// Add GUI controls to the Options window. private void CreateGuiControls() { var sampleFramework = _services.GetInstance <SampleFramework>(); var optionsPanel = sampleFramework.AddOptions("Game Objects"); var panel = SampleHelper.AddGroupBox(optionsPanel, "ProceduralTerrainObject"); SampleHelper.AddSlider( panel, "Noise width", null, 0.1f, 10f, _noiseWidth, value => { _noiseWidth = value; _updateGeometryTexture = true; }); SampleHelper.AddSlider( panel, "Noise height", null, 0, 1000, _noiseHeight, value => { _noiseHeight = value; _updateGeometryTexture = true; }); SampleHelper.AddSlider( panel, "Noise mu", null, 1, 1.16f, _noiseMu, value => { _noiseMu = value; _updateGeometryTexture = true; }); }
public SkeletonMappingSample(Microsoft.Xna.Framework.Game game) : base(game) { // Get dude model and start animation on the dude. var modelNode = ContentManager.Load <ModelNode>("Dude/Dude"); _dudeMeshNode = modelNode.GetSubtree().OfType <MeshNode>().First().Clone(); _dudeMeshNode.PoseLocal = new Pose(new Vector3F(-0.5f, 0, 0), Matrix33F.CreateRotationY(ConstantsF.Pi)); SampleHelper.EnablePerPixelLighting(_dudeMeshNode); GraphicsScreen.Scene.Children.Add(_dudeMeshNode); var animations = _dudeMeshNode.Mesh.Animations; var loopingAnimation = new AnimationClip <SkeletonPose>(animations.Values.First()) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; AnimationService.StartAnimation(loopingAnimation, (IAnimatableProperty)_dudeMeshNode.SkeletonPose); // Get marine model - do not start any animations on the marine model. modelNode = ContentManager.Load <ModelNode>("Marine/PlayerMarine"); _marineMeshNode = modelNode.GetSubtree().OfType <MeshNode>().First().Clone(); _marineMeshNode.PoseLocal = new Pose(new Vector3F(0.5f, 0, 0), Matrix33F.CreateRotationY(ConstantsF.Pi)); SampleHelper.EnablePerPixelLighting(_marineMeshNode); GraphicsScreen.Scene.Children.Add(_marineMeshNode); CreateSkeletonMapper(); }
/// <summary> /// Adds bigger spheres with different diffuse and specular properties. /// </summary> private void AddTestSpheres() { const int NumX = 5; const int NumZ = 11; for (int x = 0; x < NumX; x++) { var mesh = SampleHelper.CreateMesh( ContentManager, GraphicsService, new SphereShape(0.2f), new Vector3F(1 - (float)x / (NumX - 1)), // Diffuse goes from 1 to 0. new Vector3F((float)x / (NumX - 1)), // Specular goes from 0 to 1. (float)Math.Pow(10, x)); // Specular power for (int z = 0; z < NumZ; z++) { _graphicsScreen.Scene.Children.Add( new MeshNode(mesh) { PoseWorld = _globalRotation * new Pose(new Vector3F(x - 2, 1.5f, 3 - z)) }); } } }
/// <summary> /// The SaveChanges. /// </summary> /// <returns>The <see cref="Task"/>.</returns> private async Task SaveChanges() { if (await validation()) { if (IsNewProduct && SampleHelper.IsAdmin()) { var result = await _productService.AddProducts(Product); if (result) { await Application.Current.MainPage.DisplayAlert("", "Product Added Succesfully", "ok"); await Application.Current.MainPage.Navigation.PopAsync(); } } else if (!IsNewProduct) { var result = await _productService.Updateproduct(Product); if (result) { await Application.Current.MainPage.DisplayAlert("", "Product Updated Succesfully", "ok"); await Application.Current.MainPage.Navigation.PopAsync(); } } } }
public AttachmentSample(Microsoft.Xna.Framework.Game game) : base(game) { var modelNode = ContentManager.Load <ModelNode>("Marine/PlayerMarine"); _meshNode = modelNode.GetSubtree().OfType <MeshNode>().First().Clone(); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); // Play a looping 'Idle' animation. var animations = _meshNode.Mesh.Animations; var idleAnimation = animations["Idle"]; var loopingAnimation = new AnimationClip <SkeletonPose>(idleAnimation) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; var animationController = AnimationService.StartAnimation(loopingAnimation, (IAnimatableProperty)_meshNode.SkeletonPose); animationController.UpdateAndApply(); animationController.AutoRecycle(); // Add weapon model to the scene graph under the node of the marine mesh. _weaponModelNode = ContentManager.Load <ModelNode>("Marine/Weapon/WeaponMachineGun").Clone(); _meshNode.Children = new SceneNodeCollection(); _meshNode.Children.Add(_weaponModelNode); }
private void CreateGuiControls() { var panel = SampleFramework.AddOptions("Facial Animation"); SampleHelper.AddCheckBox(panel, "Play animation", false, PlayAnimation); // Add UI controls for morph targets. var morphTargetsPanel = SampleHelper.AddGroupBox(panel, "Morph Targets"); foreach (var morph in _sintel.MorphWeights) { string name = morph.Key; SampleHelper.AddSlider(morphTargetsPanel, name, null, 0, 1, 0, value => _sintel.MorphWeights[name] = value); } // Add controls for skeleton. var skeletonPanel = SampleHelper.AddGroupBox(panel, "Skeleton"); SampleHelper.AddSlider(skeletonPanel, "Mouth-open", null, 0, 1, 0, value => InterpolatePose(_sintel, _mouthClosedPose, _mouthOpenPose, value)); SampleHelper.AddCheckBox(skeletonPanel, "Draw skeleton", false, b => _drawSkeleton = b); _sliders = panel.GetDescendants().OfType <Slider>().ToArray(); SampleFramework.ShowOptionsWindow("Facial Animation"); }
public string CreateUseer(string name, string email, string mobile) { string password = SampleHelper.GetRandomPassword(); string hashPassword = string.Empty; using (MD5 md5Hash = MD5.Create()) { hashPassword = SampleHelper.GetMd5Hash(md5Hash, password); } using (SqlConnection con = new SqlConnection(SampleHelper.GetConnectionString())) { string query = "INSERT INTO [OTCUsers] (UserName,Password,Name,Mobile,CreatedBy) values(@email,@password,@name,@mobile,101)"; using (SqlCommand cmd = new SqlCommand(query)) { cmd.Connection = con; con.Open(); cmd.Parameters.AddWithValue("@email", email); cmd.Parameters.AddWithValue("@password", hashPassword); cmd.Parameters.AddWithValue("@name", name); cmd.Parameters.AddWithValue("@mobile", mobile); cmd.ExecuteNonQuery(); con.Close(); } } SampleHelper.SendO365Mail(email, name, "myTest Account", string.Format("User Name :{0} password : {1}", email, password)); return(string.Format("User created for {0}.", name)); }
public ClosedFormIKSample(Microsoft.Xna.Framework.Game game) : base(game) { var modelNode = ContentManager.Load <ModelNode>("Dude/Dude"); _meshNode = modelNode.GetSubtree().OfType <MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3F(0, 0, 0)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); // Create the IK solver. The ClosedFormIKSolver uses an analytic solution to compute // IK for arbitrary long bone chains. It does not support bone rotation limits. _ikSolver = new ClosedFormIKSolver { SkeletonPose = _meshNode.SkeletonPose, // The chain starts at the upper arm. RootBoneIndex = 13, // The chain ends at the hand bone. TipBoneIndex = 15, // The offset from the hand center to the hand origin. TipOffset = new Vector3F(0.1f, 0, 0), }; }
void CreateHelper(ref Dictionary <char, SampleHelper> signDictionary, string input) { int seqnumber = 0; String[] singleOperations = input.Split(' '); for (int i = 0; i < singleOperations.Length; i++) { String[] parts = singleOperations[i].Split('_'); if (parts[0].Equals("d")) { //przucisk wcisniety SampleHelper samHelp = new SampleHelper(); samHelp.dTime = Int32.Parse(parts[2]); samHelp.sign = (char)Int32.Parse(parts[1]); samHelp.sequenceNumber = seqnumber++; signDictionary.Add(samHelp.sign, samHelp); } else if (parts[0].Equals("u")) { //przycisk puszczony //jesli to nie jest ENTER if (parts[1] != "13") { signDictionary[(char)Int32.Parse(parts[1])].uTime = Int32.Parse(parts[2]); } } } }
private void CreateGuiControls() { var panel = SampleFramework.AddOptions("Intersections"); // ----- Light node controls SampleHelper.AddSlider( panel, "Max convexity", "F0", 1, 10, _maxConvexity, value => _maxConvexity = (int)value); SampleHelper.AddSlider( panel, "Downsample factor", "F2", 1, 4, _intersectionRenderer.DownsampleFactor, value => _intersectionRenderer.DownsampleFactor = value); SampleHelper.AddCheckBox( panel, "Use sissor test", _intersectionRenderer.EnableScissorTest, isChecked => _intersectionRenderer.EnableScissorTest = isChecked); SampleFramework.ShowOptionsWindow("Intersections"); }
public BoneJiggleSample(Microsoft.Xna.Framework.Game game) : base(game) { var modelNode = ContentManager.Load <ModelNode>("Dude/Dude"); _meshNode = modelNode.GetSubtree().OfType <MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3F(0, 0, 0), Matrix33F.CreateRotationY(ConstantsF.Pi)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); var animations = _meshNode.Mesh.Animations; var walkAnimation = new AnimationClip <SkeletonPose>(animations.Values.First()) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; _walkAnimationController = AnimationService.StartAnimation(walkAnimation, (IAnimatableProperty)_meshNode.SkeletonPose); _walkAnimationController.AutoRecycle(); // Create a BoneJiggler instance for the head bone (bone index 7). _boneJiggler = new BoneJiggler(_meshNode.SkeletonPose, 7, new Vector3F(1.1f, 0, 0)) { Spring = 100, Damping = 3, }; }
private void CreateGuiControls() { var panel = SampleFramework.AddOptions("Terrain"); SampleHelper.AddCheckBox( panel, "Enable per-pixel holes", false, isChecked => UpdateTerrainMaterial(isChecked)); SampleHelper.AddSlider( panel, "Hole size", "F0", 0, 8, _holeSize, value => { _holeSize = (int)value; UpdateHoleTexture(); }); SampleHelper.AddSlider( panel, "Hole threshold", null, 0, 1, _terrainObject.TerrainNode.HoleThreshold, value => _terrainObject.TerrainNode.HoleThreshold = value); SampleFramework.ShowOptionsWindow("Terrain"); }
protected override void OnLoad() { // ----- Register info for "Wind" effect parameter. var graphicsService = _services.GetInstance <IGraphicsService>(); // Tell the graphics service some information about effect parameters with // the name or semantic "Wind". The hint "Global" tells the engine that this // parameter is the same for all scene nodes. var defaultEffectInterpreter = graphicsService.EffectInterpreters.OfType <DefaultEffectInterpreter>().First(); defaultEffectInterpreter.ParameterDescriptions.Add( "Wind", (parameter, i) => new EffectParameterDescription(parameter, "Wind", i, EffectParameterHint.Global)); // Tell the engine how to create an effect parameter binding for "Wind" which // automatically sets the effect parameter value. var defaultEffectBinder = graphicsService.EffectBinders.OfType <DefaultEffectBinder>().First(); defaultEffectBinder.Vector3Bindings.Add( "Wind", (effect, parameter, data) => new DelegateParameterBinding <Vector3>(effect, parameter, (binding, context) => (Vector3)Wind)); // The delegate returns the Wind property. // ----- Add GUI controls to the Options window. var sampleFramework = _services.GetInstance <SampleFramework>(); var optionsPanel = sampleFramework.AddOptions("Game Objects"); var panel = SampleHelper.AddGroupBox(optionsPanel, "Wind"); SampleHelper.AddSlider( panel, "Max speed", "F2", 0, 30, MaxSpeed, value => MaxSpeed = value, "0 = no wind, 30 = violent storm"); SampleHelper.AddSlider( panel, "Speed variation", "F2", 0, 1, SpeedVariation, value => SpeedVariation = value, "0 wind blows only with max speed; > 0 wind vary the speed."); SampleHelper.AddSlider( panel, "Direction variation", "F2", 0, 1, DirectionVariation, value => DirectionVariation = value, "0 wind blows only in one direction; > 0 wind can change direction"); }
public BindPoseSample(Microsoft.Xna.Framework.Game game) : base(game) { // Load dude model node. // This model uses the DigitalRune Model Processor. Several XML files (*.drmdl // and *.drmat) in the folder of dude.fbx define the materials and other properties. // The DigitalRune Model Processor also imports the animations of the dude model // and the *.drmdl can be used to specify how animations should be processed in // the content pipeline. // The *.drmat files define the used effects and effect parameters. The effects // must support mesh skinning. var sharedDudeModelNode = ContentManager.Load <ModelNode>("Dude/Dude"); // Clone the dude model because objects returned by the ContentManager // are shared instances, and we do not want manipulate or animate this shared instance. var dudeModelNode = sharedDudeModelNode.Clone(); // The loaded dude model is a scene graph which consists of a ModelNode // which has a single MeshNode as its child. _dudeMeshNode = (MeshNode)dudeModelNode.Children[0]; // We could also get the MeshNode by name: _dudeMeshNode = (MeshNode)dudeModelNode.GetSceneNode("him"); // Or using a more general LINQ query: _dudeMeshNode = dudeModelNode.GetSubtree().OfType <MeshNode>().First(); // Set the world space position and orientation of the dude. _dudeMeshNode.PoseLocal = new Pose(new Vector3(-1f, 0, 0)); // The imported Mesh of the Dude has a Skeleton, which defines the bone hierarchy. var skeleton = _dudeMeshNode.Mesh.Skeleton; // The imported MeshNode has a SkeletonPose, which defines the current animation pose // (transformations of the bones). The default skeleton pose is the bind pose // where all bone transformations are set to an identity transformation (no scale, // no rotation, no translation). var skeletonPose = _dudeMeshNode.SkeletonPose; // Load the marine model: var marineModelNode = ContentManager.Load <ModelNode>("Marine/PlayerMarine").Clone(); _marineMeshNode = marineModelNode.GetSubtree().OfType <MeshNode>().First(); _marineMeshNode.PoseLocal = new Pose(new Vector3(1f, 0, 0)); // Enable per-pixel lighting. SampleHelper.EnablePerPixelLighting(_dudeMeshNode); SampleHelper.EnablePerPixelLighting(_marineMeshNode); // Add the to the scene graph, so that they are drawn by the graphics screen. // We can add the ModelNodes directly to the scene. //GraphicsScreen.Scene.Children.Add(dudeModelNode); //GraphicsScreen.Scene.Children.Add(marineModelNode); // Alternatively, we can detach the MeshNodes from their parent nodes and // add them directly to the scene graph. The parent ModelNodes basically empty // nodes, which are only used to load and group other nodes. _dudeMeshNode.Parent.Children.Remove(_dudeMeshNode); GraphicsScreen.Scene.Children.Add(_dudeMeshNode); _marineMeshNode.Parent.Children.Remove(_marineMeshNode); GraphicsScreen.Scene.Children.Add(_marineMeshNode); }
public void Simple1Runtime() { string sources = SampleHelper.GetCodeFromSample("simple1.lol"); string baseline = SampleHelper.GetBaselineFromSample("simple1.lol"); RuntimeTestHelper.TestExecuteSourcesNoInput(sources, baseline, "Simple1Runtime", ExecuteMethod.ExternalProcess); }
public void VisibleKeywordRuntime() { string sources = SampleHelper.GetCodeFromSample("visible.lol"); string baseline = SampleHelper.GetBaselineFromSample("visible.lol"); RuntimeTestHelper.TestExecuteSourcesNoInput(sources, baseline, "VisibleKeywordRuntime", ExecuteMethod.ExternalProcess); }
public MixingSample(Microsoft.Xna.Framework.Game game) : base(game) { var modelNode = ContentManager.Load <ModelNode>("Marine/PlayerMarine"); _meshNode = modelNode.GetSubtree().OfType <MeshNode>().First().Clone(); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); var animations = _meshNode.Mesh.Animations; _runAnimation = new AnimationClip <SkeletonPose>(animations["Run"]) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; _idleAnimation = new AnimationClip <SkeletonPose>(animations["Idle"]) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; // Create a 'Shoot' animation that only affects the upper body. var shootAnimation = animations["Shoot"]; // The SkeletonKeyFrameAnimations allows to set a weight for each bone channel. // For the 'Shoot' animation, we set the weight to 0 for all bones that are // not descendants of the second spine bone (bone index 2). That means, the // animation affects only the upper body bones and is disabled on the lower // body bones. for (int i = 0; i < _meshNode.Mesh.Skeleton.NumberOfBones; i++) { if (!SkeletonHelper.IsAncestorOrSelf(_meshNode.SkeletonPose, 2, i)) { shootAnimation.SetWeight(i, 0); } } var loopedShootingAnimation = new AnimationClip <SkeletonPose>(shootAnimation) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; // Start 'Idle' animation. _idleAnimationController = AnimationService.StartAnimation(_idleAnimation, (IAnimatableProperty)_meshNode.SkeletonPose); _idleAnimationController.AutoRecycle(); // Start looping the 'Shoot' animation. We use a Compose transition. This will add the // 'Shoot' animation to the animation composition chain and keeping all other playing // animations. // The 'Idle' animation animates the whole skeleton. The 'Shoot' animation replaces // the 'Idle' animation on the bones of the upper body. AnimationService.StartAnimation(loopedShootingAnimation, (IAnimatableProperty)_meshNode.SkeletonPose, AnimationTransitions.Compose() ).AutoRecycle(); }
/// <summary> /// Clean up any resources being used. /// </summary> /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param> protected override void Dispose(bool disposing) { if (disposing && (components != null)) { components.Dispose(); SampleHelper.DisposeInstance(); } base.Dispose(disposing); }
public CollisionDetectionOnlyRagdollSample(Microsoft.Xna.Framework.Game game) : base(game) { GraphicsScreen.DrawReticle = true; SetCamera(new Vector3F(0, 1, 6), 0, 0); // Add a game object which allows to shoot balls. _ballShooterObject = new BallShooterObject(Services); GameObjectService.Objects.Add(_ballShooterObject); var modelNode = ContentManager.Load <ModelNode>("Dude/Dude"); _meshNode = modelNode.GetSubtree().OfType <MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3F(0, 0, 0), Matrix33F.CreateRotationY(ConstantsF.Pi)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); var animations = _meshNode.Mesh.Animations; var loopingAnimation = new AnimationClip <SkeletonPose>(animations.Values.First()) { LoopBehavior = LoopBehavior.Cycle, Duration = TimeSpan.MaxValue, }; AnimationService.StartAnimation(loopingAnimation, (IAnimatableProperty)_meshNode.SkeletonPose); // Create a ragdoll for the Dude model. _ragdoll = new Ragdoll(); DudeRagdollCreator.Create(_meshNode.SkeletonPose, _ragdoll, Simulation, 0.571f); // Set the world space pose of the whole ragdoll. _ragdoll.Pose = _meshNode.PoseWorld; // And copy the bone poses of the current skeleton pose. _ragdoll.UpdateBodiesFromSkeleton(_meshNode.SkeletonPose); foreach (var body in _ragdoll.Bodies) { if (body != null) { // Set all bodies to kinematic - they should not be affected by forces. body.MotionType = MotionType.Kinematic; // Disable collision response. body.CollisionResponseEnabled = false; } } // In this sample, we do not need joints, limits or motors. _ragdoll.DisableJoints(); _ragdoll.DisableLimits(); _ragdoll.DisableMotors(); // Add ragdoll rigid bodies to the simulation. _ragdoll.AddToSimulation(Simulation); }
public ActionResult Login(FormCollection formData) { OTCUsersModel userModel = new OTCUsersModel(); string username = Convert.ToString(formData["UserLogin"]); string password = Convert.ToString(formData["UserPassword"]); string userInfo = userModel.ValidateUser(username, password); if (userInfo.Trim().Length > 0) { if (userInfo == "X") { ViewBag.Message = "Your account got locked. Please contact admin!"; } else if (userInfo == "O") { ViewBag.Message = "Invalid User Name or Password."; } else if (userInfo.Trim().Length > 10) //Asume valid userInfo will have more than 10 lenth { var UserDetails = userInfo.Split('|'); CustomPrincipalSerializeModel serializeModel = new CustomPrincipalSerializeModel(); serializeModel.UserID = Convert.ToInt32(UserDetails[0]); serializeModel.Name = UserDetails[1]; serializeModel.UserName = UserDetails[2]; serializeModel.Role = UserDetails[3]; string userData = JsonConvert.SerializeObject(serializeModel); FormsAuthenticationTicket authTicket = new FormsAuthenticationTicket( 1, UserDetails[0], DateTime.Now, DateTime.Now.AddMinutes(15), false, userData); string encTicket = FormsAuthentication.Encrypt(authTicket); HttpCookie faCookie = new HttpCookie(SampleHelper.GetAuthCookieName(), encTicket); Response.Cookies.Add(faCookie); if (serializeModel.Role == "User") { return(RedirectToAction("Index", "Student")); } else if (serializeModel.Role == "Admin") { return(RedirectToAction("Index", "Admin")); //return RedirectToAction("NewUser", "OTC"); } } } //return RedirectToAction("Index", "Login"); return(Login()); }
private void InitializeModelAndRagdoll() { // Load Dude model. var contentManager = Services.GetInstance <ContentManager>(); var dudeModelNode = contentManager.Load <ModelNode>("Dude/Dude"); _meshNode = dudeModelNode.GetSubtree().OfType <MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3(0, 0, 0)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); // Create a ragdoll for the Dude model. _ragdoll = new Ragdoll(); DudeRagdollCreator.Create(_meshNode.SkeletonPose, _ragdoll, Simulation, 0.571f); // Set the world space pose of the whole ragdoll. And copy the bone poses of the // current skeleton pose. _ragdoll.Pose = _meshNode.PoseWorld; _ragdoll.UpdateBodiesFromSkeleton(_meshNode.SkeletonPose); // Disable sleeping. foreach (var body in _ragdoll.Bodies) { if (body != null) { body.CanSleep = false; //body.CollisionResponseEnabled = false; } } // The pelvis bone (index 1) is updated directly from the Kinect hip center. _ragdoll.Bodies[1].MotionType = MotionType.Kinematic; // In this sample we use a passive ragdoll where we need joints to hold the // limbs together and limits to restrict angular movement. _ragdoll.EnableJoints(); _ragdoll.EnableLimits(); // Set all motors to constraint motors that only use damping. This adds a damping // effect to all ragdoll limbs. foreach (RagdollMotor motor in _ragdoll.Motors) { if (motor != null) { motor.Mode = RagdollMotorMode.Constraint; motor.ConstraintDamping = 100; motor.ConstraintSpring = 0; } } _ragdoll.EnableMotors(); // Add rigid bodies and the constraints of the ragdoll to the simulation. _ragdoll.AddToSimulation(Simulation); }
public SkeletonManipulationSample(Microsoft.Xna.Framework.Game game) : base(game) { var modelNode = ContentManager.Load <ModelNode>("Dude/Dude"); _meshNode = modelNode.GetSubtree().OfType <MeshNode>().First().Clone(); _meshNode.PoseLocal = new Pose(new Vector3F(-0.5f, 0, 0)); SampleHelper.EnablePerPixelLighting(_meshNode); GraphicsScreen.Scene.Children.Add(_meshNode); }
public SamplesConfiguration() { if (DeviceFamily.GetDeviceFamily() == Devices.Desktop) { #if STORE_SAMPLE SampleHelper.SampleViews.Add(new SampleInfo() { SampleView = typeof(ScheduleUWP_Samples.GettingStarted_WinRT).AssemblyQualifiedName, Product = "Schedule", Header = "GettingStarted", Tag = Tags.None, Category = Categories.DataVisualization, HasOptions = true }); #else SampleHelper.SetTagsForProduct("Schedule", Tags.None); SampleHelper.SampleViews.Add(new SampleInfo() { SampleView = typeof(ScheduleUWP_Samples.GettingStarted_WinRT).AssemblyQualifiedName, Product = "Schedule", Header = "GettingStarted", Tag = Tags.None, Category = Categories.DataVisualization, HasOptions = true }); SampleHelper.SampleViews.Add(new SampleInfo() { SampleView = typeof(ScheduleUWP_Samples.CustomizationDemo_WinRT).AssemblyQualifiedName, Product = "Schedule", Header = "Customization", Tag = Tags.None, Category = Categories.DataVisualization, HasOptions = false }); SampleHelper.SampleViews.Add(new SampleInfo() { SampleView = typeof(ScheduleUWP_Samples.RecurrenceAppointment_WinRT).AssemblyQualifiedName, Product = "Schedule", Header = "Recurrence Appointments", Tag = Tags.None, Category = Categories.DataVisualization, HasOptions = false }); SampleHelper.SampleViews.Add(new SampleInfo() { SampleView = typeof(ScheduleUWP_Samples.ResourceDemo_WinRT).AssemblyQualifiedName, Product = "Schedule", Header = "Resource", Tag = Tags.None, Category = Categories.DataVisualization, HasOptions = false }); #endif } else { #if STORE_SAMPLE SampleHelper.SampleViews.Add(new SampleInfo() { SampleView = typeof(ScheduleUWP_Samples.GettingStarted).AssemblyQualifiedName, Product = "Schedule", ProductIcons = "Icons/Schedule.png", Header = "GettingStarted", Tag = Tags.None, Category = Categories.DataVisualization, HasOptions = true }); #else SampleHelper.SetTagsForProduct("Schedule", Tags.None); SampleHelper.SampleViews.Add(new SampleInfo() { SampleView = typeof(ScheduleUWP_Samples.GettingStarted).AssemblyQualifiedName, Product = "Schedule", Header = "GettingStarted", ProductIcons = "Icons/Schedule.png", Tag = Tags.None, Category = Categories.DataVisualization, HasOptions = true }); SampleHelper.SampleViews.Add(new SampleInfo() { SampleView = typeof(ScheduleUWP_Samples.CustomizationDemo).AssemblyQualifiedName, Product = "Schedule", Header = "Customization", ProductIcons = "Icons/Schedule.png", Tag = Tags.None, Category = Categories.DataVisualization, HasOptions = false }); SampleHelper.SampleViews.Add(new SampleInfo() { SampleView = typeof(ScheduleUWP_Samples.RecurrenceAppointment).AssemblyQualifiedName, Product = "Schedule", Header = "Recurrence Appointments", Tag = Tags.None, ProductIcons = "Icons/Schedule.png", Category = Categories.DataVisualization, HasOptions = false }); #endif } }
private void CreateGuiControls() { var panel = SampleFramework.AddOptions("Terrain"); SampleHelper.AddCheckBox( panel, "Enable parallax occlusion mapping", true, isChecked => UpdateTerrainMaterial(isChecked)); SampleFramework.ShowOptionsWindow("Terrain"); }
private void CreateGuiControls() { var panel = SampleFramework.AddOptions("Shadows"); SampleHelper.AddCheckBox( panel, "Enable shadow map caching", _enableShadowMapCaching, isChecked => _enableShadowMapCaching = isChecked); SampleFramework.ShowOptionsWindow("Shadows"); }
private void WriteNote(WaveStreamWriter streamWriter, string name, int durationBefore, int duration, int amplitude) { Tone tone = Tones.Item(name); if (durationBefore > 0) { streamWriter.WriteSilenceChunk(durationBefore); } streamWriter.WriteChunk(SampleHelper.MakeBassChunk2(duration, tone.Frequency, amplitude, 2)); //streamWriter.WriteOscillator(new Oscillator(WaveType.Sine, duration, tone.Frequency, amplitude, 2)); }
protected void YesSampleButton_Click(object sender, EventArgs e) { if (!this.Context.User.Identity.IsAuthenticated) { FormsAuthentication.RedirectToLoginPage(); } else { this.Response.SetCookie(new HttpCookie("UseSampleData", true.ToString())); SampleHelper.AddSampleData(); this.Response.Redirect(this.Request.RawUrl); } }
public void Test4() { var data = new SamplePostParameterViewModel { Numbers = new List <int> { 5, 4, 3, 1, 2, }, Number = 10, }; var result = SampleHelper.Exist(data); Assert.False(result); }
public static object GetSample(string styleId) { using (SunginDataContext sc = new SunginDataContext()) { ISampleBaseInfo s = sc.SampleBaseInfos.SingleOrDefault(p => p.StyleId == styleId); if (s != null) { return(SampleHelper.GetEditObj(s)); } else { return(null); } } }
public string GenerateMD5Data(FormCollection formData) { string userName = string.Empty; string password = String.Empty; string hashPassword = string.Empty; userName = Convert.ToString(formData["UserName"]); password = Convert.ToString(formData["Password"]); using (MD5 md5Hash = MD5.Create()) { hashPassword = SampleHelper.GetMd5Hash(md5Hash, userName); } return(hashPassword); }