Пример #1
0
        private string cmd_Rotate(string[] args)
        {
            if (args.Length < 4)
            {
                return("Not Enough arguments");
            }

            if (!int.TryParse(args[0], out int X))
            {
                return("Could not parse X");
            }

            if (!int.TryParse(args[1], out int Y))
            {
                return("Could not parse Y");
            }

            if (!int.TryParse(args[2], out int Z))
            {
                return("Could not parse Z");
            }

            if (!int.TryParse(args[3], out int angle))
            {
                return("Could not parse Z");
            }

            camera.Rotate(new Vector3(X, Y, Z), angle);

            return("Done");
        }
Пример #2
0
        protected override void InitializeScene()
        {
            int rayLayer     = LayerManager.RegisterLayer("raycast", new Layer(1, 2));
            int hybLayer     = LayerManager.RegisterLayer("hybrid", new Layer(1, 1 | 2));
            int physicsLayer = LayerManager.RegisterLayer("physics", new Layer(1, 1));

            LayerManager.DisableCollisions(rayLayer, physicsLayer);

            PhysicsDemoComponent phys = new PhysicsDemoComponent();

            AddComponent(phys); //Adding Physics Component to world.


            Add(DebugConsoleComponent.CreateConsole());

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG");

            bgObj.Scale = new Vector3(250, 1, 250);
            bgObj.AddComponent(new MeshRendererComponent(DefaultFilepaths.DefaultUnlitShader, Prefabs.Cube,
                                                         TextureLoader.ColorToTexture(Color.Brown), 1));
            Collider groundCol = new Collider(new Box(Vector3.Zero, 500, 1, 500), hybLayer);

            bgObj.AddComponent(groundCol);
            Add(bgObj);

            GameObject boxO = new GameObject(Vector3.UnitY * 3, "Box");

            boxO.AddComponent(new MeshRendererComponent(DefaultFilepaths.DefaultUnlitShader, Prefabs.Cube,
                                                        TextureLoader.ColorToTexture(Color.DarkMagenta), 1));
            boxO.AddComponent(new Collider(new Box(Vector3.Zero, 1, 1, 1), physicsLayer));
            boxO.Translate(new Vector3(55, 0, 35));
            Add(boxO);


            GameObject mouseTarget = new GameObject(Vector3.UnitY * -3, "BG");

            mouseTarget.Scale = new Vector3(1, 1, 1);
            mouseTarget.AddComponent(new MeshRendererComponent(DefaultFilepaths.DefaultUnlitShader, Prefabs.Sphere,
                                                               TextureLoader.ColorToTexture(Color.GreenYellow), 1));

            Add(mouseTarget);


            BasicCamera c = new BasicCamera(
                Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                     GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            c.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(-25));
            c.Translate(new Vector3(1, 30, 45));
            c.AddComponent(new CameraRaycaster(mouseTarget, boxO));
            GameEngine.Instance.CurrentScene.Add(c);
            GameEngine.Instance.CurrentScene.SetCamera(c);
        }
Пример #3
0
        private void LoadGameScene(BasicCamera c)
        {
            c.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(-75));
            c.Translate(new Vector3(0, 75, 15));


            Add(CreateGoal(FindGoalSpawn(-(map.GetLength(1) + 6))));

            GameObject[] objs = PlayerController.CreatePlayer(FindPlayerSpawn(map), c);

            for (int i = 0; i < objs.Length; i++)
            {
                GameEngine.Instance.CurrentScene.Add(objs[i]);
            }

            //EnemyComponent.CreateEnemies(new Vector2(30, 500), map, 5,0);
        }
Пример #4
0
        protected override void InitializeScene()
        {
            Add(DebugConsoleComponent.CreateConsole());

            LayerManager.RegisterLayer("raycast", new Layer(1, 1));

            Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView(
                MathHelper.DegreesToRadians(75f), //Field of View Vertical
                16f / 9f,                         //Aspect Ratio
                0.1f,                             //Near Plane
                1000f);                           //Far Plane

            BasicCamera bc = new BasicCamera(proj, Vector3.UnitY * 15);

            bc.Rotate(Vector3.UnitX, MathHelper.DegreesToRadians(-90));
            Add(bc);                          //Adding the BasicCamera(That is a gameobject under the hood) to the scene to receive events
            SetCamera(bc);                    //Sets the Camera as the "active" camera that the scene will be rendered from.
            bc.AddComponent(new AStarTest()); //Adding the AStar Test Component to the Camera
        }
Пример #5
0
        protected override void InitializeScene()
        {
            Add(DebugConsoleComponent.CreateConsole());
            Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView(
                MathHelper.DegreesToRadians(75f), //Field of View Vertical
                16f / 9f,                         //Aspect Ratio
                0.1f,                             //Near Plane
                1000f);                           //Far Plane

            BasicCamera bc = new BasicCamera(proj, Vector3.UnitY * 7);

            bc.Rotate(Vector3.UnitX, MathHelper.DegreesToRadians(-90));
            Add(bc);                                                                  //Adding the BasicCamera(That is a gameobject under the hood) to the scene to receive events
            SetCamera(bc);                                                            //Sets the Camera as the "active" camera that the scene will be rendered from.
            bc.AddComponent(new AudioListener());
            GameObject boxContainer      = new GameObject("Container");               //Empty Container at origin
            GameObject box               = new GameObject(-Vector3.UnitZ * 6, "Box"); //Creating a new Empty GameObject
            LitMeshRendererComponent lmr = new LitMeshRendererComponent(              //Creating a Renderer Component
                DefaultFilepaths.DefaultLitShader,                                    //The OpenGL Shader used(Unlit and Lit shaders are provided)
                Prefabs.Cube,                                                         //The Mesh that is going to be used by the MeshRenderer
                TextureLoader.ColorToTexture(Color.Red),                              //Diffuse Texture to put on the mesh
                1);                                                                   //Render Mask (UI = 1 << 30)

            box.AddComponent(lmr);                                                    //Attaching the Renderer to the GameObject

            AudioSourceComponent asc = new AudioSourceComponent();

            AudioLoader.TryLoad("assets/sound.wav", out AudioFile file);
            asc.Clip    = file;
            asc.Looping = true;
            asc.Play();
            asc.UpdatePosition = true; //Enable 3D Tracking the Gameobjects movements and apply it to the audio source
            asc.Gain           = 0.6f;

            box.AddComponent(asc);
            boxContainer.AddComponent(new RotatingComponent());
            boxContainer.Add(box); //Adding the Object to the Scene.
            Add(boxContainer);
        }
Пример #6
0
        protected override void InitializeScene()
        {
            Add(DebugConsoleComponent.CreateConsole());
            BasicCamera inPicCam =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            inPicCam.Rotate(Vector3.UnitX, MathHelper.DegreesToRadians(-90f));
            inPicCam.Translate(Vector3.UnitY * 25);

            Add(inPicCam);

            splitCam = new RenderTarget(inPicCam, 1, Color.FromArgb(0, 0, 0, 0))
            {
                MergeType = RenderTargetMergeType.Additive,
                ViewPort  = new Rectangle(0, 0, (int)(GameEngine.Instance.Width * 0.3f),
                                          (int)(GameEngine.Instance.Height * 0.3f))
            };

            GameEngine.Instance.AddRenderTarget(splitCam);

            BasicCamera bc =
                new BasicCamera(Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75), 16 / 9f, 0.1f, 1000f),
                                new Vector3(0, 5, 30)); //Creating a Basic Camera

            SetCamera(bc);
            Add(bc);


            //Creating a Box that is meant to fall down on the kinetic box
            GameObject box = new GameObject(OpenTK.Vector3.UnitZ * -3 + Vector3.UnitY * 2, "Box");
            LitMeshRendererComponent lmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Cube,
                                                                        TextureLoader.ColorToTexture(Color.Red), 1);

            box.AddComponent(lmr);
            Add(box);

            //Creating a Kinetic Box that will rotate slowly
            GameObject kinetic = new GameObject(OpenTK.Vector3.UnitZ * -3 + Vector3.UnitY * -2, "Box");
            LitMeshRendererComponent kineticlmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Cube,
                                                                               TextureLoader.ColorToTexture(Color.Green), 1);

            kinetic.AddComponent(kineticlmr);
            kinetic.AddComponent(new RotatingComponent());
            Add(kinetic);

            //A Large sphere that will act as a ground
            GameObject ground = new GameObject(OpenTK.Vector3.UnitZ * -3 + Vector3.UnitY * -1, "Box");
            LitMeshRendererComponent groundlmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Sphere,
                                                                              TextureLoader.ColorToTexture(Color.Blue), 1);

            ground.AddComponent(groundlmr);
            Add(ground);
            ground.Scale         = new Vector3(20, 20, 20);
            ground.LocalPosition = Engine.Physics.BEPUutilities.Vector3.UnitY * -25;

            //Creating the Collider Shapes
            Entity boxShape = new Box(
                Engine.Physics.BEPUutilities.Vector3.Zero,
                2f,
                2f,
                2f,
                1f);

            Entity kineticShape = new Box(
                Engine.Physics.BEPUutilities.Vector3.Zero,
                2f,
                2f,
                2f,
                1f);

            Entity groundShape = new Sphere(
                Vector3.Zero,
                20f);
            //Note: Not specifying the mass when creating makes the shape a static shape that is really cheap computatinally

            //Ground(Sphere) and the falling box is going to have 0 friction and maximum bounciness.
            Material groundPhysicsMaterial = new Material(0, 0, 1f);
            Material boxPhysicsMaterial    = new Material(0, 0, 1f);

            //Creating A physics layer to be able to control which objects are meant to collide with each other
            int physicsLayerID = LayerManager.RegisterLayer("physics", new Layer(1, 1));

            //Creating the Components for the Physics Engine
            //Note: There are different ways to get the LayerID than storing it.
            Collider boxCollider     = new Collider(boxShape, physicsLayerID);
            Collider groundCollider  = new Collider(groundShape, "physics");
            Collider kineticCollider = new Collider(kineticShape, LayerManager.LayerToName(physicsLayerID));

            //Final Collider Setup
            //Kinetic becomes Kinetic
            kineticCollider.PhysicsCollider.BecomeKinematic();
            //Adding the Physics Materials
            boxCollider.PhysicsCollider.Material    = boxPhysicsMaterial;
            groundCollider.PhysicsCollider.Material = groundPhysicsMaterial;

            //Adding the Components
            box.AddComponent(boxCollider);
            kinetic.AddComponent(kineticCollider);
            ground.AddComponent(groundCollider);

            //Making the Camera LookAt the origin
            bc.LookAt(Vector3.Zero);
        }
Пример #7
0
        protected override void InitializeScene()
        {
            creator       = BufferCreator.CreateWithBuiltInTypes();
            iset          = FLInstructionSet.CreateWithBuiltInTypes(CLAPI.MainThread, "assets/kernel/");
            checkPipeline = FLProgramCheckBuilder.CreateDefaultCheckBuilder(iset, creator);
            parser        = new FLParser(iset, creator);
            checkPipeline.Attach(parser, true);
            Mesh plane = MeshLoader.FileToMesh("assets/models/plane.obj");

            Texture texQuad   = TextureLoader.ParameterToTexture(1024, 1024, "FLDisplayTextureQuad");
            Texture texSphere = TextureLoader.ParameterToTexture(1024, 1024, "FLDisplayTextureSphere");

            GameObject objSphere = new GameObject(new Vector3(1, 1, 0), "SphereDisplay");

            LitMeshRendererComponent sphereLmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader,
                                                                              Prefabs.Sphere,
                                                                              texSphere, 1);

            objSphere.AddComponent(sphereLmr);
            sphereLmr.Textures = new[]
            { sphereLmr.Textures[0], DefaultFilepaths.DefaultTexture };

            objSphere.AddComponent(new RotatingComponent());

            GameObject objQuad = new GameObject(new Vector3(-1, 1, 0), "QuadDisplay");
            LitMeshRendererComponent quadLmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, plane,
                                                                            texQuad, 1);

            objQuad.AddComponent(quadLmr);
            quadLmr.Textures = new[]
            { quadLmr.Textures[0], DefaultFilepaths.DefaultTexture };

            objQuad.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(45));

            GameObject sourceCube = new GameObject(new Vector3(0, 10, 10), "Light Source");

            sourceCube.AddComponent(new LightComponent());
            sourceCube.AddComponent(new RotateAroundComponent {
                Slow = 0.15f
            });
            sourceCube.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Cube,
                                                                 TextureLoader.ColorToTexture(Color.White), 1));

            GameObject uiText = new GameObject(new Vector3(0), "UIText");

            uiText.AddComponent(new FlGeneratorComponent(new List <LitMeshRendererComponent>
            {
                sphereLmr, quadLmr
            },
                                                         512,
                                                         512, true));

            Add(sourceCube);
            Add(uiText);
            Add(DebugConsoleComponent.CreateConsole());
            Add(objSphere);
            Add(objQuad);

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG")
            {
                Scale = new Vector3(25, 1, 25)
            };


            bgObj.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Cube,
                                                            GenerateGroundTexture(), 1));
            Add(bgObj);


            BasicCamera mainCamera =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            object mc = mainCamera;

            EngineConfig.LoadConfig("assets/configs/camera_fldemo.xml", ref mc);


            Add(mainCamera);
            SetCamera(mainCamera);

            GameObject camContainer = new GameObject("CamContainer");

            BasicCamera inPicCam =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            inPicCam.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(0));
            inPicCam.Translate(new Vector3(0, 2, 4));
            inPicCam.AddComponent(new RotateAroundComponent());
            GameObject zeroPoint = new GameObject("Zero");

            Add(zeroPoint);
            LookAtComponent comp = new LookAtComponent();

            comp.SetTarget(zeroPoint);
            inPicCam.AddComponent(comp);
            Add(inPicCam);


            splitCam = new RenderTarget(inPicCam, 1, Color.FromArgb(0, 0, 0, 0))
            {
                MergeType = RenderTargetMergeType.Additive,
                ViewPort  = new Rectangle(0, 0, (int)(GameEngine.Instance.Width * 0.3f),
                                          (int)(GameEngine.Instance.Height * 0.3f))
            };

            Add(camContainer);
            GameEngine.Instance.AddRenderTarget(splitCam);
        }
Пример #8
0
        protected override void InitializeScene()
        {
            Mesh sphere = MeshLoader.FileToMesh("models/sphere_smooth.obj");
            Mesh plane  = MeshLoader.FileToMesh("models/plane.obj");
            Mesh bgBox  = MeshLoader.FileToMesh("models/cube_flat.obj");


            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/UITextRender.fs" },
                { ShaderType.VertexShader, "shader/UITextRender.vs" }
            }, out ShaderProgram textShader);

            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/texture.fs" },
                { ShaderType.VertexShader, "shader/texture.vs" }
            }, out ShaderProgram shader);

            GameObject objSphere = new GameObject(new Vector3(1, 1, 0), "SphereDisplay");

            objSphere.AddComponent(new MeshRendererComponent(shader, sphere,
                                                             TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            objSphere.AddComponent(new RotatingComponent());

            GameObject objQuad = new GameObject(new Vector3(-1, 1, 0), "QuadDisplay");

            objQuad.AddComponent(new MeshRendererComponent(shader, plane,
                                                           TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            objQuad.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(90));

            GameObject uiText = new GameObject(new Vector3(0), "UIText");

            uiText.AddComponent(new FLGeneratorComponent(new List <MeshRendererComponent>
            {
                objSphere.GetComponent <MeshRendererComponent>(), objQuad.GetComponent <MeshRendererComponent>()
            },
                                                         512,
                                                         512));


            GameEngine.Instance.CurrentScene.Add(uiText);
            DebugConsoleComponent dbg = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>();

            dbg.AddCommand("mov", cmd_ChangeCameraPos);
            dbg.AddCommand("rot", cmd_ChangeCameraRot);
            dbg.AddCommand("reload", cmd_ReLoadScene);
            dbg.AddCommand("next", cmd_NextScene);
            GameEngine.Instance.CurrentScene.Add(dbg.Owner);
            GameEngine.Instance.CurrentScene.Add(objSphere);
            GameEngine.Instance.CurrentScene.Add(objQuad);

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG");

            bgObj.Scale = new Vector3(25, 1, 25);

            Texture bgTex = TextureLoader.FileToTexture("textures/ground4k.png");

            //BufferOperations.GetRegion<byte>(buf, new int3(), )


            bgObj.AddComponent(new MeshRendererComponent(shader, bgBox, bgTex, 1));
            GameEngine.Instance.CurrentScene.Add(bgObj);


            BasicCamera mainCamera =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            object mc = mainCamera;

            EngineConfig.LoadConfig("configs/camera_fldemo.xml", ref mc);


            GameEngine.Instance.CurrentScene.Add(mainCamera);
            GameEngine.Instance.CurrentScene.SetCamera(mainCamera);

            GameObject camContainer = new GameObject("CamContainer");

            BasicCamera inPicCam =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            inPicCam.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(0));
            inPicCam.Translate(new Vector3(0, 2, 4));
            inPicCam.AddComponent(new RotateAroundComponent());
            GameObject zeroPoint = new GameObject("Zero");

            GameEngine.Instance.CurrentScene.Add(zeroPoint);
            LookAtComponent comp = new LookAtComponent();

            comp.SetTarget(zeroPoint);
            inPicCam.AddComponent(comp);
            GameEngine.Instance.CurrentScene.Add(inPicCam);


            splitCam = new RenderTarget(inPicCam, 1, new Color(0, 0, 0, 0))
            {
                MergeType = RenderTargetMergeType.Additive,
                ViewPort  = new Rectangle(0, 0, (int)(GameEngine.Instance.Width * 0.3f),
                                          (int)(GameEngine.Instance.Height * 0.3f))
            };

            GameEngine.Instance.CurrentScene.Add(camContainer);
            GameEngine.Instance.AddRenderTarget(splitCam);
        }
Пример #9
0
        protected override void InitializeScene()
        {
            Texture test = TextureLoader.FileToTexture("textures/ground4k.png");


            int rayLayer     = LayerManager.RegisterLayer("raycast", new Layer(1, 2));
            int hybLayer     = LayerManager.RegisterLayer("hybrid", new Layer(1, 1 | 2));
            int physicsLayer = LayerManager.RegisterLayer("physics", new Layer(1, 1));

            LayerManager.DisableCollisions(rayLayer, physicsLayer);

            Mesh bgBox  = MeshLoader.FileToMesh("models/cube_flat.obj");
            Mesh box    = MeshLoader.FileToMesh("models/cube_flat.obj");
            Mesh sphere = MeshLoader.FileToMesh("models/sphere_smooth.obj");


            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/UITextRender.fs" },
                { ShaderType.VertexShader, "shader/UIRender.vs" }
            }, out ShaderProgram textShader);

            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/texture.fs" },
                { ShaderType.VertexShader, "shader/texture.vs" }
            }, out ShaderProgram shader);

            PhysicsDemoComponent phys = new PhysicsDemoComponent();

            GameEngine.Instance.CurrentScene.AddComponent(phys); //Adding Physics Component to world.


            DebugConsoleComponent dbg = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>();

            dbg.AddCommand("mov", cmd_ChangeCameraPos);
            dbg.AddCommand("rot", cmd_ChangeCameraRot);
            dbg.AddCommand("reload", cmd_ReLoadScene);
            dbg.AddCommand("next", cmd_NextScene);
            GameEngine.Instance.CurrentScene.Add(dbg.Owner);

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG");

            bgObj.Scale = new Vector3(250, 1, 250);
            bgObj.AddComponent(new MeshRendererComponent(shader, bgBox,
                                                         TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            Collider groundCol = new Collider(new Box(Vector3.Zero, 500, 1, 500), hybLayer);

            bgObj.AddComponent(groundCol);
            GameEngine.Instance.CurrentScene.Add(bgObj);

            GameObject boxO = new GameObject(Vector3.UnitY * 3, "Box");

            boxO.AddComponent(new MeshRendererComponent(shader, bgBox,
                                                        TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            boxO.AddComponent(new Collider(new Box(Vector3.Zero, 1, 1, 1), physicsLayer));
            boxO.Translate(new Vector3(55, 0, 35));
            GameEngine.Instance.CurrentScene.Add(boxO);


            GameObject mouseTarget = new GameObject(Vector3.UnitY * -3, "BG");

            mouseTarget.Scale = new Vector3(1, 1, 1);
            mouseTarget.AddComponent(new MeshRendererComponent(shader, sphere,
                                                               TextureLoader.FileToTexture("textures/ground4k.png"), 1));

            GameEngine.Instance.CurrentScene.Add(mouseTarget);


            BasicCamera c = new BasicCamera(
                Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                     GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            c.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(-25));
            c.Translate(new Vector3(1, 30, 45));
            c.AddComponent(new CameraRaycaster(mouseTarget, 3, boxO));
            GameEngine.Instance.CurrentScene.Add(c);
            GameEngine.Instance.CurrentScene.SetCamera(c);
        }