public override void Init() { Content.ContentPath = "Data"; Instance = this; Scene = new Scene(); Scene.View = this; Scene.Camera = new LookatCartesianCamera() { Position = new Vector3(10, 10, 10), Lookat = Vector3.Zero, ZFar = 100, AspectRatio = AspectRatio }; sceneQuadtree = new Common.Quadtree<Entity>(0, 0, 100, 100, 10); sbau = new SceneBVHAutoSyncer(Scene, sceneQuadtree); StateManager = new Device9StateManager(Device9); Graphics.Renderer.IRenderer Renderer = new Graphics.Renderer.Renderer(Device9) { Scene = Scene, StateManager = StateManager, Settings = new Graphics.Renderer.Settings() { FogDistance = 100, WaterLevel = -55 } }; SRC = new SortedTestSceneRendererConnector { Scene = Scene, Renderer = Renderer, }; Renderer.Initialize(Scene.View); SRC.Initialize(); Scene.Add(exquemelin = new Entity { MainGraphic = new Graphics.Content.MetaModel { SkinnedMesh = new Graphics.Content.SkinnedMeshFromFile("Models/Units/MainCharacter1.x"), Texture = new Graphics.Content.TextureFromFile("Models/Units/MainCharacter1.png"), World = Matrix.Scaling(0.5f, 0.5f, 0.5f) * Graphics.Content.SkinnedMesh.InitSkinnedMeshFromMaya * Matrix.Translation(0, 0, -4f), }, VisibilityLocalBounding = new Common.Bounding.NonfittableBounding(Vector3.Zero, false, true) }); InputHandler = new WalkaroundCameraInputHandler { Camera = (LookatCartesianCamera)Scene.Camera, }; }
public override void Init() { Content.ContentPath = "Data"; Scene = new Scene(); Scene.View = this; Scene.Camera = new LookatCartesianCamera() { Position = new Vector3(10, 10, 10), Lookat = Vector3.Zero, ZFar = 100, AspectRatio = AspectRatio }; sceneQuadtree = new Common.Quadtree<Entity>(10); sbau = new SceneBVHAutoSyncer(Scene, sceneQuadtree); StateManager = new Device9StateManager(Device9); Renderer = new Graphics.Renderer.Renderer(Device9) { Scene = Scene, StateManager = StateManager, Settings = new Graphics.Renderer.Settings { ShadowQuality = Graphics.Renderer.Settings.ShadowQualities.NoShadows } }; Renderer.Initialize(this); sceneRendererConnector = new SortedTestSceneRendererConnector { Scene = Scene, Renderer = Renderer }; sceneRendererConnector.Initialize(); Scene.Add(exquemelin = new Entity { MainGraphic = new Graphics.Content.MetaModel { SkinnedMesh = new Graphics.Content.SkinnedMeshFromFile("Models/Units/Zombie1.x"), Texture = new Graphics.Content.TextureFromFile("Models/Units/Zombie1.png"), World = Graphics.Content.SkinnedMesh.InitSkinnedMeshFromMaya * Matrix.Scaling(0.5f, 0.5f, 0.5f), HasAlpha = false, }, VisibilityLocalBounding = new Common.Bounding.NonfittableBounding(Vector3.Zero, false, true) }); Graphics.Renderer.Renderer.EntityAnimation ea = Scene.View.Content.Peek<Graphics.Renderer.Renderer.EntityAnimation>(exquemelin.MetaEntityAnimation); ea.PlayAnimation(new AnimationPlayParameters("Idle1", true)); InputHandler = new WalkaroundCameraInputHandler { Camera = (LookatCartesianCamera)Scene.Camera, }; }
public override void Init() { Content.ContentPath = "Data"; Instance = this; scene = new Scene(); scene.DesignMode = true; scene.View = this; scene.Camera = new LookatCartesianCamera() { ZFar = 100, AspectRatio = AspectRatio }; ((LookatCamera)scene.Camera).Lookat = new Vector3(SceneSize.Width / 2f, SceneSize.Height / 2f, 0); ((LookatCamera)scene.Camera).Position = ((LookatCamera)scene.Camera).Lookat + new Vector3(10, 10, 10); scene.EntityAdded += new Action<Entity>(scene_EntityAdded); scene.EntityRemoved += new Action<Entity>(scene_EntityRemoved); sceneQuadtree = new Common.Quadtree<Entity>(0, 0, SceneSize.Width, SceneSize.Height, 10); sbau = new SceneBVHAutoSyncer(scene, sceneQuadtree); renderer = new Graphics.Renderer.Renderer(Device9) { Scene = scene, StateManager = new Device9StateManager(Device9) }; renderer.Initialize(this); sceneRendererConnector = new SortedTestSceneRendererConnector { Scene = scene, Renderer = renderer }; sceneRendererConnector.Initialize(); InputHandler = new WalkaroundCameraInputHandler { Camera = (LookatCartesianCamera)scene.Camera, InputHandler = new Graphics.InteractiveSceneManager { Scene = scene }, }; timer = new System.Windows.Forms.Timer(); timer.Tick += new EventHandler(timer_Tick); timer.Interval = 1; timer.Enabled = true; RedGate.Profiler.UserEvents.ProfilerEvent.SignalEvent("Starting to add initial objects"); for (int i = 0; i < nInitialEntities; i++) CreateRandomTestEntity(); RedGate.Profiler.UserEvents.ProfilerEvent.SignalEvent("Starting CRUSHING!"); }
public override void Init() { Content.ContentPath = "Data"; Instance = this; Scene = new Scene(); Scene.View = this; Scene.Camera = new LookatCartesianCamera() { Position = new Vector3(10, 10, 10), Lookat = Vector3.Zero, ZFar = 100, AspectRatio = AspectRatio }; sceneQuadtree = new Common.Quadtree<Entity>(-1, -1, 100, 100, 10); sbau = new SceneBVHAutoSyncer(Scene, sceneQuadtree); StateManager = new Device9StateManager(Device9); rand = new Random(); nBillboards = 2000; billboards = new Entity[nBillboards]; directions = new Vector3[nBillboards]; for (int i = 0; i < nBillboards; i++) directions[i] = new Vector3((float)rand.NextDouble() * 2 - 1, (float)rand.NextDouble() * 2 - 1, (float)rand.NextDouble() * 2 - 1); InputHandler = new WalkaroundCameraInputHandler { Camera = (LookatCartesianCamera)Scene.Camera }; Renderer = new Graphics.Renderer.Renderer(Device9) { Scene = Scene, StateManager = StateManager, Settings = new Graphics.Renderer.Settings { FogDistance = 500 } }; Renderer.Initialize(this); sceneRendererConnector = new SortedTestSceneRendererConnector { Renderer = Renderer, Scene = Scene }; sceneRendererConnector.Initialize(); for (int i = 0; i < nBillboards; i++) { Scene.Add(billboards[i] = new Entity { MainGraphic = new MetaModel { AlphaRef = 0, BaseTexture = null, CastShadows = Priority.Never, HasAlpha = true, IsBillboard = true, IsWater = false, MaterialTexture = null, Mesh = null, ReceivesAmbientLight = Priority.Never, ReceivesDiffuseLight = Priority.Never, ReceivesShadows = Priority.Never, SkinnedMesh = null, SplatMapped = false, SplatTexutre = null, Texture = new TextureFromFile("checker.png"), Visible = Priority.High, World = Matrix.Identity, XMesh = new MeshConcretize { MeshDescription = new Meshes.IndexedPlane { Facings = Facings.Backside | Facings.Frontside, Position = Vector3.Zero, Size = new Vector2(5, 5), UVMin = Vector2.Zero, UVMax = new Vector2(1, 1) }, Layout = global::Graphics.Software.Vertex.PositionNormalTexcoord.Instance } }, VisibilityLocalBounding = Vector3.Zero, WorldMatrix = Matrix.Identity }); } }
public override void Init() { Content.ContentPath = "Data"; Instance = this; Scene = new Scene(); Scene.View = this; Scene.Camera = new LookatCartesianCamera() { Position = new Vector3(10, 10, 10), Lookat = Vector3.Zero, ZFar = 10000, AspectRatio = AspectRatio }; sceneQuadtree = new Common.Quadtree<Entity>(-1, -1, 100, 100, 10); sbau = new SceneBVHAutoSyncer(Scene, sceneQuadtree); StateManager = new Device9StateManager(Device9); arrow = new MetaModel { HasAlpha = true, IsAxialBillboard = true, AxialDirection = new Vector3(0.5f, 0.5f, 0), XMesh = new Graphics.Content.MeshFromFile("Arrow.x"), Texture = new TextureFromFile("green.png"), Visible = Priority.High, World = Matrix.Identity, }; direction = new Vector3(1, 0, 0); axialBillboard = new MetaModel { HasAlpha = true, IsAxialBillboard = true, AxialDirection = direction, XMesh = new MeshConcretize { MeshDescription = new Graphics.Software.Meshes.IndexedPlane { Facings = Facings.Frontside | Facings.Backside, Position = new Vector3(-0.5f, -0.5f, 0), Size = new Vector2(1, 1), UVMin = Vector2.Zero, UVMax = new Vector2(1, 1) }, Layout = global::Graphics.Software.Vertex.PositionNormalTexcoord.Instance }, Texture = new TextureFromFile("Models/Effects/MuzzleFlash1.png"), World = Matrix.RotationX((float) Math.PI /2.0f) * Matrix.RotationY((float)Math.PI / 2.0f) * Matrix.Translation(direction * 0.5f) }; rand = new Random(); //axialBillboard.World.Invert(); nBillboards = 1; billboards = new Entity[nBillboards]; directions = new Vector3[nBillboards]; for (int i = 0; i < nBillboards; i++) directions[i] = new Vector3((float)rand.NextDouble() * 2 - 1, (float)rand.NextDouble() * 2 - 1, (float)rand.NextDouble() * 2 - 1); InputHandler = new WalkaroundCameraInputHandler { Camera = (LookatCartesianCamera)Scene.Camera }; Renderer = new Graphics.Renderer.Renderer(Device9) { Scene = Scene, StateManager = StateManager, Settings = new Graphics.Renderer.Settings { FogDistance = 50000, WaterLevel = 0 } }; Renderer.Initialize(this); sceneRendererConnector = new SortedTestSceneRendererConnector { Renderer = Renderer, Scene = Scene }; sceneRendererConnector.Initialize(); for (int i = 0; i < nBillboards; i++) { Scene.Add(billboards[i] = new Entity { MainGraphic = axialBillboard, VisibilityLocalBounding = Vector3.Zero, WorldMatrix = Matrix.Identity }); } }
public override void Init() { Content.ContentPath = "Data"; Instance = this; scene = new Scene(); scene.View = this; scene.Camera = new LookatCartesianCamera() { Position = new Vector3(10, 10, 10), Lookat = Vector3.Zero, ZFar = 100, AspectRatio = AspectRatio }; sceneQuadtree = new Common.Quadtree<Entity>(0, 0, 100, 100, 10); sbau = new SceneBVHAutoSyncer(scene, sceneQuadtree); //heightmap = TextureUtil.ToHeightmap(Content.Peek<Texture>(new TextureFromFile("testheightmap.png")), 100); heightmap = new Graphics.Software.Texel.R32F[250, 250]; texture = new Graphics.Software.Texture<Graphics.Software.Texel.R32F>(heightmap); renderer = new Graphics.Renderer.Renderer(Device9) { Scene = scene, StateManager = new Device9StateManager(Device9) }; renderer.Settings.ShadowQuality = Settings.ShadowQualities.NoShadows; renderer.Initialize(this); sceneRendererConnector = new SortedTestSceneRendererConnector { Renderer = renderer, Scene = scene }; sceneRendererConnector.Initialize(); scene.Add(ground = new TestGround { Size = new SizeF(100, 100), Heightmap = heightmap, NPieces = new Size(20, 20), Height = 1 }); ground.ConstructPieces(); InputHandler = new WalkaroundCameraInputHandler { Camera = (LookatCartesianCamera)scene.Camera }; }
public void InitMap(Client.Game.Map.Map map) { Scene.Root.ClearChildren(); if (sceneQuadtreeAutoSyncer != null) sceneQuadtreeAutoSyncer.Disconnect(); Renderer.Settings.WaterLevel = map.Settings.WaterHeight; sceneQuadtree = new Common.Quadtree<Entity>(10); sceneQuadtreeAutoSyncer = new SceneBVHAutoSyncer(Scene, sceneQuadtree); PlacementBoundings = new Common.Quadtree<Entity>(10); placementBoundingsSyncer = new SceneBVHAutoSyncer(Scene, PlacementBoundings); placementBoundingsSyncer.GetLocalBounding = (e) => e is Client.Game.Map.GameEntity ? ((Client.Game.Map.GameEntity)e).EditorPlacementLocalBounding : null; placementBoundingsSyncer.GetWorldBounding = (e) => e is Client.Game.Map.GameEntity ? ((Client.Game.Map.GameEntity)e).EditorPlacementWorldBounding : null; placementBoundingsSyncer.RegisterLocalBoundingChangedEvent = (e, eh) => { }; placementBoundingsSyncer.UnregisterLocalBoundingChangedEvent = (e, eh) => { }; Scene.Root.AddChild(map.Ground); Scene.Root.AddChild(map.StaticsRoot); Scene.Root.AddChild(map.DynamicsRoot); Scene.Root.AddChild(new Client.Game.Water(map)); ((Graphics.LookatSphericalCamera)Scene.Camera).Lookat = map.MainCharacter.Translation; //cameraInputHandler.UpdateCamera(); GroundProbe = new WorldViewProbe(this, Scene.Camera) { WorldProbe = new Client.Game.GroundProbe(map) }; foreach (var v in Scene.AllEntities) { var ge = v as Client.Game.Map.GameEntity; if (ge != null) { var ray = new Ray(ge.Translation + Vector3.UnitZ * 1000, -Vector3.UnitZ); float d; if (GroundProbe.Intersect(ray, this, out d)) { var p = ray.Position + ray.Direction * d; ge.EditorHeight = (ge.Translation - p).Z; } } } StartDefaultMode(); }
public override void Init() { Content.ContentPath = "Data"; scene = new Scene(); scene.View = this; scene.Camera = new LookatCartesianCamera() { Lookat = new Vector3(size.Width / 2f, size.Height / 2f, 0), Position = new Vector3(10, 10, 10), FOV = 0.5f, ZFar = 100, AspectRatio = AspectRatio }; sceneQuadtree = new Common.Quadtree<Entity>(10); sbau = new SceneBVHAutoSyncer(scene, sceneQuadtree); InputHandler = new WalkaroundCameraInputHandler { Camera = (LookatCartesianCamera)scene.Camera, InputHandler = new InteractiveSceneManager { Scene = scene }, }; renderer = new Graphics.Renderer.Renderer(Device9) { Scene = scene, StateManager = new Graphics.GraphicsDevice.Device9StateManager(Device9), Settings = new Graphics.Renderer.Settings { WaterEnable = false, FogDistance = float.MaxValue, ShadowQuality = Graphics.Renderer.Settings.ShadowQualities.Lowest } }; renderer.Initialize(this); sceneRendererConnector = new SortedTestSceneRendererConnector { Renderer = renderer, Scene = scene }; sceneRendererConnector.Initialize(); motionSimulation = new Common.Motion.Simulation(); //motionSimulation = new Common.Motion.ThreadSimulationProxy(new Common.Motion.Simulation()); //System.Windows.Forms.Application.ApplicationExit += ((sender, o) => { ((Common.Motion.ThreadSimulationProxy)motionSimulation).Shutdown(); }); scene.EntityAdded += new Action<Entity>(scene_EntityAdded); scene.EntityRemoved += new Action<Entity>(scene_EntityRemoved); heightMap = CreateGround(); //((Common.Motion.Simulation)((Common.Motion.ThreadSimulationProxy)motionSimulation).InnerSimulation).SetHeightMap(heightMap, new Vector2(size.Width, size.Height), Vector2.Zero); //scene.Add(CreateBlock(-Vector3.UnitZ, new Vector3(size.Width, size.Height, 1), "grass1.png")); Random r = new Random(); for (int i = 0; i < 0; i++) InsertUnit(r); //var unit = CreateUnit(new Vector3(size.Width/2f, size.Height/2f, -5f)); //scene.Add(unit); //units.Add(unit); foreach (var u in units) ((Common.IMotion.IUnit)u.MotionObject).VelocityImpulse(new Vector3(0, 0, 0.00001f)); }
public override void Init() { Content.ContentPath = "Data"; Instance = this; Scene = new Scene(); Scene.View = this; Scene.Camera = new LookatCartesianCamera() { Position = new Vector3(10, 10, 10), Lookat = Vector3.Zero, ZFar = 10000, AspectRatio = AspectRatio }; sceneQuadtree = new Common.Quadtree<Entity>(0, 0, 100, 100, 10); sbau = new SceneBVHAutoSyncer(Scene, sceneQuadtree); StateManager = new Device9StateManager(Device9); int nVertices = 10; int nFaces = nVertices*2 - 4; int nIndices = nFaces * 3; List<int> indices = new List<int>(); List<Graphics.Software.Vertex.Position3Normal3Texcoord3> vertices = new List<Graphics.Software.Vertex.Position3Normal3Texcoord3>(); for (int i = 0; i < (nVertices / 2) - 1; i++) { indices.Add(i * 2); indices.Add(i * 2 + 2); indices.Add(i * 2 + 1); indices.Add(i * 2 + 1); indices.Add(i * 2 + 2); indices.Add(i * 2 + 3); indices.Add(i * 2 + 0); indices.Add(i * 2 + 1); indices.Add(i * 2 + 3); indices.Add(i * 2 + 0); indices.Add(i * 2 + 3); indices.Add(i * 2 + 2); } for (int i = 0; i < nVertices / 2; i++) { float texturecoord = 1 - ((float)i / (float)nVertices); if (texturecoord > 0.99f) texturecoord = 0.99f; vertices.Add(new Graphics.Software.Vertex.Position3Normal3Texcoord3(Vector3.UnitX * i, Vector3.Zero, new Vector3(texturecoord, 1, 0))); vertices.Add(new Graphics.Software.Vertex.Position3Normal3Texcoord3(Vector3.UnitX * i + Vector3.UnitY*4.0f, Vector3.Zero, new Vector3(texturecoord, 0, 0))); } arrow = new MetaModel { HasAlpha = true, Opacity = 0.4f, XMesh = new MeshConcretize { Mesh = new Graphics.Software.Mesh { IndexBuffer = new Graphics.Software.IndexBuffer(indices.ToArray()), VertexBuffer = new VertexBuffer<Graphics.Software.Vertex.Position3Normal3Texcoord3>(vertices.ToArray()), NVertices = nVertices, NFaces = nFaces, VertexStreamLayout = global::Graphics.Software.Vertex.Position3Normal3Texcoord3.Instance, }, Layout = global::Graphics.Software.Vertex.PositionNormalTexcoord.Instance }, Texture = new TextureFromFile("green.png"), }; InputHandler = new WalkaroundCameraInputHandler { Camera = (LookatCartesianCamera)Scene.Camera }; Renderer = new Graphics.Renderer.Renderer(Device9) { Scene = Scene, StateManager = StateManager, Settings = new Graphics.Renderer.Settings { FogDistance = 50000, WaterLevel = 0 } }; Renderer.Initialize(this); sceneRendererConnector = new SortedTestSceneRendererConnector { Renderer = Renderer, Scene = Scene }; sceneRendererConnector.Initialize(); Scene.Add(new Entity { MainGraphic = arrow, VisibilityLocalBounding = Vector3.Zero, }); }