示例#1
0
文件: Player.cs 项目: tubitos/1
        public Player(IScreen screen, Vector3 position, Matrix rotation, SimpleModel model, float width, float height, Boolean useThirdPerson = false)
            : base(screen, position, rotation, width, height, new Vector3(1F))
        {
            this.height = height * scale.Y;

            charecter.CharacterController.HorizontalMotionConstraint.Speed = 50;
            charecter.CharacterController.HorizontalMotionConstraint.MaximumForce = 10000;
            charecter.CharacterController.JumpSpeed = 35;

            mod = model;

            obj = new IObject(Materials.dMaterial, mod, charecter);

            Mouse.SetPosition(EngineSettings.graphicInfo.BackBufferWidth / 2, EngineSettings.graphicInfo.BackBufferHeight / 2);
            bstate = Mouse.GetState();

            rotSpeed = 0.05F;
            zoomDistance = 50;

            camera = new PlayerCamera(obj, (height / 2));
            camera.HorizontalOffset = -camera.HorizontalOffset;

            UpdateCamera();

            firstPerson = !useThirdPerson;

            this.Start();
        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            #region Models

            {
                ///Need to load the height, the normal texture and the difuse texture
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block", "..\\Content\\Textures\\color_map");
                sm.SetTexture("Textures\\normal_map", TextureType.BUMP);                
                sm.SetCubeTexture(factory.GetTextureCube("Textures//cubemap"),TextureType.ENVIRONMENT);

                BoxObject pi = new BoxObject(new Vector3(200, 110, 0), 1, 1, 1, 5, new Vector3(100, 100, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredEnvironmentCustomShader DeferredEnvironmentCustomShader = new DeferredEnvironmentCustomShader(false, true, false);
                DeferredEnvironmentCustomShader.SpecularIntensity = 0.2f;
                DeferredEnvironmentCustomShader.SpecularPower = 30;
                DeferredEnvironmentCustomShader.ShaderId = ShaderUtils.CreateSpecificBitField(true);
                IMaterial mat = new DeferredMaterial(DeferredEnvironmentCustomShader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredCustomShader shader = new DeferredCustomShader(false,false,false,false);
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            #endregion            

            #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

            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(10), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo);
            this.World.CameraManager.AddCamera(cam);

            new LightThrowBepu(this.World, GraphicFactory);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            ConfigWriter cw = new ConfigWriter("teste.properties");
            cw.AddKeyValue("teste", "value");
            cw.Write();

            ConfigReader cr = new ConfigReader("teste.properties");
            cr.Read();
            String v = cr.ReadValue("teste");
            System.Diagnostics.Debug.Assert(v == "value");

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect());
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100,10,10), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj); 
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect());
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            ///cast to out world instance
            PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld;

            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");

                ///Physic Triangle mesh (same as bepu)
                PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld,simpleModel, 
                    Matrix.Identity, Vector3.One);

                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);                               

            }

            ///Ball Throw !!!
            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);
            this.AttachCleanUpAble(BallThrowBullet);

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Gray), TextureType.MULTITEX1);
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                //ForwardDualTextureShader shader = new ForwardDualTextureShader();
                ForwardEnvironmentShader shader = new ForwardEnvironmentShader(factory.GetTextureCube("Textures//grassCUBE"));
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100,10,10), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj); 
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect());
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            var newCameraFirstPerson = new CameraStatic(new Vector3(100,100,100), - new Vector3(100,100,100) );
            this.World.CameraManager.AddCamera(newCameraFirstPerson);

            SimpleConcreteGestureInputPlayable SimpleConcreteGestureInputPlayable = new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap, (sample) => doubleTapCount++);
            this.BindInput(SimpleConcreteGestureInputPlayable);

            this.BindInput(new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.Hold, 
                (sample) => 
                    {
                        this.RemoveInputBinding(SimpleConcreteGestureInputPlayable);
                        doubleTapDisabled = true;
                    }
            ));
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            ///using component
            Billboard3D Billboard3D = new Billboard3D(factory.GetTexture2D("Textures\\grama1"), new Vector3(100, 20, 100), Vector2.One * 0.2f);
            BillboardComponent.Billboards.Add(Billboard3D);

            ///using old mode (IObject billboard)
            {
                List<Billboard> poss = new List<Billboard>();
                for (int i = 0; i < 10; i++)
                {
                    for (int j = 0; j < 10; j++)
                    {
                        float x, y;
                        x = i * 10;
                        y = j * 10;
                        poss.Add(
                            new Billboard()
                            {
                               Position = new Vector3(x, 50 , y),
                               Scale = Vector2.One * 0.01f,
                               Enabled = true
                            }
                            );
                    }
                }

                CPUBillboardModel bm = new CPUBillboardModel(factory, "Bilbs", "..\\Content\\Textures\\tree", poss.ToArray());
                ForwardAlphaTestShader cb = new ForwardAlphaTestShader(128,CompareFunction.GreaterEqual);                                
                ForwardMaterial matfor = new ForwardMaterial(cb);
                matfor.RasterizerState = RasterizerState.CullNone;
                GhostObject go = new GhostObject();                
                IObject obj2 = new IObject(matfor, bm, go);
                this.World.AddObject(obj2);

                //Text Billboards
                TextBillboard3D TextBillboard3D = new TextBillboard3D("TEST 123 SPHERICAL", Color.Black, new Vector3(100), 0.5f);
                sBillboardComponent.Billboards.Add(TextBillboard3D);


                TextBillboard3D = new TextBillboard3D("TEST 123 Cylinder", Color.Black, new Vector3(200, 50, 200), 0.5f);
                cBillboardComponent.Billboards.Add(TextBillboard3D);

            }


            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
                        
        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            ///Uncoment to add your model
            SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario");
            ///Physic info (position, rotation and scale are set here)
            TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
            ///Forward Shader (look at this shader construction for more info)
            ForwardXNABasicShader shader = new ForwardXNABasicShader();
            ///Deferred material
            ForwardMaterial fmaterial = new ForwardMaterial(shader);
            ///The object itself
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            ///Add to the world
            this.World.AddObject(obj);

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            ///task sample
            taskSample taskSample = new taskSample();
            ///when ended, call this (syncronous -- specified in the itask implementation) function
            taskSample.Ended += new Action<ITask, IAsyncResult>(taskSample_Ended);
            ///create and send the task to the processor
            TaskCommand TaskCommand = new TaskCommand(taskSample);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(TaskCommand);
        }
 protected IObject DefaultTriangleMeshObj(String modelName, Vector3 position, Vector3? scale = null, Matrix? orientation = null)
 {
     SimpleModel simpleModel = new SimpleModel(GraphicFactory, modelName);
     TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, position, orientation, scale);
     ForwardMaterial fmaterial = ForwardMaterial.DefaultForwardMaterial();
     return new IObject(fmaterial, simpleModel, tmesh);            
 }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            
            ///Uncoment to add your model
            SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario");
            ///Physic info (position, rotation and scale are set here)
            TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
            ///Forward Shader (look at this shader construction for more info)
            ForwardXNABasicShader shader = new ForwardXNABasicShader();
            ///Forward material
            ForwardMaterial fmaterial = new ForwardMaterial(shader);
            ///The object itself
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            ///Add to the world
            this.World.AddObject(obj);

            this.RenderTechnic.AddPostEffect(MotionBlurPostEffect);
            this.RenderTechnic.AddPostEffect(BloomPostEffect);

            BloomPostEffect.Enabled = false;
            MotionBlurPostEffect.Enabled = false;

            blurdefault = MotionBlurPostEffect.Amount;

            RotatingCamera cam = new RotatingCamera(this, new Vector3(0,-100,-400));
            
            this.World.CameraManager.AddCamera(cam);

            RasterizerState = new RasterizerState();
            RasterizerState.CullMode = CullMode.None;
        }
        /// <summary>
        /// Create a simple Sphere object
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="ori"></param>
        /// <returns></returns>
        private IObject SpawnPrimitive(Vector3 pos, Matrix ori)
        {
            ///Load a Model with a custom texture
            sm2 = new SimpleModel(factory,"Model\\ball");
            sm2.SetTexture(factory.CreateTexture2DColor(1,1,Color.White,false), TextureType.DIFFUSE);
            IMaterial m;
            if (forward)
            {
                ForwardXNABasicShader nd = new ForwardXNABasicShader();
                m = new ForwardMaterial(nd);
            }
            else
            {
                DeferredNormalShader nd = new DeferredNormalShader();
                m = new DeferredMaterial(nd);
            }

            PhysxPhysicWorld PhysxPhysicWorld = _mundo.PhysicWorld as PhysxPhysicWorld;

            ///First we create a shape description
            SphereShapeDescription SphereGeometry = new SphereShapeDescription(ballSize);
            ///then we create the physic object
            PhysxPhysicObject PhysxPhysicObject = new PhysxPhysicObject(SphereGeometry,
                0.5f, Matrix.CreateTranslation(pos), Vector3.One * ballSize);
            
            IObject o = new IObject(m, sm2, PhysxPhysicObject);
            return o;
        }
 protected IObject DefaultBoxObj(String modelName, Vector3 position, Vector3? scale = null, float mass = 10, Matrix? orientation = null)
 {
     SimpleModel simpleModel = new SimpleModel(GraphicFactory, modelName);
     BoxObject tmesh = new BoxObject(position, 1, 1, 1, mass, scale, orientation);
     ForwardMaterial fmaterial = ForwardMaterial.DefaultForwardMaterial();
     return new IObject(fmaterial, simpleModel, tmesh);
 }
 protected IObject DefaultSphereObj(String modelName, Vector3 position, float radius, float scale = 1, float mass = 10)
 {
     SimpleModel simpleModel = new SimpleModel(GraphicFactory, modelName);            
     SphereObject tmesh = new SphereObject(position, radius, mass, scale);
     ForwardMaterial fmaterial = ForwardMaterial.DefaultForwardMaterial();
     return new IObject(fmaterial, simpleModel, tmesh);
 }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                ///Uncoment to add your model
                SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario");
                ///Physic info (position, rotation and scale are set here)
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                this.World.AddObject(obj);
            }

            {
                SnowParticleSystem snow = new SnowParticleSystem();
                DPFSParticleSystem ps = new DPFSParticleSystem("snow", snow);
                this.World.ParticleManager.AddAndInitializeParticleSystem(ps);

                ///cant set emiter position before adding the particle
                ///IF YOU DO SO, IT WILL NOT WORK
                snow.Emitter.PositionData.Position = new Vector3(500, 0, 0);
            }


            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-10), new Vector3(-150, 150, 150), GraphicInfo);
            this.World.CameraManager.AddCamera(cam);
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                MobileMeshObject tmesh = new MobileMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial(),BEPUphysics.CollisionShapes.MobileMeshSolidity.DoubleSided,10);
                //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj); 
            }

            new LightThrowBepu(this.World, factory);
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));            
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);                      

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 10; j++)
                {                   
                    SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                    TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(18 * j, 10, 8 * i), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                    ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                    obj.OnUpdate += new OnUpdate(obj_OnUpdate);
                    this.World.AddObject(obj);
                }
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
            
        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                ///Create a simple object
                ///Geomtric Info and textures (this model automaticaly loads the texture)
                SimpleModel simpleModel = new SimpleModel(factory, "model/dude");                
                for (int i = 0; i < simpleModel.GetTextureInformation(0).Count(); i++)
                {
                    simpleModel.GetTextureInformation(0)[i].SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                }
                
                ///Physic info (position, rotation and scale are set here)
                GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4));
                ///Shader info (must be a deferred type)
                ForwardGradativeAlphaShader shader = new ForwardGradativeAlphaShader();                
                ///Material info (must be a deferred type also)
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, pi);
                ///Add to the world
                this.World.AddObject(obj);                
            }

            {
                ///Create a simple object
                ///Geomtric Info and textures (this model automaticaly loads the texture)
                SimpleModel simpleModel = new SimpleModel(factory, "model/dude");
                //simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Red), TextureType.DIFFUSE);
                ///Physic info (position, rotation and scale are set here)
                GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4));
                ///Shader info (must be a deferred type)
                ForwardEMTransparentShader shader = new ForwardEMTransparentShader("Textures/Cubemap");                
                ///Material info (must be a deferred type also)
                ForwardMaterial fmaterial = new ForwardMaterial(shader);                
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, pi);
                ///Add to the world
                this.World.AddObject(obj);                
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "model/cenario");
                ///Physic info (position, rotation and scale are set here)
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                //this.World.AddObject(obj);
            }

            ///add a camera
            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");

                StillDesign.PhysX.Material material1 = PhysxPhysicWorld.CreatePhysicMaterial(
                    new StillDesign.PhysX.MaterialDescription()
                    {
                        Restitution = 0.3f,
                        DynamicFriction = 0.5f,
                        StaticFriction = 1,
                    }
                    );
                PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld, simpleModel,
                    Matrix.Identity, Vector3.One, 1, material1);

                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);
            this.AttachCleanUpAble(BallThrowBullet);

            for (int i = 0; i < 10; i++)
            {

                StillDesign.PhysX.Material material2 = PhysxPhysicWorld.CreatePhysicMaterial(
                        new StillDesign.PhysX.MaterialDescription()
                        {
                            Restitution = PloobsEngine.Utils.StaticRandom.RandomBetween(0,1),
                            DynamicFriction = PloobsEngine.Utils.StaticRandom.RandomBetween(0, 1),
                            StaticFriction = PloobsEngine.Utils.StaticRandom.RandomBetween(0, 1),                            
                            RestitutionCombineMode = CombineMode.Max,
                        }
                        );

                ///Load a Model with a custom texture
                SimpleModel sm2 = new SimpleModel(factory, "Model\\ball");
                sm2.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Green, false), TextureType.DIFFUSE);
                
                ForwardXNABasicShader nd = new ForwardXNABasicShader();
                IMaterial m = new ForwardMaterial(nd);
                
                SphereShapeDescription SphereGeometry = new SphereShapeDescription(5f);
                SphereGeometry.Material = material2;

                PhysxPhysicObject PhysxPhysicObject = new PhysxPhysicObject(SphereGeometry,
                    0.5f, Matrix.CreateTranslation(new Vector3(100,100,50 * i)), Vector3.One * 5f);

                IObject o = new IObject(m, sm2, PhysxPhysicObject);
                this.World.AddObject(o);
            }
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc);
            dlines = new DebugLines();
            ddrawer.AddShape(dlines);
            
            Picking pick = new Picking(this,2000);
            pick.OnPickedLeftButton += new OnPicked(pick_OnPickedLeftButton);
                        
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                ///Physic info (position, rotation and scale are set here)
                BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                this.World.AddObject(obj);
            }

            wh = new WaypointHandler();
            wh.LoadConnectedWaypoints("waypoints.xml");
            start = wh.CurrentWaypointsCollection.GetWaypointsList()[0];

            {
                ///Procedural yellow diffuse texture
                SimpleModel sm = new SimpleModel(factory, "Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Yellow), TextureType.DIFFUSE);
                ///physic Ghost object(no collision)
                GhostObject pi = new GhostObject(start.WorldPos, Matrix.Identity, new Vector3(5));
                ForwardXNABasicShader s = new ForwardXNABasicShader();                
                ForwardMaterial mat = new ForwardMaterial(s);
                IObject obj4 = new IObject(mat, sm, pi);
                this.World.AddObject(obj4);
            }

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            {
                SimpleModel sm = new SimpleModel(factory, "Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);                
                GhostObject pi = new GhostObject(start.WorldPos, Matrix.Identity, new Vector3(5));
                ForwardXNABasicShader s = new ForwardXNABasicShader();                
                ForwardMaterial mat = new ForwardMaterial(s);
                IObject obj4 = new IObject(mat, sm, pi);
                obj4.OnUpdate += new OnUpdate(obj4_OnUpdate);
                this.World.AddObject(obj4);
            }

        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            SerializatorWrapper SerializatorWrapper = new SerializatorWrapper();
            SerializatorWrapper.Serialize(new Vector3(10, 20, 30), "vetor.xml");
            Vector3 vec = (Vector3) SerializatorWrapper.Desserialize<Vector3>("vetor.xml", null);
            Debug.Assert(vec.X == 10);
            Debug.Assert(vec.Y == 20);
            Debug.Assert(vec.Z == 30);


            ObjectMock ObjectMock = new ObjectMock(GraphicFactory, "Model/cenario", Vector3.Zero, Matrix.Identity, Vector3.One);
            SerializatorWrapper.Serialize(ObjectMock, "cena.xml");
            ObjectMock mloaded = (ObjectMock)SerializatorWrapper.Desserialize<ObjectMock>("cena.xml", GraphicFactory);
            this.World.AddObject(mloaded);

            
            IObject obj;
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//ball");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Green),TextureType.DIFFUSE);
                SphereObject tmesh = new SphereObject(new Vector3(100, 200, 10), 1 ,10, 5, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }


            this.BindInput(new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Space,
                (a) =>
                {
                    this.World.RemoveObject(obj);
                    DynamicObjectSaver DynamicObjectSaver = new Serialization.DynamicObjectSaver(obj.Modelo.Name, obj.PhysicObject.Position, obj.PhysicObject.Rotation, obj.PhysicObject.Scale, obj.PhysicObject.Velocity, obj.PhysicObject.AngularVelocity);
                    SerializatorWrapper.Serialize(DynamicObjectSaver, "dyn.xml");
                    
                    DynamicObjectSaver dloaded = (DynamicObjectSaver)SerializatorWrapper.Desserialize<DynamicObjectSaver>("dyn.xml");
                    SimpleModel simpleModel = new SimpleModel(factory, dloaded.modelName);
                    simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Green), TextureType.DIFFUSE);
                    SphereObject tmesh = new SphereObject(dloaded.position, 1, 10, dloaded.scale.X, MaterialDescription.DefaultBepuMaterial());                    
                    tmesh.Rotation = dloaded.orientation;
                    tmesh.Velocity = dloaded.LinearVelocity;
                    tmesh.AngularVelocity = dloaded.AngularVelocity;
                    ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    obj = new IObject(fmaterial, simpleModel, tmesh);
                    this.World.AddObject(obj);
                    saved++;
                }
                ));


            
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);

                DeferredNormalShader shader = new DeferredNormalShader();

                IMaterial mat = new DeferredMaterial(shader);
                CharacterControllerInput character = new CharacterControllerInput(this, new Vector3(100, 150, 1), 1, 1, 50, Vector3.One * 10,0.5f);

                marine = new IObject(mat, sm, character.Characterobj);                
                this.World.AddObject(marine);

                LightThrowBepu lt = new LightThrowBepu(this.World, factory);
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }



            #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

            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            cam.MoveSpeed *= 5;
            this.World.CameraManager.AddCamera(cam);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

        }       
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            {
                TModelo<VertexPositionColor> simpleModel = new TModelo<VertexPositionColor>(factory,
                    new VertexPositionColor[] 
                    {
                       new VertexPositionColor(new Vector3(50,10,0),Color.Green),
                       new VertexPositionColor(new Vector3(10,10,0),Color.Green),
                       new VertexPositionColor(new Vector3(0,100,0),Color.Green)
                    }
                    , null,
                    Matrix.Identity, null,-1,false,1,BufferUsage.None);

                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100,10,10), Matrix.Identity, Vector3.One * 2, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader();                
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);

                shader.BasicEffect.TextureEnabled = false;
                shader.BasicEffect.VertexColorEnabled = true;
            }

            {
                TConstructiveModelo<VertexPositionColor> simpleModel = new TConstructiveModelo<VertexPositionColor>(factory,Matrix.CreateTranslation(new Vector3(100)),null,-1,false,BufferUsage.None);
                simpleModel.AddVertex(new VertexPositionColor(new Vector3(50,10,0),Color.Red));
                simpleModel.AddVertex(new VertexPositionColor(new Vector3(100,10,0),Color.Red));
                simpleModel.AddVertex(new VertexPositionColor(new Vector3(0, 100, 0), Color.Red));
                simpleModel.BuildModel();
                
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 10, 10), Matrix.Identity, Vector3.One * 2, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);

                shader.BasicEffect.TextureEnabled = false;
                shader.BasicEffect.VertexColorEnabled = true;
            }


            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect());
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo,factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                BoxObject pi = new BoxObject(new Vector3(100, 40, 0), 1, 1, 1, 25, new Vector3(100, 10, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }            

            #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

            //SBlurPost hsv = new SBlurPost(1, SurfaceFormat.HdrBlendable);
            //hsv.ImageSamplerState = SamplerState.PointClamp;
            //this.RenderTechnic.AddPostEffect(hsv);

            DownSamplePostEffect DownSamplePostEffect = new Post.DownSamplePostEffect();
            this.RenderTechnic.AddPostEffect(DownSamplePostEffect);
            
            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            cam.MoveSpeed *= 5;
            this.World.CameraManager.AddCamera(cam);

            LightThrowBepu lt = new LightThrowBepu(this.World, factory);

        }   
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                CharacterControllerInput character = new CharacterControllerInput(this, new Vector3(100, 150, 1), 1, 1, 50, Vector3.One * 10, 0.5f);
                BaseObject marine = new BaseObject(fmaterial, character.Characterobj,sm);
                this.World.AddObject(marine);

                ///ever !!!
                marine.Behavior = new Repeater<BaseObject>(

				new Watch<BaseObject>(
                    (a,b)=>
                        {
                            ///condition
                            if(a.PhysicObject.Position.Length() < 100)
                            {
                                return TaskResult.Failure;
                            }
                            return TaskResult.Success;
                        }
                    ,
				    
                        ///chnage its color =P
				        new BehaviorTrees.Action<BaseObject>( 
                            (a,b)=>  
                            {
                                a.Modelo.SetTexture(factory.CreateTexture2DColor(1,1,StaticRandom.RandomColor()),TextureType.DIFFUSE);
                                return TaskResult.Success; 
                            }
                            )				    
				)                
                );

                
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

        }
 /// <summary>
 /// Create a simple Sphere object
 /// </summary>
 /// <param name="pos"></param>
 /// <param name="ori"></param>
 /// <returns></returns>
 private IObject SpawnPrimitive(Vector3 pos, Matrix ori)
 {
     ///Load a Model with a custom texture
     SimpleModel sm2 = new SimpleModel(factory,"Model\\ball");
     sm2.SetTexture(factory.CreateTexture2DColor(1,1,Color.White,false), TextureType.DIFFUSE);
     ForwardXNABasicShader nd = new ForwardXNABasicShader();                        
     IMaterial m = new ForwardMaterial(nd);
     BulletPhysicObject BulletPhysicObject = new BulletPhysicObject(new SphereShape(1), pos, Matrix.Identity, Vector3.One , 10);
     IObject o = new IObject(m, sm2, BulletPhysicObject);
     return o;
 }
 /// <summary>
 /// Create a simple Sphere object
 /// </summary>
 /// <param name="pos"></param>
 /// <param name="ori"></param>
 /// <returns></returns>
 private IObject SpawnPrimitive(Vector3 pos, Matrix ori)
 {
     ///Load a Model with a custom texture
     SimpleModel sm2 = new SimpleModel(factory,"Model\\ball");
     sm2.SetTexture(factory.CreateTexture2DColor(1,1,Color.White,false), TextureType.DIFFUSE);
     ForwardXNABasicShader nd = new ForwardXNABasicShader();                        
     IMaterial m = new ForwardMaterial(nd);
     SphereObject  pi2 = new SphereObject(pos, 1,0.5f,1,MaterialDescription.DefaultBepuMaterial());
     IObject o = new IObject(m,sm2,pi2);            
     return o;
 }
 public ObjectMock(GraphicFactory GraphicFactory, String modelName, Vector3 position, Matrix orientation, Vector3 scale)
 {
     this.modelName = modelName;
     this.position = position;
     this.scale = scale;
     this.orientation = orientation;
     Modelo = new SimpleModel(GraphicFactory, modelName);
     PhysicObject = new TriangleMeshObject(Modelo, position, orientation, scale, MaterialDescription.DefaultBepuMaterial());
     ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
     Material = new ForwardMaterial(shader);
     IObjectAttachment = new List<IObjectAttachment>();
 }
 /// <summary>
 /// Initializes
 /// </summary>
 /// <param name="factory">The factory.</param>
 /// <param name="ginfo">The ginfo.</param>
 public void  Initialize(Engine.GraphicFactory factory, Engine.GraphicInfo ginfo)
 {            
     sphereModel = new SimpleModel(factory, "Dsphere", true);
     if (effect == null)
     {
         effect = factory.GetBasicEffect();
         effect.TextureEnabled = false;
         effect.VertexColorEnabled = false;
         effect.LightingEnabled = lightingEnabled;
         WireFrameEnabled = true;
     }
 }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            ///must be called before all
            base.LoadContent(GraphicInfo, factory, contentManager);

            RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc);

            ddrawer.AddShape(new DebugBox(new BoundingBox(new Vector3(-50),new Vector3(50)),Color.Red));

            DebugLine dl = new DebugLine(Vector3.Zero, new Vector3(1000, 1000, 1000), Color.Red);
            ddrawer.AddShape(dl);

            DebugLines dls = new DebugLines();
            ddrawer.AddShape(dls);

            dls.AddLine(Vector3.Zero, new Vector3(-1000, 1000, -1000), Color.Green);
            dls.AddLine(Vector3.Zero, new Vector3(-1000, 1000, 1000), Color.Pink);

            SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
            TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
            DeferredNormalShader shader = new DeferredNormalShader();
            DeferredMaterial fmaterial = new DeferredMaterial(shader);
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            this.World.AddObject(obj);

            ///Add some directional lights to completely iluminate the world
            #region Lights
            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 = 0.4f;
            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

            ///Add a AA post effect
            this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect());

            ///add a camera
            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);

            const int maximumParticles = 1000;
            var       fluidEmitterDesc = new FluidEmitterDescription()
            {
                DimensionX   = 0.5f,
                DimensionY   = 0.5f,
                Rate         = 15,
                RelativePose =
                    Phyx.Matrix.RotationAxis(new Phyx.Vector3(0, 1, 0), (float)Math.PI) *
                    Phyx.Matrix.Translation(-40, 10, -50),
                Shape       = EmitterShape.Rectangular,
                Type        = EmitterType.ConstantFlowRate,
                RandomAngle = 0.5f
            };

            fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization);

            var fluidDesc = new FluidDescription()
            {
                Emitters         = { fluidEmitterDesc },
                Flags            = FluidFlag.Enabled | FluidFlag.Visualization | FluidFlag.Enabled,
                MaximumParticles = maximumParticles,
            };

            fluidDesc.ParticleWriteData.AllocatePositionBuffer <Vector3>(maximumParticles);
            fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles;

            fluid = PhysxPhysicWorld.Scene.CreateFluid(fluidDesc);


            Texture2D tex = factory.GetTexture2D("Textures/Smoke");

            for (int i = 0; i < maximumParticles; i++)
            {
                Billboard3D Billboard3D = new Billboard3D(tex, Vector3.Zero, new Vector2(0.002f));
                Billboard3D.Enabled = false;
                CPUSphericalBillboardComponent.Billboards.Add(Billboard3D);
            }


            // Ledge
            {
                var         boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5);
                SimpleModel SimpleModel  = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block");
                SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE);
                PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc,
                                                                                                 (Phyx.Matrix.RotationX(-0.5f) * Phyx.Matrix.Translation(-40, 5, -52)).AsXNA(), new Vector3(5, 0.1f, 5));
                ForwardXNABasicShader shader    = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial       fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject);
                this.World.AddObject(obj);
            }

            // Drain
            {
                var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5);
                boxShapeDesc.Flags |= ShapeFlag.FluidDrain;

                var drainActorDesc = new ActorDescription()
                {
                    GlobalPose = Phyx.Matrix.Translation(-40, 0, -55),
                    Shapes     = { boxShapeDesc }
                };

                var drianActor = PhysxPhysicWorld.Scene.CreateActor(drainActorDesc);
            }

            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);

            this.AttachCleanUpAble(BallThrowBullet);

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
示例#32
0
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld;

            base.LoadContent(GraphicInfo, factory, contentManager);

            const int maximumParticles = 3000;

            ///Remember
            ///There are 2 math apis (XNA AND PHYSX)
            ///Sometimes we need to convert between then
            ///Use the extension methods AsPhysx() in XNA API and AsXNA in Physx APi

            ///emitter
            var fluidEmitterDesc = new FluidEmitterDescription()
            {
                DimensionX   = 1.5f,
                DimensionY   = 1.5f,
                Rate         = 65,
                RelativePose =
                    Phyx.Matrix.RotationAxis(new Phyx.Vector3(0, 1, 0), (float)Math.PI) *
                    Phyx.Matrix.Translation(-40, 10, -50),
                Shape       = EmitterShape.Rectangular,
                Type        = EmitterType.ConstantFlowRate,
                RandomAngle = 0.5f,
            };

            fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization);

            ///fluid
            var fluidDesc = new FluidDescription()
            {
                Emitters         = { fluidEmitterDesc },
                Flags            = FluidFlag.Enabled | FluidFlag.Visualization,
                MaximumParticles = maximumParticles,
            };

            fluidDesc.ParticleWriteData.AllocatePositionBuffer <Vector3>(maximumParticles);
            fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles;


            ///create and add the fluid to the world
            fluid = PhysxPhysicWorld.Scene.CreateFluid(fluidDesc);


            ///Use Billboards to render the fuild particles (dummy way)
            Texture2D tex = factory.GetTexture2D("Textures/Smoke");

            for (int i = 0; i < maximumParticles; i++)
            {
                Billboard3D Billboard3D = new Billboard3D(tex, Vector3.Zero, new Vector2(0.001f));
                Billboard3D.Enabled = false;
                CPUSphericalBillboardComponent.Billboards.Add(Billboard3D);
            }


            // Ledge
            {
                var         boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5);
                SimpleModel SimpleModel  = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block");
                SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE);
                PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc,
                                                                                                 (Phyx.Matrix.RotationX(-0.5f) * Phyx.Matrix.Translation(-40, 5, -52)).AsXNA(), new Vector3(5, 0.1f, 5));
                ForwardXNABasicShader shader    = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial       fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject);
                this.World.AddObject(obj);
            }

            // Drain
            {
                var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5);
                boxShapeDesc.Flags |= ShapeFlag.FluidDrain;

                var drainActorDesc = new ActorDescription()
                {
                    GlobalPose = Phyx.Matrix.Translation(-40, -20, -55),
                    Shapes     = { boxShapeDesc }
                };

                var drianActor = PhysxPhysicWorld.Scene.CreateActor(drainActorDesc);
            }

            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);

            BallThrowBullet.ballSize = 1f;
            BallThrowBullet.Speed    = 25;
            this.AttachCleanUpAble(BallThrowBullet);

            CameraFirstPerson CameraFirstPerson = new CameraFirstPerson(GraphicInfo);

            CameraFirstPerson.Position     = new Vector3(-35, 8, -52);
            CameraFirstPerson.LeftRightRot = MathHelper.ToRadians(125);
            this.World.CameraManager.AddCamera(CameraFirstPerson);
        }
示例#33
0
        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);

            const int maximumParticles = 1000;
            var       fluidEmitterDesc = new FluidEmitterDescription()
            {
                DimensionX   = 0.5f,
                DimensionY   = 0.5f,
                Rate         = 15,
                RelativePose =
                    Phyx.Matrix.RotationAxis(new Phyx.Vector3(0, 1, 0), (float)Math.PI) *
                    Phyx.Matrix.Translation(-40, 10, -50),
                Shape       = EmitterShape.Rectangular,
                Type        = EmitterType.ConstantFlowRate,
                RandomAngle = 0.5f
            };

            fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization);

            var fluidDesc = new FluidDescription()
            {
                Emitters         = { fluidEmitterDesc },
                Flags            = FluidFlag.Enabled | FluidFlag.Visualization | FluidFlag.Enabled,
                MaximumParticles = maximumParticles,
            };

            fluidDesc.ParticleWriteData.AllocatePositionBuffer <Vector3>(maximumParticles);
            fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles;

            InstancedBilboardModel          InstancedBilboardModel          = new InstancedBilboardModel(factory, "teste", "Textures/Smoke", new BilboardInstance[] { new BilboardInstance() }, maximumParticles);
            PhysxFluidObject                PhysxFluidObject                = new PloobsEngine.Physics.PhysxFluidObject(fluidDesc);
            DeferredInstancedBilboardShader DeferredInstancedBilboardShader = new PloobsEngine.Material.DeferredInstancedBilboardShader(BilboardType.Spherical);

            DeferredInstancedBilboardShader.AlphaTestLimit = 0.2f;
            FluidMaterial DeferredMaterial = new FluidMaterial(DeferredInstancedBilboardShader, maximumParticles, new Vector2(0.2f));
            IObject       IObject          = new IObject(DeferredMaterial, InstancedBilboardModel, PhysxFluidObject);

            this.World.AddObject(IObject);


            // Ledge
            {
                var         boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5);
                SimpleModel SimpleModel  = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block");
                SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE);

                PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc,
                                                                                                 (Phyx.Matrix.RotationX(-0.5f) * Phyx.Matrix.Translation(-40, 5, -52)).AsXNA(), new Vector3(5, 0.1f, 5));
                DeferredNormalShader shader    = new DeferredNormalShader();
                DeferredMaterial     fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject);
                this.World.AddObject(obj);
            }

            // Drain
            {
                var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5);
                boxShapeDesc.Flags |= ShapeFlag.FluidDrain;

                var drainActorDesc = new ActorDescription()
                {
                    GlobalPose = Phyx.Matrix.Translation(-40, 0, -55),
                    Shapes     = { boxShapeDesc }
                };

                var drianActor = PhysxPhysicWorld.Scene.CreateActor(drainActorDesc);
            }

            #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));
        }
示例#35
0
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld;

            base.LoadContent(GraphicInfo, factory, contentManager);

            // Create a simple fluid description with fluids and visualization enabled
            FluidDescription fluidDesc = new FluidDescription()
            {
                Flags = FluidFlag.Enabled | FluidFlag.Visualization,
            };

            // Store our particle positions somewhere (as our particle generation function below generates and unknown number of particles at runtime we need a list instead of an array)
            var particlePositions = new List <Phyx.Vector3>();

            // Move all the particles by this offset
            Phyx.Vector3 position = new Phyx.Vector3(0, 20, 0);

            // Number of particles in the x, y and z directions
            int   sideNum  = 10;
            float distance = 1f;

            float radius = sideNum * distance * 0.5f;

            for (int i = 0; i < sideNum; i++)
            {
                for (int j = 0; j < sideNum; j++)
                {
                    for (int k = 0; k < sideNum; k++)
                    {
                        Phyx.Vector3 p = new Phyx.Vector3(i * distance, j * distance, k * distance);

                        if ((p - new Phyx.Vector3(radius, radius, radius)).Length() < radius)
                        {
                            p += position - new Phyx.Vector3(radius, radius, radius);

                            particlePositions.Add(p);
                        }
                    }
                }
            }

            // Allocate memory for the initial particle positions to be stored in
            // And then set the position buffer
            fluidDesc.InitialParticleData.AllocatePositionBuffer <Phyx.Vector3>(particlePositions.Count);
            fluidDesc.InitialParticleData.NumberOfParticles = particlePositions.Count;
            fluidDesc.InitialParticleData.PositionBuffer.SetData(particlePositions.ToArray());

            // Allocate memory for PhysX to store the position of each particle
            fluidDesc.ParticleWriteData.AllocatePositionBuffer <Phyx.Vector3>(particlePositions.Count);
            fluidDesc.ParticleWriteData.NumberOfParticles = particlePositions.Count;

            InstancedBilboardModel          InstancedBilboardModel          = new InstancedBilboardModel(factory, "teste", "Textures/Smoke", new BilboardInstance[] { new BilboardInstance() }, particlePositions.Count);
            PhysxFluidObject                PhysxFluidObject                = new PloobsEngine.Physics.PhysxFluidObject(fluidDesc);
            DeferredInstancedBilboardShader DeferredInstancedBilboardShader = new PloobsEngine.Material.DeferredInstancedBilboardShader(BilboardType.Spherical);

            DeferredInstancedBilboardShader.AlphaTestLimit = 0.2f;
            FluidMaterial DeferredMaterial = new FluidMaterial(DeferredInstancedBilboardShader, particlePositions.Count, new Vector2(0.2f));
            IObject       IObject          = new IObject(DeferredMaterial, InstancedBilboardModel, PhysxFluidObject);

            this.World.AddObject(IObject);


            // Ledge
            {
                var         boxShapeDesc = new BoxShapeDescription(10, 0.2f, 10);
                SimpleModel SimpleModel  = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block");
                SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE);

                PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc,
                                                                                                 (Phyx.Matrix.RotationZ(0.3f) *
                                                                                                  Phyx.Matrix.Translation(0, 5, 0)).AsXNA(), new Vector3(10, 0.2f, 10));
                DeferredNormalShader shader    = new DeferredNormalShader();
                DeferredMaterial     fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject);
                this.World.AddObject(obj);
            }

            #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));
        }