// Add GUI controls to the Options window. private void CreateGuiControls() { var sampleFramework = _services.GetInstance <SampleFramework>(); var optionsPanel = sampleFramework.AddOptions("Game Objects"); var panel = SampleHelper.AddGroupBox(optionsPanel, "OceanObject"); SampleHelper.AddCheckBox( panel, "Enable ocean", _waterNode.IsEnabled, isChecked => _waterNode.IsEnabled = isChecked); SampleHelper.AddCheckBox( panel, "Enable caustics", _waterNode.Water.CausticsSampleCount > 0, isChecked => _waterNode.Water.CausticsSampleCount = isChecked ? 4 : 0); }
//-------------------------------------------------------------- #region Methods //-------------------------------------------------------------- protected override void OnLoad() { // Get services. _inputService = _services.GetInstance <IInputService>(); _graphicsService = _services.GetInstance <IGraphicsService>(); _scene = _services.GetInstance <IScene>(); var content = _services.GetInstance <ContentManager>(); var gameObjectService = _services.GetInstance <IGameObjectService>(); // Get camera game object. _cameraObject = (CameraObject)gameObjectService.Objects["Camera"]; // Create SkyNodes. InitializeSky(content); // Create LightNodes InitializeLights(); // Optionally, the sky is captured into a cube map and the cube map is added // to the scene instead of all the sky nodes. if (_cacheSky) { // We use a SceneCaptureNode to create the cube map. // The cube map uses RGBM encoding to store HDR values. var renderToTexture = new RenderToTexture { Texture = new RenderTargetCube( _graphicsService.GraphicsDevice, #if XBOX 512, #else 1024, #endif true, SurfaceFormat.Color, DepthFormat.None), }; var projection = new PerspectiveProjection(); projection.SetFieldOfView(ConstantsF.PiOver2, 1, 1, 10); _sceneCaptureNode = new SceneCaptureNode(renderToTexture) { // Note: The scene is captured at the origin (0, 0, 0). CameraNode = new CameraNode(new Camera(projection)), }; SkyboxNode = new SkyboxNode { Encoding = ColorEncoding.Rgbm, Texture = (TextureCube)renderToTexture.Texture, }; _scene.Children.Add(SkyboxNode); } // The Ephemeris class computes the positions of the sun and the moon as seen // from any place on the earth. _ephemeris = new Ephemeris { // Seattle, Washington //Latitude = 47, //Longitude = 122, //Altitude = 100 // Vienna //Latitude = 48, //Longitude = -16, //Altitude = 0 // Equator Latitude = 0, Longitude = 0, Altitude = 0 }; // Update the positions of sky objects and the lights. UpdateSky(); // Create cube map. if (_cacheSky) { UpdateCubeMap(TimeSpan.Zero); } // Add GUI controls to the Options window. var sampleFramework = _services.GetInstance <SampleFramework>(); var optionsPanel = sampleFramework.AddOptions("Game Objects"); var panel = SampleHelper.AddGroupBox(optionsPanel, "DynamicSkyObject"); SampleHelper.AddSlider( panel, "Time", "F2", 0, 24, (float)Time.TimeOfDay.TotalHours, value => { var time = Time; time = time.Subtract(time.TimeOfDay).Add(TimeSpan.FromHours(value)); Time = time; }); SampleHelper.AddCheckBox( panel, "Enable ambient light", EnableAmbientLight, isChecked => EnableAmbientLight = isChecked); SampleHelper.AddSlider( panel, "Fog sample angle", "F2", 0, ConstantsF.PiOver2, FogSampleAngle, value => FogSampleAngle = value); SampleHelper.AddSlider( panel, "Fog saturation", "F2", 0, 1, FogSaturation, value => FogSaturation = value); //SampleHelper.AddSlider( // panel, // "Fog scattering symmetry R", // "F2", // 0, // 1, // FogScatteringSymmetry.X, // value => FogScatteringSymmetry = new Vector3F(value, FogScatteringSymmetry.Y, FogScatteringSymmetry.Z)); //SampleHelper.AddSlider( // panel, // "Fog scattering symmetry G", // "F2", // 0, // 1, // FogScatteringSymmetry.Y, // value => FogScatteringSymmetry = new Vector3F(FogScatteringSymmetry.X, value, FogScatteringSymmetry.Z)); //SampleHelper.AddSlider( // panel, // "Fog scattering symmetry B", // "F2", // 0, // 1, // FogScatteringSymmetry.Z, // value => FogScatteringSymmetry = new Vector3F(FogScatteringSymmetry.X, FogScatteringSymmetry.Y, value)); }
// OnLoad() is called when the GameObject is added to the IGameObjectService. protected override void OnLoad() { FogNode = new FogNode(new Fog()) { IsEnabled = false, Name = "Fog", }; AddFogNodeToScene(); // Add GUI controls to the Options window. var sampleFramework = _services.GetInstance <SampleFramework>(); var optionsPanel = sampleFramework.AddOptions("Game Objects"); var panel = SampleHelper.AddGroupBox(optionsPanel, "FogObject"); SampleHelper.AddCheckBox( panel, "Enable fog", FogNode.IsEnabled, isChecked => FogNode.IsEnabled = isChecked); SampleHelper.AddCheckBox( panel, "Attach to camera", AttachToCamera, isChecked => AttachToCamera = isChecked); SampleHelper.AddSlider( panel, "Fog ramp start", "F2", 0, 1000, FogNode.Fog.Start, value => FogNode.Fog.Start = value); SampleHelper.AddSlider( panel, "Fog ramp end", "F2", 0, 5000, FogNode.Fog.End, value => FogNode.Fog.End = value); SampleHelper.AddSlider( panel, "Density", "F2", 0.0f, 2, FogNode.Fog.Density, value => FogNode.Fog.Density = value); SampleHelper.AddSlider( panel, "Height falloff", "F2", -1, 1, FogNode.Fog.HeightFalloff, value => FogNode.Fog.HeightFalloff = value); SampleHelper.AddSlider( panel, "Height Y", "F2", -100, 100, FogNode.PoseWorld.Position.Y, value => { var pose = FogNode.PoseWorld; pose.Position.Y = value; FogNode.PoseWorld = pose; }); }
protected override void OnLoad() { var contentManager = _services.GetInstance <ContentManager>(); var scene = _services.GetInstance <IScene>(); _debugRenderer = _services.GetInstance <DebugRenderer>(); // Load materials (*.drmat files) which define the used shaders and material // properties (e.g. textures, colors, etc.). var bloodMaterial = contentManager.Load <Material>("Decals/Decal"); // Original: "Decals/Blood" var crackMaterial = contentManager.Load <Material>("Decals/Decal"); // Original: "Decals/Crack" var bulletHoleMaterial = contentManager.Load <Material>("Decals/Decal"); // Original: "Decals/BulletHole" // Decal materials (like materials of meshes) usually have several render passes // (such as "GBuffer", "Material"). Decal materials without a "Material" pass can // be used to render only normal maps without color changes: //crackMaterial.Remove("Material"); // Add some DecalNodes, which define where a material is projected onto the scene. var bloodDecal0 = new DecalNode(bloodMaterial); bloodDecal0.NormalThreshold = MathHelper.ToRadians(75); bloodDecal0.LookAt(new Vector3F(0.7f, 0.6f, 0.7f), new Vector3F(0.7f, 0.6f, 0), new Vector3F(0.1f, 1, 0)); bloodDecal0.Width = 1.1f; bloodDecal0.Height = 1.1f; bloodDecal0.Depth = 1; bloodDecal0.Options = DecalOptions.ProjectOnStatic; scene.Children.Add(bloodDecal0); _decals.Add(bloodDecal0); var bloodDecal1 = new DecalNode(bloodMaterial); bloodDecal1.LookAt(new Vector3F(0.0f, 0.2f, 1.9f), new Vector3F(0.0f, 0, 1.9f), new Vector3F(1.0f, 0, -0.5f)); bloodDecal1.Width = 1.6f; bloodDecal1.Height = 1.6f; bloodDecal1.Depth = 0.5f; scene.Children.Add(bloodDecal1); _decals.Add(bloodDecal1); var crackDecal0 = new DecalNode(crackMaterial); crackDecal0.NormalThreshold = MathHelper.ToRadians(75); crackDecal0.LookAt(new Vector3F(-0.7f, 0.7f, 0.7f), new Vector3F(-0.7f, 0.7f, 0), new Vector3F(0.1f, 1, 0)); crackDecal0.Width = 1.75f; crackDecal0.Height = 1.75f; crackDecal0.Depth = 0.6f; crackDecal0.Options = DecalOptions.ProjectOnStatic; scene.Children.Add(crackDecal0); _decals.Add(crackDecal0); var crackDecal1 = crackDecal0.Clone(); var position = new Vector3F(2.0f, 0.2f, 2.0f); crackDecal1.LookAt(position, position + new Vector3F(0, -1, 0), new Vector3F(-0.8f, 0, 1.0f)); crackDecal1.Width = 2.5f; crackDecal1.Height = 2.5f; crackDecal1.Depth = 0.5f; scene.Children.Add(crackDecal1); _decals.Add(crackDecal1); var bulletHole0 = new DecalNode(bulletHoleMaterial); bulletHole0.NormalThreshold = MathHelper.ToRadians(90); bulletHole0.LookAt(new Vector3F(0.0f, 0.8f, 0.7f), new Vector3F(0.0f, 0.7f, 0), new Vector3F(0.1f, -1, 0)); bulletHole0.Width = 0.20f; bulletHole0.Height = 0.20f; bulletHole0.Depth = 1f; bulletHole0.DrawOrder = 10; // Draw over other decals. scene.Children.Add(bulletHole0); _decals.Add(bulletHole0); var bulletHole1 = bulletHole0.Clone(); bulletHole1.LookAt(new Vector3F(-0.4f, 0.9f, 0.7f), new Vector3F(-0.4f, 0.9f, 0), new Vector3F(0.1f, 1, 0)); scene.Children.Add(bulletHole1); _decals.Add(bulletHole1); var bulletHole2 = bulletHole0.Clone(); bulletHole2.LookAt(new Vector3F(-0.2f, 0.8f, 0.7f), new Vector3F(-0.2f, 0.0f, 0), new Vector3F(0.1f, -1, 0)); scene.Children.Add(bulletHole2); _decals.Add(bulletHole2); var bulletHole3 = bulletHole0.Clone(); bulletHole3.LookAt(new Vector3F(3.0f, 1.0f, 2.0f), new Vector3F(3.0f, 1.0f, 1), new Vector3F(0.3f, 1, 0)); scene.Children.Add(bulletHole3); _decals.Add(bulletHole3); var bulletHole4 = bulletHole0.Clone(); bulletHole4.LookAt(new Vector3F(2.5f, 0.7f, 2.0f), new Vector3F(3.0f, 0.7f, 1.0f), new Vector3F(-0.1f, -1, 0)); scene.Children.Add(bulletHole4); _decals.Add(bulletHole4); var bulletHole5 = bulletHole0.Clone(); bulletHole5.LookAt(new Vector3F(2.7f, 1.2f, 2.0f), new Vector3F(3.0f, 1.2f, 1.0f), new Vector3F(-0.5f, -1, 0)); scene.Children.Add(bulletHole5); _decals.Add(bulletHole5); var bulletHole6 = bulletHole0.Clone(); bulletHole6.LookAt(new Vector3F(3.2f, 0.4f, 2.0f), new Vector3F(3.0f, 0.4f, 1), new Vector3F(-0.3f, -0.5f, 0)); scene.Children.Add(bulletHole6); _decals.Add(bulletHole6); // Get the first dynamic mesh (the rusty cube) and add a decal as a child. MeshNode meshNode = ((Scene)scene).GetSubtree().OfType <MeshNode>().First(n => !n.IsStatic); var bulletHole7 = bulletHole0.Clone(); bulletHole7.LookAt(new Vector3F(0, 0, -0.6f), new Vector3F(0, 0, 0), new Vector3F(0, 1, 0)); bulletHole7.Depth = 0.2f; meshNode.Children = new SceneNodeCollection { bulletHole7 }; _decals.Add(bulletHole7); // Add GUI controls to the Options window. var sampleFramework = _services.GetInstance <SampleFramework>(); var optionsPanel = sampleFramework.AddOptions("Game Objects"); var panel = SampleHelper.AddGroupBox(optionsPanel, "EnvironmentDecalsObject"); SampleHelper.AddCheckBox( panel, "Enable decals", IsEnabled, isChecked => IsEnabled = isChecked); }
private void CreateOptionsWindow() { if (_optionsWindow != null) { return; } // Add the Options window (v-sync, fixed/variable timing, parallel game loop). // Window // TabControl _optionsWindow = new Window { Name = "OptionsWindow", Title = "Options", X = 50, Y = 50, Width = 400, MaxHeight = 640, HideOnClose = true, IsVisible = false, }; _optionsWindow.Closed += OnWindowClosed; _optionsTabControl = new TabControl { HorizontalAlignment = HorizontalAlignment.Stretch, VerticalAlignment = VerticalAlignment.Stretch, Margin = new Vector4F(SampleHelper.Margin), }; _optionsWindow.Content = _optionsTabControl; var panel = SampleHelper.AddTabItem(_optionsTabControl, "General"); var graphicsDeviceManager = _services.GetInstance <GraphicsDeviceManager>(); SampleHelper.AddCheckBox( panel, "Use fixed frame rate", _game.IsFixedTimeStep, value => _game.IsFixedTimeStep = value); SampleHelper.AddCheckBox( panel, "Enable V-Sync", graphicsDeviceManager.SynchronizeWithVerticalRetrace, value => { graphicsDeviceManager.SynchronizeWithVerticalRetrace = value; graphicsDeviceManager.ApplyChanges(); }); SampleHelper.AddCheckBox( panel, "Enable parallel game loop", _game.EnableParallelGameLoop, value => _game.EnableParallelGameLoop = value); SampleHelper.AddButton( panel, "GC.Collect()", GC.Collect, "Force an immediate garbage collection."); }
protected override void OnLoad() { // ----- Get common services, game objects, etc. var graphicsService = _services.GetInstance <IGraphicsService>(); var deferredGraphicsScreen = graphicsService.Screens.OfType <DeferredGraphicsScreen>().FirstOrDefault(); if (deferredGraphicsScreen == null) { return; } var hdrFilter = deferredGraphicsScreen.PostProcessors.OfType <HdrFilter>().FirstOrDefault(); var sampleFramework = _services.GetInstance <SampleFramework>(); var optionsPanel = sampleFramework.AddOptions("DeferredGraphicsScreen"); var intermediateTargetPanel = SampleHelper.AddGroupBox(optionsPanel, "Render targets"); SampleHelper.AddCheckBox( intermediateTargetPanel, "Draw intermediate render targets", deferredGraphicsScreen.VisualizeIntermediateRenderTargets, isChecked => deferredGraphicsScreen.VisualizeIntermediateRenderTargets = isChecked, "1st row: G-Buffer 0 (depth), G-Buffer 1 (normals and glossiness),\n" + "Light Buffer 0 (diffuse), Light Buffer 1 (specular),\n" + "2nd row: Shadow masks"); SampleHelper.AddDropDown( intermediateTargetPanel, "Debug Mode", EnumHelper.GetValues(typeof(DeferredGraphicsDebugMode)), (int)deferredGraphicsScreen.DebugMode, item => deferredGraphicsScreen.DebugMode = (DeferredGraphicsDebugMode)item, "Render an intermediate render target to the back buffer for debugging."); var lodPanel = SampleHelper.AddGroupBox(optionsPanel, "Level of detail (LOD)"); SampleHelper.AddCheckBox( lodPanel, "Enable LOD", deferredGraphicsScreen.EnableLod, isChecked => deferredGraphicsScreen.EnableLod = isChecked); var particlePanel = SampleHelper.AddGroupBox(optionsPanel, "Particle rendering"); SampleHelper.AddCheckBox( particlePanel, "Enable soft particles", deferredGraphicsScreen.EnableSoftParticles, isChecked => deferredGraphicsScreen.EnableSoftParticles = isChecked); SampleHelper.AddCheckBox( particlePanel, "Render particles into low-resolution offscreen buffer", deferredGraphicsScreen.EnableOffscreenParticles, isChecked => deferredGraphicsScreen.EnableOffscreenParticles = isChecked); // ----- Shadow mask controls var shadowMaskPanel = SampleHelper.AddGroupBox(optionsPanel, "Shadow Mask"); var blurCheckBox = SampleHelper.AddCheckBox( shadowMaskPanel, "Blur shadow mask", deferredGraphicsScreen.ShadowMaskRenderer.Filter.Enabled, isChecked => deferredGraphicsScreen.ShadowMaskRenderer.Filter.Enabled = isChecked); var bilateralCheckBox = SampleHelper.AddCheckBox( shadowMaskPanel, "Blur is bilateral", ((Blur)deferredGraphicsScreen.ShadowMaskRenderer.Filter).IsBilateral, isChecked => ((Blur)deferredGraphicsScreen.ShadowMaskRenderer.Filter).IsBilateral = isChecked); // Disable bilateral check box if blur is not checked. bilateralCheckBox.IsEnabled = blurCheckBox.IsChecked; var blurIsCheckedProperty = blurCheckBox.Properties.Get <bool>(ToggleButton.IsCheckedPropertyId); var bilateralIsEnabledProperty = bilateralCheckBox.Properties.Get <bool>(UIControl.IsEnabledPropertyId); blurIsCheckedProperty.Changed += bilateralIsEnabledProperty.Change; var anisotropicCheckBox = SampleHelper.AddCheckBox( shadowMaskPanel, "Blur is anisotropic", ((Blur)deferredGraphicsScreen.ShadowMaskRenderer.Filter).IsAnisotropic, isChecked => ((Blur)deferredGraphicsScreen.ShadowMaskRenderer.Filter).IsAnisotropic = isChecked); // Disable anisotropic check box if blur is not checked. anisotropicCheckBox.IsEnabled = blurCheckBox.IsChecked; var anisotropicIsEnabledProperty = anisotropicCheckBox.Properties.Get <bool>(UIControl.IsEnabledPropertyId); blurIsCheckedProperty.Changed += anisotropicIsEnabledProperty.Change; var depthScaleSlider = SampleHelper.AddSlider( shadowMaskPanel, "Blur depth scaling", "F2", 0.0f, 1.0f, ((Blur)deferredGraphicsScreen.ShadowMaskRenderer.Filter).DepthScaling, value => ((Blur)deferredGraphicsScreen.ShadowMaskRenderer.Filter).DepthScaling = value); // Disable depth scale slider if blur is not checked or bilateral/anisotropic is not checked. depthScaleSlider.IsEnabled = blurCheckBox.IsChecked && (bilateralCheckBox.IsChecked || anisotropicCheckBox.IsChecked); EventHandler <EventArgs> setDepthScaleSliderIsEnabledHandler = (s, e) => { depthScaleSlider.IsEnabled = blurCheckBox.IsChecked && (bilateralCheckBox.IsChecked || anisotropicCheckBox.IsChecked); }; blurCheckBox.Click += setDepthScaleSliderIsEnabledHandler; bilateralCheckBox.Click += setDepthScaleSliderIsEnabledHandler; anisotropicCheckBox.Click += setDepthScaleSliderIsEnabledHandler; var halfResCheckBox = SampleHelper.AddCheckBox( shadowMaskPanel, "Use half resolution", deferredGraphicsScreen.ShadowMaskRenderer.UseHalfResolution, isChecked => deferredGraphicsScreen.ShadowMaskRenderer.UseHalfResolution = isChecked); var upsampleDepthSensitivitySlider = SampleHelper.AddSlider( shadowMaskPanel, "Upsample depth sensitivity", "F0", 0.0f, 10000.0f, deferredGraphicsScreen.ShadowMaskRenderer.UpsampleDepthSensitivity, value => deferredGraphicsScreen.ShadowMaskRenderer.UpsampleDepthSensitivity = value); // Disable depth sensitivity slider if half-res is not checked. upsampleDepthSensitivitySlider.IsEnabled = halfResCheckBox.IsChecked; var upsampleDepthSensitivityIsEnabledProperty = upsampleDepthSensitivitySlider.Properties.Get <bool>(UIControl.IsEnabledPropertyId); var halfResIsCheckedProperty = halfResCheckBox.Properties.Get <bool>(ToggleButton.IsCheckedPropertyId); halfResIsCheckedProperty.Changed += upsampleDepthSensitivityIsEnabledProperty.Change; var postProcessingPanel = SampleHelper.AddGroupBox(optionsPanel, "Post processing"); if (hdrFilter != null) { SampleHelper.AddSlider( postProcessingPanel, "Tone mapping middle gray", "F2", 0, 1, hdrFilter.MiddleGray, value => hdrFilter.MiddleGray = value); SampleHelper.AddSlider( postProcessingPanel, "Min exposure", "F2", 0, 10, hdrFilter.MinExposure, value => hdrFilter.MinExposure = value); SampleHelper.AddSlider( postProcessingPanel, "Max exposure", "F2", 0, 10, hdrFilter.MaxExposure, value => hdrFilter.MaxExposure = value); SampleHelper.AddSlider( postProcessingPanel, "Adaption speed", "F2", 0, 0.2f, hdrFilter.AdaptionSpeed, value => hdrFilter.AdaptionSpeed = value); SampleHelper.AddCheckBox( postProcessingPanel, "Enable blue shift", hdrFilter.EnableBlueShift, isChecked => hdrFilter.EnableBlueShift = isChecked); SampleHelper.AddSlider( postProcessingPanel, "Blue shift center", "F4", 0, 0.005f, hdrFilter.BlueShiftCenter, value => hdrFilter.BlueShiftCenter = value); var miscPanel = SampleHelper.AddGroupBox(optionsPanel, "Misc"); SampleHelper.AddDropDown( miscPanel, "Ambient occlusion type", new[] { AmbientOcclusionType.None, AmbientOcclusionType.SSAO, AmbientOcclusionType.SAO, }, (int)deferredGraphicsScreen.LightBufferRenderer.AmbientOcclusionType, item => deferredGraphicsScreen.LightBufferRenderer.AmbientOcclusionType = item); SampleHelper.AddCheckBox( miscPanel, "Draw reticle", deferredGraphicsScreen.DrawReticle, isChecked => deferredGraphicsScreen.DrawReticle = isChecked); } }
// OnLoad() is called when the GameObject is added to the IGameObjectService. protected override void OnLoad() { var particleSystemService = _services.GetInstance <IParticleSystemService>(); // The campfire consists of two particle systems (fire + smoke) and a light source. // // _campfire (SceneNode) // | // +-- _fireParticles (ParticleSystemNode) // | // +-- _smokeParticles (ParticleSystemNode) // | // +-- _light (LightNode) // Use a basic scene node as the root node for the campfire. _campfire = new SceneNode { Name = "Campfire", PoseLocal = new Pose(new Vector3(0, 0, -1)), Children = new SceneNodeCollection() }; // Add fire particles. var contentManager = _services.GetInstance <ContentManager>(); var particleSystem = CreateFire(contentManager); particleSystemService.ParticleSystems.Add(particleSystem); _fireParticles = new ParticleSystemNode(particleSystem) { // The fire effect lies in the xy plane and shoots into the forward direction (= -z axis). // Therefore we rotate the particle system to shoot upwards. PoseLocal = new Pose(new Vector3(0, 0.2f, 0), Matrix.CreateRotationX(ConstantsF.PiOver2)) }; _campfire.Children.Add(_fireParticles); // Add smoke particles. particleSystem = CreateSmoke(contentManager); particleSystemService.ParticleSystems.Add(particleSystem); _smokeParticles = new ParticleSystemNode(particleSystem) { PoseLocal = new Pose(new Vector3(0, 0.2f, 0), Matrix.CreateRotationX(ConstantsF.PiOver2)) }; _campfire.Children.Add(_smokeParticles); // Add a point light that illuminates the environment. var light = new PointLight { Attenuation = 0.1f, Color = new Vector3(1, 0.2f, 0), HdrScale = 20, Range = 4 }; _light = new LightNode(light) { // Optional: We can make this light cast shadows - but this will cost performance! //Shadow = new CubeMapShadow { PreferredSize = 64, FilterRadius = 2, JitterResolution = 2048 }, PoseLocal = new Pose(new Vector3(0, 1f, 0)) }; _campfire.Children.Add(_light); // Add campfire to scene. var scene = _services.GetInstance <IScene>(); scene.Children.Add(_campfire); // Particle effects can be added multiple times to the scene (= "instancing"). // Uncomment the following lines to add a few more instance to the scene. //for (int i = 0; i < 10; i++) //{ // var clone = _campfire.Clone(); // // Set random scale, position, orientation. // clone.ScaleLocal = _random.NextVector3(0.5f, 1.5f); // var pose = _campfire.PoseWorld; // pose.Position.X += _random.NextFloat(-10, 10); // pose.Position.Z += _random.NextFloat(-10, 10); // pose.Orientation = Matrix.CreateRotationY(_random.NextFloat(-ConstantsF.PiOver2, ConstantsF.PiOver2)); // clone.PoseLocal = pose; // scene.Children.Add(clone); //} // Add GUI controls to the Options window. var sampleFramework = _services.GetInstance <SampleFramework>(); var optionsPanel = sampleFramework.AddOptions("Game Objects"); var panel = SampleHelper.AddGroupBox(optionsPanel, "CampfireObject"); SampleHelper.AddCheckBox( panel, "Enable campfire", IsEnabled, isChecked => IsEnabled = isChecked); }