protected override void OnShow(Node node, Asset asset) { node.CreateComponent <WirePlane>(); //Here we should find a model to apply ANI //TODO: ask user if not sure var modelName = Directory.GetFiles(Path.GetDirectoryName(asset.FullPathToAsset), "*.mdl") .Select(Path.GetFileNameWithoutExtension) .FirstOrDefault(f => asset.AssetFileName.StartsWith(f)); if (string.IsNullOrEmpty(modelName)) { throw new Exception("Can't find a model to apply selected animation."); } model = node.CreateComponent <AnimatedModel>(); model.Model = ResourceCache.GetModel(Path.Combine(Path.GetDirectoryName(asset.RelativePathToAsset), modelName + ".mdl")); model.SetMaterial(CreateDefaultMaterial()); var walkAnimation = ResourceCache.GetAnimation(asset.RelativePathToAsset); var state = model.AddAnimationState(walkAnimation); if (state != null) { state.Weight = 1; state.Looped = true; } node.SetScaleBasedOnBoundingBox(60); }
void RestartJacks() { var ll = new Vector <Node>(); //get rid of some old objects scene.GetChildrenWithName(ll, "Sphere", true); for (int ii = 0; ii < ll.Size; ii++) { ll[ii].Remove(); } var nn = new Vector <Node>(); scene.GetChildrenWithName(nn, "Stuffing", true); for (int ii = 0; ii < nn.Size; ii++) { nn[ii].Remove(); } var mm = new Vector <Node>(); scene.GetChildrenWithName(mm, "Jack", true); for (int ii = 0; ii < mm.Size; ii++) { mm[ii].Remove(); } // Create animated models, you dont know ... jack var cache = GetSubsystem <ResourceCache>(); for (int z = -1; z <= 1; ++z) { for (int x = -4; x <= 4; ++x) { Node modelNode = scene.CreateChild("Jack"); modelNode.Position = new Vector3(x * 5.0f, 0.0f, z * 5.0f); modelNode.Rotation = new Quaternion(0.0f, 180.0f, 0.0f); AnimatedModel modelObject = modelNode.CreateComponent <AnimatedModel>(); modelObject.Model = cache.Get <Model>("Models/Jack.mdl"); modelObject.SetMaterial(cache.Get <Material>("Materials/Jack.xml")); modelObject.CastShadows = true; // Set the model to also update when invisible to avoid staying invisible when the model should come into // view, but does not as the bounding box is not updated modelObject.UpdateInvisible = true; // Create a rigid body and a collision shape. These will act as a trigger for transforming the // model into a ragdoll when hit by a moving object RigidBody body = modelNode.CreateComponent <RigidBody>(); // The Trigger mode makes the rigid body only detect collisions, but impart no forces on the // colliding objects body.Trigger = true; CollisionShape shape = modelNode.CreateComponent <CollisionShape>(); // Create the capsule shape with an offset so that it is correctly aligned with the model, which // has its origin at the feet shape.SetCapsule(0.7f, 2.0f, new Vector3(0.0f, 1.0f, 0.0f), Quaternion.Identity); // Create a custom component that reacts to collisions and creates the ragdoll modelNode.AddComponent(new Ragdoll()); } } }
protected override void Start() { base.Start(); // Create Scene and stuff Scene scene = new Scene(); Octree octree = scene.CreateComponent <Octree>(); Zone zone = scene.CreateComponent <Zone>(); zone.AmbientColor = new Color(0.75f, 0.75f, 0.75f); // Create the root note Node rootNode = scene.CreateChild(); rootNode.Position = new Vector3(0, 0, 0); // Create a light node Node lightNode = rootNode.CreateChild(); Light light = lightNode.CreateComponent <Light>(); light.Color = new Color(0.75f, 0.75f, 0.75f); light.LightType = LightType.Directional; lightNode.SetDirection(new Vector3(2, -3, -1)); // Create the camera cameraNode = scene.CreateChild(); Camera camera = cameraNode.CreateComponent <Camera>(); // Set camera Position and Direction above the monkey pointing down cameraNode.Position = new Vector3(0, 12, 0); cameraNode.SetDirection(new Vector3(0, 0, 0) - cameraNode.Position); // Save the camera transform resulting from that configuration cameraTransform = From3x4(cameraNode.Transform); monkeyNode = rootNode.CreateChild("monkeyNode"); AnimatedModel monkey = monkeyNode.CreateComponent <AnimatedModel>(); // Xamarin monkey model created by Vic Wang at http://vidavic.weebly.com monkey.Model = ResourceCache.GetModel("monkey1.mdl"); monkey.SetMaterial(ResourceCache.GetMaterial("Materials/phong1.xml")); // Move the monkey down a bit so it's centered on the origin monkeyNode.Translate(new Vector3(0, -3, 0)); // Get the initial rotations of the arm bones rightArmRotationBase = monkeyNode.GetChild("arm2", true).Rotation; leftArmRotationBase = monkeyNode.GetChild("arm6", true).Rotation; // And the leg bones rightLegRotationBase = monkeyNode.GetChild("leg1", true).Rotation; leftLegRotationBase = monkeyNode.GetChild("leg5", true).Rotation; // Set up the Viewport Viewport viewport = new Viewport(Context, scene, camera, null); Renderer.SetViewport(0, viewport); viewport.SetClearColor(new Color(0.88f, 0.88f, 0.88f)); }
void CreateCharacter() { var cache = ResourceCache; Node objectNode = scene.CreateChild("Jack"); objectNode.Position = (new Vector3(0.0f, 1.0f, 0.0f)); // spin node Node adjustNode = objectNode.CreateChild("AdjNode"); adjustNode.Rotation = (new Quaternion(0, 180, 0)); // Create the rendering component + animation controller AnimatedModel obj = adjustNode.CreateComponent <AnimatedModel>(); obj.Model = cache.GetModel("Models/Mutant/Mutant.mdl"); obj.SetMaterial(cache.GetMaterial("Models/Mutant/Materials/mutant_M.xml")); obj.CastShadows = true; adjustNode.CreateComponent <AnimationController>(); // Set the head bone for manual control obj.Skeleton.GetBoneSafe("Mutant:Head").Animated = false; // Create rigidbody, and set non-zero mass so that the body becomes dynamic RigidBody body = objectNode.CreateComponent <RigidBody>(); body.CollisionLayer = 1; body.Mass = 1.0f; // Set zero angular factor so that physics doesn't turn the character on its own. // Instead we will control the character yaw manually body.SetAngularFactor(Vector3.Zero); // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly body.CollisionEventMode = CollisionEventMode.Always; // Set a capsule shape for collision CollisionShape shape = objectNode.CreateComponent <CollisionShape>(); shape.SetCapsule(0.7f, 1.8f, new Vector3(0.0f, 0.9f, 0.0f), Quaternion.Identity); // Create the character logic component, which takes care of steering the rigidbody // Remember it so that we can set the controls. Use a WeakPtr because the scene hierarchy already owns it // and keeps it alive as long as it's not removed from the hierarchy character = new Character(); objectNode.AddComponent(character); }
void SpawnJack(Vector3 pos, Node jackGroup) { Node jackNode = jackGroup.CreateChild("Jack"); jackNode.Position = pos; AnimatedModel modelObject = jackNode.CreateComponent <AnimatedModel>(); modelObject.Model = (ResourceCache.GetModel("Models/Jack.mdl")); modelObject.SetMaterial(ResourceCache.GetMaterial("Materials/Jack.xml")); modelObject.CastShadows = true; jackNode.CreateComponent <AnimationController>(); // Create the CrowdAgent var agent = jackNode.CreateComponent <CrowdAgent>(); agent.Height = 2.0f; agent.MaxSpeed = 3.0f; agent.MaxAccel = 3.0f; }
void CreateScene() { var cache = GetSubsystem <ResourceCache>(); scene = new Scene(); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) // Also create a DebugRenderer component so that we can draw debug geometry scene.CreateComponent <Octree>(); scene.CreateComponent <DebugRenderer>(); // Create scene node & StaticModel component for showing a static plane Node planeNode = scene.CreateChild("Plane"); planeNode.Scale = new Vector3(100.0f, 1.0f, 100.0f); StaticModel planeObject = planeNode.CreateComponent <StaticModel>(); planeObject.Model = cache.Get <Model>("Models/Plane.mdl"); planeObject.SetMaterial(cache.Get <Material>("Materials/StoneTiled.xml")); // Create a Zone component for ambient lighting & fog control Node zoneNode = scene.CreateChild("Zone"); Zone zone = zoneNode.CreateComponent <Zone>(); zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f); zone.FogColor = new Color(0.5f, 0.5f, 0.7f); zone.FogStart = 100.0f; zone.FogEnd = 300.0f; // Create a directional light to the world. Enable cascaded shadows on it Node lightNode = scene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); Light light = lightNode.CreateComponent <Light>(); light.LightType = LightType.LIGHT_DIRECTIONAL; light.CastShadows = true; light.ShadowBias = new BiasParameters(0.00025f, 0.5f); // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f); // Create some mushrooms const uint numMushrooms = 100; for (uint i = 0; i < numMushrooms; ++i) { CreateMushroom(new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f)); } // Create randomly sized boxes. If boxes are big enough, make them occluders const uint numBoxes = 20; for (uint i = 0; i < numBoxes; ++i) { Node boxNode = scene.CreateChild("Box"); float size = 1.0f + NextRandom(10.0f); boxNode.Position = new Vector3(NextRandom(80.0f) - 40.0f, size * 0.5f, NextRandom(80.0f) - 40.0f); boxNode.SetScale(size); StaticModel boxObject = boxNode.CreateComponent <StaticModel>(); boxObject.Model = cache.Get <Model>("Models/Box.mdl"); boxObject.SetMaterial(cache.Get <Material>("Materials/Stone.xml")); boxObject.CastShadows = true; if (size >= 3.0f) { boxObject.Occluder = true; } } // Create Jack node that will follow the path jackNode = scene.CreateChild("Jack"); jackNode.Position = new Vector3(-5.0f, 0.0f, 20.0f); AnimatedModel modelObject = jackNode.CreateComponent <AnimatedModel>(); modelObject.Model = cache.Get <Model>("Models/Jack.mdl"); modelObject.SetMaterial(cache.Get <Material>("Materials/Jack.xml")); modelObject.CastShadows = true; // Create a NavigationMesh component to the scene root NavigationMesh navMesh = scene.CreateComponent <NavigationMesh>(); // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable scene.CreateComponent <Navigable>(); // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes // in the scene and still update the mesh correctly navMesh.Padding = new Vector3(0.0f, 10.0f, 0.0f); // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example) // it will use renderable geometry instead navMesh.Build(); // Create the camera. Limit far clip distance to match the fog CameraNode = scene.CreateChild("Camera"); Camera camera = CameraNode.CreateComponent <Camera>(); camera.FarClip = 300.0f; // Set an initial position for the camera scene node above the plane CameraNode.Position = new Vector3(0.0f, 5.0f, 0.0f); }
private void CreateScene() { var cache = ResourceCache; BrickScene = new Scene(); BrickScene.CreateComponent <Octree>(); BrickScene.CreateComponent <DebugRenderer>(); scene1 = new Scene1(); scene1.CreateListOfBlocks(BrickScene); // Create a Zone component for ambient lighting & fog control var zoneNode = BrickScene.CreateChild("Zone"); var zone = zoneNode.CreateComponent <Zone>(); zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f); zone.FogColor = new Color(0.5f, 0.5f, 0.7f); zone.FogStart = 100.0f; zone.FogEnd = 300.0f; // Create a directional light to the world. Enable cascaded shadows on it var lightNode = BrickScene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); var light = lightNode.CreateComponent <Light>(); light.LightType = LightType.Directional; light.CastShadows = true; light.ShadowBias = new BiasParameters(0.00025f, 0.5f); // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f); // Create Jack node that will follow the path jackNode = BrickScene.CreateChild("Jack"); jackNode.Position = new Vector3(15.0f, 15.0f, 20.0f); AnimatedModel modelObject = jackNode.CreateComponent <AnimatedModel>(); //modelObject.Model = cache.GetModel("Models/Jack.mdl"); modelObject.SetMaterial(cache.GetMaterial("Materials/Moon.xml")); modelObject.CastShadows = true; // Create a NavigationMesh component to the scene root NavigationMesh navMesh = BrickScene.CreateComponent <NavigationMesh>(); // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable BrickScene.CreateComponent <Navigable>(); // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes // in the scene and still update the mesh correctly navMesh.Padding = new Vector3(0.0f, 10.0f, 0.0f); // Create the camera. Limit far clip distance to match the fog CameraNode = BrickScene.CreateChild("Camera"); Camera camera = CameraNode.CreateComponent <Camera>(); camera.FarClip = 300.0f; // Set an initial position for the camera scene node above the plane CameraNode.Position = new Vector3(57.48847f, 60.82811f, -60.87394f); // CameraNode.Rotation = new Quaternion(29.3f, 1.1f, 0.0f); var n = BrickScene.CreateChild("gui"); var b = new Urho.Gui.Button(); //b. ///var b = new UrhoSharp.Gu /// var bnNode = BrickScene.CreateChild("button"); var btn = new Button(); btn.CreateButton("newBtn"); btn.SetSize(500, 500); // bnNode.AddChild(btn); }
void CreateScene() { var cache = GetSubsystem <ResourceCache>(); scene = new Scene(); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must // exist before creating drawable components, the PhysicsWorld must exist before creating physics components. // Finally, create a DebugRenderer component so that we can draw physics debug geometry scene.CreateComponent <Octree>(); scene.CreateComponent <PhysicsWorld>(); scene.CreateComponent <DebugRenderer>(); // Create a Zone component for ambient lighting & fog control Node zoneNode = scene.CreateChild("Zone"); Zone zone = zoneNode.CreateComponent <Zone>(); zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor = (new Color(0.15f, 0.15f, 0.15f)); zone.FogColor = new Color(0.5f, 0.5f, 0.7f); zone.FogStart = 100.0f; zone.FogEnd = 300.0f; // Create a directional light to the world. Enable cascaded shadows on it Node lightNode = scene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); Light light = lightNode.CreateComponent <Light>(); light.LightType = LightType.LIGHT_DIRECTIONAL; light.CastShadows = true; light.ShadowBias = new BiasParameters(0.00025f, 0.5f); // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f); { // Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y Node floorNode = scene.CreateChild("Floor"); floorNode.Position = new Vector3(0.0f, -0.5f, 0.0f); floorNode.Scale = new Vector3(500.0f, 1.0f, 500.0f); StaticModel floorObject = floorNode.CreateComponent <StaticModel>(); floorObject.Model = cache.Get <Model>("Models/Box.mdl"); floorObject.SetMaterial(cache.Get <Material>("Materials/StoneTiled.xml")); // Make the floor physical by adding RigidBody and CollisionShape components RigidBody body = floorNode.CreateComponent <RigidBody>(); // We will be spawning spherical objects in this sample. The ground also needs non-zero rolling friction so that // the spheres will eventually come to rest body.RollingFriction = 0.15f; CollisionShape shape = floorNode.CreateComponent <CollisionShape>(); // Set a box shape of size 1 x 1 x 1 for collision. The shape will be scaled with the scene node scale, so the // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.) shape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity); } // Create animated models for (int z = -1; z <= 1; ++z) { for (int x = -4; x <= 4; ++x) { Node modelNode = scene.CreateChild("Jack"); modelNode.Position = new Vector3(x * 5.0f, 0.0f, z * 5.0f); modelNode.Rotation = new Quaternion(0.0f, 180.0f, 0.0f); AnimatedModel modelObject = modelNode.CreateComponent <AnimatedModel>(); modelObject.Model = cache.Get <Model>("Models/Jack.mdl"); modelObject.SetMaterial(cache.Get <Material>("Materials/Jack.xml")); modelObject.CastShadows = true; // Set the model to also update when invisible to avoid staying invisible when the model should come into // view, but does not as the bounding box is not updated modelObject.UpdateInvisible = true; // Create a rigid body and a collision shape. These will act as a trigger for transforming the // model into a ragdoll when hit by a moving object RigidBody body = modelNode.CreateComponent <RigidBody>(); // The Trigger mode makes the rigid body only detect collisions, but impart no forces on the // colliding objects body.Trigger = true; CollisionShape shape = modelNode.CreateComponent <CollisionShape>(); // Create the capsule shape with an offset so that it is correctly aligned with the model, which // has its origin at the feet shape.SetCapsule(0.7f, 2.0f, new Vector3(0.0f, 1.0f, 0.0f), Quaternion.Identity); // Create a custom component that reacts to collisions and creates the ragdoll modelNode.AddComponent(new Ragdoll()); } } // Create the camera. Limit far clip distance to match the fog CameraNode = new Node(); camera = CameraNode.CreateComponent <Camera>(); camera.FarClip = 300.0f; // Set an initial position for the camera scene node above the plane CameraNode.Position = new Vector3(0.0f, 3.0f, -20.0f); }