public override void Init() { Content.ContentPath = "Data"; scene = new Scene(); scene.View = this; scene.Camera = new LookatCartesianCamera() { Lookat = new Vector3(size.Width / 2f, size.Height / 2f, 0), Position = new Vector3(10, 10, 10), FOV = 0.5f, ZFar = 100, AspectRatio = AspectRatio }; viewport = new Graphics.GraphicsDevice.Viewport(Device9.Viewport); InputHandler = new WalkaroundCameraInputHandler { Camera = (LookatCartesianCamera)scene.Camera, InputHandler = new InteractiveSceneManager { Scene = scene }, }; renderer = new Graphics.Renderer.Renderer(Device9) { Scene = scene, StateManager = new Graphics.GraphicsDevice.Device9StateManager(Device9), Settings = new Graphics.Renderer.Settings { WaterEnable = false } }; //renderer = new Graphics.DummyRenderer.Renderer { Scene = scene, StateManager = new Graphics.GraphicsDevice.Device9StateManager(Device9), Settings = new Graphics.Renderer.Settings { WaterEnable = false } }; renderer.Initialize(this); sceneRendererConnector = new SortedTestSceneRendererConnector { Renderer = renderer, Scene = scene }; sceneRendererConnector.Initialize(); motionSimulation = new Common.Motion.Simulation(); scene.EntityAdded += new Action <Entity>(scene_EntityAdded); scene.EntityRemoved += new Action <Entity>(scene_EntityRemoved); var sim = (Common.Motion.Simulation)motionSimulation; npcs = new List <Common.IMotion.INPC>(); Vector2 startingPosition = new Vector2(size.Width / 2f, size.Height / 2f); CreateGround(true); scene.Add(controlledUnit = CreateUnit(startingPosition)); scene.Add(CreateBlock(Common.Math.ToVector3(startingPosition + new Vector2(2, -2)), new Vector3(1, 1, 1.5f))); scene.Add(CreateBlock(Common.Math.ToVector3(startingPosition + new Vector2(-4, 2)), new Vector3(1, 1, 1.5f))); scene.Add(CreateBlock(Common.Math.ToVector3(startingPosition + new Vector2(4, -2)), new Vector3(1, 1, 1.5f))); scene.Add(CreateBlock(Common.Math.ToVector3(startingPosition + new Vector2(7, -1)), new Vector3(1, 1, 1.5f))); //scene.Add(CreateNPC(startingPosition + new Vector2(3, 3))); scene.Add(CreateNPC(startingPosition + new Vector2(3, -1))); scene.Add(CreateNPC(startingPosition + new Vector2(-5, 3))); scene.Add(CreateNPC(startingPosition + new Vector2(-2, 1))); Vector2 unitGroupStartingPosition = startingPosition + new Vector2(3, 3); for (int y = 0; y < 5; y++) { for (int x = 0; x < 5; x++) { scene.Add(CreateNPC(unitGroupStartingPosition + new Vector2(x, y))); } } BulletCreation = (() => { scene.Add(CreateBullet(controlledUnit.Translation + Vector3.UnitZ, bulletSpeed, controlledUnit.MotionObject.Rotation.Angle, bulletAcceleration)); }); foreach (var npc in npcs) { npc.Pursue(controlledUnit.MotionObject, 1f); } }
private Common.Bounding.Frustum FrustumWithMargin(Camera camera, Graphics.GraphicsDevice.Viewport viewport) { return(camera.FrustumFromRectangle(viewport, new Point(-enLargement, -enLargement), new Point((int)viewport.Width + enLargement, (int)viewport.Height + enLargement))); }
public override void Init() { Content.ContentPath = "Data"; scene = new Scene(); scene.View = this; scene.Camera = new LookatCartesianCamera() { Lookat = new Vector3(size.Width / 2f, size.Height / 2f, 0), Position = new Vector3(10, 10, 10), FOV = 0.5f, ZFar = 100, AspectRatio = AspectRatio }; viewport = new Graphics.GraphicsDevice.Viewport(Device9.Viewport); InputHandler = new WalkaroundCameraInputHandler { Camera = (LookatCartesianCamera)scene.Camera, InputHandler = new InteractiveSceneManager { Scene = scene }, }; renderer = new Graphics.Renderer.Renderer(Device9) { Scene = scene, StateManager = new Graphics.GraphicsDevice.Device9StateManager(Device9), Settings = new Graphics.Renderer.Settings { WaterEnable = false } }; //renderer = new Graphics.DummyRenderer.Renderer { Scene = scene, StateManager = new Graphics.GraphicsDevice.Device9StateManager(Device9), Settings = new Graphics.Renderer.Settings { WaterEnable = false } }; renderer.Initialize(this); sceneRendererConnector = new SortedTestSceneRendererConnector { Renderer = renderer, Scene = scene }; sceneRendererConnector.Initialize(); motionSimulation = new Common.Motion.Simulation(); scene.EntityAdded += new Action<Entity>(scene_EntityAdded); scene.EntityRemoved += new Action<Entity>(scene_EntityRemoved); var sim = (Common.Motion.Simulation)motionSimulation; npcs = new List<Common.IMotion.INPC>(); Vector2 startingPosition = new Vector2(size.Width / 2f, size.Height / 2f); CreateGround(true); scene.Add(controlledUnit = CreateUnit(startingPosition)); scene.Add(CreateBlock(Common.Math.ToVector3(startingPosition + new Vector2(2, -2)), new Vector3(1, 1, 1.5f))); scene.Add(CreateBlock(Common.Math.ToVector3(startingPosition + new Vector2(-4, 2)), new Vector3(1, 1, 1.5f))); scene.Add(CreateBlock(Common.Math.ToVector3(startingPosition + new Vector2(4, -2)), new Vector3(1, 1, 1.5f))); scene.Add(CreateBlock(Common.Math.ToVector3(startingPosition + new Vector2(7, -1)), new Vector3(1, 1, 1.5f))); //scene.Add(CreateNPC(startingPosition + new Vector2(3, 3))); scene.Add(CreateNPC(startingPosition + new Vector2(3, -1))); scene.Add(CreateNPC(startingPosition + new Vector2(-5, 3))); scene.Add(CreateNPC(startingPosition + new Vector2(-2, 1))); Vector2 unitGroupStartingPosition = startingPosition + new Vector2(3, 3); for (int y = 0; y < 5; y++) { for (int x = 0; x < 5; x++) { scene.Add(CreateNPC(unitGroupStartingPosition + new Vector2(x, y))); } } BulletCreation = (() => { scene.Add(CreateBullet(controlledUnit.Translation + Vector3.UnitZ, bulletSpeed, controlledUnit.MotionObject.Rotation.Angle, bulletAcceleration)); }); foreach (var npc in npcs) npc.Pursue(controlledUnit.MotionObject, 1f); }