protected override void SetupContent() { var blankTerrain = false; this.editMarker = SceneManager.CreateEntity( "editMarker", "sphere.mesh" ); this.editNode = SceneManager.RootSceneNode.CreateChildSceneNode(); this.editNode.AttachObject( this.editMarker ); this.editNode.Scale = new Vector3( 0.05f, 0.05f, 0.05f ); _setupControls(); CameraManager.TopSpeed = 50; DragLook = true; MaterialManager.Instance.SetDefaultTextureFiltering( TextureFiltering.Anisotropic ); MaterialManager.Instance.DefaultAnisotropy = 7; SceneManager.SetFog( FogMode.Linear, new ColorEx( 0.07f, 0.07f, 0.08f ), 0, 10000, 25000 ); var lightDir = new Vector3( 0.55f, 0.3f, 0.75f ); lightDir.Normalize(); var l = SceneManager.CreateLight( "tsLight" ); l.Type = LightType.Directional; l.Direction = lightDir; l.Diffuse = ColorEx.White; l.Specular = new ColorEx( 0.4f, 0.4f, 0.4f ); SceneManager.AmbientLight = new ColorEx( 0.2f, 0.2f, 0.2f ); this.terrainGroup = new TerrainGroup( SceneManager, Alignment.Align_X_Z, (ushort)TerrainSize, TerrainWorldSize ); this.terrainGroup.SetFilenameConvention( TerrainFilePrefix, TerrainFileSuffix ); this.terrainGroup.Origin = this.terrainPos; _configureTerrainDefaults( l ); #if PAGING // Paging setup pageManager = new PageManager(); // Since we're not loading any pages from .page files, we need a way just // to say we've loaded them without them actually being loaded pageManager.PageProvider = dummyPageProvider; pageManager.AddCamera( Camera ); terrainPaging = new TerrainPaging( pageManager ); PagedWorld world = pageManager.CreateWorld(); terrainPaging.CreateWorldSection( world, terrainGroup, 2000, 3000, TerrainPageMinX, TerrainPageMinY, TerrainPageMaxX, TerrainPageMaxY ); #else for ( long x = TerrainPageMinX; x <= TerrainPageMaxX; ++x ) { for ( long y = TerrainPageMinY; y <= TerrainPageMaxY; ++y ) { _defineTerrain( x, y, blankTerrain ); } } // sync load since we want everything in place when we start this.terrainGroup.LoadAllTerrains( true ); #endif if ( this.terrainsImported ) { foreach ( var ts in this.terrainGroup.TerrainSlots ) { _initBlendMaps( ts.Instance ); } } this.terrainGroup.FreeTemporaryResources(); var e = SceneManager.CreateEntity( "TudoMesh", "tudorhouse.mesh" ); var entPos = new Vector3( this.terrainPos.x + 2043, 0, this.terrainPos.z + 1715 ); var rot = new Quaternion(); entPos.y = this.terrainGroup.GetHeightAtWorldPosition( entPos ) + 65.5 + this.terrainPos.y; rot = Quaternion.FromAngleAxis( Utility.RangeRandom( -180, 180 ), Vector3.UnitY ); var sn = SceneManager.RootSceneNode.CreateChildSceneNode( entPos, rot ); sn.Scale = new Vector3( 0.12, 0.12, 0.12 ); sn.AttachObject( e ); this.houseList.Add( e ); e = SceneManager.CreateEntity( "TudoMesh1", "tudorhouse.mesh" ); entPos = new Vector3( this.terrainPos.x + 1850, 0, this.terrainPos.z + 1478 ); entPos.y = this.terrainGroup.GetHeightAtWorldPosition( entPos ) + 65.5 + this.terrainPos.y; rot = Quaternion.FromAngleAxis( Utility.RangeRandom( -180, 180 ), Vector3.UnitY ); sn = SceneManager.RootSceneNode.CreateChildSceneNode( entPos, rot ); sn.Scale = new Vector3( 0.12, 0.12, 0.12 ); sn.AttachObject( e ); this.houseList.Add( e ); e = SceneManager.CreateEntity( "TudoMesh2", "tudorhouse.mesh" ); entPos = new Vector3( this.terrainPos.x + 1970, 0, this.terrainPos.z + 2180 ); entPos.y = this.terrainGroup.GetHeightAtWorldPosition( entPos ) + 65.5 + this.terrainPos.y; rot = Quaternion.FromAngleAxis( Utility.RangeRandom( -180, 180 ), Vector3.UnitY ); sn = SceneManager.RootSceneNode.CreateChildSceneNode( entPos, rot ); sn.Scale = new Vector3( 0.12, 0.12, 0.12 ); sn.AttachObject( e ); this.houseList.Add( e ); //SceneManager.SetSkyDome( true, "Examples/CloudyNoonSkyBox", 5000, 8 ); SceneManager.SetSkyDome( true, "Examples/CloudySky", 5000, 8 ); }