protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IContentManager contentManager) { tile = factory.GetTexture2D("Textures/tile"); FarseerWorld fworld = this.World.PhysicWorld as FarseerWorld; ///border border = new Border(fworld, factory, GraphicInfo, factory.CreateTexture2DColor(1, 1, Color.Red)); ///from texture { Texture2D tex = factory.GetTexture2D("Textures//goo"); tex = factory.GetScaledTexture(tex, new Vector2(4)); IModelo2D model = new SpriteFarseer(tex); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, model); I2DObject o = new I2DObject(fs, mat, model); o.OnHasMoved += new PloobsEngine.SceneControl._2DScene.OnHasMoved(o_OnHasMoved); this.World.AddObject(o); } ///camera this.World.Camera2D = new Camera2D(GraphicInfo); ///Create the Particle System DPFSParticleSystem ps = new DPFSParticleSystem("TESTE", new SpriteParticleSystem(null)); this.World.ParticleManager.AddAndInitializeParticleSystem(ps); ///updateable JointUpdateable ju = new JointUpdateable(this, fworld, this.World.Camera2D); base.LoadContent(GraphicInfo, factory, contentManager); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { ///Uncoment to add your model SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario"); ///Physic info (position, rotation and scale are set here) TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } { SnowParticleSystem snow = new SnowParticleSystem(); DPFSParticleSystem ps = new DPFSParticleSystem("snow", snow); this.World.ParticleManager.AddAndInitializeParticleSystem(ps); ///cant set emiter position before adding the particle ///IF YOU DO SO, IT WILL NOT WORK snow.Emitter.PositionData.Position = new Vector3(500, 0, 0); } CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-10), new Vector3(-150, 150, 150), GraphicInfo); this.World.CameraManager.AddCamera(cam); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo,factory, contentManager); ExplosionParticleSystem exp = new ExplosionParticleSystem(); DPFSParticleSystem ps = new DPFSParticleSystem("exp", exp); this.World.ParticleManager.AddAndInitializeParticleSystem(ps); //SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); //DeferredNormalShader shader = new DeferredNormalShader(); //DeferredMaterial fmaterial = new DeferredMaterial(shader); //IObject obj = new IObject(fmaterial, simpleModel, tmesh); //this.World.AddObject(obj); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); //SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap"); //CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); //this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectTabula()); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); }
/// <summary> /// Adds the and initialize particle system. /// </summary> /// <param name="particleSystem">The particle system.</param> public override void AddAndInitializeParticleSystem(IParticleSystem particleSystem) { System.Diagnostics.Debug.Assert(particleSystem != null, "Particle System cannot be null"); if (ParticleSystem.ContainsKey(particleSystem.Name)) { ActiveLogger.LogMessage("Particle System already exist, overwriting", LogLevel.Warning); } ParticleSystem[particleSystem.Name] = particleSystem as DPFSParticleSystem; if (particleSystem is DPFSParticleSystem) { DPFSParticleSystem ps = particleSystem as DPFSParticleSystem; ps.IDPSFParticleSystem.AutoInitialize(GraphicFactory.device, GraphicFactory.contentManager.ContentManager, GraphicFactory.SpriteBatch); manager.AddParticleSystem(ps.IDPSFParticleSystem); } else { ActiveLogger.LogMessage("You can only add DPFS particles in this manager, operation ignored", LogLevel.RecoverableError); } }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IContentManager contentManager) { tile = factory.GetTexture2D("Textures/tile"); FarseerWorld fworld = this.World.PhysicWorld as FarseerWorld; ///border border = new Border(fworld, factory, GraphicInfo, factory.CreateTexture2DColor(1, 1, Color.Red)); ///from texture { Texture2D tex = factory.GetTexture2D("Textures//goo"); IModelo2D model = new SpriteFarseer(tex); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, model); I2DObject o = new I2DObject(fs, mat, model); o.PhysicObject.Position = new Vector2(200, 0); this.World.AddObject(o); } ///from texture, scale usage sample { Texture2D tex = factory.GetTexture2D("Textures//goo"); tex = factory.GetScaledTexture(tex, new Vector2(2)); IModelo2D model = new SpriteFarseer(tex); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, model); I2DObject o = new I2DObject(fs, mat, model); o.OnHasMoved += new PloobsEngine.SceneControl._2DScene.OnHasMoved(o_OnHasMoved); this.World.AddObject(o); } ///rectangle Vertices verts = PolygonTools.CreateRectangle(50, 50); { IModelo2D model = new SpriteFarseer(factory, verts, Color.Orange); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, model); I2DObject o = new I2DObject(fs, mat, model); o.PhysicObject.Position = new Vector2(-200, 0); this.World.AddObject(o); } ///circle CircleShape circle = new CircleShape(50, 1); { IModelo2D model = new SpriteFarseer(factory, circle, Color.Orange); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, model); I2DObject o = new I2DObject(fs, mat, model); o.PhysicObject.Position = new Vector2(200, -100); this.World.AddObject(o); } ///animated sprite { Texture2D tex = factory.GetTexture2D("Textures//DudeSheet"); SpriteAnimated sa = new SpriteAnimated(tex, 8, 2); sa.AddAnimation("ANIM1", 1, 8, 0); sa.AddAnimation("ANIM2", 2, 4, MathHelper.PiOver2); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); Texture2D frame = factory.GetTexturePart(tex, sa.GetFrameRectangle("ANIM1", 0)); FarseerObject fs = new FarseerObject(fworld, frame); //GhostObject fs = new GhostObject(Vector2.Zero); sheet = new I2DObject(fs, mat, sa); sheet.PhysicObject.Position = new Vector2(500, 0); this.World.AddObject(sheet); } { PointLight2D l = new PointLight2D(new Vector2(-GraphicInfo.BackBufferWidth / 4, -GraphicInfo.BackBufferWidth / 4), Color.Red, 1); this.World.AddLight(l); } { SpotLight2D l = new SpotLight2D(new Vector2(+GraphicInfo.BackBufferWidth / 4, -GraphicInfo.BackBufferWidth / 4), Color.Blue, new Vector2(0, 1), MathHelper.ToRadians(45)); this.World.AddLight(l); } { SimpleConcreteKeyboardInputPlayable sc = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Space); sc.KeyStateChange += new KeyStateChange(sc_KeyStateChange); this.BindInput(sc); } ///camera this.World.Camera2D = new Camera2D(GraphicInfo); DPFSParticleSystem ps = new DPFSParticleSystem("TESTE", new SpriteParticleSystem(null)); this.World.ParticleManager.AddAndInitializeParticleSystem(ps); ///add a post effect =P //this.RenderTechnic.AddPostEffect(new WigglePostEffect()); ///updateable JointUpdateable ju = new JointUpdateable(this, fworld, this.World.Camera2D); base.LoadContent(GraphicInfo, factory, contentManager); { NeoforceGui guiManager = this.Gui as NeoforceGui; System.Diagnostics.Debug.Assert(guiManager != null); // Create and setup Window control. Window window = new Window(guiManager.Manager); window.Init(); window.Text = "Getting Started"; window.Width = 480; window.Height = 200; window.Center(); window.Visible = true; // Create Button control and set the previous window as its parent. Button button = new Button(guiManager.Manager); button.Init(); button.Text = "OK"; button.Width = 72; button.Height = 24; button.Left = (window.ClientWidth / 2) - (button.Width / 2); button.Top = window.ClientHeight - button.Height - 8; button.Anchor = Anchors.Bottom; button.Parent = window; // Add the window control to the manager processing queue. guiManager.Manager.Add(window); } }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SnowParticleSystem snow = new SnowParticleSystem(); DPFSParticleSystem ps = new DPFSParticleSystem("snow", snow); this.World.ParticleManager.AddAndInitializeParticleSystem(ps); ///cant set emiter position before adding the particle ///IF YOU DO SO, IT WILL NOT WORK snow.Emitter.PositionData.Position = new Vector3(500, 0, 0); } ObjectThrowSmokeParticle ot = new ObjectThrowSmokeParticle(this); this.AddScreenUpdateable(ot); ///OUR Classic Model { ///Create the xml file model extractor ///Loads a XML file that was export by our 3DS MAX plugin ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ///Extract all the XML info (Model,Cameras, ...) ModelLoaderData data = ext.Load(factory, GraphicInfo, "ilha"); ///Create the WOrld Loader ///Convert the ModelLoaderData in World Entities WorldLoader wl = new WorldLoader(); ///all default wl.LoadWorld(factory, GraphicInfo, World, data); } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-10), new Vector3(-200, 150, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IContentManager contentManager) { tile = factory.GetTexture2D("Textures/tile"); FarseerWorld fworld = this.World.PhysicWorld as FarseerWorld; ///border border = new Border(fworld, factory, GraphicInfo, factory.CreateTexture2DColor(1, 1, Color.Red)); ///from texture { Texture2D tex = factory.GetTexture2D("Textures//goo"); IModelo2D model = new SpriteFarseer(tex); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, tex); I2DObject o = new I2DObject(fs, mat, model); o.OnHasMoved += new PloobsEngine.SceneControl._2DScene.OnHasMoved(o_OnHasMoved); this.World.AddObject(o); } ///from texture, scale usage sample { Texture2D tex = factory.GetTexture2D("Textures//goo"); tex = factory.GetScaledTexture(tex, new Vector2(2)); IModelo2D model = new SpriteFarseer(tex); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, tex); I2DObject o = new I2DObject(fs, mat, model); this.World.AddObject(o); } ///rectangle Vertices verts = PolygonTools.CreateRectangle(5, 5); { IModelo2D model = new SpriteFarseer(factory, verts, Color.Orange); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, verts); I2DObject o = new I2DObject(fs, mat, model); this.World.AddObject(o); } ///circle CircleShape circle = new CircleShape(5, 1); { IModelo2D model = new SpriteFarseer(factory, circle, Color.Orange); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, circle); I2DObject o = new I2DObject(fs, mat, model); this.World.AddObject(o); } ///camera this.World.Camera2D = new Camera2D(GraphicInfo); DPFSParticleSystem ps = new DPFSParticleSystem("TESTE", new SpriteParticleSystem(null)); this.World.ParticleManager.AddAndInitializeParticleSystem(ps); ///add a post effect =P //this.RenderTechnic.AddPostEffect(new WigglePostEffect()); ///updateable JointUpdateable ju = new JointUpdateable(this, fworld, this.World.Camera2D); base.LoadContent(GraphicInfo, factory, contentManager); }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IContentManager contentManager) { tile = factory.GetTexture2D("Textures/tile"); FarseerWorld fworld = this.World.PhysicWorld as FarseerWorld; ///border border = new Border(fworld, factory, GraphicInfo, factory.CreateTexture2DColor(1, 1, Color.Red)); ///from texture { Texture2D tex = factory.GetTexture2D("Textures//goo"); IModelo2D model = new SpriteFarseer(tex); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, model); I2DObject o = new I2DObject(fs, mat, model); o.PhysicObject.Position = new Vector2(200, 0); this.World.AddObject(o); } ///from texture, scale usage sample { Texture2D tex = factory.GetTexture2D("Textures//goo"); tex = factory.GetScaledTexture(tex, new Vector2(2)); IModelo2D model = new SpriteFarseer(tex); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, model); I2DObject o = new I2DObject(fs, mat, model); o.OnHasMoved += new PloobsEngine.SceneControl._2DScene.OnHasMoved(o_OnHasMoved); this.World.AddObject(o); } ///rectangle Vertices verts = PolygonTools.CreateRectangle(50, 50); { IModelo2D model = new SpriteFarseer(factory, verts, Color.Orange); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, model); I2DObject o = new I2DObject(fs, mat, model); o.PhysicObject.Position = new Vector2(-200, 0); this.World.AddObject(o); } ///circle CircleShape circle = new CircleShape(50, 1); { IModelo2D model = new SpriteFarseer(factory, circle , Color.Orange); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, model); I2DObject o = new I2DObject(fs, mat, model); o.PhysicObject.Position = new Vector2(200, -100); this.World.AddObject(o); } ///animated sprite { Texture2D tex = factory.GetTexture2D("Textures//DudeSheet"); SpriteAnimated sa = new SpriteAnimated(tex, 8, 2); sa.AddAnimation("ANIM1", 1, 8,0); sa.AddAnimation("ANIM2", 2, 4, MathHelper.PiOver2); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); Texture2D frame = factory.GetTexturePart(tex,sa.GetFrameRectangle("ANIM1",0)); FarseerObject fs = new FarseerObject(fworld, frame); //GhostObject fs = new GhostObject(Vector2.Zero); sheet = new I2DObject(fs, mat, sa); sheet.PhysicObject.Position = new Vector2(500, 0); this.World.AddObject(sheet); } { PointLight2D l = new PointLight2D(new Vector2(-GraphicInfo.BackBufferWidth / 4, -GraphicInfo.BackBufferWidth / 4), Color.Red, 1); this.World.AddLight(l); } { SpotLight2D l = new SpotLight2D(new Vector2(+GraphicInfo.BackBufferWidth / 4, -GraphicInfo.BackBufferWidth / 4), Color.Blue, new Vector2(0, 1), MathHelper.ToRadians(45)); this.World.AddLight(l); } { SimpleConcreteKeyboardInputPlayable sc = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS,Keys.Space); sc.KeyStateChange+=new KeyStateChange(sc_KeyStateChange); this.BindInput(sc); } ///camera this.World.Camera2D = new Camera2D(GraphicInfo); DPFSParticleSystem ps = new DPFSParticleSystem("TESTE", new SpriteParticleSystem(null)); this.World.ParticleManager.AddAndInitializeParticleSystem(ps); ///add a post effect =P //this.RenderTechnic.AddPostEffect(new WigglePostEffect()); ///updateable JointUpdateable ju = new JointUpdateable(this, fworld, this.World.Camera2D); base.LoadContent(GraphicInfo, factory, contentManager); }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IContentManager contentManager) { tile = factory.GetTexture2D("Textures/tile"); FarseerWorld fworld = this.World.PhysicWorld as FarseerWorld; ///border border = new Border(fworld, factory, GraphicInfo, factory.CreateTexture2DColor(1, 1, Color.Red)); ///from texture, scale usage sample { Texture2D tex = factory.GetTexture2D("Textures//goo"); tex = factory.GetScaledTexture(tex, new Vector2(3)); IModelo2D model = new SpriteFarseer(tex); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, tex); fs.Position = new Vector2(0, 50); partobj = new I2DObject(fs, mat, model); partobj.OnHasMoved += new PloobsEngine.SceneControl._2DScene.OnHasMoved(o_OnHasMoved); this.World.AddObject(partobj); } Vertices verts = PolygonTools.CreateRectangle(150, 150); { IModelo2D model = new SpriteFarseer(factory, verts, Color.Green); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, model, 1, BodyType.Dynamic); I2DObject o = new I2DObject(fs, mat, model); ///the origin of the created object will be in the center of it, this mean: if we draw it, the center of mass of it will be on the midle of the screen ///We need to translate it a bit down o.PhysicObject.Position = new Vector2(100, 100); this.World.AddObject(o); } //circle verts = PolygonTools.CreateCircle(150, 150); { IModelo2D model = new SpriteFarseer(factory, verts, Color.Orange); Basic2DTextureMaterial mat = new Basic2DTextureMaterial(); FarseerObject fs = new FarseerObject(fworld, model, 1, BodyType.Dynamic); I2DObject o = new I2DObject(fs, mat, model); o.PhysicObject.Position = new Vector2(-100, -100); this.World.AddObject(o); } ///camera this.World.Camera2D = new Camera2D(GraphicInfo); DPFSParticleSystem ps = new DPFSParticleSystem("TESTE", new SpriteParticleSystem(null)); this.World.ParticleManager.AddAndInitializeParticleSystem(ps); ///updateable ju = new JointUpdateable(this, fworld, this.World.Camera2D); base.LoadContent(GraphicInfo, factory, contentManager); }