protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld, simpleModel, Matrix.Identity, Vector3.One); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } PhysxPhysicObject frame; { var boxShapeDesc = new BoxShapeDescription(3, 10, 3); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); frame = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, Matrix.CreateTranslation(50, 5, 50), new Vector3(3, 10, 3)); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, frame); this.World.AddObject(obj); } //Create an attached emitter FluidEmitterDescription emitterDesc = new FluidEmitterDescription(); emitterDesc.MaximumParticles = 0; emitterDesc.DimensionX = 8f; emitterDesc.DimensionY = 8f; emitterDesc.Type = EmitterType.ConstantFlowRate; emitterDesc.Rate = 150.0f; emitterDesc.FluidVelocityMagnitude = 60.0f; emitterDesc.ParticleLifetime = 8.0f; emitterDesc.Shape = EmitterShape.Rectangular; //attach to actor emitterDesc.Flags = FluidEmitterFlag.AddBodyVelocity | FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization; emitterDesc.RepulsionCoefficient = 0.02f; //emitterDesc.RelativePose = Phyx.Matrix.RotationX((float)Math.PI / 2); emitterDesc.RelativePose *= Phyx.Matrix.Translation(0, 20f, 0); emitterDesc.FrameShape = frame.Actor.Shapes[0]; FluidDescription fluidDesc = new FluidDescription(); fluidDesc.MaximumParticles = 2500; fluidDesc.KernelRadiusMultiplier = 5.0f; fluidDesc.RestParticlesPerMeter = 5.0f; fluidDesc.MotionLimitMultiplier = 0.9f; fluidDesc.PacketSizeMultiplier = 16; fluidDesc.CollisionDistanceMultiplier = 0.12f; fluidDesc.Stiffness = 50.0f; fluidDesc.Viscosity = 40.0f; fluidDesc.RestDensity = 1000.0f; fluidDesc.Damping = 0.0f; fluidDesc.RestitutionForStaticShapes = 0.2f; fluidDesc.DynamicFrictionForStaticShapes = 0.05f; fluidDesc.Flags = FluidFlag.Enabled | FluidFlag.Visualization; fluidDesc.SimulationMethod = FluidSimulationMethod.SmoothedParticleHydrodynamics; fluidDesc.ParticleWriteData.AllocatePositionBuffer <Phyx.Vector3>(fluidDesc.MaximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = fluidDesc.MaximumParticles; FluidMOdel FluidMOdel = new PloobsEngine.Modelo.FluidMOdel(factory, "teste", null, fluidDesc.MaximumParticles); PhysxFluidObject PhysxFluidObject = new PloobsEngine.Physics.PhysxFluidObject(fluidDesc); FluidShader FluidShader = new FluidShader(); DeferredMaterial ForwardMaterial = new DeferredMaterial(FluidShader); IObject IObject = new IObject(ForwardMaterial, FluidMOdel, PhysxFluidObject); this.World.AddObject(IObject); PhysxFluidObject.Fluid.CreateFluidEmitter(emitterDesc); #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 BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory, false); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld, simpleModel, Matrix.Identity, Vector3.One); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } PhysxPhysicObject frame; { var boxShapeDesc = new BoxShapeDescription(3, 10, 3); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); frame = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, Matrix.CreateTranslation(50, 5, 50), new Vector3(3, 10, 3)); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, frame); this.World.AddObject(obj); } //Create an attached emitter FluidEmitterDescription emitterDesc = new FluidEmitterDescription(); emitterDesc.MaximumParticles = 0; emitterDesc.DimensionX = 8f; emitterDesc.DimensionY = 8f; emitterDesc.Type = EmitterType.ConstantFlowRate; emitterDesc.Rate = 150.0f; emitterDesc.FluidVelocityMagnitude = 60.0f; emitterDesc.ParticleLifetime = 8.0f; emitterDesc.Shape = EmitterShape.Rectangular; //attach to actor emitterDesc.Flags = FluidEmitterFlag.AddBodyVelocity | FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization; emitterDesc.RepulsionCoefficient = 0.02f; //emitterDesc.RelativePose = Phyx.Matrix.RotationX((float)Math.PI / 2); emitterDesc.RelativePose *= Phyx.Matrix.Translation(0, 20f, 0); emitterDesc.FrameShape = frame.Actor.Shapes[0]; FluidDescription fluidDesc = new FluidDescription(); fluidDesc.MaximumParticles = 2500; fluidDesc.KernelRadiusMultiplier = 5.0f; fluidDesc.RestParticlesPerMeter = 5.0f; fluidDesc.MotionLimitMultiplier = 0.9f; fluidDesc.PacketSizeMultiplier = 16; fluidDesc.CollisionDistanceMultiplier = 0.12f; fluidDesc.Stiffness = 50.0f; fluidDesc.Viscosity = 40.0f; fluidDesc.RestDensity = 1000.0f; fluidDesc.Damping = 0.0f; fluidDesc.RestitutionForStaticShapes = 0.2f; fluidDesc.DynamicFrictionForStaticShapes = 0.05f; fluidDesc.Flags = FluidFlag.Enabled | FluidFlag.Visualization; fluidDesc.SimulationMethod = FluidSimulationMethod.SmoothedParticleHydrodynamics; fluidDesc.ParticleWriteData.AllocatePositionBuffer<Phyx.Vector3>(fluidDesc.MaximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = fluidDesc.MaximumParticles; FluidMOdel FluidMOdel = new PloobsEngine.Modelo.FluidMOdel(factory, "teste", null, fluidDesc.MaximumParticles); PhysxFluidObject PhysxFluidObject = new PloobsEngine.Physics.PhysxFluidObject(fluidDesc); FluidShader FluidShader = new FluidShader(); DeferredMaterial ForwardMaterial = new DeferredMaterial(FluidShader); IObject IObject = new IObject(ForwardMaterial, FluidMOdel, PhysxFluidObject); this.World.AddObject(IObject); PhysxFluidObject.Fluid.CreateFluidEmitter(emitterDesc); #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 BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory, false); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }