/// <summary> /// Normal Draw Function. /// </summary> /// <param name="gt">The gt.</param> /// <param name="obj">The obj.</param> /// <param name="cam">The cam.</param> /// <param name="lights">The lights.</param> /// <param name="render">The render.</param> public void Drawn(Microsoft.Xna.Framework.GameTime gt, SceneControl.IObject obj, Cameras.ICamera cam, IList <Light.ILight> lights, SceneControl.RenderHelper render) { PhysxFluidObject PhysxFluidObject = obj.PhysicObject as PhysxFluidObject; InstancedBilboardModel InstancedBilboardModel = obj.Modelo as InstancedBilboardModel; if (!PhysxFluidObject.Fluid.ParticleWriteData.NumberOfParticles.HasValue) { return; } Phyx.Vector3[] pos = PhysxFluidObject.Fluid.ParticleWriteData.PositionBuffer.GetData <Phyx.Vector3>(); BilboardInstance[] inst = new Modelo.BilboardInstance[PhysxFluidObject.Fluid.ParticleWriteData.NumberOfParticles.Value]; for (int i = 0; i < PhysxFluidObject.Fluid.ParticleWriteData.NumberOfParticles; i++) { inst[i] = BilboardInstance[i]; inst[i].Position = pos[i].AsXNA(); } InstancedBilboardModel.SetBilboardInstances(inst); shader.iDraw(gt, obj, render, cam, lights); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); SimpleModel simpleModel = new SimpleModel(factory, "Model//block"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); BoxObject tmesh = new BoxObject(new Vector3(0, 10, 0), 1, 1, 1, 50, new Vector3(5000, 1, 5000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); tmesh.isMotionLess = true; DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); { List <BilboardInstance> poss = new List <BilboardInstance>(); for (int i = -10; i < 20; i++) { for (int j = -10; j < 20; j++) { float x, y; x = i * 100; y = j * 100; BilboardInstance bi = new BilboardInstance(); bi.Scale = new Vector2(100, 100); bi.Position = new Vector3(x, 5, y); poss.Add(bi); } } ///same as before, just the name of the class change ///You can change the position of a individual bilboard using bm.GetBilboardInstances(), updating the structure recieved and ///using bm.SetBilboardInstances(). Dont do this every frame pls =P ///You can change lots of parameters of the DeferredInstancedBilboardShader, check it InstancedBilboardModel bm = new InstancedBilboardModel(factory, "Bilbs", "..\\Content\\Textures\\tree", poss.ToArray()); DeferredInstancedBilboardShader cb = new DeferredInstancedBilboardShader(BilboardType.Cilindric); DeferredMaterial matfor = new DeferredMaterial(cb); GhostObject go = new GhostObject(); IObject obj2 = new IObject(matfor, bm, go); this.World.AddObject(obj2); } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-15), new Vector3(-200, 300, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); const int maximumParticles = 1000; var fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 0.5f, DimensionY = 0.5f, Rate = 15, RelativePose = Phyx.Matrix.RotationAxis(new Phyx.Vector3(0, 1, 0), (float)Math.PI) * Phyx.Matrix.Translation(-40, 10, -50), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f }; fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization); var fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization | FluidFlag.Enabled, MaximumParticles = maximumParticles, }; fluidDesc.ParticleWriteData.AllocatePositionBuffer <Vector3>(maximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; InstancedBilboardModel InstancedBilboardModel = new InstancedBilboardModel(factory, "teste", "Textures/Smoke", new BilboardInstance[] { new BilboardInstance() }, maximumParticles); PhysxFluidObject PhysxFluidObject = new PloobsEngine.Physics.PhysxFluidObject(fluidDesc); DeferredInstancedBilboardShader DeferredInstancedBilboardShader = new PloobsEngine.Material.DeferredInstancedBilboardShader(BilboardType.Spherical); DeferredInstancedBilboardShader.AlphaTestLimit = 0.2f; FluidMaterial DeferredMaterial = new FluidMaterial(DeferredInstancedBilboardShader, maximumParticles, new Vector2(0.2f)); IObject IObject = new IObject(DeferredMaterial, InstancedBilboardModel, PhysxFluidObject); this.World.AddObject(IObject); // Ledge { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, (Phyx.Matrix.RotationX(-0.5f) * Phyx.Matrix.Translation(-40, 5, -52)).AsXNA(), new Vector3(5, 0.1f, 5)); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject); this.World.AddObject(obj); } // Drain { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; var drainActorDesc = new ActorDescription() { GlobalPose = Phyx.Matrix.Translation(-40, 0, -55), Shapes = { boxShapeDesc } }; var drianActor = PhysxPhysicWorld.Scene.CreateActor(drainActorDesc); } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory, false); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); // Create a simple fluid description with fluids and visualization enabled FluidDescription fluidDesc = new FluidDescription() { Flags = FluidFlag.Enabled | FluidFlag.Visualization, }; // Store our particle positions somewhere (as our particle generation function below generates and unknown number of particles at runtime we need a list instead of an array) var particlePositions = new List <Phyx.Vector3>(); // Move all the particles by this offset Phyx.Vector3 position = new Phyx.Vector3(0, 20, 0); // Number of particles in the x, y and z directions int sideNum = 10; float distance = 1f; float radius = sideNum * distance * 0.5f; for (int i = 0; i < sideNum; i++) { for (int j = 0; j < sideNum; j++) { for (int k = 0; k < sideNum; k++) { Phyx.Vector3 p = new Phyx.Vector3(i * distance, j * distance, k * distance); if ((p - new Phyx.Vector3(radius, radius, radius)).Length() < radius) { p += position - new Phyx.Vector3(radius, radius, radius); particlePositions.Add(p); } } } } // Allocate memory for the initial particle positions to be stored in // And then set the position buffer fluidDesc.InitialParticleData.AllocatePositionBuffer <Phyx.Vector3>(particlePositions.Count); fluidDesc.InitialParticleData.NumberOfParticles = particlePositions.Count; fluidDesc.InitialParticleData.PositionBuffer.SetData(particlePositions.ToArray()); // Allocate memory for PhysX to store the position of each particle fluidDesc.ParticleWriteData.AllocatePositionBuffer <Phyx.Vector3>(particlePositions.Count); fluidDesc.ParticleWriteData.NumberOfParticles = particlePositions.Count; InstancedBilboardModel InstancedBilboardModel = new InstancedBilboardModel(factory, "teste", "Textures/Smoke", new BilboardInstance[] { new BilboardInstance() }, particlePositions.Count); PhysxFluidObject PhysxFluidObject = new PloobsEngine.Physics.PhysxFluidObject(fluidDesc); DeferredInstancedBilboardShader DeferredInstancedBilboardShader = new PloobsEngine.Material.DeferredInstancedBilboardShader(BilboardType.Spherical); DeferredInstancedBilboardShader.AlphaTestLimit = 0.2f; FluidMaterial DeferredMaterial = new FluidMaterial(DeferredInstancedBilboardShader, particlePositions.Count, new Vector2(0.2f)); IObject IObject = new IObject(DeferredMaterial, InstancedBilboardModel, PhysxFluidObject); this.World.AddObject(IObject); // Ledge { var boxShapeDesc = new BoxShapeDescription(10, 0.2f, 10); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, (Phyx.Matrix.RotationZ(0.3f) * Phyx.Matrix.Translation(0, 5, 0)).AsXNA(), new Vector3(10, 0.2f, 10)); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject); this.World.AddObject(obj); } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory, false); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld, simpleModel, Matrix.Identity, Vector3.One); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } PhysxPhysicObject frame; { var boxShapeDesc = new BoxShapeDescription(3, 10, 3); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); frame = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, Matrix.CreateTranslation(100, 100, 100), new Vector3(3, 10, 3)); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, frame); this.World.AddObject(obj); } //Create an attached emitter FluidEmitterDescription emitterDesc = new FluidEmitterDescription(); emitterDesc.MaximumParticles = 0; emitterDesc.DimensionX = 0.4f; emitterDesc.DimensionY = 0.4f; emitterDesc.Type = EmitterType.ConstantFlowRate; emitterDesc.Rate = 300.0f; emitterDesc.FluidVelocityMagnitude = 50.0f; emitterDesc.ParticleLifetime = 10.0f; emitterDesc.Shape = EmitterShape.Rectangular; //attach to actor emitterDesc.Flags = FluidEmitterFlag.AddBodyVelocity | FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization; emitterDesc.RepulsionCoefficient = 0.02f; emitterDesc.RelativePose = Phyx.Matrix.RotationX((float)Math.PI / 2); emitterDesc.RelativePose *= Phyx.Matrix.Translation(0, 20f, 0); emitterDesc.FrameShape = frame.Actor.Shapes[0]; FluidDescription fluidDesc = new FluidDescription(); fluidDesc.MaximumParticles = 20000; fluidDesc.KernelRadiusMultiplier = 2.0f; fluidDesc.RestParticlesPerMeter = 7.0f; fluidDesc.MotionLimitMultiplier = 3.0f; fluidDesc.PacketSizeMultiplier = 8; fluidDesc.CollisionDistanceMultiplier = 0.1f; fluidDesc.Stiffness = 50.0f; fluidDesc.Viscosity = 40.0f; fluidDesc.RestDensity = 1000.0f; fluidDesc.Damping = 0.0f; fluidDesc.RestitutionForStaticShapes = 0.2f; fluidDesc.DynamicFrictionForStaticShapes = 0.05f; fluidDesc.Flags = FluidFlag.Enabled | FluidFlag.Visualization; fluidDesc.SimulationMethod = FluidSimulationMethod.SmoothedParticleHydrodynamics; fluidDesc.ParticleWriteData.AllocatePositionBuffer <Phyx.Vector3>(30000); fluidDesc.ParticleWriteData.NumberOfParticles = 30000; ///Use instanced Billboard to render the particles ! InstancedBilboardModel InstancedBilboardModel = new InstancedBilboardModel(factory, "teste", "Textures/Smoke", new BilboardInstance[] { new BilboardInstance() }, 20000); PhysxFluidObject PhysxFluidObject = new PloobsEngine.Physics.PhysxFluidObject(fluidDesc); DeferredInstancedBilboardShader DeferredInstancedBilboardShader = new PloobsEngine.Material.DeferredInstancedBilboardShader(BilboardType.Spherical); DeferredInstancedBilboardShader.AlphaTestLimit = 0.2f; FluidMaterial DeferredMaterial = new FluidMaterial(DeferredInstancedBilboardShader, 20000, new Vector2(0.2f)); IObject IObject = new IObject(DeferredMaterial, InstancedBilboardModel, PhysxFluidObject); this.World.AddObject(IObject); PhysxFluidObject.Fluid.CreateFluidEmitter(emitterDesc); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory, false); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }