public override void OnInitialise() { fpsLabel.Visible = true; SystemCore.ActiveScene.SetUpBasicAmbientAndKey(); SystemCore.ActiveScene.SetDiffuseLightDir(0, new Vector3(0.01f, 1, 0.01f)); SystemCore.ActiveScene.FogEnabled = false; //mouse camera mouseCamera = new MouseFreeCamera(new Vector3(0, 0, 0), 1f, 50000f); mouseCamera.moveSpeed = 1f; mouseCamera.SetPositionAndLook(new Vector3(0, 200, -200), (float)Math.PI, (float)-Math.PI / 5); SystemCore.SetActiveCamera(mouseCamera); AddInputBindings(); SetUpGameWorld(); base.OnInitialise(); }
public override void OnInitialise() { base.OnInitialise(); SystemCore.Game.Window.Title = "Conway's Game of Life"; mouseCamera = new MouseFreeCamera(new Vector3(0, 0, 0)); SystemCore.SetActiveCamera(mouseCamera); mouseCamera.moveSpeed = 0.01f; mouseCamera.SetPositionAndLook(new Vector3(50, 30, -20), (float)Math.PI, (float)-Math.PI / 5); SystemCore.ActiveScene.SetUpAmbientAndFullLightingRig(); SystemCore.ActiveScene.AmbientLight.LightIntensity = 0.075f; SystemCore.ActiveScene.GetBackLight().LightIntensity = 0f; SystemCore.ActiveScene.GetFillLight().LightIntensity = 0.1f; SystemCore.ActiveScene.FogEnabled = false; SystemCore.CursorVisible = true; //fpsLabel.Visible = true; skyDome = new GradientSkyDome(Color.LightGray, Color.DarkGray); simulationTickTimer = new XNATimer(tickFrequency, x => RunSimulationTick(x)); simulationTickTimer.Enabled = true; AddInputBindings(); // var heightMapObject = CreateHeightMapGameObject(); //SystemCore.GameObjectManager.AddAndInitialiseGameObject(heightMapObject); CreateGameOfLifeBoard(); cameraGameObject = new GameObject("camera"); cameraGameObject.AddComponent(new ComponentCamera()); cameraGameObject.Transform.SetPosition(new Vector3(50, 15, 50)); Vector3 lookAt = Vector3.Normalize(boardMidpoint - cameraGameObject.Position); cameraGameObject.Transform.SetLookAndUp(lookAt, Vector3.Up); SystemCore.GameObjectManager.AddAndInitialiseGameObject(cameraGameObject); SystemCore.SetActiveCamera(cameraGameObject.GetComponent <ComponentCamera>()); //var sphere = GameObjectFactory.CreateRenderableGameObjectFromShape(new ProceduralSphere(10, 10), EffectLoader.LoadSM5Effect("flatshaded")); //sphere.Transform.SetPosition(boardMidpoint); //sphere.Transform.Scale = 5f; //SystemCore.GameObjectManager.AddAndInitialiseGameObject(sphere); AddGUI(); }
public override void OnInitialise() { SystemCore.CursorVisible = false; fpsLabel.Visible = true; mouseCamera = new MouseFreeCamera(new Vector3(0, 0, 0)); SystemCore.SetActiveCamera(mouseCamera); AddInputBindings(); base.OnInitialise(); }
public RenderTestScreen() : base() { SystemCore.CursorVisible = false; fpsLabel.Visible = true; SystemCore.ActiveScene.SetUpBasicAmbientAndKey(); var effect = EffectLoader.LoadSM5Effect("FlatShaded"); mouseCamera = new MouseFreeCamera(new Vector3(0, 0, 0)); SystemCore.SetActiveCamera(mouseCamera); var shape = new ProceduralSphere(20, 20); shape.SetColor(SystemCore.ActiveColorScheme.Color5); //create 100 cubes, add collision and collision visualiser components, give them random position and velocity for (int i = 0; i < 100; i++) { var gameObject = new GameObject(); gameObject.AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(shape), BufferBuilder.IndexBufferBuild(shape), shape.PrimitiveCount)); gameObject.AddComponent(new EffectRenderComponent(effect)); //gameObject.AddComponent(new BasicEffectRenderComponent(effect)); gameObject.Transform.SetPosition(RandomHelper.GetRandomVector3(Vector3.One * -100, Vector3.One * 100)); gameObject.AddComponent(new RotatorComponent(Vector3.Up)); SystemCore.GetSubsystem <GameObjectManager>().AddAndInitialiseGameObject(gameObject); gameObject.Transform.Scale = 5f; gameObject.Transform.Velocity = RandomHelper.GetRandomVector3(-Vector3.One, Vector3.One) * 0.01f; } AddInputBindings(); Model geoDesicModel = SystemCore.ContentManager.Load <Model>("Models/geodesic"); ProceduralShape geodesicShape = ModelMeshParser.GetShapeFromModelNoUVs(geoDesicModel); geodesicShape.Scale(20f); geodesicShape.InsideOut(); GameObject geoDesic = GameObjectFactory.CreateRenderableGameObjectFromShape(geodesicShape, EffectLoader.LoadSM5Effect("cockpitscreen")); SystemCore.GameObjectManager.AddAndInitialiseGameObject(geoDesic); }
public override void OnInitialise() { SystemCore.CursorVisible = false; SystemCore.ActiveScene.SetUpBasicAmbientAndKey(); SystemCore.ActiveScene.SetDiffuseLightDir(0, new Vector3(1, 1, 1)); colorScheme = SystemCore.ActiveColorScheme; SystemCore.ActiveScene.FogEnabled = false; SystemCore.PhysicsSimulation.ForceUpdater.Gravity = new BEPUutilities.Vector3(0, -9.81f, 0); mouseCamera = new MouseFreeCamera(new Vector3(10, 10, 10)); SystemCore.SetActiveCamera(mouseCamera); var effect = EffectLoader.LoadSM5Effect("FlatShaded"); //ground plane var groundShape = new ProceduralCuboid(100, 100, 0.5f); groundShape.SetColor(colorScheme.Color5); var gameObjectPlane = new GameObject(); gameObjectPlane.AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(groundShape), BufferBuilder.IndexBufferBuild(groundShape), groundShape.PrimitiveCount)); gameObjectPlane.AddComponent(new EffectRenderComponent(effect)); var groundPhysicsComponent = new PhysicsComponent(false, true, PhysicsMeshType.box); gameObjectPlane.AddComponent(groundPhysicsComponent); SystemCore.GameObjectManager.AddAndInitialiseGameObject(gameObjectPlane); groundPhysicsComponent.PhysicsEntity.IsAffectedByGravity = false; var shape = new ProceduralCube(); shape.SetColor(colorScheme.Color4); for (int i = 0; i < 100; i++) { AddCube(shape, effect, RandomHelper.GetRandomVector3(new Vector3(-10, 2, -10), new Vector3(10, 20, 10))); } AddInputBindings(); base.OnInitialise(); }
public override void OnInitialise() { SystemCore.CursorVisible = false; SystemCore.ActiveScene.SetUpBasicAmbientAndKey(); SystemCore.ActiveScene.SetDiffuseLightDir(0, new Vector3(0.01f, 1, 0.01f)); SystemCore.ActiveScene.FogEnabled = true; mouseCamera = new MouseFreeCamera(new Vector3(0, 0, 0)); SystemCore.SetActiveCamera(mouseCamera); mouseCamera.moveSpeed = 0.1f; mouseCamera.SetPositionAndLook(new Vector3(50, 30, -20), (float)Math.PI, (float)-Math.PI / 5); cameraObject = new GameObject(); cameraObject.AddComponent(new ComponentCamera(MathHelper.PiOver4, SystemCore.GraphicsDevice.Viewport.AspectRatio, 0.25f, 100.0f, false)); SystemCore.GameObjectManager.AddAndInitialiseGameObject(cameraObject); SystemCore.SetActiveCamera(cameraObject.GetComponent <ComponentCamera>()); cameraOffset = new Vector3(0, 10, -10); AddInputBindings(); SetUpGameWorld(); chopper = new Chopper(); chopper.Transform.SetPosition(new Vector3(10, 0.5f, 10)); SystemCore.GameObjectManager.AddAndInitialiseGameObject(chopper); chopper.Transform.Rotate(Vector3.Up, MathHelper.Pi); carrier = new Carrier(); carrier.Transform.SetPosition(new Vector3(5, 1, 5)); SystemCore.GameObjectManager.AddAndInitialiseGameObject(carrier); carrier.GetComponent <PhysicsComponent>().PhysicsEntity.IsAffectedByGravity = false; carrier.GetComponent <PhysicsComponent>().PhysicsEntity.Mass = 100; SystemCore.PhysicsSimulation.ForceUpdater.Gravity = new BEPUutilities.Vector3(0, -1f, 0); OrientCamera(chopper); base.OnInitialise(); }
public override void OnInitialise() { SystemCore.CursorVisible = false; fpsLabel.Visible = true; SystemCore.ActiveScene.SetUpAmbientAndFullLightingRig(); float lightDistance = 80f; float fadeStart = 50; float fadeEnd = 100; SystemCore.ActiveScene.AddPointLight(new Vector3(lightDistance, 0, 0), new Color(0.1f, 0.5f, 0.1f, 1), fadeStart, fadeEnd, 1f, PointLightNumber.One); SystemCore.ActiveScene.AddPointLight(new Vector3(-lightDistance, 0, 0), Color.Blue, fadeStart, fadeEnd, 1f, PointLightNumber.Two); SystemCore.ActiveScene.AddPointLight(new Vector3(0, 0, -lightDistance), Color.White, fadeStart, fadeEnd, 1f, PointLightNumber.Three); SystemCore.ActiveScene.AddPointLight(new Vector3(0, 0, lightDistance), Color.Red, fadeStart, fadeEnd, 1f, PointLightNumber.Four); var effect = EffectLoader.LoadSM5Effect("FlatShaded"); SystemCore.ActiveScene.FogEnabled = false; mouseCamera = new MouseFreeCamera(new Vector3(0, 0, 0)); SystemCore.SetActiveCamera(mouseCamera); var shape = new ProceduralSphere(20, 20); shape.SetColor(Color.LightGray); for (int i = 0; i < 10; i++) { var gameObject = new GameObject(); gameObject.AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(shape), BufferBuilder.IndexBufferBuild(shape), shape.PrimitiveCount)); gameObject.AddComponent(new EffectRenderComponent(effect)); gameObject.Transform.SetPosition(RandomHelper.GetRandomVector3(Vector3.One * -100, Vector3.One * 100)); gameObject.AddComponent(new RotatorComponent(Vector3.Up)); gameObject.AddComponent(new ShadowCasterComponent()); SystemCore.GetSubsystem <GameObjectManager>().AddAndInitialiseGameObject(gameObject); gameObject.Transform.Scale = 5f; gameObject.Transform.Velocity = RandomHelper.GetRandomVector3(-Vector3.One, Vector3.One) * 0.01f; } AddInputBindings(); AddTestMario("Mario", Vector3.Zero); AddTestMario("RedGloss", new Vector3(20, 0, 0)); AddTestMario("RedMatt", new Vector3(-20, 0, 0)); AddTestMario("OrangeGloss", new Vector3(0, 0, -20)); AddTestMario("WoodenCrate", new Vector3(0, 0, 20)); crate = AddTestModel("Models/Crate", "WoodenCrate"); crate.Transform.SetPosition(new Vector3(100, 0, 50)); crate.Transform.Scale = 0.01f; var groundShape = new ProceduralCuboid(10, 10, 0.5f); groundShape.SetColor(Color.LightGray); var gameObjectPlane = new GameObject(); gameObjectPlane.AddComponent(new RenderGeometryComponent(BufferBuilder.VertexBufferBuild(groundShape), BufferBuilder.IndexBufferBuild(groundShape), groundShape.PrimitiveCount)); gameObjectPlane.AddComponent(new EffectRenderComponent(effect)); gameObjectPlane.Transform.SetPosition(new Vector3(0, -20, 0)); gameObjectPlane.Transform.Scale = 10f; SystemCore.GameObjectManager.AddAndInitialiseGameObject(gameObjectPlane); Heightmap heightMap = new Heightmap(100, 1); var seaObject = heightMap.CreateRenderableHeightMap(Color.Blue, EffectLoader.LoadSM5Effect("water")); seaObject.Transform.SetPosition(new Vector3(0, 0, 0)); SystemCore.GameObjectManager.AddAndInitialiseGameObject(seaObject); base.OnInitialise(); }