protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            var newCameraFirstPerson = new CameraStatic(new Vector3(100,100,100), - new Vector3(100,100,100) );
            this.World.CameraManager.AddCamera(newCameraFirstPerson);

            SimpleConcreteGestureInputPlayable SimpleConcreteGestureInputPlayable = new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap, (sample) => doubleTapCount++);
            this.BindInput(SimpleConcreteGestureInputPlayable);

            this.BindInput(new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.Hold, 
                (sample) => 
                    {
                        this.RemoveInputBinding(SimpleConcreteGestureInputPlayable);
                        doubleTapDisabled = true;
                    }
            ));
        }
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);                        
        

            #region Models

            ///Cria uma textura 1x1 com a cor branca
            Texture2D white = factory.CreateTexture2DColor(1,1, Color.White);
            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cubo");
                sm.SetTexture(white, TextureType.DIFFUSE);
                
                BoxObject pi = new BoxObject(new Vector3(100, 20, 0), 1,1,1, 5,new Vector3(100, 5, 100),Matrix.Identity,MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();                
                ///Setando alguns parametros do material
                shader.SpecularIntensity = 0.01f;
                shader.SpecularPower = 50;                
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }

            {
                SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cubo");
                sm.SetTexture(white, TextureType.DIFFUSE);
                
                BoxObject pi = new BoxObject(new Vector3(90, 30, 0), 1,1,1, 10,new Vector3(1),Matrix.Identity,MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();                
                
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);                
            }


            {
                SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cenario");                
                IPhysicObject pi = new TriangleMeshObject(sm,Vector3.Zero,Matrix.Identity,Vector3.One,MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }
            

            #endregion                                    
           
            #region NormalLight
            ///Conjunto de luzes direcionais
            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 = 0.4f;
            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

            
            ///Criando uma camera estatica
            CameraStatic camx = new CameraStatic(new Vector3(130, 100, 700), Vector3.Zero);
            ///Dando um nome a ela (para poder recupera-la depois)
            camx.Name = "default";
            camx.FarPlane = 3000;
            ///Adiciona ao Manager (NAO ESTA SENDO ATIVADA, APENAS ADICIONADA)
            this.World.CameraManager.AddCamera(camx, camx.Name);
            ///Ativa a camera atual (AO ADICIONAR UMA CAMERA AO WORLD USANDO mundo.AddCamera(cam) A CAMERA EH AUTOMATICAMENTE ATIVADA  )
            this.World.CameraManager.SetActiveCamera(camx.Name);
            ///Adiciona na lista circular
            camerasNames.Value = camx.Name;
            camerasNames.Next();          

            ///Idem para uma segunda camera (Porem esta nao eh ativada)
            CameraStatic cam2 = new CameraStatic(new Vector3(100, 100, 100), Vector3.Zero);
            cam2.Name = "StaticCamera";
            cam2.FarPlane = 3000;
            this.World.CameraManager.AddCamera(cam2, cam2.Name);
            camerasNames.Value = cam2.Name;
            camerasNames.Next();

            ///Idem para a terceira
            CameraStatic cam3 = new CameraStatic(new Vector3(500, 300, 300), Vector3.Zero);
            cam3.Name = "StaticCamera3";
            cam3.FarPlane = 3000;
            this.World.CameraManager.AddCamera(cam3, cam3.Name);
            camerasNames.Value = cam3.Name;
            camerasNames.Next();


            SimpleConcreteKeyboardInputPlayable ikp = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Space, KeyStateChange);
            bk = new BindKeyCommand(ikp, BindAction.ADD);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(bk);            
        }
Пример #3
0
 public static ICamera CreateCamera(IWorld world, GraphicFactory factory, GraphicInfo ginfo, CameraInfo cinfo)
 {
     CameraStatic cm = new CameraStatic(cinfo.Position, cinfo.Target);
     cm.Name = cinfo.Name;
     return cm;
 }