protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); IObject marine; AnimatedController marinecontroler; { ///carrega o Modelo AnimatedModel am = new AnimatedModel(factory, "..\\Content\\Model\\PlayerMarine", "..\\Content\\Textures\\PlayerMarineDiffuse"); ///Inicializa o Controlador (Idle eh o nome da animacao inicial) marinecontroler = new AnimatedController(am, "Idle"); ///Cria o shader e o material animados ForwardSimpleAnimationShader sas = new ForwardSimpleAnimationShader(marinecontroler); ForwardAnimatedMaterial amat = new ForwardAnimatedMaterial(marinecontroler, sas); marine = new IObject(amat, am, new GhostObject(new Vector3(0, -30, 0), Matrix.CreateRotationX(MathHelper.ToRadians(30)), Vector3.One * 0.4f)); ///Adiciona no mundo this.World.AddObject(marine); CharacterControllerInput gp = new CharacterControllerInput(this, new Vector3(100, 50, 1), 25, 10, 10, Vector3.One); marine = new IObject(amat, am, gp.Characterobj); ///Adiciona no mundo this.World.AddObject(marine); } { ///carrega o Modelo AnimatedModel am = new AnimatedModel(factory, "..\\Content\\Model\\WeaponMachineGun", "..\\Content\\Textures\\WeaponMachineGunDiffuse"); ///Inicializa o Controlador (Idle eh o nome da animacao inicial) AnimatedController arobo = new AnimatedController(am); //arobo.isLoop = true; ///Cria o shader e o material animados ForwardSimpleAnimationShader sas = new ForwardSimpleAnimationShader(arobo, marine, marinecontroler, "R_Hand2"); ForwardAnimatedMaterial amat = new ForwardAnimatedMaterial(arobo, sas); IObject gun = new IObject(amat, am, new GhostObject(new Vector3(0, 0, 0), Matrix.Identity, Vector3.One)); ///Adiciona no mundo this.World.AddObject(gun); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-60), MathHelper.ToRadians(-20), new Vector3(30, 50, 50), GraphicInfo); cam.MoveSpeed *= 5; 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); IObject marine; AnimatedController marinecontroler; { ///carrega o Modelo AnimatedModel am = new AnimatedModel(factory, "..\\Content\\Model\\PlayerMarine", "..\\Content\\Textures\\PlayerMarineDiffuse"); ///Inicializa o Controlador (Idle eh o nome da animacao inicial) marinecontroler = new AnimatedController(am, "Idle"); ///Cria o shader e o material animados ForwardSimpleAnimationShader sas = new ForwardSimpleAnimationShader(marinecontroler); ForwardAnimatedMaterial amat = new ForwardAnimatedMaterial(marinecontroler, sas); marine = new IObject(amat, am, new GhostObject(new Vector3(0, -30, 0), Matrix.CreateRotationX(MathHelper.ToRadians(30)), Vector3.One * 0.4f)); ///Adiciona no mundo this.World.AddObject(marine); CharacterControllerInput gp = new CharacterControllerInput(this, new Vector3(100, 50, 1), 25, 10, 10, Vector3.One); marine = new IObject(amat, am, gp.Characterobj); ///Adiciona no mundo this.World.AddObject(marine); } { ///carrega o Modelo AnimatedModel am = new AnimatedModel(factory, "..\\Content\\Model\\WeaponMachineGun", "..\\Content\\Textures\\WeaponMachineGunDiffuse"); ///Inicializa o Controlador (Idle eh o nome da animacao inicial) AnimatedController arobo = new AnimatedController(am); //arobo.isLoop = true; ///Cria o shader e o material animados ForwardSimpleAnimationShader sas = new ForwardSimpleAnimationShader(arobo, marine, marinecontroler, "R_Hand2"); ForwardAnimatedMaterial amat = new ForwardAnimatedMaterial(arobo, sas); IObject gun = new IObject(amat, am, new GhostObject(new Vector3(0, 0, 0), Matrix.Identity, Vector3.One)); ///Adiciona no mundo this.World.AddObject(gun); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-60), MathHelper.ToRadians(-20), new Vector3(30, 50, 50), GraphicInfo); cam.MoveSpeed *= 5; 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); var a = AppDomain.CurrentDomain.GetAssemblies(); IObject marine; AnimatedController marinecontroler; { ///carrega o Modelo AnimatedModel am = new AnimatedModel(factory, "..\\Content\\Model\\PlayerMarine", "..\\Content\\Textures\\PlayerMarineDiffuse"); ///Inicializa o Controlador (Idle eh o nome da animacao inicial) marinecontroler = new AnimatedController(am, "Idle"); ///Cria o shader e o material animados DeferredSimpleAnimationShader sas = new DeferredSimpleAnimationShader(marinecontroler); DeferredAnimatedMaterial amat = new DeferredAnimatedMaterial(marinecontroler, sas); CharacterControllerInput gp = new CharacterControllerInput(this, new Vector3(100, 50, 1), 25, 10, 10, Vector3.One); marine = new IObject(amat, am, gp.Characterobj); ///Adiciona no mundo this.World.AddObject(marine); lt = new LightThrowBepu(this.World, factory); } { ///carrega o Modelo AnimatedModel am = new AnimatedModel(factory, "..\\Content\\Model\\WeaponMachineGun", "..\\Content\\Textures\\WeaponMachineGunDiffuse"); ///Inicializa o Controlador (Idle eh o nome da animacao inicial) AnimatedController arobo = new AnimatedController(am); //arobo.isLoop = true; ///Cria o shader e o material animados DeferredSimpleAnimationShader sas = new DeferredSimpleAnimationShader(arobo, marine, marinecontroler, "R_Hand2"); DeferredAnimatedMaterial amat = new DeferredAnimatedMaterial(arobo, sas); IObject gun = new IObject(amat, am, new GhostObject(new Vector3(0, 0, 0), Matrix.Identity, Vector3.One)); ///Adiciona no mundo this.World.AddObject(gun); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } #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(-60), MathHelper.ToRadians(-20), new Vector3(30, 50, 50), GraphicInfo); cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }