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)); }
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); }
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)); }
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)); }