// OnLoad() is called when the GameObject is added to the IGameObjectService. protected override void OnLoad() { var contentManager = _services.GetInstance <ContentManager>(); _modelNode = contentManager.Load <ModelNode>(_assetName).Clone(); _modelNode.PoseWorld = _defaultPose; SampleHelper.EnablePerPixelLighting(_modelNode); var scene = _services.GetInstance <IScene>(); scene.Children.Add(_modelNode); // Create looping animation. var meshNode = (MeshNode)_modelNode.Children[0]; // The dude model has a single mesh node as its child. var animations = meshNode.Mesh.Animations; var timeline = new TimelineClip(animations.Values.First()) { Duration = TimeSpan.MaxValue, LoopBehavior = LoopBehavior.Cycle, }; // Start animation. var animationService = _services.GetInstance <IAnimationService>(); AnimationController = animationService.StartAnimation(timeline, (IAnimatableProperty)meshNode.SkeletonPose); AnimationController.UpdateAndApply(); }
// OnLoad() is called when the GameObject is added to the IGameObjectService. protected override void OnLoad() { var contentManager = _services.GetInstance <ContentManager>(); // A rusty barrel with multiple levels of detail (LODs). _rigidBody = new RigidBody(new CylinderShape(0.35f, 1)); _modelNode0 = contentManager.Load <ModelNode>("Barrel/Barrel").Clone(); SampleHelper.EnablePerPixelLighting(_modelNode0); // Mark the LOD nodes with UserFlags = 1. _modelNode0.GetDescendants() .OfType <LodGroupNode>() .SelectMany(lodGroupNode => lodGroupNode.Levels) .Select(level => level.Node) .ForEach(node => { node.UserFlags = 1; }); // Add a second model where each LOD has a different color. _modelNode1 = contentManager.Load <ModelNode>("Barrel/Barrel_Colored").Clone(); SampleHelper.EnablePerPixelLighting(_modelNode1); // Mark the LOD nodes with UserFlags = 2. _modelNode1.GetDescendants() .OfType <LodGroupNode>() .SelectMany(lodGroupNode => lodGroupNode.Levels) .Select(level => level.Node) .ForEach(node => { node.UserFlags = 2; }); // Set a random pose. var randomPosition = new Vector3F( RandomHelper.Random.NextFloat(-10, 10), RandomHelper.Random.NextFloat(2, 5), RandomHelper.Random.NextFloat(-10, 0)); _rigidBody.Pose = new Pose(randomPosition, RandomHelper.Random.NextQuaternionF()); _modelNode0.PoseWorld = _rigidBody.Pose; _modelNode1.PoseWorld = _rigidBody.Pose; // Add rigid body to physics simulation and models to scene. var simulation = _services.GetInstance <Simulation>(); simulation.RigidBodies.Add(_rigidBody); var scene = _services.GetInstance <IScene>(); scene.Children.Add(_modelNode0); scene.Children.Add(_modelNode1); }
// OnLoad() is called when the GameObject is added to the IGameObjectService. protected override void OnLoad() { var contentManager = _services.GetInstance <ContentManager>(); if (_type == 1) { // A simple cube. _rigidBody = new RigidBody(new BoxShape(1, 1, 1)); _modelNode = contentManager.Load <ModelNode>("RustyCube/RustyCube").Clone(); } else if (_type == 2) { // Another simple cube. _rigidBody = new RigidBody(new BoxShape(1, 1, 1)); _modelNode = contentManager.Load <ModelNode>("MetalGrateBox/MetalGrateBox").Clone(); } else if (_type == 3) { // A TV-like box. _rigidBody = new RigidBody(new BoxShape(1, 0.6f, 0.8f)) { UserData = "TV" }; _modelNode = contentManager.Load <ModelNode>("TVBox/TVBox"); if (_modelNode.Children.OfType <LightNode>().Count() == 0) { // This is the first time the "TVBox" is loaded. // Add a projector light to the model that projects the TV screen. The // TV screen is the emissive part of the TV mesh. var meshNode = _modelNode.Children.OfType <MeshNode>().First(); var material = meshNode.Mesh.Materials.First(m => m.Name == "TestCard"); // Get texture from material. // Note: In XNA the effect parameter type is Texture. In MonoGame it is Texture2D. Texture2D texture; EffectParameterBinding parameterBinding = material["Material"].ParameterBindings["EmissiveTexture"]; if (parameterBinding is EffectParameterBinding <Texture> ) { texture = (Texture2D)((EffectParameterBinding <Texture>)parameterBinding).Value; } else { texture = ((EffectParameterBinding <Texture2D>)parameterBinding).Value; } var projection = new PerspectiveProjection(); projection.Near = 0.55f; projection.Far = 3.0f; projection.SetFieldOfView(MathHelper.ToRadians(60), 0.76f / 0.56f); var projectorLight = new ProjectorLight(texture, projection); projectorLight.Attenuation = 4; var projectorLightNode = new LightNode(projectorLight); projectorLightNode.LookAt(new Vector3F(0, 0.2f, 0), Vector3F.Zero, Vector3F.UnitZ); // Attach the projector light to the model. _modelNode.Children.Add(projectorLightNode); } _modelNode = _modelNode.Clone(); } else if (_type == 4) { // A "magic" sphere with a colored point light. _rigidBody = new RigidBody(new SphereShape(0.25f)); _modelNode = contentManager.Load <ModelNode>("MagicSphere/MagicSphere"); if (_modelNode.Children.OfType <LightNode>().Count() == 0) { // This is the first time the "MagicSphere" is loaded. // Change the size of the sphere. var meshNode = _modelNode.Children.OfType <MeshNode>().First(); meshNode.ScaleLocal = new Vector3F(0.5f); // Disable shadows. (The sphere acts as a light source.) meshNode.CastsShadows = false; // Add a point light. var pointLight = new PointLight { Color = new Vector3F(1, 1, 1), DiffuseIntensity = 4, SpecularIntensity = 4, Range = 3, Attenuation = 1, Texture = contentManager.Load <TextureCube>("MagicSphere/ColorCube"), }; var pointLightNode = new LightNode(pointLight) { // The point light uses shadow mapping to cast an omnidirectional shadow. Shadow = new CubeMapShadow { PreferredSize = 64, DepthBiasScale = 0.9f, DepthBiasOffset = -0.01f, } }; _modelNode.Children.Add(pointLightNode); } _modelNode = _modelNode.Clone(); } else if (_type == 5) { // A sphere of glass (or "bubble"). _rigidBody = new RigidBody(new SphereShape(0.3f)); _modelNode = contentManager.Load <ModelNode>("Bubble/Bubble").Clone(); _modelNode.GetDescendants().OfType <MeshNode>().First().ScaleLocal = new Vector3F(0.3f); } else if (_type == 6) { // A rusty barrel with multiple levels of detail (LODs). _rigidBody = new RigidBody(new CylinderShape(0.35f, 1)); _modelNode = contentManager.Load <ModelNode>("Barrel/Barrel").Clone(); } else { // A cube consisting of a frame and transparent sides. _rigidBody = new RigidBody(new BoxShape(1, 1, 1)); _modelNode = contentManager.Load <ModelNode>("GlassBox/GlassBox").Clone(); } SampleHelper.EnablePerPixelLighting(_modelNode); // Set a random pose. var randomPosition = new Vector3F( RandomHelper.Random.NextFloat(-10, 10), RandomHelper.Random.NextFloat(2, 5), RandomHelper.Random.NextFloat(-20, 0)); _rigidBody.Pose = new Pose(randomPosition, RandomHelper.Random.NextQuaternionF()); _modelNode.PoseWorld = _rigidBody.Pose; // Add rigid body to physics simulation and model to scene. var simulation = _services.GetInstance <Simulation>(); simulation.RigidBodies.Add(_rigidBody); var scene = _services.GetInstance <IScene>(); scene.Children.Add(_modelNode); }