protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { { ///Create the xml file model extractor ///Loads a XML file that was export by our 3DS MAX plugin ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ///Extract all the XML info (Model,Cameras, ...) ModelLoaderData data = ext.Load(factory, GraphicInfo, "ilha"); ///Create the WOrld Loader ///Convert the ModelLoaderData in World Entities WorldLoader wl = new WorldLoader(); ///all default wl.LoadWorld(factory, GraphicInfo, World, data); } } { SimpleModel sm2 = new SimpleModel(factory, "Model\\ball"); sm2.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red, false), TextureType.DIFFUSE); DeferredNormalShader nd = new DeferredNormalShader(); IMaterial m = new DeferredMaterial(nd); SphereObject pi2 = new SphereObject(new Vector3(100, 50, 0), 1, 10, 10, MaterialDescription.DefaultBepuMaterial()); IObject o = new IObject(m, sm2, pi2); this.World.AddObject(o); sound2 = new ObjectFollower3DSound(factory, "Songs/pianosong", o); this.World.AddSoundEmitter(sound2, true); } lt = new LightThrowBepu(this.World, factory); #region NormalLight 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 = 0.5f; 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 CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(30), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); ModelLoaderData data = ext.Load(factory, GraphicInfo, "leonScene"); WorldLoader wl = new WorldLoader(); wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject); wl.OnCreateILight += new CreateILight(wl_OnCreateILight); wl.LoadWorld(factory, GraphicInfo, World, data); //IModelo model = new SimpleModel(factory, "Model/leonScene"); //IPhysicObject po = new TriangleMeshObject(model, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); //GhostObject po = new GhostObject(); //IShader shader = new ForwardXNABasicShader(); //ForwardMaterial dm = new ForwardMaterial(shader); //this.World.AddObject(new IObject(dm, model, po)); CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); }
void Awake() { worldInfo = FindObjectOfType <WorldInfo>(); if (worldInfo == null) { if (!IsWorldExists(DebugWorldName)) { CreateWorld(DebugWorldName, new ChunkPos(100, 100)); LoadWorld(DebugWorldName); } else { LoadWorld(DebugWorldName); } enabled = false; return; } worldLoader.LoadWorld(worldInfo.worldPath); var worldGeneratorType = Type.GetType(worldInfo.worldGeneratorType); worldGenerator = (WorldGenerator) new GameObject().AddComponent(worldGeneratorType); EnlargePool(chunkPool); }
static void Main(string[] args) { var objContext = new SingleUsageObjectContextAdapter(new DbContextFactory <HotelAdminContext>()); var hotelRep = new HotelRepository(objContext); var factTypeRep = new FactTypeRepository(objContext); var historyRep = new DummyHistoryItemRepository(); FactTypeService factTypeService = new FactTypeService(objContext, factTypeRep); HotelService hotelService = new HotelService(objContext, hotelRep, historyRep); if (args != null && args.Length > 0 && args[0] == "world") { int numberOfHotels = 100; if (args.Length > 1) { if (!int.TryParse(args[1], out numberOfHotels)) { numberOfHotels = 100; // Default to 100 } } WorldLoader.LoadWorld(hotelService, factTypeService, numberOfHotels); return; } Console.WriteLine("Usage: HotelAdmin.Loader.exe {{world}} [maxItems] "); }
public void Button_LoadTestMap(string id) { CASCHandler = CASC.GetComponent <CascHandler>().cascHandler; //World.ClearAllTerrain(); uint WdtFileDataId = 0; Vector2 currentSelectedPlayerSpawn = Vector2.zero; switch (id) { case "BC": { WdtFileDataId = 828395; currentSelectedPlayerSpawn = new Vector2(32, 27); } break; case "Wrath": { WdtFileDataId = 822688; currentSelectedPlayerSpawn = new Vector2(18, 24); } break; case "Cata": { WdtFileDataId = 782779; currentSelectedPlayerSpawn = new Vector2(33, 35); } break; case "MoP": { WdtFileDataId = 805681; currentSelectedPlayerSpawn = new Vector2(32, 31); } break; default: Debug.Log("Unknown Map"); break; } WDT.WDTEntries.Clear(); if (WDT.ParseWDT(WdtFileDataId)) { //World.LoadSingleADT(WdtFileDataId, currentSelectedPlayerSpawn); //world2.LoadWorld(WdtFileDataId, currentSelectedPlayerSpawn); world.LoadWorld(WdtFileDataId, currentSelectedPlayerSpawn); } else { Debug.Log("Error"); } }
private void CreateNewWorld() { World world; var worldLoader = new WorldLoader(); world = worldLoader.LoadWorld("Data.xlsx"); var worldCreator = new WorldCreator(); int worldId = worldCreator.CreateWorld(world); Console.WriteLine("Initializing season..."); worldSimulator.SwitchDefaultWorld(worldId); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); ModelLoaderData data = ext.Load(factory, GraphicInfo, "sponza"); WorldLoader wl = new WorldLoader(); wl.LoadWorld(factory, GraphicInfo, World, data); LightThrowBepu lt = new LightThrowBepu(this.World, factory); #region NormalLight 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 = 0.1f; 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); //ld1 = new DirectionalLightPE(new Vector3(0.2f, -1, 0.2f), Color.White); //ld1.CastShadown = true; //float li = 0.9f; //ld1.LightIntensity = li; //this.World.AddLight(ld1); #endregion CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); //cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); /////Interpolator to change lightDirection //inter.Start(new Vector3(0, -1, 0), new Vector3(1, -1, 1), 3, true); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); this.RenderTechnic.AddPostEffect(new BloomPostEffect()); //HdrPostEffect HdrPostEffect = new HdrPostEffect(); //HdrPostEffect.bloomMultiplier = 0.3f; //this.RenderTechnic.AddPostEffect(HdrPostEffect); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); ModelLoaderData data = ext.Load(factory, GraphicInfo, "techdemo"); WorldLoader wl = new WorldLoader(); wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject); wl.OnCreateILight += new CreateILight(wl_OnCreateILight); wl.LoadWorld(factory, GraphicInfo, World, data); LightThrowBepu lt = new LightThrowBepu(this.World, factory); { l = new DirectionalLightPE(new Vector3(0.2f, -1, 0.2f), Color.White); l.CastShadown = true; float lii = 0.6f; l.LightIntensity = lii; this.World.AddLight(l); } #region NormalLight //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); //DirectionalLightPE ld6 = new DirectionalLightPE(Vector3.Up, Color.White); //float li = 0.5f; //ld1.LightIntensity = li; //ld2.LightIntensity = li; //ld3.LightIntensity = li; //ld4.LightIntensity = li; //ld5.LightIntensity = li; //ld6.LightIntensity = li; //this.World.AddLight(ld1); //this.World.AddLight(ld2); //this.World.AddLight(ld3); //this.World.AddLight(ld4); //this.World.AddLight(ld5); //this.World.AddLight(ld6); #endregion CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); cam.FarPlane = 1000; cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); }
public void Run() { Console.SetWindowSize(120, 60); Console.SetBufferSize(120, 600); var loader = new WorldLoader(); world = loader.LoadWorld("Data.xlsx"); var singleMatchTests = new SingleMatchTests(world); singleMatchTests.Perform(); Console.ReadLine(); var multipleMatchesTests = new MultipleMatchesTests(world); multipleMatchesTests.Perform(1000); Console.ReadLine(); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ModelLoaderData data = ext.Load(factory, GraphicInfo, "shadow"); WorldLoader wl = new WorldLoader(); wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject); wl.OnCreateILight += new CreateILight(wl_OnCreateILight); wl.LoadWorld(factory, GraphicInfo, World, data); #region NormalLight { ld1 = new DirectionalLightPE(new Vector3(0.2f, -1, 0.2f), Color.White); ld1.CastShadown = false; float li = 0.9f; ld1.LightIntensity = li; this.World.AddLight(ld1); } { ld1 = new DirectionalLightPE(new Vector3(0.2f, -1, 0.2f), Color.Red); ld1.CastShadown = true; float li = 2.0f; ld1.LightIntensity = li; this.World.AddLight(ld1); } #endregion CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); ///Interpolator to change lightDirection inter.Start(new Vector3(0, -1, 0), new Vector3(1, -1, 1), 3, true); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); }
public void LoadWorld(string saveName) { if (World != null) { return; } ParticleRenderer = new ParticleRenderer(); SkyboxRenderer = new SkyboxRenderer(); World loadedWorld = WorldLoader.LoadWorld(saveName); if (loadedWorld == null) { Console.WriteLine("DEBUG: generating World"); BlockPos playerPos = new BlockPos(MathUtil.NextFloat(-100, 100), 10, MathUtil.NextFloat(-100, 100)); World = new World("MyWorld", "Tomlow's Fuckaround", SettingsManager.GetValue("worldseed").GetHashCode()); Player = new EntityPlayerSP(World, playerPos.ToVec()); World.AddEntity(Player); Player.SetItemStackInInventory(0, new ItemStack(new ItemBlock(BlockRegistry.GetBlock <BlockCraftingTable>()))); Player.SetItemStackInInventory(1, new ItemStack(new ItemBlock(BlockRegistry.GetBlock <BlockFurnace>()))); Player.SetItemStackInInventory(2, new ItemStack(new ItemBlock(BlockRegistry.GetBlock <BlockCobbleStone>()))); Player.SetItemStackInInventory(3, new ItemStack(new ItemBlock(BlockRegistry.GetBlock <BlockPlanks>()))); Player.SetItemStackInInventory(4, new ItemStack(new ItemBlock(BlockRegistry.GetBlock <BlockGlass>()))); Player.SetItemStackInInventory(5, new ItemStack(new ItemBlock(BlockRegistry.GetBlock <BlockCraftingTable>()))); Player.SetItemStackInInventory(6, new ItemStack(new ItemBlock(BlockRegistry.GetBlock <BlockSlab>()))); Player.SetItemStackInInventory(7, new ItemStack(new ItemBlock(BlockRegistry.GetBlock <BlockLadder>()))); Player.SetItemStackInInventory(8, new ItemStack(new ItemBlock(BlockRegistry.GetBlock <BlockTallGrass>()))); } else { World = loadedWorld; } ResetMouse(); MouseState state = OpenTK.Input.Mouse.GetState(); _mouseLast = new Point(state.X, state.Y); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); GoombaSpriteFactory.Instance.LoadAllTextures(Content); BowserSpriteFactory.Instance.LoadAllTextures(Content); KoopaSpriteFactory.Instance.LoadAllTextures(Content); ItemSpriteFactory.Instance.LoadAllTextures(Content); BlockSpriteFactory.Instance.LoadAllTextures(Content); WorldElementSpriteFactory.Instance.LoadAllTextures(Content); MarioSpriteFactory.Instance.LoadAllTextures(Content); FireballSpriteFactory.Instance.LoadAllTextures(Content); AchievementSpriteFactory.Instance.LoadAllTextures(Content); LakituSpriteFactory.Instance.LoadAllTextures(Content); SoundEffects.Instance.LoadSoundEffects(Content); Songs.Instance.LoadSongs(Content); HUD = new HeadsUpDisplay(this, Content); WorldLoader.LoadWorld("Level1-1", this); Songs.Instance.PlaySong(); Tester.RunTests(this); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ExtractMeshesFromMoldelLoader ext = new ExtractMeshesFromMoldelLoader(); ModelLoaderData data = ext.Load(factory, GraphicInfo, "Model//leonScene"); WorldLoader wl = new WorldLoader(); wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject); wl.LoadWorld(factory, GraphicInfo, World, data); LightThrowBepu lt = new LightThrowBepu(this.World, factory); CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); }
protected override void Initialize() { Quit = () => { this.Exit(); }; LevelReset = () => { if (State == GameState.InGame) { GameWorld = WorldLoader.LoadWorld(Selector.CurrentLevel, this); } }; MenuReset = () => { State = GameState.WorldSelector; }; InputActions.LoadInputActions(this); controllers = new List <IController>(); KeyboardController keyboard = new KeyboardController(this); GamePadController gamepad = new GamePadController(this); controllers.Add(keyboard); controllers.Add(gamepad); Selector = new LevelSelector(this); State = GameState.WorldSelector; base.Initialize(); }
public void LoadWorld(string saveName) { if (World != null) { return; } ParticleRenderer = new ParticleRenderer(); SkyboxRenderer = new SkyboxRenderer(); World loadedWorld = WorldLoader.LoadWorld(saveName); if (loadedWorld == null) { Console.WriteLine("DEBUG: generating World"); BlockPos playerPos = new BlockPos(0, 10, 0);//MathUtil.NextFloat(-100, 100)); World = new WorldClient("MyWorld", "Tomlow's Fuckaround", SettingsManager.GetString("worldseed")); Player = new EntityPlayerSp(World, playerPos.ToVec()); World.AddEntity(Player); Player.SetItemStackInInventory(0, new ItemStack(ItemRegistry.GetItem(BlockRegistry.GetBlock <BlockCraftingTable>()))); } else { World = loadedWorld; } ResetMouse(); MouseState state = Mouse.GetState(); _mouseLast = new Point(state.X, state.Y); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { ///must be called before all base.LoadContent(GraphicInfo, factory, contentManager); ///Create the xml file model extractor ///Loads a XML file that was export by our 3DS MAX plugin ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ///Extract all the XML info (Model,Cameras, ...) ModelLoaderData data = ext.Load(factory, GraphicInfo, "lionscene"); ///Create the WOrld Loader ///Convert the ModelLoaderData in World Entities WorldLoader wl = new WorldLoader(); ///Register some Custom Handler ///The Default arent good all the time ///Called when an object is created, the default creates a triangle mesh entity and a deferred Material (whith Custom Shader) and add it to the world wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject); ///When a ligh is created, the default just add the light wl.OnCreateILight += new CreateILight(wl_OnCreateILight); ///when a camera is created, the default just add the camera wl.OnCreateICamera += new CreateICamera(wl_OnCreateICamera); wl.LoadWorld(factory, GraphicInfo, World, data); ///Add some directional lights #region Lights 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 = 0.3f; 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 ///Add a post effect this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); ///add a camera CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(30), MathHelper.ToRadians(-30), new Vector3(50, 50, 75), GraphicInfo); cam.FarPlane = 500; cam.NearPlane = 1; this.World.CameraManager.AddCamera(cam); { SimpleConcreteKeyboardInputPlayable ik = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.B, bumpChange); this.BindInput(ik); } { SimpleConcreteKeyboardInputPlayable ik = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.V, specularChange); this.BindInput(ik); } lt = new LightThrowBepu(this.World, factory); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ///Create the water ///Water is just a Shader that Creates a Water like texture and binds it to a model { IModelo sm = new SimpleModel(factory, "Model\\block"); Matrix trans = Matrix.CreateTranslation(new Vector3(0, 50, 0)); Plane plano = Plane.Transform(new Plane(0, 1, 0, 0), trans); ///The water is VERRRRY big, the reflection and refraction will looks like blocked, its normal, increasy the size of the reflection/refrection buffer to correct this (bigger cost) ///We normally use the SAME transformation applyied to the plane (if not stranges affects can happen) IPhysicObject pi = new BoxObject(new Vector3(0, 50, 0), 1, 1, 1, 5, new Vector3(3000, 0.1f, 3000), trans, MaterialDescription.DefaultBepuMaterial()); pi.isMotionLess = true; ///Water shader, will refract and reflect according to the plano passed in the parameter ///Using default Parameters, there are lots of things that can be changed. See WaterCompleteShader DeferredWaterCompleteShader shader = new DeferredWaterCompleteShader(800, 600, plano, 0.1f); shader.SpecularIntensity = 0.01f; shader.SpecularPower = 50; IMaterial mat = new DeferredMaterial(shader); IObject obj4 = new IObject(mat, sm, pi); this.World.AddObject(obj4); } ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ModelLoaderData data = ext.Load(factory, GraphicInfo, "shadow"); WorldLoader wl = new WorldLoader(); wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject); wl.OnCreateILight += new CreateILight(wl_OnCreateILight); wl.LoadWorld(factory, GraphicInfo, World, data); #region NormalLight 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); DirectionalLightPE ld6 = new DirectionalLightPE(Vector3.Up, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; ld6.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); this.World.AddLight(ld6); #endregion this.World.CameraManager.AddCamera(new CameraFirstPerson(true, GraphicInfo)); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); lt = new LightThrowBepu(this.World, factory, 100); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { ///Create the xml file model extractor ///Loads a XML file that was export by our 3DS MAX plugin ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ///Extract all the XML info (Model,Cameras, ...) ModelLoaderData data = ext.Load(factory, GraphicInfo, "ilha"); ///Create the WOrld Loader ///Convert the ModelLoaderData in World Entities WorldLoader wl = new WorldLoader(); ///all default wl.LoadWorld(factory, GraphicInfo, World, data); } ///Create and add a sound to the SoundAudioPlayer ap = new SoundAudioPlayer(factory); ap.AddSoundToRepository("Songs/bye", "bye"); ///Create a sound effect without the SoundAudioPlayer (internaly the SoundAudioPlayer is a container of SimpleSoundEffect -- and some stuffs more) se = new SimpleSoundEffect(factory, "Songs/alarm"); ///Load the Sounds that you hear in your Microsoft Media Player ///Just loading the first album found =P lm = new LocalMediaAudioPlayer(); AlbumCollection ac = lm.MediaLibrary.Albums; lm.PlayAlbum(ac[0]); ///Creating a static 3D sound in the 0,0,0 (Bellow the island tree, go there and hear the sound getting louder) sound = new Static3DSound(factory, "Songs/pianosong", Vector3.Zero); this.World.AddSoundEmitter(sound, true); #region NormalLight 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 = 0.5f; 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 CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(30), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { ///Create the xml file model extractor ///Loads a XML file that was export by our 3DS MAX plugin ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ///Extract all the XML info (Model,Cameras, ...) ModelLoaderData data = ext.Load(factory, GraphicInfo, "ilha"); ///Create the WOrld Loader ///Convert the ModelLoaderData in World Entities WorldLoader wl = new WorldLoader(); ///all default wl.LoadWorld(factory, GraphicInfo, World, data); } NeoforceGui guiManager = this.Gui as NeoforceGui; System.Diagnostics.Debug.Assert(guiManager != null); // Create and setup Window control. Window window = new Window(guiManager.Manager); window.Init(); window.Text = "Getting Started"; window.Width = 480; window.Height = 200; window.Center(); window.Visible = true; // Create Button control and set the previous window as its parent. Button button = new Button(guiManager.Manager); button.Init(); button.Text = "OK"; button.Width = 72; button.Height = 24; button.Left = (window.ClientWidth / 2) - (button.Width / 2); button.Top = window.ClientHeight - button.Height - 8; button.Anchor = Anchors.Bottom; button.Parent = window; button.Click += new TomShane.Neoforce.Controls.EventHandler(button_Click); // Add the window control to the manager processing queue. guiManager.Manager.Add(window); #region NormalLight 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 = 0.5f; 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 this.World.CameraManager.AddCamera(new CameraFirstPerson(false, GraphicInfo)); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { ///Create the xml file model extractor ///Loads a XML file that was export by our 3DS MAX plugin ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ///Extract all the XML info (Model,Cameras, ...) ModelLoaderData data = ext.Load(factory, GraphicInfo, "ilha"); ///Create the WOrld Loader ///Convert the ModelLoaderData in World Entities WorldLoader wl = new WorldLoader(); ///all default wl.LoadWorld(factory, GraphicInfo, World, data); } { ///Procedural diffuse texture SimpleModel sm = new SimpleModel(factory, "Model\\block"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.BlueViolet), TextureType.DIFFUSE); ///physic Ghost object(no collision) GhostObject pi = new GhostObject(new Vector3(0, 0, 0), Matrix.Identity, new Vector3(500, 500, 500)); pi.isMotionLess = true; ///Transparency shader ///Transparent objects are NOT affected by lights ///It is a forward shader in the deferred engine (applied after all deferreed processing) ForwardTransparenteShader s = new ForwardTransparenteShader(); ///If the texture does not have Alpha, you can create an alpha for all the model s.TransparencyLevel = 0.3f; ///THIS MODEL is DRAW AFTER all the Deferred ones (remember:light wont afect it) ///You can use all the forward material the same way we are using this ForwardMaterial mat = new ForwardMaterial(s); IObject obj4 = new IObject(mat, sm, pi); this.World.AddObject(obj4); } ///Transparent blocks for (int k = 0; k < 5; k++) { for (int i = 0; i < 5; i++) { for (int j = 0; j < 5; j++) { ///Procedural yellow diffuse texture SimpleModel sm = new SimpleModel(factory, "Model\\block"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Yellow), TextureType.DIFFUSE); ///physic Ghost object(no collision) GhostObject pi = new GhostObject(new Vector3(i * 10 + 100, 50 + k * 10, j * 10), Matrix.Identity, new Vector3(5)); pi.isMotionLess = true; ///Transparency shader ///Transparent objects are NOT affected by lights ///It is a forward shader in the deferred engine (applied after all deferreed processing) ForwardTransparenteShader s = new ForwardTransparenteShader(); ///If the texture does not have Alpha, you can create an alpha for all the model s.TransparencyLevel = 0.3f; ///THIS MODEL is DRAW AFTER all the Deferred ones (remember:light wont afect it) ///You can use all the forward material the same way we are using this ForwardMaterial mat = new ForwardMaterial(s); IObject obj4 = new IObject(mat, sm, pi); this.World.AddObject(obj4); } } } lt = new LightThrowBepu(this.World, factory); #region NormalLight 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 = 0.5f; 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 this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(30), MathHelper.ToRadians(-10), new Vector3(150, 150, 200), GraphicInfo); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCUBE"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ///Create the xml file model extractor ///Loads a XML file that was export by our 3DS MAX plugin ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ///Extract all the XML info (Model,Cameras, ...) ModelLoaderData data = ext.Load(factory, GraphicInfo, "SSAO"); ///Create the WOrld Loader ///Convert the ModelLoaderData in World Entities WorldLoader wl = new WorldLoader(); ///Register some Custom HAnlder ///The Default arent good all the time ///Called when an object is created, the default creates a triangle mesh entity and a deferred Material (whith Custom Shader) and add it to the world wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject); ///When a ligh is created, the default just add the light wl.OnCreateILight += new CreateILight(wl_OnCreateILight); ///when a camera is created, the default just add the camera wl.OnCreateICamera += new CreateICamera(wl_OnCreateICamera); wl.LoadWorld(factory, GraphicInfo, World, data); ///Add some directional lights to completely iluminate the world #region Lights 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 { ///har way SimpleConcreteKeyboardInputPlayable ik = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Enter, Active); this.BindInput(ik); } { ///easy way SimpleConcreteKeyboardInputPlayable ik = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Space); ik.KeyStateChange += new KeyStateChange(ik_KeyStateChange); this.BindInput(ik); } ssao = new SSAOPostEffect(); //ssao.OutputONLYSSAOMAP = true; ssao.WhiteCorrection = 0.7f; ssao.Intensity = 5; ssao.Diffscale = 0.5f; ///Add a AA post effect this.RenderTechnic.AddPostEffect(ssao); CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(0), MathHelper.ToRadians(-10), new Vector3(0, 100, 150), GraphicInfo); ///add a camera this.World.CameraManager.AddCamera(cam); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ///Create the xml file model extractor ///Loads a XML file that was export by our 3DS MAX plugin ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model/", "Textures//"); this.AttachCleanUpAble(ext); ///Extract all the XML info (Model,Cameras, ...) ModelLoaderData data = ext.Load(factory, GraphicInfo, "lionscene"); ///Create the WOrld Loader ///Convert the ModelLoaderData in World Entities WorldLoader wl = new WorldLoader(); ///Register some Custom HAnlder ///The Default arent good all the time ///Called when an object is created, the default creates a triangle mesh entity and a deferred Material (whith Custom Shader) and add it to the world wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject); ///When a ligh is created, the default just add the light wl.OnCreateILight += new CreateILight(wl_OnCreateILight); ///when a camera is created, the default just add the camera wl.OnCreateICamera += new CreateICamera(wl_OnCreateICamera); wl.LoadWorld(factory, GraphicInfo, World, data); ///the classical light throw lt = new LightThrowBepu(this.World, factory); ///Classical lights #region NormalLight 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 = 0.5f; 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 ///Classic Camera =P CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(30), MathHelper.ToRadians(-30), new Vector3(50, 50, 75), GraphicInfo); cam.FarPlane = 500; cam.NearPlane = 1; cam.MoveSpeed *= 2; this.World.CameraManager.AddCamera(cam); ///Some basic AA this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SnowParticleSystem snow = new SnowParticleSystem(); DPFSParticleSystem ps = new DPFSParticleSystem("snow", snow); this.World.ParticleManager.AddAndInitializeParticleSystem(ps); ///cant set emiter position before adding the particle ///IF YOU DO SO, IT WILL NOT WORK snow.Emitter.PositionData.Position = new Vector3(500, 0, 0); } ObjectThrowSmokeParticle ot = new ObjectThrowSmokeParticle(this); this.AddScreenUpdateable(ot); ///OUR Classic Model { ///Create the xml file model extractor ///Loads a XML file that was export by our 3DS MAX plugin ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ///Extract all the XML info (Model,Cameras, ...) ModelLoaderData data = ext.Load(factory, GraphicInfo, "ilha"); ///Create the WOrld Loader ///Convert the ModelLoaderData in World Entities WorldLoader wl = new WorldLoader(); ///all default wl.LoadWorld(factory, GraphicInfo, World, data); } #region NormalLight 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 = 0.5f; 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 CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-10), new Vector3(-200, 150, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); }