pi = new TriangleMeshObject(sm, new Vector3(0, 10, 100), Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); pi.isMotionLess = true; IObject obj4 = new IObject(mat, sm, pi); this.World.AddObject(obj4); ///Luzes DirectionalLightPE ld = new DirectionalLightPE(new Vector3(4, -2, 7), Color.White); this.World.AddLight(ld); ///Camera basica ICamera cam = new CameraFirstPerson(GraphicInfo); cam.Name = "stdCam"; this.World.CameraManager.AddCamera(cam); ///Associando callbacks com eventos do teclado { InputPlayableKeyBoard ipp = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.R, Start); bkk0 = new BindKeyCommand(ipp, BindAction.ADD); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(bkk0); InputPlayableKeyBoard ipp2 = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.T, Stop); bkk1 = new BindKeyCommand(ipp2, BindAction.ADD); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(bkk1); InputPlayableKeyBoard ipp3 = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Y, Load); bkk2 = new BindKeyCommand(ipp3, BindAction.ADD); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(bkk2); } ///Camera Recorder (objeto q gravara e carregara os caminhos) record = new CameraRecordPath(this, cam); record.FinishInTheStartPosition = true; }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); Picking picking = new Picking(this); this.AddScreenUpdateable(picking); #region Models { SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cenario"); IPhysicObject pi = new TriangleMeshObject(sm, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); IMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, sm, pi); obj3.Name = "cenario"; this.World.AddObject(obj3); } for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cubo"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); BoxObject pi = new BoxObject(new Vector3(i * 10, 100, j * 10), 1, 1, 1, 1, new Vector3(5), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); pi.isMotionLess = true; DeferredNormalShader shader = new DeferredNormalShader(); IMaterial mat = new DeferredMaterial(shader); IObject obj4 = new IObject(mat, sm, pi); obj4.Name = "Block " + i + " : " + j; this.World.AddObject(obj4); } } #endregion cam = new CameraFirstPerson(GraphicInfo); cam.FarPlane = 3000; #region NormalLight ///Conjunto de luzes direcionais DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.2f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion this.World.CameraManager.AddCamera(cam); picking.OnPickedNoneButton += new OnPicked(onPick); sp1 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0), Color.PapayaWhip, 1, 200, (float)Math.Cos(Math.PI / 12), 2f); this.World.AddLight(sp1); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { ///must be called before all base.LoadContent(GraphicInfo, factory, contentManager); RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc); ddrawer.AddShape(new DebugBox(new BoundingBox(new Vector3(-50), new Vector3(50)), Color.Red)); DebugLine dl = new DebugLine(Vector3.Zero, new Vector3(1000, 1000, 1000), Color.Red); ddrawer.AddShape(dl); DebugLines dls = new DebugLines(); ddrawer.AddShape(dls); dls.AddLine(Vector3.Zero, new Vector3(-1000, 1000, -1000), Color.Green); dls.AddLine(Vector3.Zero, new Vector3(-1000, 1000, 1000), Color.Pink); SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); ///Add some directional lights to completely iluminate the world #region Lights DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.4f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion ///Add a AA post effect this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi"); MobileMeshObject tmesh = new MobileMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial(), BEPUphysics.CollisionShapes.MobileMeshSolidity.DoubleSided, 10); //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } new LightThrowBepu(this.World, factory); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } { TModelo <VertexPositionColor> simpleModel = new TModelo <VertexPositionColor>(factory, new VertexPositionColor[] { new VertexPositionColor(new Vector3(50, 10, 0), Color.Green), new VertexPositionColor(new Vector3(10, 10, 0), Color.Green), new VertexPositionColor(new Vector3(0, 100, 0), Color.Green) } , null, Matrix.Identity, null, -1, false, 1, BufferUsage.None); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 10, 10), Matrix.Identity, Vector3.One * 2, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); shader.BasicEffect.TextureEnabled = false; shader.BasicEffect.VertexColorEnabled = true; } { TConstructiveModelo <VertexPositionColor> simpleModel = new TConstructiveModelo <VertexPositionColor>(factory, Matrix.CreateTranslation(new Vector3(100)), null, -1, false, BufferUsage.None); simpleModel.AddVertex(new VertexPositionColor(new Vector3(50, 10, 0), Color.Red)); simpleModel.AddVertex(new VertexPositionColor(new Vector3(100, 10, 0), Color.Red)); simpleModel.AddVertex(new VertexPositionColor(new Vector3(0, 100, 0), Color.Red)); simpleModel.BuildModel(); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 10, 10), Matrix.Identity, Vector3.One * 2, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); shader.BasicEffect.TextureEnabled = false; shader.BasicEffect.VertexColorEnabled = true; } this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect()); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { //supose you have these: (just an idiot sample -- dummy values) int[] indices = new int[] { 0, 1, 2, 1, 2, 3 }; Vector3[] vecs = new Vector3[] { new Vector3(0), new Vector3(4), new Vector3(2), new Vector3(1) }; ///This is not good, cause it is very cpu intensive ///try to update the vertices array instead of creating one every time VertexPositionTexture[] vertices = new VertexPositionTexture[vecs.Length]; for (int i = 0; i < vecs.Length; i++) { VertexPositionTexture v = new VertexPositionTexture(vecs[i], Vector2.Zero); vertices[i] = v; } //TO CONSTRUCT ////Creating the terrain VoxelTerrainModel VoxelTerrainModel = new PloobsProjectTemplate.VoxelTerrainModel(factory, "ANY_NAME", "Textures//goo", indices, vertices); TriangleMeshObject tm = new TriangleMeshObject(VoxelTerrainModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader2 = new DeferredNormalShader(); IMaterial mat = new DeferredMaterial(shader2); IObject obj2 = new IObject(mat, VoxelTerrainModel, tm); ///TO UPDATE ///PHYSIC ///to update the triangle mesh date (updated version of indices/vertices ....) tm.StaticMesh.Mesh.Data.Indices = indices; tm.StaticMesh.Mesh.Data.Vertices = vecs; //if you NOT changed the indices (slower) tm.StaticMesh.Mesh.Tree.Reconstruct(); //if you changed the indices (faster) tm.StaticMesh.Mesh.Tree.Refit(); ///MODEL (see the VoxelTerrainModel ) implementation VoxelTerrainModel.Vertices = vertices; VoxelTerrainModel.Indices = indices; } { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 10, 10), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect()); }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { ///Must be called before everything in the LoadContent base.LoadContent(GraphicInfo, factory, contentManager); ///Create a Simple Model IModelo sm = new SimpleModel(factory, "..\\Content\\Model\\cenario"); ///Create a Physic Object IPhysicObject pi = new TriangleMeshObject(sm, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); pi.isMotionLess = true; ///Create a shader IShader shader = new DeferredNormalShader(); ///Create a Material IMaterial mat = new DeferredMaterial(shader); ///Create a an Object that englobs everything and add it to the world IObject obj4 = new IObject(mat, sm, pi); this.World.AddObject(obj4); ///Create the Physic Objects { for (int i = 0; i < 15; i++) { CreateThrash(new Vector3(-70 + i * 5, 50, 10)); } for (int i = 0; i < 15; i++) { CreateBox(new Vector3(-70 + i * 7, 100, 50)); } for (int i = 0; i < 15; i++) { CreateThrash(new Vector3(-70 + i * 5, 80, 50)); } for (int i = 0; i < 15; i++) { CreateBall(new Vector3(-70 + i * 5, 50, 30)); } for (int i = 0; i < 15; i++) { CreateBox(new Vector3(-70 + i * 7, 130, -20)); } for (int i = 0; i < 15; i++) { CreateBox(new Vector3(-70 + i * 7, 60, -50)); } ///Create A Ghost Object (Do Not Collide) { ///Create a Simple Model SimpleModel model = new SimpleModel(factory, "..\\Content\\Model\\ball"); model.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Purple), TextureType.DIFFUSE); ///Create a Physic Object IPhysicObject pobj = new GhostObject(new Vector3(50, 13f, 50), Matrix.Identity, Vector3.One * 5); pobj.isMotionLess = true; ///Create a shader IShader nd = new DeferredNormalShader(); ///Create a Material IMaterial material = new DeferredMaterial(shader); ///Create a an Object that englobs everything and add it to the world IObject obj = new IObject(material, model, pobj); this.World.AddObject(obj); } } ///Call the function releaseObjects when Space key is pressed InputPlayableKeyBoard ip1 = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Microsoft.Xna.Framework.Input.Keys.Space, releaseObjects); ///Using the Global Method, need to release when screen is cleaned ///Check the KeyboardInputScreen for how to use it locally mm = new BindKeyCommand(ip1, BindAction.ADD); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(mm); ///Create a FirstPerson Camera ///This is a special camera, used in the development ///You can move around using wasd / qz / and the mouse CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); this.World.CameraManager.AddCamera(cam); ///Create some directionals lights and add to the world DirectionalLightPE ld = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Down, Color.White); ld.LightIntensity = 0.5f; ld2.LightIntensity = 0.5f; ld3.LightIntensity = 0.5f; this.World.AddLight(ld); this.World.AddLight(ld2); this.World.AddLight(ld3); lightThrow = new LightThrowBepu(this.World, factory); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(25 * j, 30, 15 * i), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); obj.OnUpdate += new OnUpdate(obj_OnUpdate); this.World.AddObject(obj); } } this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//block"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); BoxObject tmesh = new BoxObject(new Vector3(0), 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); tmesh.isMotionLess = true; ForwardTransparenteShader shader = new ForwardTransparenteShader(); shader.TransparencyLevel = 0.2f; ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } Simulator.setTimeStep(0.10f); Simulator.setAgentDefaults(15.0f, 25, 5.0f, 5.0f, 2.0f, new Vector3()); for (int i = 0; i < 20; i++) { for (int j = 0; j < 20; j++) { SimpleModel simpleModel = new SimpleModel(factory, "Model//block"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); GhostObject tmesh = new GhostObject(new Vector3(100 + j * 15, 5, i * 15), Matrix.Identity, new Vector3(1, 1, 1)); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); int id = Simulator.addAgent(tmesh.Position); RVOObject obj = new RVOObject(id, fmaterial, simpleModel, tmesh); obj.OnUpdate += new OnUpdate(obj_OnUpdate); /// dummy position update way =p this.World.AddObject(obj); } } this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); Picking p = new Picking(this, 1000); p.OnPickedLeftButton += new OnPicked(p_OnPickedLeftButton); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); //cam.FarPlane = 100; this.World.CameraManager.AddCamera(cam); lt = new LightThrowBepu(this.World, factory); { ///Add Decal To the Decal Component ///Texture Texture2D texture = factory.GetTexture2D("Textures//goo"); ///The projection Matrix var projection = Matrix.CreatePerspectiveFieldOfView(cam.FieldOfView / 20, cam.AspectRatio, 1, 2000); ///The view Matrix var view = Matrix.CreateLookAt( new Vector3(500, 300, 200), new Vector3(0, 0, 0), Vector3.Up ); Decal decal = new Decal(texture, view, projection); DecalComponent.Decals.Add(decal); } { ///Add Decal To the Decal Component ///Texture Texture2D texture = factory.GetTexture2D("Textures//goo"); ///The projection Matrix var projection = Matrix.CreatePerspectiveFieldOfView(cam.FieldOfView / 10, cam.AspectRatio, 1, 2000); ///The view Matrix var view = Matrix.CreateLookAt( new Vector3(500, 500, 700), new Vector3(-200, 50, -10), Vector3.Up ); Decal decal = new Decal(texture, view, projection); DecalComponent.Decals.Add(decal); } SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }