示例#1
0
 public IconFactory(D3DEngine d3DEngine, VoxelModelManager modelManager, VisualWorldParameters visualWorldParameters)
 {
     _d3DEngine             = d3DEngine;
     _modelManager          = modelManager;
     _visualWorldParameters = visualWorldParameters;
     //if(Utopia.UtopiaRender.LCDefferedModeLvl !=1) this.IsDefferedLoadContent = true;
 }
示例#2
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        public void Initialize(string utopiaPath)
        {
            if (_engine == null)
            {
                _utopiaFolder              = utopiaPath;
                ClientSettings.PathRoot    = _utopiaFolder;
                ClientSettings.EffectPack  = Path.Combine(_utopiaFolder, @"EffectsPacks\Default\");
                ClientSettings.TexturePack = Path.Combine(_utopiaFolder, @"TexturesPacks\Default\");

                _engine = new D3DEngine();
                DXStates.CreateStates(_engine);
            }

            var modelsStorage    = new ModelSQLiteStorage(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "Realms", "Common", "models.db"));
            var voxelMeshFactory = new VoxelMeshFactory(_engine);

            _modelManager = new VoxelModelManager();
            _modelManager.VoxelModelStorage = modelsStorage;
            _modelManager.VoxelMeshFactory  = voxelMeshFactory;
            _modelManager.Initialize();

            _visualWorldParameters = new VisualWorldParameters();
            _textureManager        = new CubeTexturesManager(_engine);
            _textureManager.Initialization(_engine.ImmediateContext, FilterFlags.Point);
            _cubeTextureView = _textureManager.CubeArrayTexture;

            _visualWorldParameters.CubeTextureManager = _textureManager;

            _iconFactory = new IconFactory(_engine, _modelManager, _visualWorldParameters);

            //ArrayTexture.CreateTexture2DFromFiles(_engine.Device, _engine.ImmediateContext,
            //                                        Path.Combine(ClientSettings.TexturePack, @"Terran\"), @"ct*.png",
            //                                        FilterFlags.Point, "ArrayTexture_DefaultEntityRenderer",
            //                                        out _cubeTextureView);
        }
        public FirstPersonToolRenderer(
            D3DEngine d3DEngine,
            CameraManager <ICameraFocused> camManager,
            PlayerEntityManager playerEntityManager,
            VoxelModelManager voxelModelManager,
            VisualWorldParameters visualWorldParameters,
            SingleArrayChunkContainer chunkContainer,
            ISkyDome skyDome)
        {
            _d3dEngine = d3DEngine;

            _camManager        = camManager;
            _voxelModelManager = voxelModelManager;
            _chunkContainer    = chunkContainer;
            _skyDome           = skyDome;

            PlayerCharacter = playerEntityManager.PlayerCharacter;
            playerEntityManager.PlayerEntityChanged += _player_PlayerEntityChanged;

            _cubeRenderer = new CubeRenderer(d3DEngine, visualWorldParameters);

            _animationRotation = Quaternion.Identity;

            DrawOrders.UpdateIndex(0, 5000);

            this.IsDefferedLoadContent = true;
        }
示例#4
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        public CubeEmitter(string cubeTexturePath,
                           string fileNamePatern,
                           string biomeColorFilePath,
                           float maximumAge,
                           float size,
                           VisualWorldParameters visualWorldParameters,
                           IWorldChunks worldChunk,
                           ILandscapeManager landscapeManager,
                           double maxRenderingDistance,
                           IWeather weather)
        {
            if (landscapeManager == null)
            {
                throw new ArgumentNullException("landscapeManager");
            }

            _cubeColorSampled      = new Dictionary <int, Color[]>();
            _fileNamePatern        = fileNamePatern;
            _cubeTexturePath       = cubeTexturePath;
            _visualWorldParameters = visualWorldParameters;
            _biomeColorFilePath    = biomeColorFilePath;
            _weather             = weather;
            MaxRenderingDistance = maxRenderingDistance;
            _worldChunk          = worldChunk;
            _landscapeManager    = landscapeManager;
            _isStopped           = false;
            _maximumAge          = maximumAge;
            _particules          = new List <ColoredParticule>();

            _rnd = new FastRandom();

            _cubeBB = new BoundingBox(new Vector3(-size / 2.0f, -size / 2.0f, -size / 2.0f), new Vector3(size / 2.0f, size / 2.0f, size / 2.0f));
        }
示例#5
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 public ChunkMeshManager(VisualWorldParameters visualWorldParameters, SingleArrayChunkContainer cubesHolder, [Named("SolidCubeMeshFactory")] ICubeMeshFactory solidCubeMeshFactory, [Named("LiquidCubeMeshFactory")] ICubeMeshFactory liquidCubeMeshFactory)
 {
     _visualWorldParameters = visualWorldParameters;
     _cubesHolder           = cubesHolder;
     _solidCubeMeshFactory  = solidCubeMeshFactory;
     _liquidCubeMeshFactory = liquidCubeMeshFactory;
     Intialize();
 }
示例#6
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        public LightingManager(SingleArrayChunkContainer cubesHolder, VisualWorldParameters visualWorldParameters)
        {
            _cubesHolder           = cubesHolder;
            _visualWorldParameters = visualWorldParameters;

            _lightPropagateSteps = 8;
            _lightDecreaseStep   = (byte)(159 / (_lightPropagateSteps - 1));
        }
示例#7
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        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="worldParam">The world Parameters</param>e
        public SingleArrayChunkContainer(VisualWorldParameters visualWorldParam)
        {
            _visualWorldParam = visualWorldParam;

            MoveX = _visualWorldParam.WorldVisibleSize.Y;
            MoveZ = _visualWorldParam.WorldVisibleSize.Y * _visualWorldParam.WorldVisibleSize.X;
            MoveY = 1;
            //Initialize the Big Array
            Cubes         = new TerraCube[_visualWorldParam.WorldVisibleSize.X * _visualWorldParam.WorldVisibleSize.Y * _visualWorldParam.WorldVisibleSize.Z];
            _config       = _visualWorldParam.WorldParameters.Configuration;
            _bigArraySize = Cubes.Length;
        }
示例#8
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        public GodEntityManager(D3DEngine engine,
                                GodEntity playerEntity,
                                InputsManager inputsManager,
                                SingleArrayChunkContainer cubesHolder,
                                CameraManager <ICameraFocused> cameraManager,
                                LandscapeBufferManager bufferManager,
                                VisualWorldParameters visParameters,
                                GlobalStateManager globalStateManager)
        {
            if (engine == null)
            {
                throw new ArgumentNullException("engine");
            }
            if (playerEntity == null)
            {
                throw new ArgumentNullException("playerEntity");
            }
            if (inputsManager == null)
            {
                throw new ArgumentNullException("inputsManager");
            }
            if (cubesHolder == null)
            {
                throw new ArgumentNullException("cubesHolder");
            }
            if (cameraManager == null)
            {
                throw new ArgumentNullException("cameraManager");
            }
            if (bufferManager == null)
            {
                throw new ArgumentNullException("bufferManager");
            }
            if (visParameters == null)
            {
                throw new ArgumentNullException("visParameters");
            }

            GodEntity = playerEntity;

            _faction = globalStateManager.GlobalState.Factions[GodEntity.FactionId];

            _eyeOrientation  = GodEntity.HeadRotation;
            _bodyOrientation = GodEntity.BodyRotation;

            _engine        = engine;
            _inputsManager = inputsManager;
            _cubesHolder   = cubesHolder;
            _cameraManager = cameraManager;
            _bufferManager = bufferManager;
            _visParameters = visParameters;
        }
        public PlayerEntityManager(CameraManager <ICameraFocused> cameraManager,
                                   InputsManager inputsManager,
                                   SingleArrayChunkContainer cubesHolder,
                                   ServerComponent server,
                                   VoxelModelManager voxelModelManager,
                                   VisualWorldParameters visualWorldParameters,
                                   EntityFactory factory,
                                   LandscapeBufferManager bufferManager,
                                   ILandscapeManager landscapeManager,
                                   ChatComponent chatComponent,
                                   PostEffectComponent postEffectComponent,
                                   GuiManager guiManager,
                                   ISoundEngine soundEngine,
                                   TimerManager timerManager
                                   )
        {
            _cameraManager         = cameraManager;
            _inputsManager         = inputsManager;
            _soundEngine           = soundEngine;
            _cubesHolder           = cubesHolder;
            _visualWorldParameters = visualWorldParameters;
            _factory             = factory;
            _bufferManager       = bufferManager;
            _landscapeManager    = landscapeManager;
            _chatComponent       = chatComponent;
            _postEffectComponent = postEffectComponent;
            OnLanding           += PlayerEntityManager_OnLanding;
            _guiManager          = guiManager;

            PlayerCharacter = (PlayerCharacter)server.Player;

            ShowDebugInfo = true;

            // Create a visualVoxelEntity (== Assign a voxel body to the PlayerCharacter)
            VisualVoxelEntity = new VisualVoxelEntity(PlayerCharacter, voxelModelManager);

            //Add a new Timer trigger
            _energyUpdateTimer = timerManager.AddTimer(1000); //A timer that will be raised every second
            _energyUpdateTimer.OnTimerRaised += energyUpdateTimer_OnTimerRaised;

            HasMouseFocus = Updatable;
            UpdateOrder   = 0;

            // create "real" random
            var entropySource = RNGCryptoServiceProvider.Create();
            var bytes         = new byte[4];

            entropySource.GetBytes(bytes);
            random = new Random(BitConverter.ToInt32(bytes, 0));
        }
 public RealmGameSoundManager(ISoundEngine soundEngine,
                              CameraManager <ICameraFocused> cameraManager,
                              SingleArrayChunkContainer singleArray,
                              IVisualDynamicEntityManager dynamicEntityManager,
                              IChunkEntityImpactManager chunkEntityImpactManager,
                              IWorldChunks worldChunk,
                              IClock gameClockTime,
                              PlayerEntityManager playerEntityManager,
                              VisualWorldParameters visualWorldParameters,
                              IClock worlClock)
     : base(soundEngine, cameraManager, singleArray, dynamicEntityManager, chunkEntityImpactManager, worldChunk, gameClockTime, playerEntityManager, visualWorldParameters, worlClock)
 {
     PreLoadSound("Hurt", @"Sounds\Events\hurt.adpcm.wav", 0.3f, 16.0f, 100);
     PreLoadSound("Dying", @"Sounds\Events\dying.adpcm.wav", 0.5f, 16.0f, 1000);
 }
示例#11
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        public GameSoundManager(ISoundEngine soundEngine,
                                CameraManager <ICameraFocused> cameraManager,
                                SingleArrayChunkContainer singleArray,
                                IVisualDynamicEntityManager dynamicEntityManager,
                                IChunkEntityImpactManager chunkEntityImpactManager,
                                IWorldChunks worldChunk,
                                IClock gameClockTime,
                                PlayerEntityManager playerEntityManager,
                                VisualWorldParameters visualWorldParameters,
                                IClock worlClock)
        {
            _cameraManager            = cameraManager;
            _soundEngine              = soundEngine;
            _singleArray              = singleArray;
            _worldChunk               = worldChunk;
            _chunkEntityImpactManager = chunkEntityImpactManager;
            _gameClockTime            = gameClockTime;
            _playerEntityManager      = playerEntityManager;
            _visualWorldParameters    = visualWorldParameters;
            _worlClock = worlClock;
            if (visualWorldParameters.WorldParameters.Configuration is UtopiaWorldConfiguration)
            {
                _biomesParams = ((UtopiaWorldConfiguration)visualWorldParameters.WorldParameters.Configuration).ProcessorParam;
            }

            _dynamicEntityManager = dynamicEntityManager;
            _stepsTracker.Add(new DynamicEntitySoundTrack {
                Entity = _playerEntityManager.Player, Position = _playerEntityManager.Player.Position, isLocalSound = true
            });
            _playerEntityManager.PlayerEntityChanged += _playerEntityManager_PlayerEntityChanged;

            //Register to Events

            _dynamicEntityManager.EntityAdded             += DynamicEntityManagerEntityAdded;
            _dynamicEntityManager.EntityRemoved           += DynamicEntityManagerEntityRemoved;
            _chunkEntityImpactManager.BlockReplaced       += _chunkEntityImpactManager_BlockReplaced;
            _chunkEntityImpactManager.StaticEntityAdd     += StaticEntityAdd;
            _chunkEntityImpactManager.StaticEntityRemoved += StaticEntityRemoved;

            _rnd        = new FastRandom();
            MoodsSounds = new Dictionary <MoodSoundKey, List <IUtopiaSoundSource> >();

            IsDefferedLoadContent = true; //Make LoadContent executed in thread
        }
        public void LateInitialization(ServerComponent server,
                                       SingleArrayChunkContainer cubesHolder,
                                       IWorldChunks worldChunks,
                                       IChunkStorageManager chunkStorageManager,
                                       ILightingManager lightManager,
                                       VisualWorldParameters visualWorldParameters
                                       )
        {
            _server                     = server;
            _lightManager               = lightManager;
            _worldChunks                = worldChunks;
            _chunkStorageManager        = chunkStorageManager;
            _server.MessageBlockChange += ServerConnection_MessageBlockChange;
            _visualWorldParameters      = visualWorldParameters;
            _wp          = _visualWorldParameters.WorldParameters;
            _cubesHolder = cubesHolder;


            _initialized = true;
        }
示例#13
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        public InventoryComponent(
            D3DEngine engine,
            InputsManager inputManager,
            GuiManager guiManager,
            IconFactory iconFactory,
            VisualWorldParameters worldParameters)
        {
            IsDefferedLoadContent = true;

            _engine       = engine;
            _inputManager = inputManager;
            _guiManager   = guiManager;
            _iconFactory  = iconFactory;

            _guiManager.Screen.Desktop.Clicked += DesktopClicked;

            _cubeRenderer = new CubeRenderer(engine, worldParameters);

            _dragOffset = new Point(InventoryWindow.CellSize / 2, InventoryWindow.CellSize / 2);
        }
示例#14
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        public SharedFrameCB(D3DEngine engine,
                             CameraManager <ICameraFocused> cameraManager,
                             ISkyDome skydome,
                             VisualWorldParameters visualWorldParam,
                             IPlayerManager playerManager,
                             IWeather weather,
                             [Named("SkyBuffer")] StaggingBackBuffer backBuffer)

        {
            _engine           = engine;
            _cameraManager    = cameraManager;
            _skydome          = skydome;
            _visualWorldParam = visualWorldParam;
            _playerManager    = playerManager;
            _backBuffer       = backBuffer;
            _weather          = weather;

            DrawOrders.UpdateIndex(0, 0);

            CBPerFrame = new CBuffer <CBPerFrame_Struct>(_engine.Device, "PerFrame");
        }
示例#15
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        public DynamicEntityManager(D3DEngine d3DEngine,
                                    VoxelModelManager voxelModelManager,
                                    CameraManager <ICameraFocused> camManager,
                                    WorldFocusManager worldFocusManager,
                                    VisualWorldParameters visualWorldParameters,
                                    SingleArrayChunkContainer chunkContainer,
                                    IPlayerManager playerEntityManager,
                                    ISkyDome skyDome,
                                    SharedFrameCB sharedFrameCB,
                                    IWorldChunks worldChunks,
                                    ISoundEngine soundEngine,
                                    UtopiaParticuleEngine utopiaParticuleEngine
                                    )
        {
            _d3DEngine             = d3DEngine;
            _voxelModelManager     = voxelModelManager;
            _camManager            = camManager;
            _chunkContainer        = chunkContainer;
            _soundEngine           = soundEngine;
            _worldFocusManager     = worldFocusManager;
            _visualWorldParameters = visualWorldParameters;
            _playerEntityManager   = playerEntityManager;
            _playerEntityManager.UtopiaParticuleEngine = utopiaParticuleEngine;
            _skyDome               = skyDome;
            _sharedFrameCB         = sharedFrameCB;
            _worldChunks           = worldChunks;
            _utopiaParticuleEngine = utopiaParticuleEngine;

            _voxelModelManager.VoxelModelAvailable += VoxelModelManagerVoxelModelReceived;
            _camManager.ActiveCameraChanged        += CamManagerActiveCameraChanged;

            _playerEntityManager.PlayerEntityChanged += _playerEntityManager_PlayerEntityChanged;

            DynamicEntities = new List <VisualVoxelEntity>();

            DrawOrders.UpdateIndex(VOXEL_DRAW, 99, "VOXEL_DRAW");
            SPRITENAME_DRAW = DrawOrders.AddIndex(1060, "NAME_DRAW");

            this.IsDefferedLoadContent = true;
        }
示例#16
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        public VisualChunkBase(
            D3DEngine d3DEngine,
            WorldFocusManager worldFocusManager,
            VisualWorldParameters visualWorldParameter,
            Range3I cubeRange,
            CameraManager <ICameraFocused> cameraManager,
            WorldChunks worldChunkManager,
            VoxelModelManager voxelModelManager,
            IChunkEntityImpactManager chunkEntityImpactManager,
            ChunkDataProvider provider = null)
            : base(provider)
        {
            _cachedTrees = new Dictionary <TreeBpSeed, VisualVoxelModel>();

            Graphics = new ChunkGraphics(this, d3DEngine);

            _d3DEngine                = d3DEngine;
            _worldFocusManager        = worldFocusManager;
            _worldChunkManager        = worldChunkManager;
            _chunkEntityImpactManager = chunkEntityImpactManager;
#if DEBUG
            _blockpickedUPEffect = new HLSLVertexPositionColor(_d3DEngine.Device);
#endif

            _visualWorldParameters = visualWorldParameter;

            _cameraManager        = cameraManager;
            _voxelModelManager    = voxelModelManager;
            _visualVoxelEntities  = new Dictionary <string, List <VisualVoxelEntity> >();
            EmitterStaticEntities = new List <EntityMetaData>();
            OutOfChunkLightSourceStaticEntities = new List <ILightEmitterEntity>();
            SoundStaticEntities = new List <IItem>();
            CubeRange           = cubeRange;
            State = ChunkState.Empty;
            Entities.EntityAdded       += EntitiesEntityAdded;
            Entities.EntityRemoved     += EntitiesEntityRemoved;
            Entities.CollectionCleared += EntitiesCollectionCleared;
        }
示例#17
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 public VisualChunk(D3DEngine d3DEngine,
                    WorldFocusManager worldFocusManager,
                    VisualWorldParameters visualWorldParameter,
                    ref Range3I cubeRange,
                    SingleArrayChunkContainer singleArrayContainer,
                    CameraManager <ICameraFocused> cameraManager,
                    WorldChunks worldChunkManager,
                    VoxelModelManager voxelModelManager,
                    IChunkEntityImpactManager chunkEntityImpactManager,
                    ChunkDataProvider provider = null)  :
     base(d3DEngine,
          worldFocusManager,
          visualWorldParameter,
          cubeRange,
          cameraManager,
          worldChunkManager,
          voxelModelManager,
          chunkEntityImpactManager,
          new SingleArrayDataProvider(singleArrayContainer))
 {
     ((SingleArrayDataProvider)base.BlockData).DataProviderUser = this; //Didn't find a way to pass it inside the constructor
     _singleArrayContainer = singleArrayContainer;
 }
示例#18
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 public VisualChunk3D(
     D3DEngine d3DEngine,
     WorldFocusManager worldFocusManager,
     VisualWorldParameters visualWorldParameter,
     Range3I cubeRange,
     CameraManager <ICameraFocused> cameraManager,
     WorldChunks worldChunkManager,
     VoxelModelManager voxelModelManager,
     IChunkEntityImpactManager chunkEntityImpactManager,
     ChunkDataProvider provider = null) :
     base(
         d3DEngine,
         worldFocusManager,
         visualWorldParameter,
         cubeRange,
         cameraManager,
         worldChunkManager,
         voxelModelManager,
         chunkEntityImpactManager,
         provider)
 {
     _lights = new ByteColor[BlockData.ChunkSize.Volume];
 }
示例#19
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        public UtopiaParticuleEngine(D3DEngine d3dEngine,
                                     SharedFrameCB sharedFrameCB,
                                     CameraManager <ICameraFocused> cameraManager,
                                     InputsManager inputsManager,
                                     VisualWorldParameters worldParameters,
                                     IChunkEntityImpactManager chunkEntityImpactManager,
                                     IWorldChunks worldChunks,
                                     ILandscapeManager landscapeManager,
                                     IWeather weather)
            : base(d3dEngine, sharedFrameCB.CBPerFrame)
        {
            _sharedFrameCB            = sharedFrameCB;
            _cameraManager            = cameraManager;
            _inputsManager            = inputsManager;
            _worldParameters          = worldParameters;
            _chunkEntityImpactManager = chunkEntityImpactManager;
            _worldChunks      = worldChunks;
            _landscapeManager = landscapeManager;
            _weather          = weather;

            _chunkEntityImpactManager.BlockReplaced += _chunkEntityImpactManager_BlockReplaced;

            this.IsDefferedLoadContent = true;
        }
示例#20
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 public TerraCubes(D3DEngine d3DEngine, VisualWorldParameters config)
 {
     _d3DEngine = d3DEngine;
     _config    = config;
 }
 public LiquidCubeMeshFactory(SingleArrayChunkContainer cubesHolder, VisualWorldParameters wp)
 {
     _cubesHolder = cubesHolder;
     _wp          = wp;
 }
示例#22
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        public WorldChunks(D3DEngine d3dEngine,
                           CameraManager <ICameraFocused> camManager,
                           VisualWorldParameters visualWorldParameters,
                           WorldFocusManager worldFocusManager,
                           GameStatesManager gameStates,
                           IClock gameClock,
                           SingleArrayChunkContainer cubesHolder,
                           ILandscapeManager2D landscapeManager,
                           IChunkMeshManager chunkMeshManager,
                           IChunksWrapper chunkWrapper,
                           ILightingManager lightingManager,
                           IChunkStorageManager chunkstorage,
                           ServerComponent server,
                           IWeather weather,
                           [Named("SkyBuffer")] StaggingBackBuffer skyBackBuffer,
                           VoxelModelManager voxelModelManager,
                           IChunkEntityImpactManager chunkEntityImpactManager,
                           InputsManager inputsManager
                           )
        {
            _server                   = server;
            _chunkstorage             = chunkstorage;
            _d3dEngine                = d3dEngine;
            _worldFocusManager        = worldFocusManager;
            _gameStates               = gameStates;
            _camManager               = camManager;
            _gameClock                = gameClock;
            VisualWorldParameters     = visualWorldParameters;
            _cubesHolder              = cubesHolder;
            _chunkWrapper             = chunkWrapper;
            _landscapeManager         = landscapeManager;
            _chunkMeshManager         = chunkMeshManager;
            _lightingManager          = lightingManager;
            _weather                  = weather;
            _skyBackBuffer            = skyBackBuffer;
            _voxelModelManager        = voxelModelManager;
            _chunkEntityImpactManager = chunkEntityImpactManager;
            _inputsManager            = inputsManager;

            _skyBackBuffer.OnStaggingBackBufferChanged += _skyBackBuffer_OnStaggingBackBufferChanged;

            SliceViewChunks = 25;

            DrawStaticInstanced = true;

            if (visualWorldParameters.WorldParameters.Configuration is UtopiaWorldConfiguration)
            {
                _utopiaProcessorParam = ((UtopiaWorldConfiguration)visualWorldParameters.WorldParameters.Configuration).ProcessorParam;
            }

            //Self injecting inside components, to avoid circular dependency
            _chunkWrapper.WorldChunks     = this;
            lightingManager.WorldChunk    = this;
            _chunkMeshManager.WorldChunks = this;
            landscapeManager.WorldChunks  = this;

            DrawOrders.UpdateIndex(SOLID_DRAW, 100, "SOLID_DRAW");
            TRANSPARENT_DRAW = DrawOrders.AddIndex(1050, "TRANSPARENT_DRAW");
            ENTITIES_DRAW    = DrawOrders.AddIndex(101, "ENTITIES_DRAW");

            this.IsDefferedLoadContent = true;
        }
示例#23
0
 public CubeRenderer(D3DEngine engine, VisualWorldParameters visualWorldParameters)
 {
     _engine = engine;
     _visualWorldParameters = visualWorldParameters;
     _milkShapeMeshfactory  = new MilkShape3DMeshFactory();
 }