示例#1
0
        public UserShapesScene(Demo demo, string name, int instanceIndex, string info)
        {
            this.demo = demo;
            this.name = name;
            this.instanceIndexName = " " + instanceIndex.ToString();
            this.info = info;

            // Create a new objects in the scene
            skyInstance1        = new Sky(demo, 1);
            quadInstance1       = new Quad(demo, 1);
            cursorInstance      = new Cursor(demo);
            shotInstance        = new Shot(demo);
            userShapesInstance  = new UserShapes(demo);
            torusMesh1          = new TorusMesh(demo, 1);
            torusMesh2          = new TorusMesh(demo, 2);
            torusMesh3          = new TorusMesh(demo, 3);
            torusMesh4          = new TorusMesh(demo, 4);
            forceField1Instance = new ForceField1(demo);
            forceField2Instance = new ForceField2(demo);
            switch1Instance     = new Switch1(demo);
            switch2Instance     = new Switch2(demo);
            camera1Instance1    = new Camera1(demo, 1);
            lightInstance       = new Lights(demo);

            // Create a new controllers in the scene
            skyDraw1Instance1             = new SkyDraw1(demo, 1);
            cursorDraw1Instance           = new CursorDraw1(demo);
            forceField1Animation1Instance = new ForceField1Animation1(demo, forceField1Instance);
            forceField2Animation1Instance = new ForceField2Animation1(demo, forceField2Instance);
            switch1Animation1Instance     = new Switch1Animation1(demo, switch1Instance);
            switch2Animation1Instance     = new Switch2Animation1(demo, switch2Instance);
            camera1Animation1Instance1    = new Camera1Animation1(demo, 1);
            camera1Draw1Instance1         = new Camera1Draw1(demo, 1);
        }
示例#2
0
        public void Create()
        {
            string sceneInstanceIndexName = name + instanceIndexName;

            if (demo.Engine.Factory.PhysicsSceneManager.Find(sceneInstanceIndexName) != null)
            {
                return;
            }

            scene = demo.Engine.Factory.PhysicsSceneManager.Create(sceneInstanceIndexName);

            // Initialize maximum number of solver iterations for the scene
            scene.MaxIterationCount = 10;

            // Initialize time of simulation for the scene
            scene.TimeOfSimulation = 1.0f / 15.0f;

            Initialize();

            // Initialize objects in the scene
            skyInstance1.Initialize(scene);
            quadInstance1.Initialize(scene);
            cursorInstance.Initialize(scene);
            shotInstance.Initialize(scene);
            userShapesInstance.Initialize(scene);
            torusMesh1.Initialize(scene);
            torusMesh2.Initialize(scene);
            torusMesh3.Initialize(scene);
            torusMesh4.Initialize(scene);
            forceField1Instance.Initialize(scene);
            forceField2Instance.Initialize(scene);
            switch1Instance.Initialize(scene);
            switch2Instance.Initialize(scene);
            camera1Instance1.Initialize(scene);
            lightInstance.Initialize(scene);

            // Initialize controllers in the scene
            skyDraw1Instance1.Initialize(scene);
            cursorDraw1Instance.Initialize(scene);
            forceField1Animation1Instance.Initialize(scene);
            forceField2Animation1Instance.Initialize(scene);
            switch1Animation1Instance.Initialize(scene);
            switch2Animation1Instance.Initialize(scene);
            camera1Animation1Instance1.Initialize(scene);
            camera1Draw1Instance1.Initialize(scene);

            // Create shapes shared for all physics objects in the scene
            // These shapes are used by all objects in the scene
            Demo.CreateSharedShapes(demo, scene);

            // Create shapes for objects in the scene
            Sky.CreateShapes(demo, scene);
            Quad.CreateShapes(demo, scene);
            Cursor.CreateShapes(demo, scene);
            Shot.CreateShapes(demo, scene);
            UserShapes.CreateShapes(demo, scene);
            TorusMesh.CreateShapes(demo, scene);
            ForceField1.CreateShapes(demo, scene);
            ForceField2.CreateShapes(demo, scene);
            Switch1.CreateShapes(demo, scene);
            Switch2.CreateShapes(demo, scene);
            Camera1.CreateShapes(demo, scene);
            Lights.CreateShapes(demo, scene);

            // Create physics objects for objects in the scene
            skyInstance1.Create(new Vector3(0.0f, 0.0f, 0.0f));
            quadInstance1.Create(new Vector3(0.0f, -40.0f, 20.0f), new Vector3(1000.0f, 31.0f, 1000.0f), Quaternion.Identity);
            cursorInstance.Create();
            shotInstance.Create();
            userShapesInstance.Create();
            torusMesh1.Create(new Vector3(-5.0f, -5.0f, 5.0f), Vector3.One, Quaternion.Identity, 0.0f);
            torusMesh2.Create(new Vector3(-20.0f, -5.0f, 5.0f), new Vector3(2.0f, 1.0f, 1.0f), Quaternion.FromAxisAngle(Vector3.UnitZ, MathHelper.DegreesToRadians(45.0f)), 0.0f);
            torusMesh3.Create(new Vector3(-5.0f, 10.0f, 5.0f), Vector3.One, Quaternion.Identity, 100000.0f);
            torusMesh4.Create(new Vector3(-5.0f, 20.0f, 5.0f), Vector3.One, Quaternion.Identity, 100000.0f);
            forceField1Instance.Create();
            forceField2Instance.Create();
            switch1Instance.Create();
            switch2Instance.Create();
            camera1Instance1.Create(new Vector3(0.0f, 5.0f, -22.0f), Quaternion.Identity, Quaternion.Identity, Quaternion.Identity, true);

            lightInstance.CreateLightPoint(0, "Glass", new Vector3(-30.0f, 0.0f, 60.0f), new Vector3(0.2f, 1.0f, 1.0f), 20.0f, 1.0f);
            lightInstance.CreateLightPoint(1, "Glass", new Vector3(0.0f, 7.0f, 60.0f), new Vector3(1.0f, 0.5f, 0.1f), 20.0f, 1.0f);
            lightInstance.CreateLightPoint(2, "Glass", new Vector3(30.0f, 0.0f, 60.0f), new Vector3(1.0f, 0.7f, 0.0f), 20.0f, 1.0f);
            lightInstance.CreateLightPoint(3, "Glass", new Vector3(-30.0f, 0.0f, 15.0f), new Vector3(1.0f, 0.7f, 0.5f), 20.0f, 1.0f);
            lightInstance.CreateLightPoint(4, "Glass", new Vector3(10.0f, 7.0f, 10.0f), new Vector3(1.0f, 0.7f, 0.0f), 20.0f, 1.0f);
            lightInstance.CreateLightPoint(5, "Glass", new Vector3(40.0f, 0.0f, 15.0f), new Vector3(0.3f, 0.7f, 0.5f), 20.0f, 1.0f);
            lightInstance.CreateLightSpot(0, "Glass", new Vector3(-30.0f, 8.0f, 0.0f), new Vector3(0.1f, 0.7f, 1.0f), 20.0f, 1.0f);
            lightInstance.CreateLightSpot(1, "Glass", new Vector3(5.0f, 8.0f, -5.0f), new Vector3(1.0f, 0.5f, 0.2f), 20.0f, 1.0f);
            lightInstance.CreateLightSpot(2, "Glass", new Vector3(30.0f, 8.0f, 0.0f), new Vector3(0.5f, 1.0f, 0.2f), 20.0f, 1.0f);

            // Set controllers for objects in the scene
            SetControllers();
        }