Esempio n. 1
0
    public FogSphereSample(Microsoft.Xna.Framework.Game game)
      : base(game)
    {
      SampleFramework.IsMouseVisible = false;

      // Create a graphics screen. This screen has to call the FogSphereRenderer
      // to handle the FogSphereNode!
      _graphicsScreen = new DeferredGraphicsScreen(Services) { DrawReticle = true };
      GraphicsService.Screens.Insert(0, _graphicsScreen);
      GameObjectService.Objects.Add(new DeferredGraphicsOptionsObject(Services));

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

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

      // Add a custom game object which controls the camera.
      var cameraGameObject = new CameraObject(Services);
      GameObjectService.Objects.Add(cameraGameObject);
      _graphicsScreen.ActiveCameraNode = cameraGameObject.CameraNode;

      // More standard objects.
      GameObjectService.Objects.Add(new GrabObject(Services));
      GameObjectService.Objects.Add(new ObjectCreatorObject(Services));
      GameObjectService.Objects.Add(new DynamicSkyObject(Services, true, false, true));
      GameObjectService.Objects.Add(new GroundObject(Services));
      GameObjectService.Objects.Add(new DudeObject(Services));
      GameObjectService.Objects.Add(new DynamicObject(Services, 1));
      GameObjectService.Objects.Add(new DynamicObject(Services, 2));
      GameObjectService.Objects.Add(new DynamicObject(Services, 5));
      GameObjectService.Objects.Add(new DynamicObject(Services, 6));
      GameObjectService.Objects.Add(new DynamicObject(Services, 7));
      GameObjectService.Objects.Add(new FogObject(Services));
      GameObjectService.Objects.Add(new LavaBallsObject(Services));

      // Add a few palm trees.
      Random random = new Random(12345);
      for (int i = 0; i < 10; i++)
      {
        Vector3F position = new Vector3F(random.NextFloat(-3, -8), 0, random.NextFloat(0, -5));
        Matrix33F orientation = Matrix33F.CreateRotationY(random.NextFloat(0, ConstantsF.TwoPi));
        float scale = random.NextFloat(0.5f, 1.2f);
        GameObjectService.Objects.Add(new StaticObject(Services, "PalmTree/palm_tree", scale, new Pose(position, orientation)));
      }

      // ----- Add a FogSphereNode to scene.
      var fogSphereNode = new FogSphereNode
      {
        Name = "FogSphere",
        ScaleLocal = new Vector3F(5, 3, 5),
        PoseWorld = new Pose(new Vector3F(0, 0, -3)),
      };
      _graphicsScreen.Scene.Children.Add(fogSphereNode);
    }
Esempio n. 2
0
        public FogSphereSample(Microsoft.Xna.Framework.Game game)
            : base(game)
        {
            SampleFramework.IsMouseVisible = false;

            // Create a graphics screen. This screen has to call the FogSphereRenderer
            // to handle the FogSphereNode!
            _graphicsScreen = new DeferredGraphicsScreen(Services)
            {
                DrawReticle = true
            };
            GraphicsService.Screens.Insert(0, _graphicsScreen);
            GameObjectService.Objects.Add(new DeferredGraphicsOptionsObject(Services));

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

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

            // Add a custom game object which controls the camera.
            var cameraGameObject = new CameraObject(Services);

            GameObjectService.Objects.Add(cameraGameObject);
            _graphicsScreen.ActiveCameraNode = cameraGameObject.CameraNode;

            // More standard objects.
            GameObjectService.Objects.Add(new GrabObject(Services));
            GameObjectService.Objects.Add(new ObjectCreatorObject(Services));
            GameObjectService.Objects.Add(new DynamicSkyObject(Services, true, false, true));
            GameObjectService.Objects.Add(new GroundObject(Services));
            GameObjectService.Objects.Add(new DudeObject(Services));
            GameObjectService.Objects.Add(new DynamicObject(Services, 1));
            GameObjectService.Objects.Add(new DynamicObject(Services, 2));
            GameObjectService.Objects.Add(new DynamicObject(Services, 5));
            GameObjectService.Objects.Add(new DynamicObject(Services, 6));
            GameObjectService.Objects.Add(new DynamicObject(Services, 7));
            GameObjectService.Objects.Add(new FogObject(Services));
            GameObjectService.Objects.Add(new LavaBallsObject(Services));

            // Add a few palm trees.
            Random random = new Random(12345);

            for (int i = 0; i < 10; i++)
            {
                Vector3 position    = new Vector3(random.NextFloat(-3, -8), 0, random.NextFloat(0, -5));
                Matrix  orientation = Matrix.CreateRotationY(random.NextFloat(0, ConstantsF.TwoPi));
                float   scale       = random.NextFloat(0.5f, 1.2f);
                GameObjectService.Objects.Add(new StaticObject(Services, "PalmTree/palm_tree", scale, new Pose(position, orientation)));
            }

            // ----- Add a FogSphereNode to scene.
            var fogSphereNode = new FogSphereNode
            {
                Name       = "FogSphere",
                ScaleLocal = new Vector3(5, 3, 5),
                PoseWorld  = new Pose(new Vector3(0, 0, -3)),
            };

            _graphicsScreen.Scene.Children.Add(fogSphereNode);
        }