public override void CreateScene() { // Newton initialization m_World = new World(); MogreNewt.Debugger.Instance.Init(sceneMgr); // sky box. sceneMgr.SetSkyBox(true, "Examples/CloudyNoonSkyBox"); // shadows on! sceneMgr.ShadowTechnique = ShadowTechnique.SHADOWTYPE_STENCIL_ADDITIVE; // floor object! this time we'll scale it slightly to make it more vehicle-friendly :P Vector3 size = new Vector3(2.0f, 0.5f, 2.0f); Entity floor; SceneNode floornode; floor = sceneMgr.CreateEntity("Floor", "simple_terrain.mesh"); floornode = sceneMgr.RootSceneNode.CreateChildSceneNode("FloorNode"); floornode.AttachObject(floor); floor.SetMaterialName("Simple/BeachStones"); floornode.SetScale(size); collisionNode = floornode; floor.CastShadows = false; //Vector3 siz(100.0, 10.0, 100.0); MogreNewt.Collision col = new MogreNewt.CollisionPrimitives.TreeCollision(m_World, floornode, false); MogreNewt.Body bod = new MogreNewt.Body(m_World, col); col.Dispose(); bod.AttachToNode(floornode); bod.SetPositionOrientation(new Vector3(0, -2.0f, 0.0f), Quaternion.IDENTITY); // here's where we make the simple vehicle. everything is taken care of in the constuctor. mCar = new SimpleVehicle(sceneMgr, m_World, new Vector3(0, -0.5f, 0), Quaternion.IDENTITY); // position camera camera.SetPosition(0.0f, 1.0f, 20.0f); //make a light Light light; light = sceneMgr.CreateLight("Light1"); light.Type = Light.LightTypes.LT_POINT; light.SetPosition(0.0f, 100.0f, 100.0f); }
bool Scene_FrameStarted(FrameEvent evt) { inputKeyboard.Capture(); if (inputKeyboard.IsKeyDown(MOIS.KeyCode.KC_SPACE)) { if (timer <= 0.0) { Vector3 dir, vec; Quaternion camorient = camera.Orientation; vec = new Vector3(0, 0, -1); dir = camorient * vec; Entity ent; SceneNode node; String name; Vector3 pos = camera.Position; name = "Body " + (mEntityCount++); ent = sceneMgr.CreateEntity(name, "ellipsoid.mesh"); node = sceneMgr.RootSceneNode.CreateChildSceneNode(name); node.AttachObject(ent); ent.SetMaterialName("Simple/dirt01"); MogreNewt.Collision col = new MogreNewt.CollisionPrimitives.Ellipsoid(m_World, new Vector3(1, 1, 1)); MogreNewt.Body body = new MogreNewt.Body(m_World, col); Vector3 inertia = MogreNewt.MomentOfInertia.CalcSphereSolid(10.0f, 1.0f); body.SetMassMatrix(10.0f, inertia); body.AttachToNode(node); body.IsGravityEnabled = true; body.SetPositionOrientation(pos, camorient); body.Velocity = dir * 15.0f; timer = 0.2f; } } timer -= evt.timeSinceLastFrame; // --------------------------------------------------------- // -- VEHICLE CONTORLS // --------------------------------------------------------- float torque = 0.0f; Degree steering = new Degree(0); if (inputKeyboard.IsKeyDown(MOIS.KeyCode.KC_I)) { torque += 600.0f; } if (inputKeyboard.IsKeyDown(MOIS.KeyCode.KC_K)) { torque -= 600.0f; } if (inputKeyboard.IsKeyDown(MOIS.KeyCode.KC_J)) { steering += new Degree(30); } if (inputKeyboard.IsKeyDown(MOIS.KeyCode.KC_L)) { steering -= new Degree(30); } //update the vehicle! mCar.setTorqueSteering(torque, steering); if ((inputKeyboard.IsKeyDown(MOIS.KeyCode.KC_Q)) && (!mR)) { mR = true; // rebuild the vehicle if (mCar != null) { mCar.Dispose(); mCar = new SimpleVehicle(sceneMgr, m_World, new Vector3(0, (float)new Random().NextDouble() * 10.0f, 0), Quaternion.IDENTITY); } } if (!inputKeyboard.IsKeyDown(MOIS.KeyCode.KC_Q)) { mR = false; } return(true); }