コード例 #1
0
        public DistortionSample(Microsoft.Xna.Framework.Game game)
            : base(game)
        {
            SampleFramework.IsMouseVisible = false;
            _graphicsScreen             = new DeferredGraphicsScreen(Services);
            _graphicsScreen.DrawReticle = true;
            GraphicsService.Screens.Insert(0, _graphicsScreen);
            GameObjectService.Objects.Add(new DeferredGraphicsOptionsObject(Services));

            Services.Register(typeof(DebugRenderer), null, _graphicsScreen.DebugRenderer);
            Services.Register(typeof(IScene), null, _graphicsScreen.Scene);

            // Add gravity and damping to the physics simulation.
            Simulation.ForceEffects.Add(new Gravity());
            Simulation.ForceEffects.Add(new Damping());

            // Add a custom game object which controls the camera.
            var cameraGameObject = new CameraObject(Services);

            GameObjectService.Objects.Add(cameraGameObject);
            _graphicsScreen.ActiveCameraNode = cameraGameObject.CameraNode;

            GameObjectService.Objects.Add(new GrabObject(Services));
            GameObjectService.Objects.Add(new StaticSkyObject(Services)); // Skybox + some lights.

            //GameObjectService.Objects.Add(new GroundObject(Services));
            // Add a ground plane with some detail to see the water refractions.
            Simulation.RigidBodies.Add(new RigidBody(new PlaneShape(new Vector3F(0, 1, 0), 0)));
            GameObjectService.Objects.Add(new StaticObject(Services, "Gravel/Gravel", 1, new Pose(new Vector3F(0, 0.001f, 0))));

            GameObjectService.Objects.Add(new DudeObject(Services));
            GameObjectService.Objects.Add(new DynamicObject(Services, 1));
            GameObjectService.Objects.Add(new DynamicObject(Services, 2));
            GameObjectService.Objects.Add(new DynamicObject(Services, 3));
            GameObjectService.Objects.Add(new DynamicObject(Services, 5));
            GameObjectService.Objects.Add(new DynamicObject(Services, 6));
            GameObjectService.Objects.Add(new DynamicObject(Services, 7));
            GameObjectService.Objects.Add(new ObjectCreatorObject(Services));
            GameObjectService.Objects.Add(new FogObject(Services));
            GameObjectService.Objects.Add(new CampfireObject(Services));
            GameObjectService.Objects.Add(new LavaBallsObject(Services));

            // Add a few palm trees.
            Random random = new Random(12345);

            for (int i = 0; i < 10; i++)
            {
                Vector3F  position    = new Vector3F(random.NextFloat(-3, -8), 0, random.NextFloat(0, -5));
                Matrix33F orientation = Matrix33F.CreateRotationY(random.NextFloat(0, ConstantsF.TwoPi));
                float     scale       = random.NextFloat(0.5f, 1.2f);
                GameObjectService.Objects.Add(new StaticObject(Services, "PalmTree/palm_tree", scale, new Pose(position, orientation)));
            }

            // Add DistortionFilter to post-processors.
            _distortionFilter = new DistortionFilter(GraphicsService, ContentManager);
            _graphicsScreen.PostProcessors.Add(_distortionFilter);

            // Add 3 particle systems.
            // The ParticleSystems are added to the IParticleSystemService.
            // The ParticleSystemNodes are added to the Scene of the DistortionFilter - not the usual Scene!
            _fireDistortionParticleSystemNode = new ParticleSystemNode(CreateFireDistortionParticleSystem())
            {
                PoseLocal = new Pose(new Vector3F(0, 0f, -1), Matrix33F.CreateRotationX(ConstantsF.PiOver2)),
            };
            ParticleSystemService.ParticleSystems.Add(_fireDistortionParticleSystemNode.ParticleSystem);
            _distortionFilter.Scene.Children.Add(_fireDistortionParticleSystemNode);

            _explosionDistortionParticleSystemNode = new ParticleSystemNode(CreateExplosionDistortionParticleSystem())
            {
                PoseLocal = new Pose(new Vector3F(0, 0, -1)),
            };
            ParticleSystemService.ParticleSystems.Add(_explosionDistortionParticleSystemNode.ParticleSystem);
            _distortionFilter.Scene.Children.Add(_explosionDistortionParticleSystemNode);

            _novaDistortionParticleSystemNode = new ParticleSystemNode(CreateNovaDistortionParticleSystem())
            {
                PoseLocal = new Pose(new Vector3F(0, 0.5f, -1), Matrix33F.CreateRotationX(ConstantsF.PiOver2)),
            };
            ParticleSystemService.ParticleSystems.Add(_novaDistortionParticleSystemNode.ParticleSystem);
            _distortionFilter.Scene.Children.Add(_novaDistortionParticleSystemNode);
        }
コード例 #2
0
    public DistortionSample(Microsoft.Xna.Framework.Game game)
      : base(game)
    {
      SampleFramework.IsMouseVisible = false;
      _graphicsScreen = new DeferredGraphicsScreen(Services);
      _graphicsScreen.DrawReticle = true;
      GraphicsService.Screens.Insert(0, _graphicsScreen);
      GameObjectService.Objects.Add(new DeferredGraphicsOptionsObject(Services));

      Services.Register(typeof(DebugRenderer), null, _graphicsScreen.DebugRenderer);
      Services.Register(typeof(IScene), null, _graphicsScreen.Scene);

      // Add gravity and damping to the physics simulation.
      Simulation.ForceEffects.Add(new Gravity());
      Simulation.ForceEffects.Add(new Damping());

      // Add a custom game object which controls the camera.
      var cameraGameObject = new CameraObject(Services);
      GameObjectService.Objects.Add(cameraGameObject);
      _graphicsScreen.ActiveCameraNode = cameraGameObject.CameraNode;

      GameObjectService.Objects.Add(new GrabObject(Services));
      GameObjectService.Objects.Add(new StaticSkyObject(Services)); // Skybox + some lights.

      //GameObjectService.Objects.Add(new GroundObject(Services));
      // Add a ground plane with some detail to see the water refractions.
      Simulation.RigidBodies.Add(new RigidBody(new PlaneShape(new Vector3F(0, 1, 0), 0)));
      GameObjectService.Objects.Add(new StaticObject(Services, "Gravel/Gravel", 1, new Pose(new Vector3F(0, 0.001f, 0))));

      GameObjectService.Objects.Add(new DudeObject(Services));
      GameObjectService.Objects.Add(new DynamicObject(Services, 1));
      GameObjectService.Objects.Add(new DynamicObject(Services, 2));
      GameObjectService.Objects.Add(new DynamicObject(Services, 3));
      GameObjectService.Objects.Add(new DynamicObject(Services, 5));
      GameObjectService.Objects.Add(new DynamicObject(Services, 6));
      GameObjectService.Objects.Add(new DynamicObject(Services, 7));
      GameObjectService.Objects.Add(new ObjectCreatorObject(Services));
      GameObjectService.Objects.Add(new FogObject(Services));
      GameObjectService.Objects.Add(new CampfireObject(Services));
      GameObjectService.Objects.Add(new LavaBallsObject(Services));

      // Add a few palm trees.
      Random random = new Random(12345);
      for (int i = 0; i < 10; i++)
      {
        Vector3F position = new Vector3F(random.NextFloat(-3, -8), 0, random.NextFloat(0, -5));
        Matrix33F orientation = Matrix33F.CreateRotationY(random.NextFloat(0, ConstantsF.TwoPi));
        float scale = random.NextFloat(0.5f, 1.2f);
        GameObjectService.Objects.Add(new StaticObject(Services, "PalmTree/palm_tree", scale, new Pose(position, orientation)));
      }

      // Add DistortionFilter to post-processors.
      _distortionFilter = new DistortionFilter(GraphicsService, ContentManager);
      _graphicsScreen.PostProcessors.Add(_distortionFilter);

      // Add 3 particle systems. 
      // The ParticleSystems are added to the IParticleSystemService.
      // The ParticleSystemNodes are added to the Scene of the DistortionFilter - not the usual Scene!
      _fireDistortionParticleSystemNode = new ParticleSystemNode(CreateFireDistortionParticleSystem())
      {
        PoseLocal = new Pose(new Vector3F(0, 0f, -1), Matrix33F.CreateRotationX(ConstantsF.PiOver2)),
      };
      ParticleSystemService.ParticleSystems.Add(_fireDistortionParticleSystemNode.ParticleSystem);
      _distortionFilter.Scene.Children.Add(_fireDistortionParticleSystemNode);

      _explosionDistortionParticleSystemNode = new ParticleSystemNode(CreateExplosionDistortionParticleSystem())
      {
        PoseLocal = new Pose(new Vector3F(0, 0, -1)),
      };
      ParticleSystemService.ParticleSystems.Add(_explosionDistortionParticleSystemNode.ParticleSystem);
      _distortionFilter.Scene.Children.Add(_explosionDistortionParticleSystemNode);

      _novaDistortionParticleSystemNode = new ParticleSystemNode(CreateNovaDistortionParticleSystem())
      {
        PoseLocal = new Pose(new Vector3F(0, 0.5f, -1), Matrix33F.CreateRotationX(ConstantsF.PiOver2)),
      };
      ParticleSystemService.ParticleSystems.Add(_novaDistortionParticleSystemNode.ParticleSystem);
      _distortionFilter.Scene.Children.Add(_novaDistortionParticleSystemNode);
    }