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Scenery.cs
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Scenery.cs
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using StereoKit;
using StereoKit.Framework;
using System;
namespace VRConchRepublic
{
public class Scenery : IStepper
{
private const float shipY = 0.75f;
readonly Random rand = new Random();
readonly Pose bambooBeachChairPose = new Pose(-2f, 0.35f, -1.5f, Quat.FromAngles(0f, -35f, 0f));
readonly Pose bambooBeachChair2Pose = new Pose(2f, 0.35f, -1.5f, Quat.FromAngles(0f, 35f, 0f));
readonly Pose beachPose = new Pose(0, 0.35f, 0f, Quat.Identity);
Model beachModel;
Model shipModel;
readonly Pose beachTablePose = new Pose(0, 0.35f, 0f, Quat.Identity);
Model beachTableModel;
Pose signPostPose;
Model signPostModel;
private readonly int numPalmTrees = 50;
private readonly int numBananaTrees = 30;
Model PalmTreeModel;
Model BananaTreeModel;
Model BambooBeachChairModel;
Model BambooBeachChairModel2;
Model[] palmTreeModels;
Model[] bananaTreeModels;
Pose[] palmTreeModelsPose;
Matrix[] palmTreeModelsMatrix;
Pose[] bananaTreeModelsPose;
Matrix[] bananaTreeModelsMatrix;
readonly double rangeMax = 1f;
readonly double rangeMin = 0.25f;
readonly double rangeBananaScaleMax = 3.5f;
readonly double rangeBananaScaleMin = 2f;
double range;
double range2;
public bool Enabled => false;
public bool Initialize()
{
palmTreeModels = new Model[numPalmTrees];
palmTreeModelsPose = new Pose[numPalmTrees];
palmTreeModelsMatrix = new Matrix[numPalmTrees];
bananaTreeModels = new Model[numBananaTrees];
bananaTreeModelsPose = new Pose[numBananaTrees];
bananaTreeModelsMatrix = new Matrix[numBananaTrees];
range = rangeMax - rangeMin;
range2 = rangeBananaScaleMax - rangeBananaScaleMin;
// Set up some nice lighting, and a background.
Renderer.SkyTex = Tex.FromCubemapEquirectangular("001.png", out SphericalHarmonics lighting);
lighting.Brightness(15f);
Renderer.SkyLight = lighting;
Renderer.SetClip(0.08f, 76f);
beachModel = Model.FromFile("Beach.glb");
BananaTreeModel = Model.FromFile("Banana_Plant_01.glb");
PalmTreeModel = Model.FromFile("PalmTree2.glb");
BambooBeachChairModel = Model.FromFile("beach_chair.glb");
BambooBeachChairModel2 = BambooBeachChairModel.Copy();
beachTableModel = Model.FromFile("BeachTable.glb");
for (int i = 0; i < numPalmTrees; i++)
{
palmTreeModels[i] = PalmTreeModel.Copy();
var randNegPos = rand.Next(0, 100) > 50 ? 1 : -1;
var x = (float)rand.Next(5, 50) * randNegPos;
var z = (float)rand.Next(-50, 50);
var thisPostion = new Vec3(x, 0, z);
thisPostion.y = GetRangeCorrectedYPosition(thisPostion, 0, 50, 0f, -1.25f);
palmTreeModelsPose[i] = new Pose(thisPostion, Quat.FromAngles((float)rand.Next(-10, 10), (float)rand.Next(-180, 180), (float)rand.Next(-5, 5)));
palmTreeModelsMatrix[i] = palmTreeModelsPose[i].ToMatrix(GetRandomScaleValue());
var anim = rand.Next(0, 100) > 50 ? "PalmSway1" : "PalmSway2";
palmTreeModels[i].PlayAnim(anim, AnimMode.Loop);
}
for (int i = 0; i < numBananaTrees; i++)
{
bananaTreeModels[i] = BananaTreeModel.Copy();
var randNegPos = rand.Next(0, 100) > 50 ? 1 : -1;
var x = (float)rand.Next(8, 35) * randNegPos;
var z = (float)rand.Next(-50, 50);
var thisPostion = new Vec3(x, 0, z);
thisPostion.y = GetRangeCorrectedYPosition(thisPostion, 0, 50, 0.5f, -1f);
bananaTreeModelsPose[i] = new Pose(thisPostion, Quat.FromAngles((float)rand.Next(-10, 10), (float)rand.Next(-180, 180), (float)rand.Next(-5, 5)));
bananaTreeModelsMatrix[i] = bananaTreeModelsPose[i].ToMatrix(GetRandomScaleValue2());
bananaTreeModels[i].PlayAnim("BananaTreeSway", AnimMode.Loop);
}
shipModel = Model.FromFile("ship.glb");
shipModel.PlayAnim("BoatRock", AnimMode.Loop);
signPostModel = Model.FromFile("SignPost.glb");
signPostPose = new Pose(-4.0f, 0.25f, -3f, Quat.FromAngles(new Vec3((float)rand.Next(-10, 10), -115f, (float)rand.Next(-5, 5))));
return true;
}
private float GetRangeCorrectedYPosition(Vec3 thisPostion, float distanceMin, float distanceMax, float yMin, float yMax)
{
//This routine comes from: https://stackoverflow.com/questions/14224535/scaling-between-two-number-ranges
//The beach slopes down as distance increases from the viewer (in all directions).
//So, we want the trees Y position to go down the further they get created from the viewer.. (so they dont appear to be floating in the distance)
float distanceSquared = Vec3.DistanceSq(Vec3.Zero, thisPostion);
var actualDistance = SKMath.Sqrt(distanceSquared);
var percent = (actualDistance - distanceMin) / (distanceMax - distanceMin);
return percent * (yMax - yMin) + yMin;
}
public void Step()
{
Hierarchy.Push(World.BoundsPose.ToMatrix());
beachModel.Draw(beachPose.ToMatrix());
beachTableModel.Draw(beachTablePose.ToMatrix());
signPostModel.Draw(signPostPose.ToMatrix());
BambooBeachChairModel.Draw(bambooBeachChairPose.ToMatrix());
BambooBeachChairModel2.Draw(bambooBeachChair2Pose.ToMatrix());
for (int i = 0; i < numPalmTrees; i++)
{
palmTreeModels[i].Draw(palmTreeModelsMatrix[i]);
}
for (int i = 0; i < numBananaTrees; i++)
{
bananaTreeModels[i].Draw(bananaTreeModelsMatrix[i]);
}
//Move the boat in a circular pattern around the island
float shipRotateScale = -65f;
float shipSpeedFactor = 0.003f;
Vec3 atShipPosition = V.XYZ((float)Math.Sin(Time.Totalf * shipSpeedFactor) * shipRotateScale, shipY, (float)Math.Cos(Time.Totalf * shipSpeedFactor) * shipRotateScale);
Quat rotBoat = Quat.LookAt(atShipPosition, new Vec3(0, 1, 0));
Globals.shipMatrix = Matrix.TRS(atShipPosition, rotBoat, 0.1f);
shipModel.Draw(Globals.shipMatrix);
Hierarchy.Pop();
}
private float GetRandomScaleValue()
{
double sample = rand.NextDouble();
double scaled = (sample * range) + rangeMin;
return (float)scaled;
}
private float GetRandomScaleValue2()
{
double sample = rand.NextDouble();
double scaled = (sample * range2) + rangeBananaScaleMin;
return (float)scaled;
}
public void Shutdown()
{ }
}
}