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); }
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(); }