public void InitLight(MyCharacterDefinition definition)
        {
            m_light = MyLights.AddLight();

            m_light.Start(MyLight.LightTypeEnum.PointLight | MyLight.LightTypeEnum.Spotlight, 0.5f);

            /// todo: defaults should be supplied from Environemnt.sbc
            m_light.GlossFactor        = 0;
            m_light.DiffuseFactor      = 3.14f;
            m_light.UseInForwardRender = true;
            m_light.LightOwner         = MyLight.LightOwnerEnum.SmallShip;
            m_light.ShadowDistance     = 20;
            m_light.ReflectorFalloff   = 10;

            m_light.ReflectorTexture         = "Textures\\Lights\\dual_reflector_2.dds";
            m_light.ReflectorColor           = MyCharacter.REFLECTOR_COLOR;
            m_light.ReflectorConeMaxAngleCos = MyCharacter.REFLECTOR_CONE_ANGLE;
            m_light.ReflectorRange           = MyCharacter.REFLECTOR_RANGE;
            m_light.ReflectorGlossFactor     = MyCharacter.REFLECTOR_GLOSS_FACTOR;
            m_light.ReflectorDiffuseFactor   = MyCharacter.REFLECTOR_DIFFUSE_FACTOR;
            m_light.Color         = MyCharacter.POINT_COLOR;
            m_light.SpecularColor = new Vector3(MyCharacter.POINT_COLOR_SPECULAR);
            m_light.Range         = MyCharacter.POINT_LIGHT_RANGE;

            m_skinnedEntity.AnimationController.FindBone(definition.LeftLightBone, out m_leftLightIndex);

            m_skinnedEntity.AnimationController.FindBone(definition.RightLightBone, out m_rightLightIndex);
        }
Exemplo n.º 2
0
        // ------------------------------------------------------------------------------------------------
        #region Light
        public void InitLight(bool isLightOn)
        {
            m_light = MyLights.AddLight();
            m_light.Start(MyLight.LightTypeEnum.Spotlight, 1.5f);
            m_light.ShadowDistance     = 20;
            m_light.ReflectorFalloff   = 5;
            m_light.LightOwner         = MyLight.LightOwnerEnum.SmallShip;
            m_light.UseInForwardRender = true;
            m_light.ReflectorTexture   = "Textures\\Lights\\dual_reflector_2.dds";
            m_light.Range = 2;

            m_light.ReflectorRange         = MyCharacter.REFLECTOR_RANGE;
            m_light.ReflectorColor         = MyCharacter.REFLECTOR_COLOR;
            m_light.ReflectorIntensity     = MyCharacter.REFLECTOR_INTENSITY;
            m_light.ReflectorGlossFactor   = MyCharacter.REFLECTOR_GLOSS_FACTOR;
            m_light.ReflectorDiffuseFactor = MyCharacter.REFLECTOR_DIFFUSE_FACTOR;
            m_light.Color         = MyCharacter.POINT_COLOR;
            m_light.SpecularColor = new Vector3(MyCharacter.POINT_COLOR_SPECULAR);
            m_light.Intensity     = MyCharacter.POINT_LIGHT_INTENSITY;
            // Reflector Range now very far
            m_light.UpdateReflectorRangeAndAngle(MyCharacter.REFLECTOR_CONE_ANGLE, MyCharacter.REFLECTOR_RANGE * REFLECTOR_RANGE_MULTIPLIER);

            m_light.LightOn     = isLightOn;
            m_light.ReflectorOn = isLightOn;
        }
Exemplo n.º 3
0
        protected override void InitPrefab(string displayName, Vector3 relativePosition, Matrix localOrientation, MyMwcObjectBuilder_PrefabBase objectBuilder, MyPrefabConfiguration prefabConfig)
        {
            m_prefabLightConfig = prefabConfig as MyPrefabConfigurationLight;
            MyMwcObjectBuilder_PrefabLight objectBuilderLight = objectBuilder as MyMwcObjectBuilder_PrefabLight;

            m_light = MyLights.AddLight();

            m_light.LightType = (MyLight.LightTypeEnum)objectBuilderLight.LightType;

            m_light.Start(m_light.LightType, 1);
            m_light.UseInForwardRender = true;


            //grab first dummy and set it as point source
            //since we dont support yet more lights in one prefab. add just the first one
            MyModel model = MyModels.GetModelOnlyDummies(m_prefabLightConfig.ModelLod0Enum);

            m_pointLocalMatrix = Matrix.Identity;
            bool dummyFound = false;

            foreach (KeyValuePair <string, MyModelDummy> pair in model.Dummies)
            {
                if (pair.Key.StartsWith("Dummy", StringComparison.InvariantCultureIgnoreCase))
                {
                    m_pointLocalMatrix = pair.Value.Matrix;
                    dummyFound         = true;
                    break;
                }
            }
            Debug.Assert(dummyFound, "Dummy 'POINT_LIGHT_POS' not found in light prefab model: " + model.AssetName);

            m_light.Color              = objectBuilderLight.PointColor;
            m_light.ReflectorColor     = objectBuilderLight.SpotColor;
            m_light.Falloff            = objectBuilderLight.PointFalloff;
            m_light.ReflectorFalloff   = objectBuilderLight.SpotFalloff;
            m_IntensityMax             = m_light.Intensity = objectBuilderLight.PointIntensity;
            m_light.ReflectorIntensity = ReflectorIntensityMax = objectBuilderLight.SpotIntensity;
            m_light.ReflectorRange     = MathHelper.Clamp(objectBuilderLight.SpotRange, 1, MyLightsConstants.MAX_SPOTLIGHT_RANGE);
            m_light.Range              = MathHelper.Clamp(objectBuilderLight.PointRange, 1, MyLightsConstants.MAX_POINTLIGHT_RADIUS);
            m_light.PointLightOffset   = objectBuilderLight.PointOffset;
            this.FlashOffset           = objectBuilderLight.FlashOffset;

            //to add reflector range to builders
            m_light.SpecularColor        = objectBuilderLight.PointSpecular;
            m_light.ReflectorConeDegrees = objectBuilderLight.SpotAgle;
            m_effect = objectBuilderLight.Effect;
            //m_light.LightOn = true;
            m_lastBlickChange = MyMinerGame.TotalGamePlayTimeInMilliseconds;

            // here set the properties of glare for the prefab light
            m_light.GlareOn         = true;
            m_light.Glare.Type      = MyLightGlare.GlareTypeEnum.Normal;
            m_light.Glare.QuerySize = .8f;
            m_light.ShadowDistance  = objectBuilderLight.ShadowsDistance;
            m_light.Glare.Intensity = m_light.Intensity;
            UpdateEffect();

            CastShadows = false;
            UpdateLightWorldMatrix();
        }
Exemplo n.º 4
0
        public static void CreateOrUpdateLight(MyEntity entity, MyLight light, Color color, Vector3D?originPoint = null)
        {
            var lightPosition  = originPoint ?? entity.WorldMatrix.Translation;
            var lightRange     = 1.5f;                   //Range of light
            var lightIntensity = 5.0f;                   //Light intensity
            var lightFalloff   = 1.5f;                   //Light falloff
            var lightOffset    = 0.5f;                   //Light offset

            if (light == null)                           //Ignore - checks if there is a light and if not makes it.
            {
                light = MyLights.AddLight();             //Ignore - adds the light to the games lighting system
                light.Start(lightPosition, color.ToVector4(), lightRange,
                            "");                         // Ignore- Determines the lights position, initial color and initial range.
                light.Intensity        = lightIntensity; //Ignore - sets light intensity from above values.
                light.Falloff          = lightFalloff;   //Ignore - sets light fall off from above values.
                light.PointLightOffset = lightOffset;    //Ignore - sets light offset from above values.
                light.LightOn          = true;           //Ignore - turns light on
            }
            else
            {
                // Updates the lights position constantly. You'll need help if you want it somewhere else.
                light.Position = lightPosition;
                light.UpdateLight(); //Ignore - tells the game to update the light.
            }
        }
Exemplo n.º 5
0
        public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
        {
            base.Init(objectBuilder, cubeGrid);

            m_thrustDefinition = (MyThrustDefinition)BlockDefinition;

            var builder = (MyObjectBuilder_Thrust)objectBuilder;

            m_thrustColor = m_thrustDefinition.FlameIdleColor;

            ThrustOverride = builder.ThrustOverride;

            LoadDummies();

            m_light = MyLights.AddLight();
            m_light.ReflectorDirection = WorldMatrix.Forward;
            m_light.ReflectorUp        = WorldMatrix.Up;
            m_light.ReflectorRange     = 1;
            m_light.Color          = m_thrustColor;
            m_light.GlareMaterial  = m_thrustDefinition.FlameGlareMaterial;
            m_light.GlareQuerySize = m_thrustDefinition.FlameGlareQuerySize;

            m_glareSize = m_thrustDefinition.FlameGlareSize;
            m_maxBillboardDistanceSquared = m_thrustDefinition.FlameVisibilityDistance * m_thrustDefinition.FlameVisibilityDistance;
            m_maxLightDistanceSquared     = m_maxBillboardDistanceSquared / 100;

            m_light.Start(MyLight.LightTypeEnum.PointLight, 1);
            SyncObject = new MySyncThruster(this);
        }
        //public void LightingHandler(ref MyLight light, float positionOffset, float lightRange, Color color)
        void LightingHandler(ref MyLight light, Vector3D position, float lightRange, Color color, float falloff, float intensity, float mult)
        {
            if (light == null)
            {
                light = new MyLight();

                //These control the light settings on spawn.
                //var lightRange = 2.5f; //Range of light
                var lightIntensity = 5.0f;                         //Light intensity
                //var lightFalloff = 0.5f; //Light falloff
                var lightFalloff = falloff;                        //Light falloff
                //var lightAdjustment = 0.0f;
                var lightPosition = position;                      //Sets the light to the center of the block you are spawning it on, if you need it elsehwere you will need help.

                light = MyLights.AddLight();                       //Ignore - adds the light to the games lighting system
                light.Start(lightPosition, color, lightRange, ""); // Ignore- Determines the lights position, initial color and initial range.
                light.Intensity = lightIntensity;                  //Ignore - sets light intensity from above values.
                light.Falloff   = lightFalloff;                    //Ignore - sets light fall off from above values.
                //_light.PointLightOffset = lightOffset; //Ignore - sets light offset from above values.
                light.LightOn = true;                              //Ignore - turns light on
            }
            else
            {
                light.Intensity = intensity * mult;
                light.Position  = position; //Updates the lights position constantly. You'll need help if you want it somewhere else.
                light.UpdateLight();        //Ignore - tells the game to update the light.
            }
        }
        void LightingHandler()
        {
            if (_light == null)
            {
                _light = new MyLight();

                //These control the light settings on spawn.
                var lightRange     = 2.5f;                                                           //Range of light
                var lightIntensity = 5.0f;                                                           //Light intensity
                var lightFalloff   = 0.5f;                                                           //Light falloff
                //var lightAdjustment = 0.0f;
                var lightPosition = block.WorldMatrix.Translation + block.WorldMatrix.Forward * 0.2; //Sets the light to the center of the block you are spawning it on, if you need it elsehwere you will need help.

                _light = MyLights.AddLight();                                                        //Ignore - adds the light to the games lighting system
                _light.Start(lightPosition, Color.Red, lightRange, "");                              // Ignore- Determines the lights position, initial color and initial range.
                _light.Intensity = lightIntensity;                                                   //Ignore - sets light intensity from above values.
                _light.Falloff   = lightFalloff;                                                     //Ignore - sets light fall off from above values.
                //_light.PointLightOffset = lightOffset; //Ignore - sets light offset from above values.
                _light.LightOn = true;                                                               //Ignore - turns light on
            }
            else
            {
                //_light.Intensity = 10 * ThrusterStrength;
                _light.Position = block.WorldMatrix.Translation + block.WorldMatrix.Forward; //Updates the lights position constantly. You'll need help if you want it somewhere else.
                _light.UpdateLight();                                                        //Ignore - tells the game to update the light.
            }
        }
Exemplo n.º 8
0
        public NaniteBeaconEffect(MyCubeBlock owner, Vector3 localOffset, Vector4 color)
        {
            m_owner       = owner as IMyFunctionalBlock;
            m_localOffset = localOffset;
            m_color       = color;

            m_light = MyLights.AddLight();

            //m_light.Start(color, 2f, 4f, "NaniteBeacon");
            m_light.Start(color, 2f, "NaniteBeacon");
            m_light.GlareType      = VRageRender.Lights.MyGlareTypeEnum.Normal;
            m_light.GlareOn        = true;
            m_light.GlareQuerySize = 1;
            m_light.GlareIntensity = 0.5f;

            var flareId = new MyDefinitionId(typeof(MyObjectBuilder_FlareDefinition), "BeaconSmall");
            var flare   = (MyFlareDefinition)MyDefinitionManager.Static.GetDefinition(flareId);

            m_light.GlareSize = flare.Size;
            m_light.SubGlares = flare.SubGlares;

            //m_light.GlareMaterial = "LightGlare";
            //m_light.GlareType = VRageRender.Lights.MyGlareTypeEnum.Normal;
            m_updateCount = 0;
        }
Exemplo n.º 9
0
        public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
        {
            MyBeaconDefinition blockDefinition = base.BlockDefinition as MyBeaconDefinition;

            if (blockDefinition.EmissiveColorPreset == MyStringHash.NullOrEmpty)
            {
                blockDefinition.EmissiveColorPreset = MyStringHash.GetOrCompute("Beacon");
            }
            MyResourceSinkComponent component = new MyResourceSinkComponent(1);

            component.Init(MyStringHash.GetOrCompute(blockDefinition.ResourceSinkGroup), 0.02f, new Func <float>(this.UpdatePowerInput));
            base.ResourceSink     = component;
            this.RadioBroadcaster = new MyRadioBroadcaster(blockDefinition.MaxBroadcastRadius / 10f);
            MyObjectBuilder_Beacon beacon = (MyObjectBuilder_Beacon)objectBuilder;

            if (beacon.BroadcastRadius > 0f)
            {
                this.RadioBroadcaster.BroadcastRadius = beacon.BroadcastRadius;
            }
            this.RadioBroadcaster.BroadcastRadius = MathHelper.Clamp(this.RadioBroadcaster.BroadcastRadius, 1f, blockDefinition.MaxBroadcastRadius);
            this.HudText.Clear();
            if (beacon.HudText != null)
            {
                this.HudText.Append(beacon.HudText);
            }
            base.Init(objectBuilder, cubeGrid);
            component.IsPoweredChanged += new Action(this.Receiver_IsPoweredChanged);
            component.Update();
            MyRadioBroadcaster radioBroadcaster = this.RadioBroadcaster;

            radioBroadcaster.OnBroadcastRadiusChanged = (Action)Delegate.Combine(radioBroadcaster.OnBroadcastRadiusChanged, new Action(this.OnBroadcastRadiusChanged));
            this.m_largeLight = cubeGrid.GridSizeEnum == MyCubeSize.Large;
            this.m_light      = MyLights.AddLight();
            if (this.m_light != null)
            {
                this.m_light.Start(this.DisplayNameText);
                this.m_light.Range            = this.m_largeLight ? 2f : 0.3f;
                this.m_light.GlareOn          = false;
                this.m_light.GlareQuerySize   = this.m_largeLight ? 1.5f : 0.3f;
                this.m_light.GlareQueryShift  = this.m_largeLight ? 1f : 0.2f;
                this.m_light.GlareType        = MyGlareTypeEnum.Normal;
                this.m_light.GlareMaxDistance = GLARE_MAX_DISTANCE;
                MyDefinitionId    id         = new MyDefinitionId(typeof(MyObjectBuilder_FlareDefinition), blockDefinition.Flare);
                MyFlareDefinition definition = MyDefinitionManager.Static.GetDefinition(id) as MyFlareDefinition;
                this.m_flare = definition ?? new MyFlareDefinition();
                this.m_light.GlareIntensity = this.m_flare.Intensity;
                this.m_light.GlareSize      = this.m_flare.Size;
                this.m_light.SubGlares      = this.m_flare.SubGlares;
            }
            this.m_lightPositionOffset = this.m_largeLight ? new Vector3(0f, base.CubeGrid.GridSize * 0.3f, 0f) : Vector3.Zero;
            this.UpdateLightPosition();
            this.m_restartTimeMeasure = false;
            this.AnimationRunning     = true;
            base.SlimBlock.ComponentStack.IsFunctionalChanged += new Action(this.ComponentStack_IsFunctionalChanged);
            base.IsWorkingChanged += new Action <MyCubeBlock>(this.MyBeacon_IsWorkingChanged);
            base.ShowOnHUD         = false;
            this.UpdateText();
        }
Exemplo n.º 10
0
        public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
        {
            base.Init(objectBuilder, cubeGrid);

            m_radioBroadcaster = new MyRadioBroadcaster(this, 10000, IsWorking);
            if (((MyObjectBuilder_Beacon)objectBuilder).BroadcastRadius != 0)
            {
                m_radioBroadcaster.BroadcastRadius = ((MyObjectBuilder_Beacon)objectBuilder).BroadcastRadius;
            }
            m_radioBroadcaster.OnBroadcastRadiusChanged += OnBroadcastRadiusChanged;

            m_largeLight = cubeGrid.GridSizeEnum == MyCubeSize.Large;

            m_light = MyLights.AddLight();

            m_light.Start(MyLight.LightTypeEnum.PointLight, 1.5f);
            m_light.LightOwner         = MyLight.LightOwnerEnum.SmallShip;
            m_light.UseInForwardRender = true;
            m_light.Range = 1;

            m_light.GlareOn        = true;
            m_light.GlareIntensity = m_largeLight ? 2 : 1;
            m_light.GlareQuerySize = m_largeLight ? 7.5f : 1.22f;
            m_light.GlareType      = VRageRender.Lights.MyGlareTypeEnum.Distant;
            m_light.GlareMaterial  = m_largeLight ? "GlareLsLight"
                                                 : "GlareSsLight";
            m_light.GlareMaxDistance = GLARE_MAX_DISTANCE;

            if (m_largeLight)
            {
                m_lightPositionOffset = new Vector3(0f, CubeGrid.GridSize * 0.5f, 0f);
            }
            else
            {
                m_lightPositionOffset = Vector3.Zero;
            }

            UpdateLightPosition();

            PowerReceiver = new MyPowerReceiver(
                MyConsumerGroupEnum.Utility,
                false,
                MyEnergyConstants.MAX_REQUIRED_POWER_BEACON,
                UpdatePowerInput);
            PowerReceiver.IsPoweredChanged += Receiver_IsPoweredChanged;
            PowerReceiver.Update();
            AddDebugRenderComponent(new MyDebugRenderComponentDrawPowerReciever(PowerReceiver, this));

            AnimationRunning = true;
            SlimBlock.ComponentStack.IsFunctionalChanged += ComponentStack_IsFunctionalChanged;

            IsWorkingChanged += MyBeacon_IsWorkingChanged;

            ShowOnHUD = false;

            UpdateText();
        }
Exemplo n.º 11
0
        private MyLight CreateEffectLight()
        {
            MyLight light = MyLights.AddLight();

            light.Start(MyLight.LightTypeEnum.PointLight, Vector3.Zero, new Vector4(1.0f, 0.8f, 0.6f, 1.0f), 2.0f, 10.0f);
            light.GlareMaterial  = "GlareWelder";
            light.GlareOn        = true;
            light.GlareQuerySize = 1;
            light.GlareType      = VRageRender.Lights.MyGlareTypeEnum.Normal;
            return(light);
        }
        protected virtual MyLight CreateSecondaryLight()
        {
            MyLight light = MyLights.AddLight();

            light.Start(MyLight.LightTypeEnum.PointLight, Vector3.Zero, SecondaryLightColor, SecondaryLightFalloff, SecondaryLightRadius);
            light.GlareMaterial  = "GlareWelder";
            light.GlareOn        = true;
            light.GlareQuerySize = 1;
            light.GlareType      = VRageRender.Lights.MyGlareTypeEnum.Normal;
            return(light);
        }
Exemplo n.º 13
0
 public MyPrefabLamp(Vector3 position, float radiusMin, float radiusMax, int timerForBlic)
 {
     Position     = position;
     RadiusMin    = radiusMin;
     RadiusMax    = radiusMax;
     TimerForBlic = timerForBlic;
     Light        = MyLights.AddLight();
     Light.Start(MyLight.LightTypeEnum.PointLight, position, Vector4.One, 1, radiusMin);
     Light.Intensity = 1;
     Light.LightOn   = true;
 }
Exemplo n.º 14
0
 public void Start(float lightSize)
 {
     if (lightSize > 0)
     {
         Light       = MyLights.AddLight();
         Light.Color = Vector4.One;
         Light.Start(MyLight.LightTypeEnum.PointLight, 1.0f);
         Light.LightOn   = lightSize > 0;
         Light.Intensity = 10;
     }
 }
Exemplo n.º 15
0
        public void InitLight(MyCharacterDefinition definition)
        {
            m_light = MyLights.AddLight();

            m_lightGlareSize = definition.LightGlareSize;

            m_light.Start(MyLight.LightTypeEnum.PointLight | MyLight.LightTypeEnum.Spotlight, 1.5f);
            m_light.ShadowDistance     = 20;
            m_light.ReflectorFalloff   = 5;
            m_light.LightOwner         = MyLight.LightOwnerEnum.SmallShip;
            m_light.UseInForwardRender = true;
            m_light.ReflectorTexture   = definition.ReflectorTexture;
            m_light.Range       = 1;
            m_light.GlossFactor = 0;

            MyCharacterBone leftGlareBone = null;

            if (definition.LeftLightBone != String.Empty)
            {
                leftGlareBone = m_skinnedEntity.AnimationController.FindBone(definition.LeftLightBone, out m_leftLightIndex);
            }
            if (leftGlareBone != null)
            {
                m_leftGlare = MyLights.AddLight();
                m_leftGlare.Start(MyLight.LightTypeEnum.None, 1.5f);
                m_leftGlare.LightOn            = false;
                m_leftGlare.LightOwner         = MyLight.LightOwnerEnum.SmallShip;
                m_leftGlare.UseInForwardRender = false;
                m_leftGlare.GlareOn            = true;
                m_leftGlare.GlareQuerySize     = 0.2f;
                m_leftGlare.GlareType          = VRageRender.Lights.MyGlareTypeEnum.Directional;
                m_leftGlare.GlareMaterial      = definition.LeftGlare;
            }

            MyCharacterBone rightGlareBone = null;

            if (definition.RightLightBone != String.Empty)
            {
                rightGlareBone = m_skinnedEntity.AnimationController.FindBone(definition.RightLightBone, out m_rightLightIndex);
            }
            if (rightGlareBone != null)
            {
                m_rightGlare = MyLights.AddLight();
                m_rightGlare.Start(MyLight.LightTypeEnum.None, 1.5f);
                m_rightGlare.LightOn            = false;
                m_rightGlare.LightOwner         = MyLight.LightOwnerEnum.SmallShip;
                m_rightGlare.UseInForwardRender = false;
                m_rightGlare.GlareOn            = true;
                m_rightGlare.GlareQuerySize     = 0.2f;
                m_rightGlare.GlareType          = VRageRender.Lights.MyGlareTypeEnum.Directional;
                m_rightGlare.GlareMaterial      = definition.RightGlare;
            }
        }
Exemplo n.º 16
0
 public void InitLight(MyCharacterDefinition definition)
 {
     this.m_light = MyLights.AddLight();
     if (this.m_light != null)
     {
         this.m_light.Start(base.Entity.DisplayName + " Reflector");
         this.m_light.ReflectorOn      = true;
         this.m_light.ReflectorTexture = @"Textures\Lights\dual_reflector_2.tif";
         this.UpdateLightBasics();
         this.m_flareLeft  = this.CreateFlare("left");
         this.m_flareRight = this.CreateFlare("right");
         base.m_skinnedEntity.AnimationController.FindBone(definition.LeftLightBone, out this.m_leftLightIndex);
         base.m_skinnedEntity.AnimationController.FindBone(definition.RightLightBone, out this.m_rightLightIndex);
     }
 }
        void CreateLight(IMyEntity entity, string dummyName, Matrix dummyMatrix)
        {
            var light = MyLights.AddLight();

            light.Start(dummyName);
            light.Color              = Color.White;
            light.Range              = Block.CubeGrid.GridSize;
            light.Falloff            = 1f;
            light.Intensity          = 2f;
            light.ParentID           = Block.CubeGrid.Render.GetRenderObjectID();
            light.Position           = Vector3D.Transform(Vector3D.Transform(dummyMatrix.Translation, Block.WorldMatrix), Block.CubeGrid.WorldMatrixInvScaled);
            light.ReflectorDirection = Vector3D.TransformNormal(Vector3D.TransformNormal(dummyMatrix.Forward, Block.WorldMatrix), Block.CubeGrid.WorldMatrixInvScaled);
            light.ReflectorUp        = Vector3D.TransformNormal(Vector3D.TransformNormal(dummyMatrix.Up, Block.WorldMatrix), Block.CubeGrid.WorldMatrixInvScaled);
            lights.Add(dummyName, light);

            configurator(dummyName, light, this);

            light.UpdateLight();
        }
Exemplo n.º 18
0
        //  This method realy initiates/starts the missile
        //  IMPORTANT: Direction vector must be normalized!
        public void Start(Vector3 position, Vector3 initialVelocity, Vector3 direction, float impulseMultiplier, MyEntity owner)
        {
            base.Start(position, initialVelocity, direction, impulseMultiplier, owner, MyTextsWrapper.Get(MyTextsWrapperEnum.IlluminatingShellHud));

            this.Physics.AddForce(
                MyPhysicsForceType.APPLY_WORLD_IMPULSE_AND_WORLD_ANGULAR_IMPULSE,
                initialVelocity * 2,
                position,
                null);  //  Setting a torque here make trouble for recycled mines... so for now we don't use it. Maybe in future in other physics engine than JLX.

            m_light = MyLights.AddLight();
            if (m_light != null)
            {
                m_light.Start(MyLight.LightTypeEnum.PointLight, position, MyIlluminatingShellsConstants.LIGHT_COLOR, 1, MyIlluminatingShellsConstants.LIGHT_RADIUS);
            }

            m_particleEffect             = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.UniversalLauncher_IlluminatingShell);
            m_particleEffect.WorldMatrix = WorldMatrix;
        }
Exemplo n.º 19
0
        private void InitJetpackThrust(int bone, Vector3 forward, float offset, MyJetpackThrustDefinition thrustDefinition)
        {
            var thrust = new MyJetpackThrust()
            {
                Bone            = bone,
                Forward         = forward,
                Offset          = offset,
                ThrustMaterial  = thrustDefinition.ThrustMaterial,
                ThrustGlareSize = thrustDefinition.ThrustGlareSize
            };

            thrust.Light = MyLights.AddLight();
            thrust.Light.ReflectorDirection = Container.Entity.PositionComp.WorldMatrix.Forward;
            thrust.Light.ReflectorUp        = Container.Entity.PositionComp.WorldMatrix.Up;
            thrust.Light.ReflectorRange     = 1;
            thrust.Light.Color = thrustDefinition.ThrustColor;
            thrust.Light.Start(MyLight.LightTypeEnum.PointLight, 1);

            m_jetpackThrusts.Add(thrust);
        }
Exemplo n.º 20
0
        private MyLight CreateFlare(string debugName)
        {
            MyLight light = MyLights.AddLight();

            if (light != null)
            {
                light.Start(base.Entity.DisplayName + " Reflector " + debugName + " Flare");
                light.ReflectorOn      = false;
                light.LightOn          = false;
                light.Color            = MyCharacter.POINT_COLOR;
                light.GlareOn          = true;
                light.GlareIntensity   = this.m_flareHeadlamp.Intensity;
                light.GlareSize        = this.m_flareHeadlamp.Size;
                light.SubGlares        = this.m_flareHeadlamp.SubGlares;
                light.GlareQuerySize   = 0.05f;
                light.GlareMaxDistance = 40f;
                light.GlareType        = MyGlareTypeEnum.Directional;
            }
            return(light);
        }
Exemplo n.º 21
0
 public void InitLight(bool isLightOn)
 {
     this.m_light = MyLights.AddLight();
     if (this.m_light != null)
     {
         this.m_light.Start("SpectatorCameraController");
         this.m_light.ReflectorOn            = true;
         this.m_light.ReflectorTexture       = @"Textures\Lights\dual_reflector_2.dds";
         this.m_light.Range                  = 2f;
         this.m_light.ReflectorRange         = 35f;
         this.m_light.ReflectorColor         = MyCharacter.REFLECTOR_COLOR;
         this.m_light.ReflectorIntensity     = MyCharacter.REFLECTOR_INTENSITY;
         this.m_light.ReflectorGlossFactor   = MyCharacter.REFLECTOR_GLOSS_FACTOR;
         this.m_light.ReflectorDiffuseFactor = MyCharacter.REFLECTOR_DIFFUSE_FACTOR;
         this.m_light.Color                  = MyCharacter.POINT_COLOR;
         this.m_light.Intensity              = MyCharacter.POINT_LIGHT_INTENSITY;
         this.m_light.UpdateReflectorRangeAndAngle(0.373f, 175f);
         this.m_light.LightOn     = isLightOn;
         this.m_light.ReflectorOn = isLightOn;
     }
 }
Exemplo n.º 22
0
        public static void Draw()
        {
            if (MyFakes.TEST_MISSION_1_ENABLED)
            {
                if (m_remainingPrimaryTargetsCounter == 0)
                {
                    if (m_russianDropZoneLight != null)
                    {
                        Vector3 dir = MyMwcUtils.Normalize(MyCamera.Position - RUSSIAN_DROP_ZONE_POSITION);

                        float timeBlic = MyMinerGame.TotalGamePlayTimeInMilliseconds % 980;
                        if (timeBlic > 250)
                        {
                            timeBlic = 980 - timeBlic;
                        }
                        timeBlic = MathHelper.Clamp(1 - timeBlic / 250, 0, 1);

                        float alpha = MathHelper.Lerp(0.1f, 0.6f, timeBlic);

                        m_dropZoneLightColor.W = alpha;
                        m_russianDropZoneLight.Start(MyLight.LightTypeEnum.PointLight, RUSSIAN_DROP_ZONE_POSITION, m_dropZoneLightColor, 1, 200);

                        float radius = MathHelper.Lerp(0.1f, 150f, timeBlic);

                        MyTransparentGeometry.AddPointBillboard(MyTransparentMaterialEnum.ReflectorGlareAlphaBlended, m_dropZoneLightColor,
                                                                RUSSIAN_DROP_ZONE_POSITION + dir * 5, radius, 0);
                    }
                    else
                    {
                        m_russianDropZoneLight = MyLights.AddLight();
                        if (m_russianDropZoneLight != null)
                        {
                            m_russianDropZoneLight.Start(MyLight.LightTypeEnum.PointLight, 1);
                        }
                    }
                }
            }
        }
Exemplo n.º 23
0
        private void InitLight()
        {
            m_pointLight = MyLights.AddLight();

            m_pointLight.LightType = MyLight.LightTypeEnum.PointLight;

            m_pointLight.Start(m_pointLight.LightType, 1);
            m_pointLight.UseInForwardRender = true;


            //grab first dummy and set it as point source
            //since we dont support yet more lights in one prefab. add just the first one
            MyModel model = MyModels.GetModelOnlyDummies(ModelLod0.ModelEnum);

            m_pointLocalMatrix = Matrix.CreateTranslation(model.BoundingSphere.Center);

            m_pointLight.Color            = new Vector4(1f, 0f, 0f, 1f);
            m_pointLight.ReflectorColor   = Vector4.Zero;
            m_pointLight.Falloff          = 0.1f;
            m_pointLight.ReflectorFalloff = 0.1f;
            m_intensityMax = m_pointLight.Intensity = 10f;
            m_pointLight.ReflectorIntensity = 1f;
            m_pointLight.ReflectorRange     = 1f;
            m_pointLight.Range            = 40f;
            m_pointLight.PointLightOffset = 0f;

            //to add reflector range to builders
            m_pointLight.SpecularColor        = new Vector3(1f, 0f, 0f);
            m_pointLight.ReflectorConeDegrees = 0.1f;
            m_lastBlickChange = MyMinerGame.TotalGamePlayTimeInMilliseconds;

            // here set the properties of glare for the prefab light
            m_pointLight.GlareOn         = true;
            m_pointLight.Glare.Type      = MyLightGlare.GlareTypeEnum.Distant;
            m_pointLight.Glare.QuerySize = .8f;
            UpdateLightWorldMatrix();
        }
Exemplo n.º 24
0
        //  This method realy initiates/starts the missile
        //  IMPORTANT: Direction vector must be normalized!
        public override void Start(Vector3D position, Vector3D initialVelocity, Vector3D direction, long owner)
        {
            m_collidedEntity = null;
            m_collisionPoint = null;
            m_maxTrajectory  = m_missileAmmoDefinition.MaxTrajectory;
            m_owner          = owner;

            m_isExploded = false;

            base.Start(position, initialVelocity, direction, owner);
            Physics.RigidBody.MaxLinearVelocity = m_missileAmmoDefinition.DesiredSpeed;

            m_explosionType = MyExplosionTypeEnum.MISSILE_EXPLOSION;

            MySoundPair shootSound = m_weaponDefinition.WeaponAmmoDatas[(int)MyAmmoType.Missile].ShootSound;

            if (shootSound != null)
            {
                //  Plays cue (looping)
                m_soundEmitter.PlaySingleSound(shootSound, true);
            }

            m_light = MyLights.AddLight();
            if (m_light != null)
            {
                m_light.Start(MyLight.LightTypeEnum.PointLight, (Vector3)PositionComp.GetPosition(), GetMissileLightColor(), 1, MyMissileConstants.MISSILE_LIGHT_RANGE);
            }

            if (MyParticlesManager.TryCreateParticleEffect((int)MyParticleEffectsIDEnum.Smoke_Missile, out m_smokeEffect))
            {
                var matrix = PositionComp.WorldMatrix;
                matrix.Translation                -= matrix.Forward * m_smokeEffectOffsetMultiplier;
                m_smokeEffect.WorldMatrix          = matrix;
                m_smokeEffect.AutoDelete           = false;
                m_smokeEffect.CalculateDeltaMatrix = true;
            }
        }
Exemplo n.º 25
0
        private void InitJetpackThrust(int bone, Vector3 forward, float offset, ref MyObjectBuilder_ThrustDefinition thrustProperties)
        {
            MyJetpackThrust thrust1 = new MyJetpackThrust();

            thrust1.Bone                 = bone;
            thrust1.Forward              = forward;
            thrust1.Offset               = offset;
            thrust1.ThrustPointMaterial  = MyStringId.GetOrCompute(thrustProperties.FlamePointMaterial);
            thrust1.ThrustLengthMaterial = MyStringId.GetOrCompute(thrustProperties.FlameLengthMaterial);
            thrust1.ThrustGlareSize      = 1f;
            MyJetpackThrust item = thrust1;

            item.Light = MyLights.AddLight();
            if (item.Light != null)
            {
                item.Light.ReflectorDirection = (Vector3)base.Container.Entity.PositionComp.WorldMatrix.Forward;
                item.Light.ReflectorUp        = (Vector3)base.Container.Entity.PositionComp.WorldMatrix.Up;
                item.Light.ReflectorRange     = 1f;
                item.Light.Color = thrustProperties.FlameIdleColor;
                item.Light.Start(base.Entity.DisplayName + " Jetpack " + this.m_jetpackThrusts.Count);
                item.Light.Falloff = 2f;
                this.m_jetpackThrusts.Add(item);
            }
        }
Exemplo n.º 26
0
        public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
        {
            base.Init(objectBuilder, cubeGrid);
            this.IsLargeLight = cubeGrid.GridSizeEnum == MyCubeSize.Large;
            this.SyncObject   = new MySyncLightingBlock(this);

            var     builder    = (MyObjectBuilder_LightingBlock)objectBuilder;
            MyModel lightModel = MyModels.GetModelOnlyDummies(BlockDefinition.Model);

            foreach (var pair in lightModel.Dummies)
            {
                if (!pair.Key.ToLower().Contains("light"))
                {
                    continue;
                }

                m_lightLocalPosition = pair.Value.Matrix.Translation;
                break;
            }

            Vector4 color = (builder.ColorAlpha == -1)
                ? LightColorDef
                : new Vector4(builder.ColorRed, builder.ColorGreen, builder.ColorBlue, builder.ColorAlpha);

            float radius  = RadiusBounds.Clamp((builder.Radius == -1f) ? RadiusBounds.Default : builder.Radius);
            float falloff = FalloffBounds.Clamp(builder.Falloff);

            m_blinkIntervalSeconds = BlinkIntervalSecondsBounds.Clamp((builder.BlinkIntervalSeconds == -1f) ? BlinkIntervalSecondsBounds.Default : builder.BlinkIntervalSeconds);

            m_blinkLength = BlinkLenghtBounds.Clamp((builder.BlinkLenght == -1f) ? BlinkLenghtBounds.Default : builder.BlinkLenght);

            m_blinkOffset = BlinkOffsetBounds.Clamp((builder.BlinkOffset == -1f) ? BlinkOffsetBounds.Default : builder.BlinkOffset);

            m_intesity = IntensityBounds.Clamp((builder.Intensity == -1f) ? IntensityBounds.Default : builder.Intensity);


            m_positionDirty = true;
            m_light         = MyLights.AddLight();
            InitLight(m_light, color, radius, falloff);

            m_light.ReflectorRange   = ShortReflectorRangeDef;
            m_light.Range            = radius;
            m_light.PointLightOffset = 0.5f;
            m_light.ReflectorOn      = false;
            m_light.LightOn          = false;
            m_light.GlareOn          = false;

            UpdateIntensity();
            UpdateLightPosition();

            NeedsUpdate = MyEntityUpdateEnum.EACH_FRAME;
            Render.NeedsDrawFromParent = true;

            PowerReceiver = new MyPowerReceiver(
                MyConsumerGroupEnum.Utility,
                false,
                BlockDefinition.RequiredPowerInput,
                () => (Enabled && IsFunctional) ? PowerReceiver.MaxRequiredInput : 0f);
            PowerReceiver.Update();
            AddDebugRenderComponent(new Components.MyDebugRenderComponentDrawPowerReciever(PowerReceiver, this));
            PowerReceiver.IsPoweredChanged += Receiver_IsPoweredChanged;
            SlimBlock.ComponentStack.IsFunctionalChanged += ComponentStack_IsFunctionalChanged;
        }
Exemplo n.º 27
0
        public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
        {
            var beaconDefinition = BlockDefinition as MyBeaconDefinition;

            Debug.Assert(beaconDefinition != null);

            var sinkComp = new MyResourceSinkComponent();

            sinkComp.Init(
                MyStringHash.GetOrCompute(beaconDefinition.ResourceSinkGroup),
                MyEnergyConstants.MAX_REQUIRED_POWER_BEACON,
                UpdatePowerInput);

            ResourceSink = sinkComp;

            RadioBroadcaster = new MyRadioBroadcaster(10000);
            if (((MyObjectBuilder_Beacon)objectBuilder).BroadcastRadius != 0)
            {
                RadioBroadcaster.BroadcastRadius = ((MyObjectBuilder_Beacon)objectBuilder).BroadcastRadius;
            }

            base.Init(objectBuilder, cubeGrid);

            sinkComp.IsPoweredChanged += Receiver_IsPoweredChanged;
            sinkComp.Update();

            RadioBroadcaster.OnBroadcastRadiusChanged += OnBroadcastRadiusChanged;

            m_largeLight = cubeGrid.GridSizeEnum == MyCubeSize.Large;

            m_light = MyLights.AddLight();

            m_light.Start(MyLight.LightTypeEnum.PointLight, 1.5f);
            m_light.LightOwner         = m_largeLight ? MyLight.LightOwnerEnum.LargeShip : MyLight.LightOwnerEnum.SmallShip;
            m_light.UseInForwardRender = true;
            m_light.Range = 1;

            m_light.GlareOn        = true;
            m_light.GlareIntensity = m_largeLight ? 2 : 1;
            m_light.GlareQuerySize = m_largeLight ? 1.0f : 0.2f;
            m_light.GlareSize      = 1.0f;
            m_light.GlareType      = VRageRender.Lights.MyGlareTypeEnum.Distant;
            m_light.GlareMaterial  = m_largeLight ? "GlareLsLight"
                                                 : "GlareSsLight";
            m_light.GlareMaxDistance = GLARE_MAX_DISTANCE;

            if (m_largeLight)
            {
                m_lightPositionOffset = new Vector3(0f, CubeGrid.GridSize * 0.5f, 0f);
            }
            else
            {
                m_lightPositionOffset = Vector3.Zero;
            }

            UpdateLightPosition();


            AddDebugRenderComponent(new MyDebugRenderComponentDrawPowerReciever(ResourceSink, this));

            AnimationRunning = true;
            SlimBlock.ComponentStack.IsFunctionalChanged += ComponentStack_IsFunctionalChanged;

            IsWorkingChanged += MyBeacon_IsWorkingChanged;

            ShowOnHUD = false;

            UpdateText();
        }
        public void InitLight(MyCharacterDefinition definition)
        {
            m_light = MyLights.AddLight();

            m_lightGlareSize = definition.LightGlareSize;

            m_light.Start(MyLight.LightTypeEnum.PointLight | MyLight.LightTypeEnum.Spotlight, 0.5f);

            /// todo: defaults should be supplied from Environemnt.sbc
            m_light.GlossFactor        = 0;
            m_light.DiffuseFactor      = 3.14f;
            m_light.UseInForwardRender = true;
            m_light.LightOwner         = MyLight.LightOwnerEnum.SmallShip;
            m_light.ShadowDistance     = 20;
            m_light.ReflectorFalloff   = 10;

            m_light.ReflectorTexture         = "Textures\\Lights\\dual_reflector_2.dds";
            m_light.ReflectorColor           = MyCharacter.REFLECTOR_COLOR;
            m_light.ReflectorConeMaxAngleCos = MyCharacter.REFLECTOR_CONE_ANGLE;
            m_light.ReflectorRange           = MyCharacter.REFLECTOR_RANGE;
            m_light.ReflectorGlossFactor     = MyCharacter.REFLECTOR_GLOSS_FACTOR;
            m_light.ReflectorDiffuseFactor   = MyCharacter.REFLECTOR_DIFFUSE_FACTOR;
            m_light.Color         = MyCharacter.POINT_COLOR;
            m_light.SpecularColor = new Vector3(MyCharacter.POINT_COLOR_SPECULAR);
            m_light.Range         = MyCharacter.POINT_LIGHT_RANGE;

            MyCharacterBone leftGlareBone = null;

            if (definition.LeftLightBone != String.Empty)
            {
                leftGlareBone = m_skinnedEntity.AnimationController.FindBone(definition.LeftLightBone, out m_leftLightIndex);
            }
            if (leftGlareBone != null)
            {
                m_leftGlare = MyLights.AddLight();
                m_leftGlare.Start(MyLight.LightTypeEnum.None, 1.5f);
                m_leftGlare.LightOn            = false;
                m_leftGlare.LightOwner         = MyLight.LightOwnerEnum.SmallShip;
                m_leftGlare.UseInForwardRender = false;
                m_leftGlare.GlareOn            = true;
                m_leftGlare.GlareQuerySize     = 0.2f;
                m_leftGlare.GlareType          = VRageRender.Lights.MyGlareTypeEnum.Directional;
                m_leftGlare.GlareMaterial      = definition.LeftGlare;
            }

            MyCharacterBone rightGlareBone = null;

            if (definition.RightLightBone != String.Empty)
            {
                rightGlareBone = m_skinnedEntity.AnimationController.FindBone(definition.RightLightBone, out m_rightLightIndex);
            }
            if (rightGlareBone != null)
            {
                m_rightGlare = MyLights.AddLight();
                m_rightGlare.Start(MyLight.LightTypeEnum.None, 1.5f);
                m_rightGlare.LightOn            = false;
                m_rightGlare.LightOwner         = MyLight.LightOwnerEnum.SmallShip;
                m_rightGlare.UseInForwardRender = false;
                m_rightGlare.GlareOn            = true;
                m_rightGlare.GlareQuerySize     = 0.2f;
                m_rightGlare.GlareType          = VRageRender.Lights.MyGlareTypeEnum.Directional;
                m_rightGlare.GlareMaterial      = definition.RightGlare;
            }
        }
Exemplo n.º 29
0
        public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
        {
            var sinkComp = new MyResourceSinkComponent();

            sinkComp.Init(
                BlockDefinition.ResourceSinkGroup,
                BlockDefinition.RequiredPowerInput,
                () => (Enabled && IsFunctional) ? ResourceSink.MaxRequiredInput : 0f);
            sinkComp.IsPoweredChanged += Receiver_IsPoweredChanged;
            ResourceSink = sinkComp;

            base.Init(objectBuilder, cubeGrid);
            this.IsLargeLight = cubeGrid.GridSizeEnum == MyCubeSize.Large;

            var     builder    = (MyObjectBuilder_LightingBlock)objectBuilder;
            MyModel lightModel = VRage.Game.Models.MyModels.GetModelOnlyDummies(BlockDefinition.Model);

            foreach (var pair in lightModel.Dummies)
            {
                if (!pair.Key.ToLower().Contains("light"))
                {
                    continue;
                }

                m_lightLocalPosition = pair.Value.Matrix.Translation;
                break;
            }

            Vector4 color = (builder.ColorAlpha == -1)
                ? LightColorDef
                : new Vector4(builder.ColorRed, builder.ColorGreen, builder.ColorBlue, builder.ColorAlpha);

            float radius          = RadiusBounds.Clamp((builder.Radius == -1f) ? RadiusBounds.Default : builder.Radius);
            float reflectorRadius = ReflectorRadiusBounds.Clamp((builder.ReflectorRadius == -1f) ? ReflectorRadiusBounds.Default : builder.ReflectorRadius);
            float falloff         = FalloffBounds.Clamp(builder.Falloff);

            m_blinkIntervalSeconds.Value = BlinkIntervalSecondsBounds.Clamp((builder.BlinkIntervalSeconds == -1f) ? BlinkIntervalSecondsBounds.Default : builder.BlinkIntervalSeconds);

            m_blinkLength.Value = BlinkLenghtBounds.Clamp((builder.BlinkLenght == -1f) ? BlinkLenghtBounds.Default : builder.BlinkLenght);

            m_blinkOffset.Value = BlinkOffsetBounds.Clamp((builder.BlinkOffset == -1f) ? BlinkOffsetBounds.Default : builder.BlinkOffset);

            m_intesity.Value = IntensityBounds.Clamp((builder.Intensity == -1f) ? IntensityBounds.Default : builder.Intensity);


            m_positionDirty = true;
            m_light         = MyLights.AddLight();
            InitLight(m_light, color, radius, falloff);

            m_light.ReflectorRange = reflectorRadius;
            m_light.Range          = radius;
            m_light.ReflectorOn    = false;
            m_light.LightOn        = false;
            m_light.GlareOn        = false;

            UpdateIntensity();
            UpdateLightPosition();

            NeedsUpdate |= MyEntityUpdateEnum.EACH_FRAME | MyEntityUpdateEnum.BEFORE_NEXT_FRAME | MyEntityUpdateEnum.EACH_100TH_FRAME;
            Render.NeedsDrawFromParent = true;


            AddDebugRenderComponent(new MyDebugRenderComponentDrawPowerReciever(ResourceSink, this));
            ResourceSink.Update();
            SlimBlock.ComponentStack.IsFunctionalChanged += ComponentStack_IsFunctionalChanged;
            IsWorkingChanged += CubeBlock_OnWorkingChanged;
        }
Exemplo n.º 30
0
        public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
        {
            MyEntityThrustComponent entityThrustComponent;

            if (!cubeGrid.Components.TryGet(out entityThrustComponent))
            {
                entityThrustComponent = new MyThrusterBlockThrustComponent();

                entityThrustComponent.Init();
                cubeGrid.Components.Add <MyEntityThrustComponent>(entityThrustComponent);
            }

            m_thrustComponent = entityThrustComponent;

            BlockDefinition = (MyThrustDefinition)base.BlockDefinition;

            MyDefinitionId fuelId = new MyDefinitionId();

            if (!BlockDefinition.FuelConverter.FuelId.IsNull())
            {
                fuelId = BlockDefinition.FuelConverter.FuelId;
            }

            MyGasProperties fuelDef = null;

            if (MyFakes.ENABLE_HYDROGEN_FUEL)
            {
                MyDefinitionManager.Static.TryGetDefinition(fuelId, out fuelDef);
            }

            FuelDefinition = fuelDef ?? new MyGasProperties // Use electricity by default
            {
                Id            = MyResourceDistributorComponent.ElectricityId,
                EnergyDensity = 1f,
            };

            base.Init(objectBuilder, cubeGrid);



            var builder = (MyObjectBuilder_Thrust)objectBuilder;

            ThrustColor = BlockDefinition.FlameIdleColor;

            m_thrustOverride.Value = (builder.ThrustOverride * 100f) / BlockDefinition.ForceMagnitude;

            LoadDummies();
            NeedsUpdate |= MyEntityUpdateEnum.EACH_100TH_FRAME;

            m_light = MyLights.AddLight();
            m_light.ReflectorDirection = WorldMatrix.Forward;
            m_light.ReflectorUp        = WorldMatrix.Up;
            m_light.ReflectorRange     = CubeGrid.GridScale;
            m_light.Color          = ThrustColor;
            m_light.GlareMaterial  = BlockDefinition.FlameGlareMaterial;
            m_light.GlareQuerySize = BlockDefinition.FlameGlareQuerySize * CubeGrid.GridScale;

            m_glareSize = BlockDefinition.FlameGlareSize * CubeGrid.GridScale;
            m_maxBillboardDistanceSquared = BlockDefinition.FlameVisibilityDistance * BlockDefinition.FlameVisibilityDistance;
            m_maxLightDistanceSquared     = m_maxBillboardDistanceSquared;

            m_light.Start(MyLight.LightTypeEnum.PointLight, 1);

            UpdateDetailedInfo();

            FuelConverterDefinition = !MyFakes.ENABLE_HYDROGEN_FUEL ? new MyFuelConverterInfo {
                Efficiency = 1.0f
            } : BlockDefinition.FuelConverter;

            SlimBlock.ComponentStack.IsFunctionalChanged += ComponentStack_IsFunctionalChanged;
        }