void CreateScene()
        {
            var cache = ResourceCache;

            scene = new Scene();

            // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
            // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
            // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
            // optimizing manner
            scene.CreateComponent<Octree>();

            // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
            // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
            // (100 x 100 world units)
            Node planeNode = scene.CreateChild("Plane");
            planeNode.Scale=new Vector3(100.0f, 1.0f, 100.0f);
            StaticModel planeObject = planeNode.CreateComponent<StaticModel>();
            planeObject.Model = (cache.GetModel("Models/Plane.mdl"));
            planeObject.SetMaterial(cache.GetMaterial("Materials/StoneTiled.xml"));

            // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
            // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
            // The light will use default settings (white light, no shadows)
            Node lightNode = scene.CreateChild("DirectionalLight");
            lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
            Light light = lightNode.CreateComponent<Light>();
            light.LightType = LightType.Directional;

            // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
            // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
            // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
            // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
            // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
            // scene.
            Material mushroomMat = cache.GetMaterial("Materials/Mushroom.xml");
            // Apply shader parameter animation to material
            ValueAnimation specColorAnimation=new ValueAnimation();

            specColorAnimation.SetKeyFrame(0.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
            specColorAnimation.SetKeyFrame(1.0f, new Color(1.0f, 0.0f, 0.0f, 2.0f));
            specColorAnimation.SetKeyFrame(2.0f, new Color(1.0f, 1.0f, 0.0f, 2.0f));
            specColorAnimation.SetKeyFrame(3.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
            // Optionally associate material with scene to make sure shader parameter animation respects scene time scale
            mushroomMat.Scene=scene;
            mushroomMat.SetShaderParameterAnimation("MatSpecColor", specColorAnimation, WrapMode.Loop, 1.0f);

            const uint numObjects = 200;
            for (uint i = 0; i < numObjects; ++i)
            {
                Node mushroomNode = scene.CreateChild("Mushroom");
                mushroomNode.Position = (new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f));
                mushroomNode.Rotation=new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
                mushroomNode.SetScale(0.5f + NextRandom(2.0f));
                StaticModel mushroomObject = mushroomNode.CreateComponent<StaticModel>();
                mushroomObject.Model = (cache.GetModel("Models/Mushroom.mdl"));
                mushroomObject.SetMaterial(mushroomMat);
            }

            // Create a scene node for the camera, which we will move around
            // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
            CameraNode = scene.CreateChild("Camera");
            CameraNode.CreateComponent<Camera>();

            // Set an initial position for the camera scene node above the plane
            CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f));
        }
Exemplo n.º 2
0
		void CreateScene()
		{
			var cache = ResourceCache;

			scene = new Scene();

			// Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
			// show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
			// is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
			// optimizing manner
			scene.CreateComponent<Octree>();

			// Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
			// plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
			// (100 x 100 world units)
			Node planeNode = scene.CreateChild("Plane");
			planeNode.Scale=new Vector3(100.0f, 1.0f, 100.0f);
			StaticModel planeObject = planeNode.CreateComponent<StaticModel>();
			planeObject.Model = (cache.GetModel("Models/Plane.mdl"));
			planeObject.SetMaterial(cache.GetMaterial("Materials/StoneTiled.xml"));

			// Create a point light to the world so that we can see something. 
			Node lightNode = scene.CreateChild("PointLight");
			Light light = lightNode.CreateComponent<Light>();
			light.LightType = LightType.Point;
			light.Range = (10.0f);

			// Create light animation
			ObjectAnimation lightAnimation=new ObjectAnimation();

			// Create light position animation
			ValueAnimation positionAnimation=new ValueAnimation();
			// Use spline interpolation method
			positionAnimation.InterpolationMethod= InterpMethod.Spline;
			// Set spline tension
			positionAnimation.SplineTension=0.7f;

			positionAnimation.SetKeyFrame(0.0f, new Vector3(-30.0f, 5.0f, -30.0f));
			positionAnimation.SetKeyFrame(1.0f, new Vector3(30.0f, 5.0f, -30.0f));
			positionAnimation.SetKeyFrame(2.0f, new Vector3(30.0f, 5.0f, 30.0f));
			positionAnimation.SetKeyFrame(3.0f, new Vector3(-30.0f, 5.0f, 30.0f));
			positionAnimation.SetKeyFrame(4.0f, new Vector3(-30.0f, 5.0f, -30.0f));
			// Set position animation
			lightAnimation.AddAttributeAnimation("Position", positionAnimation, WrapMode.Loop, 1f);

			// Create text animation
			ValueAnimation textAnimation=new ValueAnimation();
			textAnimation.SetKeyFrame(0.0f, "WHITE");
			textAnimation.SetKeyFrame(1.0f, "RED");
			textAnimation.SetKeyFrame(2.0f, "YELLOW");
			textAnimation.SetKeyFrame(3.0f, "GREEN");
			textAnimation.SetKeyFrame(4.0f, "WHITE");
			var uiElement = UI.Root.GetChild("animatingText", false);
			uiElement.SetAttributeAnimation("Text", textAnimation, WrapMode.Loop, 1f);

			// Create light color animation
			ValueAnimation colorAnimation=new ValueAnimation();
			colorAnimation.SetKeyFrame(0.0f, Color.White);
			colorAnimation.SetKeyFrame(1.0f, Color.Red);
			colorAnimation.SetKeyFrame(2.0f, Color.Yellow);
			colorAnimation.SetKeyFrame(3.0f, Color.Green);
			colorAnimation.SetKeyFrame(4.0f, Color.White);
			// Set Light component's color animation
			lightAnimation.AddAttributeAnimation("@Light/Color", colorAnimation, WrapMode.Loop, 1f);

			// Apply light animation to light node
			lightNode.ObjectAnimation=lightAnimation;

			// Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
			// quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
			// LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
			// see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
			// same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
			// scene.
			const uint numObjects = 200;
			for (uint i = 0; i < numObjects; ++i)
			{
				Node mushroomNode = scene.CreateChild("Mushroom");
				mushroomNode.Position = (new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f));
				mushroomNode.Rotation=new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
				mushroomNode.SetScale(0.5f + NextRandom(2.0f));
				StaticModel mushroomObject = mushroomNode.CreateComponent<StaticModel>();
				mushroomObject.Model = (cache.GetModel("Models/Mushroom.mdl"));
				mushroomObject.SetMaterial(cache.GetMaterial("Materials/Mushroom.xml"));
			}

			// Create a scene node for the camera, which we will move around
			// The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
			CameraNode = scene.CreateChild("Camera");
			CameraNode.CreateComponent<Camera>();

			// Set an initial position for the camera scene node above the plane
			CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f));
		}
Exemplo n.º 3
0
		async void Hit()
		{
			var material = Node.GetComponent<StaticModel>().GetMaterial(0);
			if (material == null)
				return;
			//NOTE: the material should not be cached (Clone() should be called) or all object with it will be blinking
			material.SetShaderParameter("MatSpecColor", new Color(0, 0, 0, 0));
			var specColorAnimation = new ValueAnimation();
			specColorAnimation.SetKeyFrame(0.0f, new Color(1.0f, 1.0f, 1.0f, 0.5f));
			specColorAnimation.SetKeyFrame(0.1f, new Color(0, 0, 0, 0));
			material.SetShaderParameterAnimation("MatSpecColor", specColorAnimation, WrapMode.Once, 1.0f);
			await Node.RunActionsAsync(new DelayTime(1f));
		}
Exemplo n.º 4
0
        void CreateScene()
        {
            var cache = GetSubsystem <ResourceCache>();

            scene = new Scene();

            // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
            // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
            // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
            // optimizing manner
            scene.CreateComponent <Octree>();

            // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
            // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
            // (100 x 100 world units)
            Node planeNode = scene.CreateChild("Plane");

            planeNode.Scale = new Vector3(100.0f, 1.0f, 100.0f);
            StaticModel planeObject = planeNode.CreateComponent <StaticModel>();

            planeObject.Model = (cache.Get <Model>("Models/Plane.mdl"));
            planeObject.SetMaterial(cache.Get <Material>("Materials/StoneTiled.xml"));

            // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
            // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
            // The light will use default settings (white light, no shadows)
            Node lightNode = scene.CreateChild("DirectionalLight");

            lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));             // The direction vector does not need to be normalized
            Light light = lightNode.CreateComponent <Light>();

            light.LightType = LightType.LIGHT_DIRECTIONAL;

            // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
            // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
            // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
            // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
            // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
            // scene.
            Material mushroomMat = cache.Get <Material>("Materials/Mushroom.xml");
            // Apply shader parameter animation to material
            ValueAnimation specColorAnimation = new ValueAnimation();

            specColorAnimation.SetKeyFrame(0.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
            specColorAnimation.SetKeyFrame(1.0f, new Color(1.0f, 0.0f, 0.0f, 2.0f));
            specColorAnimation.SetKeyFrame(2.0f, new Color(1.0f, 1.0f, 0.0f, 2.0f));
            specColorAnimation.SetKeyFrame(3.0f, new Color(0.1f, 0.1f, 0.1f, 16.0f));
            // Optionally associate material with scene to make sure shader parameter animation respects scene time scale
            mushroomMat.Scene = scene;
            mushroomMat.SetShaderParameterAnimation("MatSpecColor", specColorAnimation, WrapMode.WM_LOOP, 1.0f);

            const uint numObjects = 200;

            for (uint i = 0; i < numObjects; ++i)
            {
                Node mushroomNode = scene.CreateChild("Mushroom");
                mushroomNode.Position = (new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f));
                mushroomNode.Rotation = new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
                mushroomNode.SetScale(0.5f + NextRandom(2.0f));
                StaticModel mushroomObject = mushroomNode.CreateComponent <StaticModel>();
                mushroomObject.Model = (cache.Get <Model>("Models/Mushroom.mdl"));
                mushroomObject.SetMaterial(mushroomMat);
            }

            // Create a scene node for the camera, which we will move around
            // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
            CameraNode = scene.CreateChild("Camera");
            CameraNode.CreateComponent <Camera>();

            // Set an initial position for the camera scene node above the plane
            CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f));
        }
Exemplo n.º 5
0
        void CreateScene()
        {
            var cache = GetSubsystem <ResourceCache>();

            scene = new Scene();

            // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
            // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
            // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
            // optimizing manner
            scene.CreateComponent <Octree>();

            // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
            // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
            // (100 x 100 world units)
            Node planeNode = scene.CreateChild("Plane");

            planeNode.Scale = new Vector3(100.0f, 1.0f, 100.0f);
            StaticModel planeObject = planeNode.CreateComponent <StaticModel>();

            planeObject.Model = (cache.Get <Model>("Models/Plane.mdl"));
            planeObject.SetMaterial(cache.Get <Material>("Materials/StoneTiled.xml"));

            // Create a point light to the world so that we can see something.
            Node  lightNode = scene.CreateChild("PointLight");
            Light light     = lightNode.CreateComponent <Light>();

            light.LightType = LightType.LIGHT_POINT;
            light.Range     = (10.0f);

            // Create light animation
            ObjectAnimation lightAnimation = new ObjectAnimation();

            // Create light position animation
            ValueAnimation positionAnimation = new ValueAnimation();

            // Use spline interpolation method
            positionAnimation.InterpolationMethod = InterpMethod.IM_SPLINE;
            // Set spline tension
            positionAnimation.SplineTension = 0.7f;

            positionAnimation.SetKeyFrame(0.0f, new Vector3(-30.0f, 5.0f, -30.0f));
            positionAnimation.SetKeyFrame(1.0f, new Vector3(30.0f, 5.0f, -30.0f));
            positionAnimation.SetKeyFrame(2.0f, new Vector3(30.0f, 5.0f, 30.0f));
            positionAnimation.SetKeyFrame(3.0f, new Vector3(-30.0f, 5.0f, 30.0f));
            positionAnimation.SetKeyFrame(4.0f, new Vector3(-30.0f, 5.0f, -30.0f));
            // Set position animation
            lightAnimation.AddAttributeAnimation("Position", positionAnimation, WrapMode.WM_LOOP, 1f);

            // Create text animation

            /*
             *          ValueAnimation textAnimation=new ValueAnimation();
             *          textAnimation.SetKeyFrame(0.0f, "WHITE");
             *          textAnimation.SetKeyFrame(1.0f, "RED");
             *          textAnimation.SetKeyFrame(2.0f, "YELLOW");
             *          textAnimation.SetKeyFrame(3.0f, "GREEN");
             *          textAnimation.SetKeyFrame(4.0f, "WHITE");
             *          var uiElement = UI.Root.GetChild("animatingText", false);
             *          uiElement.SetAttributeAnimation("Text", textAnimation, WrapMode.Loop, 1f);
             */

            // Create light color animation
            ValueAnimation colorAnimation = new ValueAnimation();

            colorAnimation.SetKeyFrame(0.0f, Color.White);
            colorAnimation.SetKeyFrame(1.0f, Color.Red);
            colorAnimation.SetKeyFrame(2.0f, Color.Yellow);
            colorAnimation.SetKeyFrame(3.0f, Color.Green);
            colorAnimation.SetKeyFrame(4.0f, Color.White);
            // Set Light component's color animation
            lightAnimation.AddAttributeAnimation("@Light/Color", colorAnimation, WrapMode.WM_LOOP, 1f);

            // Apply light animation to light node
            lightNode.ObjectAnimation = lightAnimation;

            // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
            // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
            // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
            // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
            // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
            // scene.
            const uint numObjects = 200;

            for (uint i = 0; i < numObjects; ++i)
            {
                Node mushroomNode = scene.CreateChild("Mushroom");
                mushroomNode.Position = (new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f));
                mushroomNode.Rotation = new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
                mushroomNode.SetScale(0.5f + NextRandom(2.0f));
                StaticModel mushroomObject = mushroomNode.CreateComponent <StaticModel>();
                mushroomObject.Model = (cache.Get <Model>("Models/Mushroom.mdl"));
                mushroomObject.SetMaterial(cache.Get <Material>("Materials/Mushroom.xml"));
            }

            // Create a scene node for the camera, which we will move around
            // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
            CameraNode = scene.CreateChild("Camera");
            CameraNode.CreateComponent <Camera>();

            // Set an initial position for the camera scene node above the plane
            CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f));
        }
Exemplo n.º 6
0
		public override void OnSurfaceAddedOrUpdated(SpatialMeshInfo surface, Model generatedModel)
		{
			bool isNew = false;
			StaticModel staticModel = null;
			Node node = environmentNode.GetChild(surface.SurfaceId, false);
			if (node != null)
			{
				isNew = false;
				staticModel = node.GetComponent<StaticModel>();
			}
			else
			{
				isNew = true;
				node = environmentNode.CreateChild(surface.SurfaceId);
				staticModel = node.CreateComponent<StaticModel>();
			}

			node.Position = surface.BoundsCenter;
			node.Rotation = surface.BoundsRotation;
			staticModel.Model = generatedModel;

			Material mat;
			Color startColor;
			Color endColor = new Color(0.8f, 0.8f, 0.8f);

			if (isNew)
			{
				startColor = Color.Blue;
				mat = Material.FromColor(endColor);
				staticModel.SetMaterial(mat);
			}
			else
			{
				startColor = Color.Red;
				mat = staticModel.GetMaterial(0);
			}

			mat.FillMode = wireframe ? FillMode.Wireframe : FillMode.Solid;
			var specColorAnimation = new ValueAnimation();
			specColorAnimation.SetKeyFrame(0.0f, startColor);
			specColorAnimation.SetKeyFrame(1.5f, endColor);
			mat.SetShaderParameterAnimation("MatDiffColor", specColorAnimation, WrapMode.Once, 1.0f);
		}