示例#1
0
        public HelicoptersScene(Demo demo, string name, int instanceIndex, string info)
        {
            this.demo = demo;
            this.name = name;
            this.instanceIndexName = " " + instanceIndex.ToString();
            this.info = info;

            // Create a new objects in the scene
            skyInstance1         = new Sky(demo, 1);
            quadInstance1        = new Quad(demo, 1);
            cursorInstance       = new Cursor(demo);
            shotInstance         = new Shot(demo);
            helicopter1Instance1 = new Helicopter1(demo, 1);
            helicopter1Instance2 = new Helicopter1(demo, 2);
            helicopter1Instance3 = new Helicopter1(demo, 3);
            helicopter1Instance4 = new Helicopter1(demo, 4);
            camera2Instance1     = new Camera2(demo, 1);
            lightInstance        = new Lights(demo);

            // Create a new controllers in the scene
            skyDraw1Instance1              = new SkyDraw1(demo, 1);
            cursorDraw1Instance            = new CursorDraw1(demo);
            helicopter1Animation1Instance1 = new Helicopter1Animation1(demo, 1);
            helicopter1Animation1Instance2 = new Helicopter1Animation1(demo, 2);
            helicopter1Animation1Instance3 = new Helicopter1Animation1(demo, 3);
            helicopter1Animation1Instance4 = new Helicopter1Animation1(demo, 4);
            camera2Animation1Instance1     = new Camera2Animation1(demo, 1);
            camera2Draw1Instance1          = new Camera2Draw1(demo, 1);
        }
示例#2
0
        public void Create()
        {
            string sceneInstanceIndexName = name + instanceIndexName;

            if (demo.Engine.Factory.PhysicsSceneManager.Find(sceneInstanceIndexName) != null)
            {
                return;
            }

            scene = demo.Engine.Factory.PhysicsSceneManager.Create(sceneInstanceIndexName);

            // Initialize maximum number of solver iterations for the scene
            scene.MaxIterationCount = 10;

            // Initialize time of simulation for the scene
            scene.TimeOfSimulation = 1.0f / 15.0f;

            Initialize();

            // Initialize objects in the scene
            skyInstance1.Initialize(scene);
            quadInstance1.Initialize(scene);
            cursorInstance.Initialize(scene);
            shotInstance.Initialize(scene);
            helicopter1Instance1.Initialize(scene);
            helicopter1Instance2.Initialize(scene);
            helicopter1Instance3.Initialize(scene);
            helicopter1Instance4.Initialize(scene);
            camera2Instance1.Initialize(scene);
            lightInstance.Initialize(scene);

            // Initialize controllers in the scene
            skyDraw1Instance1.Initialize(scene);
            cursorDraw1Instance.Initialize(scene);
            helicopter1Animation1Instance1.Initialize(scene);
            helicopter1Animation1Instance2.Initialize(scene);
            helicopter1Animation1Instance3.Initialize(scene);
            helicopter1Animation1Instance4.Initialize(scene);
            camera2Animation1Instance1.Initialize(scene);
            camera2Draw1Instance1.Initialize(scene);

            // Create shapes shared for all physics objects in the scene
            // These shapes are used by all objects in the scene
            Demo.CreateSharedShapes(demo, scene);

            // Create shapes for objects in the scene
            Sky.CreateShapes(demo, scene);
            Quad.CreateShapes(demo, scene);
            Cursor.CreateShapes(demo, scene);
            Shot.CreateShapes(demo, scene);
            Helicopter1.CreateShapes(demo, scene);
            Camera2.CreateShapes(demo, scene);
            Lights.CreateShapes(demo, scene);

            // Create physics objects for objects in the scene
            skyInstance1.Create(new Vector3(0.0f, 0.0f, 0.0f));
            quadInstance1.Create(new Vector3(0.0f, -40.0f, 20.0f), new Vector3(1000.0f, 31.0f, 1000.0f), Quaternion.Identity);
            cursorInstance.Create();
            shotInstance.Create();
            helicopter1Instance1.Create(new Vector3(0.0f, -11.8f, 20.0f), Vector3.One, Quaternion.Identity);
            helicopter1Instance2.Create(new Vector3(0.0f, -11.8f, 60.0f), Vector3.One, Quaternion.Identity);
            helicopter1Instance3.Create(new Vector3(0.0f, -11.8f, 100.0f), Vector3.One, Quaternion.Identity);
            helicopter1Instance4.Create(new Vector3(0.0f, -11.8f, 140.0f), Vector3.One, Quaternion.Identity);
            camera2Instance1.Create(new Vector3(60.0f, 5.0f, 20.0f), Quaternion.Identity, Quaternion.FromAxisAngle(Vector3.UnitY, MathHelper.DegreesToRadians(60.0f)), Quaternion.Identity, true);

            lightInstance.CreateLightPoint(0, "Glass", new Vector3(20.0f, -3.0f, 20.0f), new Vector3(1.0f, 0.7f, 0.0f), 20.0f, 1.0f);
            lightInstance.CreateLightPoint(1, "Glass", new Vector3(20.0f, -3.0f, 60.0f), new Vector3(0.5f, 0.7f, 0.1f), 20.0f, 1.0f);
            lightInstance.CreateLightPoint(2, "Glass", new Vector3(20.0f, -3.0f, 100.0f), new Vector3(1.0f, 0.7f, 0.0f), 20.0f, 1.0f);
            lightInstance.CreateLightPoint(3, "Glass", new Vector3(20.0f, -3.0f, 140.0f), new Vector3(1.0f, 0.7f, 0.5f), 20.0f, 1.0f);
            lightInstance.CreateLightPoint(4, "Glass", new Vector3(-10.0f, -3.0f, 20.0f), new Vector3(1.0f, 1.0f, 0.5f), 20.0f, 1.0f);
            lightInstance.CreateLightPoint(5, "Glass", new Vector3(-10.0f, -3.0f, 60.0f), new Vector3(0.3f, 0.7f, 0.5f), 20.0f, 1.0f);
            lightInstance.CreateLightSpot(0, "Glass", new Vector3(5.0f, 17.0f, 4.0f), new Vector3(0.1f, 0.7f, 1.0f), 20.0f, 1.0f);
            lightInstance.CreateLightSpot(1, "Glass", new Vector3(5.0f, 17.0f, 44.0f), new Vector3(1.0f, 0.5f, 0.2f), 20.0f, 1.0f);
            lightInstance.CreateLightSpot(2, "Glass", new Vector3(5.0f, 17.0f, 84.0f), new Vector3(0.5f, 1.0f, 0.2f), 20.0f, 1.0f);

            // Set controllers for objects in the scene
            SetControllers();
        }