/// <summary>
        /// Creates a new editor presenter
        /// </summary>
        /// <param name="engine">The engine to use for rendering</param>
        /// <param name="universe">The universe to display</param>
        /// <param name="lighting">Shall lighting be used for rendering?</param>
        public EditorPresenter(Engine engine, Universe universe, bool lighting) : base(engine, universe)
        {
            #region Sanity checks
            if (engine == null)
            {
                throw new ArgumentNullException(nameof(engine));
            }
            if (universe == null)
            {
                throw new ArgumentNullException(nameof(universe));
            }
            #endregion

            Lighting = lighting;

            // Restore previous camera position (or default to center of terrain)
            var mainCamera = CreateCamera(universe.CurrentCamera);

            View = new View(Scene, mainCamera)
            {
                Name = "Editor", BackgroundColor = universe.FogColor
            };

            // Floating axis-arrows for easier orientation
            var axisArrows = new FloatingModel(XMesh.Get(engine, "Engine/AxisArrows.x"))
            {
                Name     = "AxisArrows",
                Alpha    = 160,
                Position = new DoubleVector3(-16, -12, 40),
                Rotation = Quaternion.RotationYawPitchRoll(0, 0, 0)
            };
            axisArrows.SetScale(0.03f);
            View.FloatingModels.Add(axisArrows);
        }
        /// <inheritdoc/>
        public override void Initialize()
        {
            base.Initialize();

            // Prepare painting brush meshes
            Scene.Positionables.Add(_terrainPaintingBrushCircle = new Model(XMesh.Get(Engine, "Engine/Circle.x"))
            {
                Visible = false
            });
            Scene.Positionables.Add(_terrainPaintingBrushSquare = new Model(XMesh.Get(Engine, "Engine/Rectangle.x"))
            {
                Visible = false
            });
        }
示例#3
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        /// <inheritdoc/>
        public override void Initialize()
        {
            base.Initialize();

            if (_preCachedAssets == null)
            {
                // Preload selection highlighting meshes
                _preCachedAssets = new Asset[] { XMesh.Get(Engine, "Engine/Circle.x"), XMesh.Get(Engine, "Engine/Rectangle.x") };
                foreach (var asset in _preCachedAssets)
                {
                    asset.HoldReference();
                }
            }

            _selectionsSync.Register <Entity, PositionableRenderable>(GetSelectionHighlighting, UpdateRepresentationShifted);
            _selectionsSync.Initialize();
        }
示例#4
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        /// <summary>
        /// Adds the selection highlighting for a <see cref="EntityBase{TCoordinates,TTemplate}"/>
        /// </summary>
        /// <param name="entity">The <see cref="EntityBase{TCoordinates,TTemplate}"/> to add the selection highlighting for</param>
        private Model GetSelectionHighlighting(Entity entity)
        {
            if (entity.TemplateData.Collision == null)
            {
                return(null);
            }

            var selectionHighlight = new PerTypeDispatcher <Collision <Vector2>, Model>(ignoreMissing: true)
            {
                (Circle circle) =>
                {
                    // Create a circle around the entity based on the radius
                    var   hightlight = new Model(XMesh.Get(Engine, "Engine/Circle.x"));
                    float scale      = circle.Radius / 20 + 1;
                    hightlight.PreTransform = Matrix.Scaling(scale, 1, scale);
                    return(hightlight);
                },
                (Box box) =>
                {
                    // Create a rectangle around the entity based on the box corners
                    var highlight = new Model(XMesh.Get(Engine, "Engine/Rectangle.x"));

                    // Determine the component-wise minimums and maxmimums and the absolute difference
                    var min = new Vector2(
                        Math.Min(box.Minimum.X, box.Maximum.X),
                        Math.Min(box.Minimum.Y, box.Maximum.Y));
                    var max = new Vector2(
                        Math.Max(box.Minimum.X, box.Maximum.X),
                        Math.Max(box.Minimum.Y, box.Maximum.Y));
                    var diff = max - min;

                    highlight.PreTransform = Matrix.Scaling(diff.X, 1, diff.Y) * Matrix.Translation(min.X, 0, -min.Y);
                    return(highlight);
                }
            }.Dispatch(entity.TemplateData.Collision);

            if (selectionHighlight != null)
            {
                selectionHighlight.Name = entity.Name + " Selection";
            }
            return(selectionHighlight);
        }
        /// <inheritdoc/>
        protected override void RegisterRenderablesSync()
        {
            base.RegisterRenderablesSync();

            RenderablesSync.Register(
                (Waypoint waypoint) => new Model(XMesh.Get(Engine, "Engine/Waypoint.x"))
            {
                Scale = new Vector3(100)
            },
                UpdateRepresentation);
            RenderablesSync.Register(
                (Trigger trigger) =>
            {
                var area      = Model.Cylinder(Engine, XTexture.Get(Engine, "flag.png"), radiusBottom: trigger.Range, radiusTop: trigger.Range, length: 150);
                area.Rotation = Quaternion.RotationYawPitchRoll(0, (float)Math.PI / 2, 0);
                area.Alpha    = 160;
                return(area);
            },
                UpdateRepresentation);
        }
示例#6
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        /// <inheritdoc/>
        protected override void RegisterRenderablesSync()
        {
            RegisterWater();

            RegisterRenderComponentLight();

            RegisterRenderComponent <StaticMesh>((entity, component) =>
            {
                if (string.IsNullOrEmpty(component.Filename))
                {
                    return(null);
                }

                var model = new Model(XMesh.Get(Engine, component.Filename))
                {
                    Name = entity.Name
                };
                ConfigureModel(model, component);
                return(model);
            });
            RegisterRenderComponent <AnimatedMesh>((entity, component) =>
            {
                if (string.IsNullOrEmpty(component.Filename))
                {
                    return(null);
                }

                var model = new AnimatedModel(XAnimatedMesh.Get(Engine, component.Filename))
                {
                    Name = entity.Name
                };
                ConfigureModel(model, component);
                return(model);
            });
            RegisterRenderComponent <TestSphere>((entity, component) =>
            {
                var model  = Model.Sphere(Engine, XTexture.Get(Engine, component.Texture), component.Radius, component.Slices, component.Stacks);
                model.Name = entity.Name;
                ConfigureModel(model, component);
                return(model);
            });
            RegisterRenderComponent <CpuParticleSystem>((entity, component) =>
            {
                if (string.IsNullOrEmpty(component.Filename))
                {
                    return(null);
                }

                var particleSystem = new OmegaEngine.Graphics.Renderables.CpuParticleSystem(CpuParticlePreset.FromContent(component.Filename));
                ConfigureParticleSystem(entity, particleSystem, component);
                return(particleSystem);
            });
            RegisterRenderComponent <GpuParticleSystem>((entity, component) =>
            {
                if (string.IsNullOrEmpty(component.Filename))
                {
                    return(null);
                }

                var particleSystem = new OmegaEngine.Graphics.Renderables.GpuParticleSystem(GpuParticlePreset.FromContent(component.Filename));
                ConfigureParticleSystem(entity, particleSystem, component);
                return(particleSystem);
            });
        }