コード例 #1
0
        protected virtual void setupEnvironment()
        {
            // add skybox cube
            var mesh = SSAssetManager.GetInstance<SSMesh_wfOBJ>("./skybox/","skybox.obj");
            SSObject skyboxCube = new SSObjectMesh(mesh);
            environmentScene.AddObject(skyboxCube);
            skyboxCube.Scale = new Vector3(0.7f);
            skyboxCube.renderState.lighted = false;

            // scene.addObject(skyboxCube);

            SSObject skyboxStars = new SSObjectMesh(new SimpleStarfieldMesh(1600));
            environmentScene.AddObject(skyboxStars);
            skyboxStars.renderState.lighted = false;
        }
コード例 #2
0
        public void setupScene()
        {
            scene = new SSScene ();

            var lightPos = new Vector3 (5.0f, 40.0f, 10.0f);
            // 0. Add Lights
            var light = new SSLight (LightName.Light0);
            light.Pos = lightPos;
            scene.addLight(light);

            // 1. Add Objects
            SSObject triObj;
            scene.addObject (triObj = new SSObjectTriangle () );
            triObj.Pos = lightPos;

            // add drone
            SSObject droneObj = new SSObjectMesh (new SSMesh_wfOBJ (SSAssetManager.mgr.getContext ("./drone2/"), "drone2.obj", true, shaderPgm));
            scene.addObject (this.activeModel = droneObj);
            droneObj.renderState.lighted = true;
            droneObj.ambientMatColor = new Color4(0.2f,0.2f,0.2f,0.2f);
            droneObj.diffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj.specularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj.shininessMatColor = 10.0f;
            droneObj.MouseDeltaOrient(-40.0f,0.0f);
            droneObj.Pos = new OpenTK.Vector3(-5,0,0);

            // add second drone

            SSObject drone2Obj = new SSObjectMesh(
                new SSMesh_wfOBJ(SSAssetManager.mgr.getContext("./drone2/"), "drone2.obj", true, shaderPgm)
                );
            scene.addObject (drone2Obj);
            drone2Obj.renderState.lighted = true;
            drone2Obj.ambientMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            drone2Obj.diffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            drone2Obj.shininessMatColor = 10.0f;
            drone2Obj.Pos = new OpenTK.Vector3(20,0,0);
            drone2Obj.MouseDeltaOrient(20.0f,0.0f);

            // last. Add Camera

            scene.addObject (scene.activeCamera =
                    new SSCameraThirdPerson (droneObj));
        }
コード例 #3
0
        protected override void setupScene()
        {
            base.setupScene ();

            // checkerboard floor
            #if true
            {
                SSTexture tex = SSAssetManager.GetInstance<SSTexture> (".", "checkerboard.png");
                const float tileSz = 4f;
                const int gridSz = 10;
                var tileVertices = new SSVertex_PosNormTex[SSTexturedNormalQuad.c_doubleFaceVertices.Length];
                SSTexturedNormalQuad.c_doubleFaceVertices.CopyTo(tileVertices, 0);
                for (int v = 0; v < tileVertices.Length; ++v) {
                    tileVertices[v].TexCoord *= (float)gridSz;
                }

                var quadMesh = new SSVertexMesh<SSVertex_PosNormTex>(tileVertices);
                quadMesh.textureMaterial = new SSTextureMaterial(tex);
                var tileObj = new SSObjectMesh(quadMesh);
                tileObj.Name = "Tiles";
                tileObj.Selectable = false;
                tileObj.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, (float)Math.PI/2f));
                tileObj.Scale = new Vector3(tileSz * gridSz);
                //tileObj.boundingSphere = new SSObjectSphere(0f);
                scene.AddObject(tileObj);
            }
            #endif

            // skeleton mesh test
            #if true
            {
                SSSkeletalAnimation animIdle
                    = SSAssetManager.GetInstance<SSSkeletalAnimationMD5>("./boneman", "boneman_idle.md5anim");
                SSSkeletalAnimation animRunning
                    = SSAssetManager.GetInstance<SSSkeletalAnimationMD5>("./boneman", "boneman_running.md5anim");
                SSSkeletalAnimation animAttack
                = SSAssetManager.GetInstance<SSSkeletalAnimationMD5>("./boneman", "boneman_attack.md5anim");

                SSSkeletalMesh[] meshes
                    = SSAssetManager.GetInstance<SSSkeletalMeshMD5[]>("./boneman", "boneman.md5mesh");
                var tex = SSAssetManager.GetInstance<SSTexture>("./boneman", "skin.png");
                foreach (var skeliMesh in meshes) {

                #if true
                var renderMesh0 = new SSSkeletalRenderMesh(skeliMesh);
                var obj0 = new SSObjectMesh(renderMesh0);
                obj0.MainColor = Color4.DarkGray;
                obj0.Name = "grey bones (bind pose)";
                obj0.Pos = new Vector3(-18f, 0f, -18f);
                obj0.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                scene.AddObject(obj0);

                tracker0 = new SSSimpleObjectTrackingJoint(obj0);
                tracker0.jointPositionLocal = animIdle.computeJointFrame(11, 0).position;
                tracker0.neutralViewOrientationLocal = animIdle.computeJointFrame(11, 0).orientation;
                tracker0.neutralViewDirectionBindPose = Vector3.UnitY;
                tracker0.neutralViewUpBindPose = Vector3.UnitZ;
                renderMesh0.addCustomizedJoint(11, tracker0);
                #endif

                #if true
                var renderMesh1 = new SSSkeletalRenderMesh(skeliMesh);
                var obj1 = new SSObjectMesh(renderMesh1);
                obj1.MainColor = Color4.DarkRed;
                obj1.Name = "red bones (running loop)";
                obj1.Pos = new Vector3(6f, 0f, -12f);
                obj1.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                scene.AddObject(obj1);

                renderMesh1.playAnimationLoop(animRunning, 0f);
                #endif

                #if true
                var renderMesh2 = new SSSkeletalRenderMesh(skeliMesh);
                renderMesh2.playAnimationLoop(animIdle, 0f, "all");
                renderMesh2.playAnimationLoop(animRunning, 0f, "LeftClavicle", "RightClavicle");
                var obj2 = new SSObjectMesh(renderMesh2);
                obj2.MainColor = Color.Green;
                obj2.Name = "green bones (idle + running loop mixed)";
                obj2.Pos = new Vector3(0f, 0f, -12f);
                obj2.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                scene.AddObject(obj2);
                #endif

                #if true
                var renderMesh3 = new SSSkeletalRenderMesh(skeliMesh);
                renderMesh3.playAnimationLoop(animIdle, 0f, "all");
                var obj3 = new SSObjectMesh(renderMesh3);
                obj3.MainColor = Color.DarkCyan;
                obj3.Name = "blue bones (idle loop)";
                obj3.Pos = new Vector3(-6f, 0f, -12f);
                obj3.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                scene.AddObject(obj3);
                #endif

                // state machines setup for skeletal render mesh 4 and 5
                var skeletonWalkDescr = new SSAnimationStateMachine();
                skeletonWalkDescr.addState("idle", animIdle, true);
                skeletonWalkDescr.addState("running1", animRunning);
                skeletonWalkDescr.addState("running2", animRunning);
                skeletonWalkDescr.addAnimationEndsTransition("idle", "running1", 0.3f);
                skeletonWalkDescr.addAnimationEndsTransition("running1", "running2", 0f);
                skeletonWalkDescr.addAnimationEndsTransition("running2", "idle", 0.3f);

                var skeletonAttackDescr = new SSAnimationStateMachine();
                skeletonAttackDescr.addState("inactive", null, true);
                skeletonAttackDescr.addState("attack", animAttack);
                skeletonAttackDescr.addStateTransition(null, "attack", 0.5f);
                skeletonAttackDescr.addAnimationEndsTransition("attack", "inactive", 0.5f);

                #if true
                // state machine test (in slow motion)
                var renderMesh4 = new SSSkeletalRenderMesh(skeliMesh);
                renderMesh4.timeScale = 0.25f;

                var obj4 = new SSObjectMesh(renderMesh4);
                obj4.MainColor = Color.DarkMagenta;
                obj4.Name = "magenta bones (looping idle/walk; interactive attack; slowmo)";
                obj4.Pos = new Vector3(-12f, 0f, 0f);
                obj4.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                scene.AddObject(obj4);

                var renderMesh4WallSm = renderMesh4.addStateMachine(skeletonWalkDescr, "all");
                renderMesh4AttackSm = renderMesh4.addStateMachine(skeletonAttackDescr, "LeftClavicle", "RightClavicle");

                tracker4 = new SSSimpleObjectTrackingJoint(obj4);
                tracker4.jointPositionLocal = animRunning.computeJointFrame(11, 0).position;
                tracker4.neutralViewOrientationLocal = animRunning.computeJointFrame(11, 0).orientation;
                tracker4.neutralViewDirectionBindPose = Vector3.UnitY;
                renderMesh4.addCustomizedJoint(11, tracker4);
                #endif

                #if true
                // another mesh, using the same state machine but running at normal speed
                var renderMesh5 = new SSSkeletalRenderMesh(skeliMesh);
                var renderMesh5WalkSm = renderMesh5.addStateMachine(skeletonWalkDescr, "all");
                renderMesh5AttackSm = renderMesh5.addStateMachine(skeletonAttackDescr, "LeftClavicle", "RightClavicle");
                var obj5 = new SSObjectMesh(renderMesh5);
                obj5.Name = "orange bones (looping idle/walk, interactive attack + parametric neck rotation)";
                obj5.Pos = new Vector3(12f, 0f, 0f);
                obj5.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                obj5.MainColor = Color4.DarkOrange;
                scene.AddObject(obj5);

                renderMesh5NeckJoint = new SSPolarJoint();
                renderMesh5NeckJoint.positionOffset = new Vector3(0f, 0.75f, 0f);
                renderMesh5.addCustomizedJoint("UpperNek", renderMesh5NeckJoint);
                #endif
                }
            }
            #endif

            #if true
            // bob mesh test
            {
                var bobMeshes = SSAssetManager.GetInstance<SSSkeletalMeshMD5[]>(
                    "./bob_lamp/", "bob_lamp_update.md5mesh");
                var bobAnim = SSAssetManager.GetInstance<SSSkeletalAnimationMD5>(
                    "./bob_lamp/", "bob_lamp_update.md5anim");
                var bobRender = new SSSkeletalRenderMesh(bobMeshes);
                bobRender.playAnimationLoop(bobAnim, 0f);
                bobRender.alphaBlendingEnabled = true;
                bobRender.timeScale = 0.5f;
                var bobObj = new SSObjectMesh(bobRender);
                bobObj.Name = "Bob";
                bobObj.Pos = new Vector3(10f, 0f, 10f);
                bobObj.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI/2f));
                scene.AddObject(bobObj);
            }
            #endif
        }
コード例 #4
0
        protected override void setupScene()
        {
            base.setupScene ();

            var mesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("./drone2/", "Drone2.obj");

            // add drone
            SSObject droneObj = new SSObjectMesh (mesh);
            main3dScene.AddObject (droneObj);
            droneObj.renderState.lighted = true;
            droneObj.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            droneObj.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj.ShininessMatColor = 10.0f;
            //droneObj.EulerDegAngleOrient(-40.0f,0.0f);
            droneObj.Pos = new OpenTK.Vector3(0f, 0f, -15f);
            droneObj.Name = "drone 1";

            // add second drone

            SSObject drone2Obj = new SSObjectMesh(
                SSAssetManager.GetInstance<SSMesh_wfOBJ>("./drone2/", "Drone2.obj")
            );
            main3dScene.AddObject (drone2Obj);
            drone2Obj.renderState.lighted = true;
            drone2Obj.AmbientMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            drone2Obj.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            drone2Obj.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            drone2Obj.ShininessMatColor = 10.0f;
            drone2Obj.EulerDegAngleOrient(-40f, 0f);
            drone2Obj.Pos = new OpenTK.Vector3(0f, 0f, 0f);
            drone2Obj.Name = "drone 2";

            // instanced asteroid ring
            //if (false)
            {
                var roidmesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("simpleasteroid", "asteroid.obj");
                var ringGen = new BodiesRingGenerator (
                    120f, 50f,
                    Vector3.Zero, Vector3.UnitY, 250f,
                    0f, (float)Math.PI*2f,
                    1f, 3f, 1f, 0.5f
                    //10f, 30f, 1f, 20f
                );

                var ringEmitter = new SSBodiesFieldEmitter (ringGen);
                ringEmitter.particlesPerEmission = 10000;
                //ringEmitter.ParticlesPerEmission = 10;

                var ps = new SSParticleSystemData(10000);
                ps.addEmitter(ringEmitter);
                Console.WriteLine ("Packing 10k asteroids into a ring. This may take a second...");
                ps.emitAll();
                asteroidRingRenderer = new SSInstancedMeshRenderer (ps, roidmesh, BufferUsageHint.StaticDraw);
                asteroidRingRenderer.simulateOnUpdate = false;
                asteroidRingRenderer.Name = "instanced asteroid renderer";
                asteroidRingRenderer.renderState.castsShadow = true;
                asteroidRingRenderer.renderState.receivesShadows = true;
                asteroidRingRenderer.selectable = true;
                asteroidRingRenderer.useBVHForIntersections = true;
                main3dScene.AddObject (asteroidRingRenderer);
            }

            // particle system test
            // particle systems should be drawn last (if it requires alpha blending)
            //if (false)
            {
                // setup an emitter
                var box = new ParticlesSphereGenerator (new Vector3(0f, 0f, 0f), 10f);
                var emitter = new SSParticlesFieldEmitter (box);
                //emitter.EmissionDelay = 5f;
                emitter.particlesPerEmission = 1;
                emitter.emissionInterval = 0.5f;
                emitter.life = 1000f;
                emitter.colorOffsetComponentMin = new Color4 (0.5f, 0.5f, 0.5f, 1f);
                emitter.colorOffsetComponentMax = new Color4 (1f, 1f, 1f, 1f);
                emitter.velocityComponentMax = new Vector3 (.3f);
                emitter.velocityComponentMin = new Vector3 (-.3f);
                emitter.angularVelocityMin = new Vector3 (-0.5f);
                emitter.angularVelocityMax = new Vector3 (0.5f);
                emitter.dragMin = 0f;
                emitter.dragMax = .1f;
                RectangleF[] uvRects = new RectangleF[18*6];
                float tileWidth = 1f / 18f;
                float tileHeight = 1f / 6f;
                for (int r = 0; r < 6; ++r) {
                    for (int c = 0; c < 18; ++c) {
                        uvRects [r*18 + c] = new RectangleF (tileWidth * (float)r,
                            tileHeight * (float)c,
                            tileWidth,
                            tileHeight);
                    }
                }
                emitter.spriteRectangles = uvRects;

                var periodicExplosiveForce = new SSPeriodicExplosiveForceEffector ();
                periodicExplosiveForce.effectInterval = 3f;
                periodicExplosiveForce.explosiveForceMin = 1000f;
                periodicExplosiveForce.explosiveForceMax = 5000f;
                periodicExplosiveForce.effectDelay = 5f;
                periodicExplosiveForce.centerMin = new Vector3 (-30f, -30f, -30f);
                periodicExplosiveForce.centerMax = new Vector3 (+30f, +30f, +30f);
                //periodicExplosiveForce.Center = new Vector3 (10f);

                // make a particle system
                SSParticleSystemData cubesPs = new SSParticleSystemData (1000);
                cubesPs.addEmitter(emitter);
                cubesPs.addEffector (periodicExplosiveForce);

                // test a renderer
                var tex = SSAssetManager.GetInstance<SSTextureWithAlpha>(".", "elements.png");
                var cubesRenderer = new SSInstancedMeshRenderer (cubesPs, SSTexturedNormalCube.Instance);
                cubesRenderer.Pos = new Vector3 (0f, 0f, -30f);
                cubesRenderer.alphaBlendingEnabled = false;
                cubesRenderer.Name = "cube particle renderer";
                cubesRenderer.renderState.castsShadow = true;
                cubesRenderer.renderState.receivesShadows = true;
                cubesRenderer.textureMaterial = new SSTextureMaterial (null, null, tex, null);
                cubesRenderer.selectable = true;
                main3dScene.AddObject(cubesRenderer);
                //cubesRenderer.renderState.visible = false;

                // test explositons
                //if (false)
                {
                    SExplosionRenderManager aer = new SExplosionRenderManager (100);
                    aer.Pos = cubesRenderer.Pos;
                    alpha3dScene.AddObject (aer);

                    periodicExplosiveForce.explosionEventHandlers += (pos, force) => {
                        aer.showExplosion(pos, force/periodicExplosiveForce.explosiveForceMin*1.5f);
                    };
                }
            }
        }
コード例 #5
0
        protected Vector3 _neutralViewYLocal; // "Y"

        #endregion Fields

        #region Constructors

        public SSSimpleObjectTrackingJoint(SSObjectMesh hostObject, SSObject target = null)
        {
            _hostObject = hostObject;
            targetObject = target;
        }
コード例 #6
0
ファイル: TestBench2.cs プロジェクト: kniteli/SimpleScene
        protected override void setupScene()
        {
            base.setupScene ();

            laserOccDiskScene3d = new SSScene (mainShader, pssmShader, instancingShader, instancingPssmShader);
            laserFlareScene2d = new SSScene (mainShader, pssmShader, instancingShader, instancingPssmShader);

            var mesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("./drone2/", "Drone2.obj");

            // add drones
            droneObj1 = new SSObjectMesh (mesh);
            droneObj1.Pos = new OpenTK.Vector3(-20f, 0f, -15f);
            droneObj1.Orient(Quaternion.FromAxisAngle(Vector3.UnitY, (float)Math.PI/2f));
            droneObj1.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            droneObj1.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj1.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj1.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            //droneObj1.renderState.visible = false;
            droneObj1.Name = "attacker drone";
            main3dScene.AddObject (droneObj1);

            droneObj2 = new SSObjectMesh (mesh);
            droneObj2.Pos = new OpenTK.Vector3(20f, 0f, -15f);
            droneObj2.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            droneObj2.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj2.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj2.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            droneObj2.Name = "target drone";
            droneObj2.MainColor = new Color4(1f, 0f, 0.7f, 1f);
            //droneObj2.renderState.visible = false;
            main3dScene.AddObject (droneObj2);

            // manages laser objects
            laserManager = new SLaserManager(alpha3dScene, laserOccDiskScene3d, laserFlareScene2d);

            // tweak the laser start point (by adding an offset in object-local coordinates)
            laserSourceTxfm = Matrix4.CreateTranslation (0f, 1f, 2.75f);

            // debugging snippets:
            //droneObj1.MainColor = Color4.Green;
            //droneObj1.renderState.visible = false;
        }
コード例 #7
0
 public SSSimpleObjectTrackingJoint(SSObjectMesh hostObject, SSObject target = null)
 {
     _hostObject  = hostObject;
     targetObject = target;
 }
コード例 #8
0
ファイル: TestBench3.cs プロジェクト: kniteli/SimpleScene
        protected override void setupScene()
        {
            base.setupScene();

            var droneMesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("./drone2/", "Drone2.obj");
            //var droneMesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("missiles", "missile.obj");
            var vandalMesh = SSAssetManager.GetInstance<SSMesh_wfOBJ> ("missiles", "vandal_assembled.obj");

            // add drones
            attackerDrone = new SSObjectMesh (droneMesh);
            attackerDrone.Pos = new OpenTK.Vector3(-20f, 0f, 0f);
            attackerDrone.Orient(Vector3.UnitX, Vector3.UnitY);
            attackerDrone.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            attackerDrone.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            attackerDrone.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            attackerDrone.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            attackerDrone.Name = "attacker drone";
            main3dScene.AddObject (attackerDrone);

            targetDrone = new SSObjectMesh (droneMesh);
            targetDrone.Pos = new OpenTK.Vector3(200f, 0f, 0f);
            targetDrone.Orient(-Vector3.UnitX, Vector3.UnitY);
            targetDrone.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            targetDrone.DiffuseMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            targetDrone.SpecularMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            targetDrone.EmissionMatColor = new Color4(0.3f,0.3f,0.3f,0.3f);
            targetDrone.Name = "target drone";
            targetDrone.MainColor = new Color4(1f, 0f, 0.7f, 1f);
            main3dScene.AddObject (targetDrone);

            vandalShip = new SSObjectMesh (vandalMesh);
            vandalShip.Pos = new OpenTK.Vector3(100f, 0f, 0f);
            vandalShip.Scale = new Vector3 (0.05f);
            vandalShip.AmbientMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            vandalShip.DiffuseMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            vandalShip.SpecularMatColor = new Color4(0.1f,0.1f,0.1f,0.1f);
            vandalShip.EmissionMatColor = new Color4(0.0f,0.0f,0.0f,0.0f);
            vandalShip.Name = "Vandal ship";
            vandalShip.MainColor = new Color4 (0.6f, 0.6f, 0.6f, 1f);
            //vandalShip.MainColor = new Color4(1f, 0f, 0.7f, 1f);
            //droneObj2.renderState.visible = false;
            vandalShip.Orient((targetDrone.Pos-vandalShip.Pos).Normalized(), Vector3.UnitY);
            main3dScene.AddObject (vandalShip);

            // shows explosions
            explosionManager = new SExplosionRenderManager ();
            explosionManager.particleSystem.doShockwave = false;
            explosionManager.particleSystem.doDebris = false;
            explosionManager.particleSystem.timeScale = 3f;
            //explosionManager.renderState.visible = false;
            alpha3dScene.AddObject(explosionManager);

            // attacker drone missile parameters
            attackerDroneMissileParams = new SSpaceMissileParameters();
            attackerDroneMissileParams.targetHitHandlers += targetHitHandler;

            // vandal missile params
            vandalShipMissileParams = new SSpaceMissileParameters();
            vandalShipMissileParams.spawnGenerator = null;
            vandalShipMissileParams.spawnTxfm = straightMissileSpawnTxfm;
            vandalShipMissileParams.ejectionMaxRotationVel = 0.05f;
            vandalShipMissileParams.ejectionVelocity = 15f;

            vandalShipMissileParams.targetHitHandlers += targetHitHandler;
            vandalShipMissileParams.pursuitActivationTime = 0.1f;
            vandalShipMissileParams.ejectionSmokeDuration = 0.5f;
            vandalShipMissileParams.ejectionSmokeSizeMax = 5f;

            cameraMissileParams = new SSpaceMissileParameters();
            cameraMissileParams.targetHitHandlers += targetHitHandler;
            cameraMissileParams.spawnGenerator = null;
            cameraMissileParams.spawnTxfm = straightMissileSpawnTxfm;
            cameraMissileParams.ejectionMaxRotationVel = 0.05f;
            cameraMissileParams.ejectionVelocity = 10f;

            // missile manager
            missileManager = new SSpaceMissilesRenderManager(main3dScene, alpha3dScene, hud2dScene);

            // additional statistics text
            missileStatsText = new SSObjectGDISurface_Text();
            missileStatsText.alphaBlendingEnabled = true;
            missileStatsText.Label = "stats placeholder...";
            missileStatsText.Pos = new Vector3 (100f, 100f, 0f);
            //missileStatsText.Size = 20f;
            hud2dScene.AddObject(missileStatsText);

            var targetsManager = new SHudTargetsManager (main3dScene, hud2dScene);
            targetHud = targetsManager.addTarget(
                Color4.Red,
                _showDistanceFunc,
                (o) => o != null ? o.Name : "none",
                getTargetObject()
            );
        }