コード例 #1
0
        public virtual void Destroy(bool smoke, bool firePossibility, bool switchToDieAnimationState)
        {
            Vector3 windDirection = new Vector3(-0.35f, 1, 0); // dzieki temu dym nie zaslania obiektow gdy mamy kamere za samolotem

            if (installationEntity != null && switchToDieAnimationState && installationEntity.HasVertexAnimation)
            {
                animationState = installationEntity.GetAnimationState("die");
                if (animationState != null)
                {
                    animationState.Enabled = true;
                    animationState.Loop    = false;
                }
            }

            if (smoke)
            {
                smokeParticleSystem = EffectsManager.Singleton.Smoke(sceneMgr, installationNode, new Vector3(0, -1, 0), windDirection);
            }
            SetLightFlareVisibility(false);



            if (firePossibility && Math.RangeRandom(0.0f, 1.0f) > 0.8f)
            {
                EffectsManager.Singleton.Sprite(sceneMgr, InstallationNode,
                                                new Vector3(2, 2.4f, Math.RangeRandom(-4, 4)), new Vector2(5, 5),
                                                EffectsManager.EffectType.FIRE, true, 0);
            }
        }
コード例 #2
0
ファイル: ShipView.cs プロジェクト: wof2/Wings-Of-Fury-2
        public void OnShipDamaged(ShipState state)
        {
            float length = this.tileViews.Count * LevelTile.TileWidth;


            switch (state)
            {
            case ShipState.LightDamaged:
            {
                EffectsManager.Singleton.Smoke(sceneMgr, staticNode, Effects.EffectsManager.SmokeType.NORMAL, new Vector3(0, 6, -Mogre.Math.RangeRandom(0, length)), Vector3.UNIT_Y, new Vector2(15, 15));
                EffectsManager.Singleton.Smoke(sceneMgr, staticNode, Effects.EffectsManager.SmokeType.LIGHTSMOKE, new Vector3(0, 6, -Mogre.Math.RangeRandom(0, length)), Vector3.UNIT_Y, new Vector2(3, 3));
            }
            break;

            case ShipState.HeavyDamage:
            {
                for (uint i = 0; i < 6; i++)
                {
                    EffectsManager.Singleton.Sprite(sceneMgr, staticNode,
                                                    new Vector3(Math.RangeRandom(-3, 3), 8.0f, -Mogre.Math.RangeRandom(0, length)), new Vector2(Math.RangeRandom(5, 10), Math.RangeRandom(5, 10)),
                                                    EffectsManager.EffectType.FIRE, true, i.ToString());
                }
            }
            break;
            }
        }
コード例 #3
0
ファイル: ShipView.cs プロジェクト: wof2/Wings-Of-Fury-2
        public static void BubblesWaterAnimation(SceneManager sceneMgr, Vector3 pos, string baseName, int count, Vector2 range, Vector2 size)
        {
            Vector2 sizeRand;
            string  name;

            for (uint i = 0; i < count; i++)
            {
                float   h       = Mogre.Math.RangeRandom(-20, -5);
                float   angle   = Mogre.Math.RangeRandom(-10, 10);
                Vector2 rand    = ViewHelper.RandomVector2(range.x, range.y);
                Vector3 posView = new Vector3(pos.x + rand.x, pos.y + h, pos.z + rand.y);
                name = EffectsManager.BuildSpriteEffectName(sceneMgr.RootSceneNode, EffectsManager.EffectType.BUBBLES, baseName + "_bubbles_" + i);
                NodeAnimation.NodeAnimation node = EffectsManager.Singleton.GetEffect(name);
                if (!EffectsManager.Singleton.EffectExists(name) || (node != null && node.Ended))
                {
                    sizeRand = size * Math.RangeRandom(0.9f, 1.1f);
                    VisibilityNodeAnimation ani = EffectsManager.Singleton.RectangularEffect(sceneMgr, sceneMgr.RootSceneNode,
                                                                                             baseName + "_bubbles_" + i,
                                                                                             EffectsManager.EffectType.BUBBLES, posView,
                                                                                             sizeRand, new Quaternion(new Radian(new Degree(90)), Vector3.UNIT_X) * new Quaternion(new Radian(new Degree(angle)), Vector3.UNIT_Y), false);

                    ani.Duration  = Mogre.Math.RangeRandom(ani.Duration, 2 * ani.Duration);
                    ani.TimeScale = Mogre.Math.RangeRandom(0.5f, 1.5f);
                }
            }
        }
コード例 #4
0
        public override void animate()
        {
            if (!enabled)
            {
                return;
            }
            float power = 0;

            frameInit(); // percent, percentAfter, delta and enabled are now set

            if (!enabled)
            {
                // if frame init finished the animation

                FirstNode.SetPosition(initialPosition.x, initialPosition.y, initialPosition.z);
            }

            float amplitude = animationFunction(percentAfter * cycleLength.ValueRadians);


            startNewLoop = false;
            //    Console.WriteLine("Amplitude: " + amplitude);
            foreach (SceneNode node in Nodes)
            {
                node.Translate(amplitude * Math.RangeRandom(-maxPower, maxPower), amplitude * Math.RangeRandom(-maxPower, maxPower), amplitude * Math.RangeRandom(-maxPower, maxPower));
            }
            lastAmplitude = amplitude;
        }
コード例 #5
0
 public void rewindToRandom()
 {
     animationTime      = Math.RangeRandom(0, duration);
     delta              = 0;
     percent            = getPercent();
     percentAfter       = 0;
     lastAmplitude      = 0;
     timeSinceLastFrame = -1;
 }
コード例 #6
0
ファイル: IslandView.cs プロジェクト: wof2/Wings-Of-Fury-2
        private void initNonCollisionTreesCircle(SceneManager sceneMgr, SceneNode parent, float radius, float intensity, bool forceLowDetails)
        {
            int c       = (int)Math.Abs(count);
            int count_l = (int)(c * 2 * intensity);

            for (int i = 0; i < count_l; i++)
            {
                initPalm2(sceneMgr, parent, new Vector3(Math.RangeRandom(-radius, radius), -0.5f, Math.RangeRandom(-radius, radius) - 25), forceLowDetails);
            }
        }
コード例 #7
0
        protected virtual void GunFireDo(Vector3 localPos, Vector2 expSize, float baseWidth)
        {
            Quaternion orient, trailOrient;

            orient       = new Quaternion(-Math.HALF_PI, Vector3.UNIT_Y);
            trailOrient  = new Quaternion(-Math.HALF_PI, Vector3.UNIT_Y);
            trailOrient *= new Quaternion(-Math.HALF_PI, Vector3.UNIT_X);



            EffectsManager.Singleton.RectangularEffect(sceneMgr, this.gunNode, "GunHit" + localPos,
                                                       EffectsManager.EffectType.GUNHIT2,
                                                       localPos, expSize,
                                                       orient, false);


            float  trailWidth = baseWidth * Math.RangeRandom(1.0f, 1.1f);
            string trailName  = EffectsManager.BuildSpriteEffectName(this.gunNode, EffectsManager.EffectType.GUNTRAIL, "GunTrail" + localPos);
            bool   showTrail  = EffectsManager.Singleton.EffectEnded(trailName) || !EffectsManager.Singleton.EffectExists(trailName);


            showTrail |= (Math.RangeRandom(0.0f, 1.0f) > 0.95f); // czasem przerwij efekt i zacznij od poczatku
            showTrail  = false;


            Vector3 trailBase = new Vector3(localPos.x, 0.0f, localPos.z - trailWidth * 0.5f);

            if (showTrail)
            {
                EffectsManager.Singleton.RectangularEffect(sceneMgr, this.gunNode, "GunTrail" + localPos,
                                                           EffectsManager.EffectType.GUNTRAIL,
                                                           trailBase - new Vector3(0, -1.0f, Math.RangeRandom(0.2f, 3.0f)),
                                                           new Vector2(trailWidth, 1.2f),
                                                           trailOrient, false);
            }

            orient      *= new Quaternion(Math.HALF_PI, Vector3.UNIT_X);
            trailOrient *= new Quaternion(Math.HALF_PI, Vector3.UNIT_X);
            EffectsManager.Singleton.RectangularEffect(sceneMgr, this.gunNode, "GunHitTop" + localPos,
                                                       EffectsManager.EffectType.GUNHIT2,
                                                       localPos, expSize,
                                                       orient, false);


            if (showTrail)
            {
                EffectsManager.Singleton.RectangularEffect(sceneMgr, this.gunNode, "GunTrailTop" + localPos,
                                                           EffectsManager.EffectType.GUNTRAIL,
                                                           trailBase - new Vector3(0, -1.0f, Math.RangeRandom(0.2f, 3.0f)),
                                                           new Vector2(trailWidth, 1.2f),
                                                           trailOrient, false);
            }
        }
コード例 #8
0
ファイル: IslandView.cs プロジェクト: wof2/Wings-Of-Fury-2
        public static SceneNode initPalm(SceneManager sceneMgr, SceneNode parent, Vector3 position, bool forceLowDetails, bool rayBasedY)
        {
            Entity    palm;
            SceneNode palmNode;

            /* if(rayBasedY)
             *   {
             *           position = ViewHelper.GetVerticalRayIntersection(sceneMgr, parent, position);
             *   }*/

            int id = LevelView.PropCounter;

            if (EngineConfig.LowDetails || forceLowDetails)
            {
                palm = sceneMgr.CreateEntity("Palm" + id, "TwoSidedPlane.mesh");
                palm.SetMaterialName("FakePalmTree");
            }
            else
            {
                palm = sceneMgr.CreateEntity("Palm" + id, "PalmTree.mesh");
            }

            palm.CastShadows = EngineConfig.ShadowsQuality > 0;

            palmNode = parent.CreateChildSceneNode("PalmNode" + LevelView.PropCounter, position);

            if (EngineConfig.LowDetails || forceLowDetails)
            {
                float angle = Math.RangeRandom(-Math.PI / 5, Math.PI / 5);

                palmNode.Yaw(Math.HALF_PI + angle);
                palmNode.Scale(0.5f, 1, 1);
                palmNode.Translate(new Vector3(0, 2.5f, 0));
                palmNode.Pitch(-Math.HALF_PI);
                //palmNode.Pitch(Math.PI);
                Quaternion q  = new Quaternion(new Radian(new Degree(20)), Vector3.UNIT_X);
                Quaternion q2 = new Quaternion(new Radian(new Degree(-20)), Vector3.UNIT_X);

                EffectsManager.Singleton.RectangularEffect(sceneMgr, parent, "0", EffectsManager.EffectType.PALMTOP1, position + new Vector3(0f, 4.0f, -0.0f), new Vector2(1.4f, 1.4f),
                                                           q, true).FirstNode.Yaw(angle);
                EffectsManager.Singleton.RectangularEffect(sceneMgr, parent, "1", EffectsManager.EffectType.PALMTOP1, position + new Vector3(0f, 4.0f, -0.0f), new Vector2(1.4f, 1.4f),
                                                           q2, true).FirstNode.Yaw(angle);
            }
            else
            {
                palmNode.Rotate(Vector3.UNIT_Y, Math.RangeRandom(0.0f, Math.PI));
                palmNode.Scale(1, Math.RangeRandom(0.9f, 1.1f), 1);
            }
            palmNode.AttachObject(palm);

            return(palmNode);
        }
コード例 #9
0
        public override void updateTime(float timeSinceLastFrameUpdate)
        {
            base.updateTime(timeSinceLastFrameUpdate);
            BunkerTile bunkerTile = (BunkerTile)levelTile;
            float      yaw        = 0;
            float      pitch      = bunkerTile.Angle;

            if (bunkerTile is FlakBunkerTile)
            {
                FlakBunkerTile fbt = (bunkerTile as FlakBunkerTile);
                yaw = fbt.YAngle;
                if (fbt.Direction == Direction.Left) // jesli dzialko jest w polowie obrotu
                {
                    pitch = Math.PI - pitch;
                }
            }

            rotateGun(pitch, yaw);

            if (bunkerTile.UsingReflector)
            {
                rotateReflector(bunkerTile.ReflectorAngle);

                if (bunkerTile.IsIlluminatedShot)
                {
                    foreach (SceneNode n in reflectorSubNodes)
                    {
                        n.SetScale(54.0f, 1.0f, 14.0f);
                    }
                }
                else
                {
                    foreach (SceneNode n in reflectorSubNodes)
                    {
                        n.SetScale(24.0f, 1.0f, 10.0f);
                    }
                }

                if ((bunkerTile.IsDestroyed && reflectorNode != null) && flickeringReflectorWhenDestroyed)
                {
                    if (Math.RangeRandom(0.0f, 1.0f) > 0.9f)
                    {
                        reflectorNode.SetVisible(false);
                    }
                    if (Math.RangeRandom(0.0f, 1.0f) > 0.9f)
                    {
                        reflectorNode.SetVisible(true);
                    }
                }
            }
        }
コード例 #10
0
ファイル: ShipView.cs プロジェクト: wof2/Wings-Of-Fury-2
        protected void WaterSplashes(int splashesCount, LevelTile tile)
        {
            Vector2 v = UnitConverter.LogicToWorldUnits(new PointD(Mathematics.IndexToPosition(tile.TileIndex), 1.5f));
            string  name;

            for (uint i = 0; i < splashesCount; i++)
            {
                Vector2 rand    = ViewHelper.RandomVector2(8, 8);
                Vector3 posView = new Vector3(v.x + rand.x, v.y, 0 + rand.y);
                name = EffectsManager.BuildSpriteEffectName(sceneMgr.RootSceneNode, EffectsManager.EffectType.SUBMERGE, tile.GetHashCode() + "_" + i);
                if (!EffectsManager.Singleton.EffectExists(name) || EffectsManager.Singleton.EffectEnded(name))
                {
                    EffectsManager.Singleton.RectangularEffect(sceneMgr, sceneMgr.RootSceneNode,
                                                               tile.GetHashCode() + "_" + i,
                                                               EffectsManager.EffectType.SUBMERGE, posView,
                                                               new Vector2(25, 25), Quaternion.IDENTITY, false);
                }

                name = EffectsManager.BuildSpriteEffectName(sceneMgr.RootSceneNode, EffectsManager.EffectType.WATERIMPACT1, "WaterImpact1_" + tile.GetHashCode() + "_" + i);
                if (!EffectsManager.Singleton.EffectExists(name))
                {
                    EffectsManager.Singleton.WaterImpact(sceneMgr, sceneMgr.RootSceneNode, posView, new Vector2(20, 32), false, tile.GetHashCode() + "_" + i);
                }


                EffectsManager.EffectType type;
                if (((uint)tile.GetHashCode() + i) % 2 == 0)
                {
                    type = EffectsManager.EffectType.EXPLOSION2_SLOW;
                }
                else
                {
                    type = EffectsManager.EffectType.EXPLOSION1_SLOW;
                }

                name = EffectsManager.BuildSpriteEffectName(sceneMgr.RootSceneNode, type, (tile.GetHashCode() + i).ToString());
                if (!EffectsManager.Singleton.EffectExists(name))
                {
                    if (Math.RangeRandom(0, 1) > 0.8f)
                    {
                        EffectsManager.Singleton.Sprite(sceneMgr, sceneMgr.RootSceneNode, posView + ViewHelper.UnsignedRandomVector3(0, 10, 0), new Vector2(15, 15) + ViewHelper.RandomVector2(5, 5),
                                                        type, false,
                                                        (tile.GetHashCode() + i).ToString());
                    }
                }
            }
        }
コード例 #11
0
        public override void updateTime(float timeSinceLastFrameUpdate)
        {
            base.updateTime(timeSinceLastFrameUpdate);

            // miganie swiatla
            if ((levelTile as BarrackTile).IsDestroyed)
            {
                if (Math.RangeRandom(0.0f, 1.0f) > 0.9f)
                {
                    SetLightFlareVisibility(false);
                }
                if (Math.RangeRandom(0.0f, 1.0f) > 0.9f)
                {
                    SetLightFlareVisibility(true);
                }
            }
        }
コード例 #12
0
        protected void prepareGunEffect(Vector3 gunPos, float baseWidth, string localName)
        {
            Quaternion orient, trailOrient;

            if (ammunitionNode == null)
            {
                ammunitionNode = sceneMgr.RootSceneNode.CreateChildSceneNode("AmmunitionNode" + ammunitionID, hiddenPosition);
            }


            orient       = new Quaternion(-Math.HALF_PI, Vector3.UNIT_Y);
            trailOrient  = new Quaternion(-Math.HALF_PI, Vector3.UNIT_Y);
            trailOrient *= new Quaternion(-Math.HALF_PI, Vector3.UNIT_X);


            float trailWidth = baseWidth * Math.RangeRandom(1.0f, 1.1f);


            Vector3 trailBase = new Vector3(gunPos.x, gunPos.y, gunPos.z);



            //animations.Add(
            EffectsManager.Singleton.RectangularEffect(sceneMgr, ammunitionNode,
                                                       getLocalSpriteName(localName),
                                                       EffectsManager.EffectType.GUNTRAIL,
                                                       trailBase - new Vector3(0, 0, Math.RangeRandom(-0.5f, 0.5f)),
                                                       new Vector2(trailWidth, 1.0f),
                                                       trailOrient, true);
            //);


            orient      *= new Quaternion(Math.HALF_PI, Vector3.UNIT_X);
            trailOrient *= new Quaternion(Math.HALF_PI, Vector3.UNIT_X);



            //animations.Add(
            EffectsManager.Singleton.RectangularEffect(sceneMgr, ammunitionNode,
                                                       getLocalSpriteNameTop(localName),
                                                       EffectsManager.EffectType.GUNTRAIL,
                                                       trailBase - new Vector3(0, 0, Math.RangeRandom(0.5f, 2.0f)),
                                                       new Vector2(trailWidth, 1.0f),
                                                       trailOrient, true);
            //);
        }
コード例 #13
0
ファイル: IslandView.cs プロジェクト: wof2/Wings-Of-Fury-2
        private void initNonCollisionTreesDiamond(SceneManager sceneMgr1, SceneNode parent, float zMin, float zMax, float xMin, float xMax, float intensity, bool forceLowDetails)
        {
            int c       = (int)Math.Abs(count);
            int count_l = (int)(c * 2 * intensity);

            for (int i = 0; i < count_l; i++)
            {
                float z = Math.RangeRandom(zMin, zMax);

                if (i % 10 == 1) //Co dziesiata palma jest z wieksza iloscia trojkatow
                {
                    initPalm(sceneMgr1, parent, new Vector3(z, -0.5f, Math.RangeRandom(xMin, xMax)), forceLowDetails);
                }
                else
                {
                    initPalm2(sceneMgr1, parent, new Vector3(z, -0.5f, Math.RangeRandom(xMin, xMax)), forceLowDetails);
                }
            }
        }
コード例 #14
0
ファイル: ShipView.cs プロジェクト: wof2/Wings-Of-Fury-2
        public static void SinkingWaterAnimation(SceneManager sceneMgr, Vector3 pos, string baseName, int count, Vector2 range, Vector2 size)
        {
            string  name;
            Vector2 sizeRand;

            for (uint i = 0; i < count; i++)
            {
                Vector2 rand    = ViewHelper.RandomVector2(range.x, range.y);
                Vector3 posView = new Vector3(pos.x + rand.x, pos.y, pos.z + rand.y);
                name = EffectsManager.BuildSpriteEffectName(sceneMgr.RootSceneNode, EffectsManager.EffectType.SUBMERGE, baseName + "_" + i);
                NodeAnimation.NodeAnimation node = EffectsManager.Singleton.GetEffect(name);
                if (!EffectsManager.Singleton.EffectExists(name) || (node != null && node.getPercent() > 0.6f))
                {
                    sizeRand = size * Math.RangeRandom(0.9f, 1.1f);
                    VisibilityNodeAnimation ani = EffectsManager.Singleton.RectangularEffect(sceneMgr, sceneMgr.RootSceneNode,
                                                                                             baseName + "_" + i,
                                                                                             EffectsManager.EffectType.SUBMERGE, posView,
                                                                                             sizeRand, Quaternion.IDENTITY, false);
                    ani.Duration  = Mogre.Math.RangeRandom(ani.Duration, 2 * ani.Duration);
                    ani.TimeScale = Mogre.Math.RangeRandom(0.5f, 1.5f);
                }
            }
        }
コード例 #15
0
ファイル: ViewHelper.cs プロジェクト: wof2/Wings-Of-Fury-2
        public static Vector2 UnsignedRandomVector2(float rangeXY)
        {
            float r = Math.RangeRandom(0, rangeXY);

            return(new Vector2(r, r));
        }
コード例 #16
0
ファイル: ViewHelper.cs プロジェクト: wof2/Wings-Of-Fury-2
 public static Vector2 UnsignedRandomVector2(float rangeX, float rangeY)
 {
     return(new Vector2(Math.RangeRandom(0, rangeX), Math.RangeRandom(0, rangeY)));
 }
コード例 #17
0
ファイル: ViewHelper.cs プロジェクト: wof2/Wings-Of-Fury-2
        public static Vector2 RandomVector2(float rangeXY)
        {
            float r = Math.RangeRandom(-rangeXY, rangeXY);

            return(new Vector2(r, r));
        }
コード例 #18
0
ファイル: ViewHelper.cs プロジェクト: wof2/Wings-Of-Fury-2
 /// <summary>
 ///
 /// </summary>
 /// <param name="rangeX"></param>
 /// <param name="rangeY"></param>
 /// <returns></returns>
 public static Vector2 RandomVector2(float rangeX, float rangeY)
 {
     return(new Vector2(Math.RangeRandom(-rangeX, rangeX), Math.RangeRandom(-rangeY, rangeY)));
 }
コード例 #19
0
ファイル: ViewHelper.cs プロジェクト: wof2/Wings-Of-Fury-2
        public static Vector3 UnsignedRandomVector3(float rangeXYZ)
        {
            float r = Math.RangeRandom(0, rangeXYZ);

            return(new Vector3(r, r, r));
        }
コード例 #20
0
ファイル: ViewHelper.cs プロジェクト: wof2/Wings-Of-Fury-2
 public static Vector3 UnsignedRandomVector3(float rangeX, float rangeY, float rangeZ)
 {
     return(new Vector3(Math.RangeRandom(0, rangeX), Math.RangeRandom(0, rangeY), Math.RangeRandom(0, rangeZ)));
 }
コード例 #21
0
ファイル: ViewHelper.cs プロジェクト: wof2/Wings-Of-Fury-2
        public static Vector3 RandomVector3(float rangeXYZ)
        {
            float r = Math.RangeRandom(-rangeXYZ, rangeXYZ);

            return(new Vector3(r, r, r));
        }
コード例 #22
0
ファイル: ViewHelper.cs プロジェクト: wof2/Wings-Of-Fury-2
 public static Vector3 RandomVector3(float rangeX, float rangeY, float rangeZ)
 {
     return
         (new Vector3(Math.RangeRandom(-rangeX, rangeX), Math.RangeRandom(-rangeY, rangeY),
                      Math.RangeRandom(-rangeZ, rangeZ)));
 }
コード例 #23
0
ファイル: SoldierView.cs プロジェクト: wof2/Wings-Of-Fury-2
        protected void preInitOnScene()
        {
            soldierModel = sceneMgr.CreateEntity("Soldier" + soldierID.ToString(), "Soldier.mesh");

            soldierNode =
                sceneMgr.RootSceneNode.CreateChildSceneNode("SoldierNode" + soldierID.ToString(),
                                                            new Vector3(-1000000, -1000000, 0));

            if (EngineConfig.SoundEnabled)
            {
                float rand = Math.RangeRandom(0.0f, 5.0f);
                if (rand >= 0 && rand < 1.0)
                {
                    dieSound = SoundManager3D.Instance.CreateSoundEntity(SoundManager3D.C_SOLDIER_DIE_1, soldierNode, false, false);
                    dieSound.SetBaseGain(3.5f);
                }
                else if (rand >= 1 && rand < 2.0)
                {
                    dieSound = SoundManager3D.Instance.CreateSoundEntity(SoundManager3D.C_SOLDIER_DIE_2, soldierNode, false, false);
                    dieSound.SetBaseGain(4.0f);
                }
                else
                if (rand >= 2 && rand < 3.0)
                {
                    dieSound = SoundManager3D.Instance.CreateSoundEntity(SoundManager3D.C_SOLDIER_DIE_3, soldierNode, false, false);
                    dieSound.SetBaseGain(3.0f);
                }
                else if (rand >= 3 && rand < 4.0)
                {
                    dieSound = SoundManager3D.Instance.CreateSoundEntity(SoundManager3D.C_SOLDIER_DIE_4, soldierNode, false, false);
                    dieSound.SetBaseGain(2.0f);
                }
                else
                {
                    dieSound = SoundManager3D.Instance.CreateSoundEntity(SoundManager3D.C_SOLDIER_DIE_5, soldierNode, false, false);
                    dieSound.SetBaseGain(2.0f);
                }
                dieSound.SetReferenceDistance(60); // make it a bit louder but dissapear faster

                //  prepareToFireSound = SoundManager3D.Instance.CreateSoundEntity(SoundManager3D.C_MISSILE_LOCK, soldierNode, true, false);
            }


            soldierNode.AttachObject(soldierModel);
            soldierNode.Scale(1.3f, 1.35f, 1.3f);
            runAnimationState           = soldierModel.GetAnimationState("run");
            die1AnimationState          = soldierModel.GetAnimationState("die1");
            die2AnimationState          = soldierModel.GetAnimationState("die2");
            prepareToFireAnimationState = soldierModel.GetAnimationState("prepareToFire");

            soldierNode.SetVisible(false);

            if (EngineConfig.DisplayingMinimap)
            {
                if (minimapItem == null)
                {
                    minimapItem =
                        new MinimapItem(soldierNode, framework.MinimapMgr, "Cube.mesh", new ColourValue(0.97f, 1.0f, 0.66f),
                                        soldierModel);
                    minimapItem.ScaleOverride = new Vector2(4, 7); // stala wysokosc bunkra, niezale¿na od bounding box
                }
                minimapItem.Refresh();
                minimapItem.Hide();
            }
        }
コード例 #24
0
        /// <summary>
        /// Buduje testow¹ scenê
        /// </summary>
        public override void CreateScene()
        {
            //float cameraDistance = 50.0f;
            // mgr.LoadWorldGeometry("Terrain.xml");
            //sceneMgr.AmbientLight = ColourValue.Black; ; //; new ColourValue(1.0f, 1.0f, 1.0f);


            // Set the material
            sceneMgr.SetSkyBox(true, "Skybox/Morning", 5000);
            sceneMgr.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);
            // create a default point light


            Light light = sceneMgr.CreateLight("MainLight");

            light.Type           = Light.LightTypes.LT_DIRECTIONAL;
            light.Position       = new Vector3(0, 1000, 0);
            light.Direction      = new Vector3(0, -5, 0);
            light.DiffuseColour  = new ColourValue(1.0f, 1.0f, 1.0f);
            light.SpecularColour = new ColourValue(0.05f, 0.05f, 0.05f);

            // OCEAN
            Plane plane = new Plane();

            plane.normal = Vector3.UNIT_Y;
            plane.d      = 0;
            MeshManager.Singleton.CreatePlane("OceanPlane",
                                              ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, plane,
                                              5000, 5000, 10, 10, true, 1, 10, 10, Vector3.UNIT_Z);

            Entity ocean = sceneMgr.CreateEntity("Ocean", "OceanPlane");

            ocean.SetMaterialName("Ocean2_HLSL");
            ocean.CastShadows = false;

            sceneMgr.RootSceneNode.AttachObject(ocean);
            // OCEAN

            ViewHelper.AttachAxes(sceneMgr, sceneMgr.RootSceneNode, 0.001f);


            // CARRIER
            Entity carrier2 = minimapMgr.CreateEntity("Carrier", "Carrier.mesh");


            Entity carrier        = sceneMgr.CreateEntity("Carrier", "Carrier.mesh");
            Entity carrierAerial1 = sceneMgr.CreateEntity("CarrierAerial1", "Aerial1.mesh");
            Entity carrierAerial2 = sceneMgr.CreateEntity("CarrierAerial2", "Aerial2.mesh");

            Entity lWaterTrail = sceneMgr.CreateEntity("LWaterTrail", "TwoSidedPlane.mesh");

            lWaterTrail.CastShadows = false;
            lWaterTrail.SetMaterialName("Effects/WaterTrail");

            Entity rWaterTrail = sceneMgr.CreateEntity("RWaterTrail", "TwoSidedPlane.mesh");

            rWaterTrail.CastShadows = false;
            rWaterTrail.SetMaterialName("Effects/WaterTrail");

            carrierNode = sceneMgr.RootSceneNode.CreateChildSceneNode("Carrier");
            carrierNode.AttachObject(carrier);

            carrierAerial1Node = carrierNode.CreateChildSceneNode("carrierAerial1Node", new Vector3(-8.6f, 9.1f, 5.7f));
            carrierAerial1Node.AttachObject(carrierAerial1);

            carrierAerial2Node =
                carrierNode.CreateChildSceneNode("carrierAerial2Node", new Vector3(-10.7f, 4.0f, 12.6f));
            carrierAerial2Node.AttachObject(carrierAerial2);


            lCarrierWaterTrailNode =
                carrierNode.CreateChildSceneNode("lCarrierWaterTrailNode", new Vector3(-4.6f, -4.8f, -40.0f));
            lCarrierWaterTrailNode.AttachObject(lWaterTrail);
            lCarrierWaterTrailNode.Rotate(Vector3.NEGATIVE_UNIT_Y, Math.HALF_PI);
            lCarrierWaterTrailNode.Scale(2.0f, 1f, 1.5f);

            rCarrierWaterTrailNode =
                carrierNode.CreateChildSceneNode("rCarrierWaterTrailNode", new Vector3(4.6f, -4.8f, -40.0f));
            rCarrierWaterTrailNode.AttachObject(rWaterTrail);
            rCarrierWaterTrailNode.Rotate(Vector3.NEGATIVE_UNIT_Y, Math.HALF_PI);
            rCarrierWaterTrailNode.Scale(2.0f, 1f, 1.5f);


            carrierNode.Translate(new Vector3(100, 5, 0));
            carrierNode.SetDirection(Vector3.UNIT_X);

            // CARRIER


            // ISLAND1

            /*   Entity island = sceneMgr.CreateEntity("Island1", "Island3.mesh");
             *
             * islandNode = sceneMgr.RootSceneNode.CreateChildSceneNode("Island1");
             * islandNode.AttachObject(island);
             * islandNode.Translate(new Vector3(-100, 1.35f, 0));
             * islandNode.SetDirection(Vector3.UNIT_X);*/

            // ISLAND2

            /*    Entity island2 = sceneMgr.CreateEntity("Island2", "Island2.mesh");
             *
             * island2Node = sceneMgr.RootSceneNode.CreateChildSceneNode("Island2");
             * island2Node.AttachObject(island2);
             * island2Node.Translate(new Vector3(-170, -0.35f, 0));
             * island2Node.SetDirection(Vector3.UNIT_X);*/

            // ISLAND3
            Entity island3 = sceneMgr.CreateEntity("Island3", "Island5.mesh");

            island3Node = sceneMgr.RootSceneNode.CreateChildSceneNode("Island3");
            island3Node.AttachObject(island3);
            island3Node.Translate(new Vector3(-460, 1.35f, 0));
            island3Node.SetDirection(Vector3.UNIT_X);

            // ISLAND4
            Entity island6 = sceneMgr.CreateEntity("Island6", "Island6.mesh");

            islandNode = sceneMgr.RootSceneNode.CreateChildSceneNode("Island6");
            islandNode.AttachObject(island6);
            islandNode.Translate(new Vector3(-200, 5.35f, 0));
            islandNode.SetDirection(Vector3.UNIT_X);


            float rot, xpos, zpos, ypos;

            // WOODEN BUNKER INSTALLATION
            gunEmplacementNode = islandNode.CreateChildSceneNode("GunEmplacement", new Vector3(0.0f, 1.1f, 5.0f));

            Entity sandbags = sceneMgr.CreateEntity("Sandbags", "Sandbags.mesh");

            gunEmplacementNode.AttachObject(sandbags);

            woodenBunkerNode = gunEmplacementNode.CreateChildSceneNode("WoodenBunkerNode", new Vector3(0, 0.0f, 4.0f));
            Entity woodenBunker = sceneMgr.CreateEntity("WoodenBunker", "Bunker.mesh");

            // woodenBunker.SetMaterialName("Concrete"); // aby by³ betonowy
            woodenBunkerNode.AttachObject(woodenBunker);

            Entity flakBase = sceneMgr.CreateEntity("FlakBase", "FlakBase.mesh");

            gunEmplacementNode.AttachObject(flakBase);

            flakBarrel     = sceneMgr.CreateEntity("FlakBarrel", "FlakBarrel.mesh");
            flakBarrelNode = gunEmplacementNode.CreateChildSceneNode("FlakBarrelNode", new Vector3(0, 0.5f, 0));
            flakBarrelNode.AttachObject(flakBarrel);
            // WOODEN BUNKER INSTALLATION


            // PALM TREES
            SceneNode palmNode;
            Entity    palm;


            for (int i = 0; i < 150; i++)
            {
                palm = sceneMgr.CreateEntity("Palm" + i, "PalmTree.mesh");
                rot  = Math.RangeRandom(-90.0f, 90.0f);
                zpos = Math.RangeRandom(-200.0f, 200.0f);
                xpos = Math.RangeRandom(-10.0f, 10.0f);
                ypos = Math.RangeRandom(0.1f, 0.3f);

                palmNode = islandNode.CreateChildSceneNode("PalmNode" + i, new Vector3(xpos, ypos, zpos));
                palmNode.Rotate(Vector3.UNIT_Y, rot);
                palmNode.Scale(1, Math.RangeRandom(0.9f, 1.1f), 1);
                palmNode.AttachObject(palm);
            }
            //islandNode.Scale(2.0f, 2.0f, 2.0f);
            // PALM TREES


            // JAPAN FLAG
            Entity japanFlag = sceneMgr.CreateEntity("JapanFlag", "JapanFlag.mesh");

            japanFlagNode = islandNode.CreateChildSceneNode("JapanFlagNode", new Vector3(0, 1, -5));
            japanFlagNode.Rotate(Vector3.UNIT_Y, Math.PI);
            japanFlagNode.AttachObject(japanFlag);

            japanFlagState         = japanFlag.GetAnimationState("idle");
            japanFlagState.Enabled = true;
            japanFlagState.Loop    = true;
            // JAPAN FLAG


            // TENT - just for fun
            // ???

            Entity tent = sceneMgr.CreateEntity("Tent", "Barracks.mesh");

            tentNode = islandNode.CreateChildSceneNode("TentNode", new Vector3(0, 1, 17));
            tentNode.AttachObject(tent);
            // TENT


            // SOLDIERS
            SceneNode soldierNode;
            Entity    soldier;

            soldiersState = new AnimationState[15];
            for (int i = 0; i < soldiersState.Length; i++)
            {
                soldier = sceneMgr.CreateEntity("Soldier" + i, "Soldier.mesh");
                if (i % 3 == 0)
                {
                    soldier.SetMaterialName("General");
                }

                rot  = Math.RangeRandom(-30.0f, 30.0f);
                zpos = Math.RangeRandom(-10.0f, 20.0f);
                xpos = Math.RangeRandom(-0.0f, 1.0f);
                ypos = 0.8f;

                soldierNode =
                    SceneMgr.RootSceneNode.CreateChildSceneNode("SoldierNode" + i, new Vector3(xpos, ypos, zpos));
                soldierNode.Rotate(Vector3.UNIT_Y, rot);
                soldierNode.AttachObject(soldier);


                switch (i % 3)
                {
                case 0:
                    soldiersState[i] = soldier.GetAnimationState("run");
                    break;

                case 1:
                    soldiersState[i] = soldier.GetAnimationState("die1");
                    break;

                case 2:
                    soldiersState[i] = soldier.GetAnimationState("die2");
                    break;
                }
                soldiersState[i].Loop    = true;
                soldiersState[i].Enabled = true;
            }
            //islandNode.Scale(0.7f, 0.7f, 0.7f);

            // SOLDIERS


            /*d
             * BillboardSet skies =  SceneManager.CreateBillboardSet("Sky",1);
             * skies.MaterialName = "Skyplane/Morning";
             * Billboard sky = skies.CreateBillboard(new Vector3(0.0f, 0.0f, -100.0f));
             * SceneManager.RootSceneNode.AttachObject(skies);
             */


//////////////////////////////////////////////////////
// A6M

            /*
             * a6m = sceneMgr.CreateEntity("A6M", "A6M.mesh");
             * a6mNode = sceneMgr.RootSceneNode.CreateChildSceneNode("EnemyNode");
             * a6mNode.AttachObject(a6m);
             *
             *
             * // AIRSCREW
             * enemyAirscrewNode = a6mNode.CreateChildSceneNode("EnemyAirscrew", new Vector3(0.0f, 0.0f, -5.70f));
             *
             * Entity enemyAirscrew = sceneMgr.CreateEntity("EnemyAirscrew", "Airscrew.mesh");
             * enemyAirscrew.SetMaterialName("A6M/Airscrew");
             * enemyAirscrew.CastShadows = false;
             * enemyAirscrewNode.AttachObject(enemyAirscrew);
             * // AIRSCREW
             *
             *
             * a6mNode.LookAt(Vector3.NEGATIVE_UNIT_X, Node.TransformSpace.TS_WORLD);
             *
             *
             * a6mNode.Scale(new Vector3(0.5f, 0.5f, 0.5f));
             * a6mNode.Position = new Vector3(0, 13.0f, 0);
             * ViewHelper.AttachAxes(sceneMgr, a6mNode, 1.5f);
             */
// A6M
//////////////////////////////////////////////////////


//////////////////////////////////////////////////////
// P47
            p47        = sceneMgr.CreateEntity("P47Body", "P47Body.mesh");
            playerNode = sceneMgr.RootSceneNode.CreateChildSceneNode("PlayerNode", new Vector3(350, 0, 0));


            p47OuterNode = playerNode.CreateChildSceneNode("OuterNode");
            p47InnerNode = p47OuterNode.CreateChildSceneNode("InnerNode");
            p47InnerNode.AttachObject(p47);

            p47OuterNode.Scale(new Vector3(0.5f, 0.5f, 0.5f));
            p47OuterNode.LookAt(Vector3.NEGATIVE_UNIT_X, Node.TransformSpace.TS_WORLD);


            // SMOKE

            ParticleSystem smokeSystem = sceneMgr.CreateParticleSystem("SmokeSystem", "Smokes/Smoke");

            SceneNode smokeNode = playerNode.CreateChildSceneNode("Smoke", new Vector3(0.0f, 0.0f, 3.0f));

            smokeSystem.GetEmitter(0).Direction = new Vector3(0.0f, 0.0f, 1.0f);

            smokeNode.AttachObject(smokeSystem);

            // SMOKE


            // ANIMATION
            // p47AnimationState = p47.GetAnimationState("manual");
            // p47AnimationState.Loop = true;
            // p47AnimationState.Enabled = true;
            // ANIMATION


            // BLADE
            bladeNode = p47InnerNode.CreateChildSceneNode("Blade", new Vector3(0.0f, 0.0f, -7.0f));
            Entity p47Blade = sceneMgr.CreateEntity("Blade", "P47Blade.mesh");

            bladeNode.AttachObject(p47Blade);
            p47Blade.Visible = false; // tylko kiedy niskie obroty
            // BLADE


            // AIRSCREW
            Entity airscrew = sceneMgr.CreateEntity("Airscrew", "Airscrew.mesh");

            airscrew.CastShadows = false;
            bladeNode.AttachObject(airscrew);
            // AIRSCREW


            // GUNHIT

            Entity lGunHit = sceneMgr.CreateEntity("LGunHit", "TwoSidedPlane.mesh");

            lGunHit.CastShadows = false;
            lGunHit.SetMaterialName("Effects/GunHit");

            Entity rGunHit = sceneMgr.CreateEntity("RGunHit", "TwoSidedPlane.mesh");

            rGunHit.CastShadows = false;
            rGunHit.SetMaterialName("Effects/GunHit");


            lGunHitNode = p47InnerNode.CreateChildSceneNode("lGunHitNode", new Vector3(-4.0f, -0.5f, -4.2f));
            lGunHitNode.AttachObject(lGunHit);
            lGunHitNode.Rotate(Vector3.NEGATIVE_UNIT_Z, Math.HALF_PI);
            lGunHitNode.Scale(0.5f, 0.5f, 0.7f);

            rGunHitNode = p47InnerNode.CreateChildSceneNode("rGunHitNode", new Vector3(4.0f, -0.5f, -4.2f));
            rGunHitNode.AttachObject(rGunHit);
            rGunHitNode.Rotate(Vector3.NEGATIVE_UNIT_Z, Math.HALF_PI);
            rGunHitNode.Scale(0.5f, 0.5f, 0.7f);
            // GUNHIT


            // WHEELS

            lWheelNode =
                p47InnerNode.CreateChildSceneNode("LeftWheel", new Vector3(-3.0f, -1.6f, -2.3f),
                                                  new Quaternion(Math.DegreesToRadians(20), Vector3.UNIT_X));
            Entity lWheel = sceneMgr.CreateEntity("lWheel", "Wheel.mesh");

            lWheelNode.AttachObject(lWheel);


            rWheelNode =
                p47InnerNode.CreateChildSceneNode("RightWheel", new Vector3(3.0f, -1.6f, -2.3f),
                                                  new Quaternion(Math.DegreesToRadians(20), Vector3.UNIT_X));
            rWheelNode.Rotate(Vector3.NEGATIVE_UNIT_Y, Math.DegreesToRadians(180));
            Entity rWheel = sceneMgr.CreateEntity("rWheel", "Wheel.mesh");

            rWheelNode.AttachObject(rWheel);


            rearWheelNode =
                p47OuterNode.CreateChildSceneNode("RearWheel", new Vector3(0.0f, -0.6f, 5.3f),
                                                  new Quaternion(Math.DegreesToRadians(20), Vector3.UNIT_X));
            // rearWheelNode.Rotate(Vector3.NEGATIVE_UNIT_Y, Mogre.Math.DegreesToRadians(180));

            Entity rearWheel = sceneMgr.CreateEntity("rearWheele", "Wheel.mesh");

            rearWheelNode.AttachObject(rearWheel);
            rearWheelNode.Scale(0.7f, 0.7f, 0.7f);

            // WHEELS


            // ViewHelper.AttachAxes(sceneMgr, p47InnerNode, 1.5f);
            playerNode.Position = new Vector3(0, 10.0f, 0);


            // p47Animation = new PlaneAnimationManager(0, new PlayerPlaneViewnew Wof.Model.Level.Planes.Plane(),this,playerNode,);
            // p47Animation.enableAll();


            // p47Animation.switchTo(PlaneAnimationManager.AnimationType.IDLE);
            // p47Animation.Enabled = false;


            // CAMERA


            cameraNode = playerNode.CreateChildSceneNode("Camera");
            cameraNode.AttachObject(camera);

            cameraNode.Translate(new Vector3(0, 0, 100));

            //   sceneMgr.RootSceneNode.AttachObject(camera);


// P47
//////////////////


            // CHMURY
            BillboardSet clouds1 = sceneMgr.CreateBillboardSet("Clouds1");

            clouds1.MaterialName = "Effects/Cloud1";

            for (int i = -11; i < 11; i += 2)
            {
                Billboard cloud1 = (Billboard)clouds1.CreateBillboard(i * 10, 100 + Math.RangeRandom(-50, 50), -500);
                cloud1.SetDimensions(200 + Math.RangeRandom(-i, i), 100 + Math.RangeRandom(-i, 0));
                cloud1.Rotation = Math.DegreesToRadians(Math.RangeRandom(5, 5));
            }
            sceneMgr.RootSceneNode.AttachObject(clouds1);


            BillboardSet clouds2 = sceneMgr.CreateBillboardSet("Clouds2");

            clouds2.MaterialName = "Effects/Cloud2";

            for (int i = -10; i < 10; i += 2)
            {
                Billboard cloud2 = clouds2.CreateBillboard(i * 100, 100 + Math.RangeRandom(-50, 50), -500);
                cloud2.SetDimensions(200 + Math.RangeRandom(-i, i), 100 + Math.RangeRandom(-i, 0));
                cloud2.Rotation = Math.DegreesToRadians(Math.RangeRandom(5, 5));
            }
            sceneMgr.RootSceneNode.AttachObject(clouds2);
        }
コード例 #25
0
ファイル: IslandView.cs プロジェクト: wof2/Wings-Of-Fury-2
        protected override void initOnScene()
        {
            BeginIslandTile tile;

            if (tileViews != null && tileViews.Count > 0 && tileViews[0].LevelTile is BeginIslandTile)
            {
                tile     = (tileViews[0].LevelTile as BeginIslandTile);
                meshName = tile.MeshName;
            }
            if (meshName == null)
            {
                return;
            }



            float margin;

            staticNode = sceneMgr.CreateSceneNode(mainNode.Name + "Static");

            if (!backgroundDummy)
            {
                count  = tileViews.Count;
                margin = 4.5f;
            }
            else
            {
                margin = 0.3f;
            }
            float maxX = -((Math.Abs(count) - 1) * LevelView.TileWidth);


            float dummyYPosition = 0;



            string meshFilename;

            switch (meshName)
            {
            case "Island1":     //5
                //ISLAND1
                initNonCollisionTreesDiamond(sceneMgr, staticNode, margin, 5, 0.7f);
                initNonCollisionTreesDiamond(sceneMgr, staticNode, -margin, -5, 0.7f);
                break;

            case "Island1a":     //5
                //ISLAND1
                initNonCollisionTreesDiamond(sceneMgr, staticNode, margin, 5, 0.7f);
                initNonCollisionTreesDiamond(sceneMgr, staticNode, -margin, -5, 0.7f);
                break;

            case "IslandRound":     //4
                //ISLAND ROUND
                initNonCollisionTreesCircle(sceneMgr, staticNode, 15.0f, 1.3f);
                break;

            case "Island2":     //6
                //ISLAND2
                initNonCollisionTreesDiamond(sceneMgr, staticNode, margin, 5, 0.7f);
                initNonCollisionTreesDiamond(sceneMgr, staticNode, -margin, -5, 0.7f);
                break;

            case "Laguna":     //7
                //LAGUNA
                break;


            case "DoubleLaguna":     //8
                // DOUBLE LAGUNA
                initNonCollisionTreesDiamond(sceneMgr, staticNode, -5.5f, 0.0f, maxX * 0.1f, maxX, 0.6f);
                initNonCollisionTreesDiamond(sceneMgr, staticNode, -1.5f, 30.0f, maxX * 0.00f, maxX * 0.15f, 0.6f);

                initNonCollisionTreesDiamond(sceneMgr, staticNode, -1.5f, 30.0f, maxX * 0.85f, maxX * 1.00f, 0.6f);

                break;

            case "Island3":     //9
                //ISLAND3
                initNonCollisionTreesDiamond(sceneMgr, staticNode, margin, 5, 0.7f);
                initNonCollisionTreesDiamond(sceneMgr, staticNode, -margin, -5, 0.7f);
                break;

            case "Island12u":     //12
                //ISLAND12u
                initNonCollisionTreesDiamond(sceneMgr, staticNode, margin, 5, maxX / 4.0f, maxX / 2.0f, 0.5f);
                initNonCollisionTreesDiamond(sceneMgr, staticNode, -margin, -5, maxX / 4.0f, maxX / 2.0f, 0.5f);
                break;

            case "Island4":     //13
                //ISLAND4
                initNonCollisionTreesDiamond(sceneMgr, staticNode, margin, 5, 0.7f);
                initNonCollisionTreesDiamond(sceneMgr, staticNode, -margin, -5, 0.7f);
                break;

            case "Island18u":     //18
                //ISLAND18u
                initNonCollisionTreesDiamond(sceneMgr, staticNode, 10, 14, maxX / 2.5f, maxX, 0.5f);
                initNonCollisionTreesDiamond(sceneMgr, staticNode, -11, -13, maxX / 2.5f, maxX, 0.5f);

                // zwolnic pamiec
                EnemyFighterView epv = new EnemyFighterView(null, framework, staticNode);
                epv.PlaneNode.SetPosition(-3, 0.8f, -18 - 90);
                epv.PlaneNode.Yaw(new Radian(new Degree(60)));
                if (EngineConfig.DisplayingMinimap)
                {
                    epv.MinimapItem.Hide();
                }
                parkedPlanes.Add(epv);

                EnemyFighterView epv2 = new EnemyFighterView(null, framework, staticNode);
                epv2.PlaneNode.SetPosition(-3, 0.8f, -25 - 90);
                epv2.PlaneNode.Yaw(new Radian(new Degree(62)));
                if (EngineConfig.DisplayingMinimap)
                {
                    epv2.MinimapItem.Hide();
                }
                parkedPlanes.Add(epv2);

                initLampPosts(staticNode, -7, maxX * 0.55f, maxX * 0.95f, 12, new Radian(new Degree(0)));
                break;


            case "Island5":     //24
                //ISLAND5

                if (backgroundDummy)
                {
                    initNonCollisionTreesDiamond(sceneMgr, staticNode, 1, 15, 0.7f);
                    initNonCollisionTreesDiamond(sceneMgr, staticNode, -1, -15, 0.7f);
                }
                else
                {
                    initNonCollisionTreesDiamond(sceneMgr, staticNode, margin, 15, 0.7f);
                    initNonCollisionTreesDiamond(sceneMgr, staticNode, -margin, -15, 0.7f);
                }
                break;

            case "Island6":     //42
                //ISLAND6
                if (EngineConfig.LowDetails)
                {
                    initNonCollisionTreesDiamond(sceneMgr, staticNode, 4.5f, 33, 0.5f);
                }
                else
                {
                    initNonCollisionTreesDiamond(sceneMgr, staticNode, 4.5f, 33, 0.9f);
                }

                initNonCollisionTreesDiamond(sceneMgr, staticNode, -4.5f, -60, 0.5f);
                initNonCollisionTreesDiamond(sceneMgr, staticNode, -4.5f, -30, 0.5f);
                break;

            case "RadarDome":
                dummyYPosition = 21;
                break;
            }

            if (EngineConfig.LowDetails && MeshManager.Singleton.ResourceExists(meshName + "_low" + ViewHelper.C_MESH_EXT))
            {
                meshFilename = "_low" + ViewHelper.C_MESH_EXT;
            }
            else
            {
                meshFilename = meshName + ViewHelper.C_MESH_EXT;
            }


            compositeModel             = sceneMgr.CreateEntity(name, meshFilename);
            compositeModel.CastShadows = false;// EngineConfig.ShadowsQuality > 0;

            //  compositeModel.SetMaterialName("Carrier");
            //      compositeModel.SetMaterialName("Carrier/Panels");

            /*
             * Mogre.Plane mPlane = new Mogre.Plane(Vector3.UNIT_Y, new Vector3(0,Mogre.Math.RangeRandom(0,1) ,0));
             *
             * MeshManager.Singleton.CreatePlane("Myplane"+this.GetHashCode(),
             *       ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, mPlane, 1000,1000,50,50,true,1,5,5,Vector3.UNIT_Z);
             *
             * Entity pPlaneEnt = sceneMgr.CreateEntity( "plane"+this.GetHashCode(), "Myplane"+this.GetHashCode() );
             *
             * compositeModel = pPlaneEnt;
             * compositeModel.SetMaterialName("Concrete");
             */
            try
            {
                if (LevelView.IsNightScene)
                {
                    ViewHelper.ReplaceMaterial(compositeModel, "Island", "IslandNight");
                }
            }
            catch (Exception)
            {
            }



            if (!backgroundDummy)
            {
                staticNode.Translate(new Vector3(UnitConverter.LogicToWorldUnits(firstTileIndex), 1.00f, 0));
                staticNode.SetDirection(Vector3.UNIT_X);
            }
            else
            {
                float angle;

                if (meshName.Equals("Island6"))
                {
                    float X = (islandCounter % 5 * 250) - 650;
                    float Z = Math.RangeRandom(-4, 0) * 70;
                    staticNode.Translate(new Vector3(-250 + Z, dummyYPosition, Math.RangeRandom(-120, 120) + X));
                    staticNode.SetDirection(Vector3.UNIT_X);
                    angle = Math.RangeRandom(0, 2 * Math.PI);
                }
                else
                {
                    staticNode.Translate(new Vector3(-450 + Math.RangeRandom(-150, 150), dummyYPosition, Math.RangeRandom(-200, 200)));
                    staticNode.SetDirection(Vector3.UNIT_X);
                    angle = Math.HALF_PI;
                }

                staticNode.Yaw(angle);
            }
            //  StaticGeometry sg;
            staticNode.AttachObject(compositeModel);

            /*
             * if (sceneMgr.HasStaticGeometry(this.name + "_StaticGeometry"))
             * {
             *  sceneMgr.DestroyStaticGeometry(this.name + "_StaticGeometry");
             * }
             * sg = new StaticGeometry(sceneMgr, this.name + "_StaticGeometry");
             * sg.Reset();
             * Vector3 sgSize = compositeModel.BoundingBox.Size;
             * sg.RegionDimensions = sgSize;
             * sg.AddSceneNode(staticNode);
             * sg.Build();
             */

            //  mainNode.SetDirection(Vector3.UNIT_X);
            //  mainNode.Position = staticNode.Position;
            mainNode.AddChild(staticNode);


            //   mainNode.AttachObject(compositeModel);
            // elementy na wyspie sa animowalne wiec nie beda w static geometry
            if (!backgroundDummy)
            {
                for (int i = 0; i < count; i++)
                {
                    tileViews[i].initOnScene(staticNode, i + 1, count);
                }

                // minimapa
                if (EngineConfig.DisplayingMinimap)
                {
                    minimapItem =
                        new MinimapItem(staticNode, framework.MinimapMgr, "Cube.mesh",
                                        new ColourValue(1, 0.9137f, 0.29f), compositeModel);
                    minimapItem.Entity.SetMaterialName("Minimap/Island");
                    minimapItem.ScaleOverride = new Vector2(count * 10.0f, 3); // stala wysokosc wyspy, niezale¿na od bounding box
                    //   minimapItem.MinimapNode.Translate(0,0,50);
                    minimapItem.Refresh();
                }
            }
        }