Esempio n. 1
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 public EngineScene(EngineScene s)
 {
     _shadowObjects = s._shadowObjects;
     _visibleObjects = s._visibleObjects;
     _objects = s._objects;
     _sceneGraph = s._sceneGraph;
 }
Esempio n. 2
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        public EngineScene()
        {
            //инит ФизиХ-а
            var coreDesc = new CoreDescription();
            var output = new UserOutput();

            Core = new Core(coreDesc, output);
            Core.SetParameter(PhysicsParameter.ContinuousCollisionDetection, false);
            Core.SetParameter(PhysicsParameter.ContinuousCollisionDetectionEpsilon, 0.01f);

            var sceneDesc = new SceneDescription
            {
                SimulationType = SimulationType.Software, //Hardware,
                MaximumBounds = new Bounds3(-1000, -1000, -1000, 1000, 1000, 1000),
                UpAxis = 2,
                Gravity = new StillDesign.PhysX.MathPrimitives.Vector3(0.0f, -9.81f * 1.7f, 0.0f),
                GroundPlaneEnabled = false
            };
            Scene = Core.CreateScene(sceneDesc);
            //для обработки столкновений
            Scene.UserContactReport = new ContactReport(MyGame.Instance);

            _objects = new MyContainer<PivotObject>(100, 10, true);
            _visibleObjects = new MyContainer<PivotObject>(100, 2);
            _shadowObjects = new MyContainer<PivotObject>(100, 2);
            _sceneGraph = new SceneGraph.SceneGraph(this);
        }
 public GameScene(GameScene s, uint generatorId = 0)
 {
     ShadowObjects = s.ShadowObjects;
     VisibleObjects = s.VisibleObjects;
     objects = s.objects;
     sceneGraph = s.sceneGraph;
     idgenertor = new IdGenerator(generatorId);
 }
 public GameScene()
 {
     objects = new MyContainer<PivotObject>(100, 10);
     VisibleObjects = new MyContainer<PivotObject>(100, 2);
     ShadowObjects = new MyContainer<PivotObject>(100, 2);
     sceneGraph = new SceneGraph.SceneGraph(this);
     idgenertor = new IdGenerator(0);
 }
Esempio n. 5
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            Model model_car = Content.Load<Model>("car");
            SceneGraph.Entity car = new SceneGraph.Entity("car", model_car);
            SceneGraph.Node node = new SceneGraph.Node(car);
            sceneGraph = new SceneGraph.SceneGraph(node);

            //sceneGraph.Camera.World = Matrix.CreateFromYawPitchRoll(0, -90, 90);
            sceneGraph.Camera.View = Matrix.CreateLookAt(new Vector3(0, 2, 5), Vector3.Zero, Vector3.Up);
            sceneGraph.Camera.Projection = Matrix.CreatePerspectiveFieldOfView(1,
                GraphicsDevice.Viewport.AspectRatio, 1, 100);

            car.move(.2f, -.8f, -2);
        }
Esempio n. 6
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            Model model_car = Content.Load <Model>("car");

            SceneGraph.Entity car  = new SceneGraph.Entity("car", model_car);
            SceneGraph.Node   node = new SceneGraph.Node(car);
            sceneGraph = new SceneGraph.SceneGraph(node);

            //sceneGraph.Camera.World = Matrix.CreateFromYawPitchRoll(0, -90, 90);
            sceneGraph.Camera.View       = Matrix.CreateLookAt(new Vector3(0, 2, 5), Vector3.Zero, Vector3.Up);
            sceneGraph.Camera.Projection = Matrix.CreatePerspectiveFieldOfView(1,
                                                                               GraphicsDevice.Viewport.AspectRatio, 1, 100);

            car.move(.2f, -.8f, -2);
        }