Ejemplo n.º 1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            basicEffect = new BasicEffect(GraphicsDevice);

            LedorSystem = new ParticleSystem("Sans titre", 10000, 1, BlendState.NonPremultiplied, false, Content, GraphicsDevice);
            LedorSystem.SetViewProjection(
                Matrix.CreateLookAt(
                    new Vector3(50 * (float)Math.Sin(angle), 2, 50 * (float)Math.Cos(angle)),
                    new Vector3(0, 0, 0),
                    Vector3.UnitY),
                projection);

            var sphere1 = Solids.Sphere(new SphereOptions {
                Radius = 1, Center = new Vector3(-0.5f, 0, 0), SolidColor = Color.White
            });
            var sphere2 = Solids.Sphere(new SphereOptions {
                Radius = 1, Center = new Vector3(0.5f, 0, 0), SolidColor = Color.Red
            });
            var sphere1XNA = sphere1.Substract(sphere2);

            ListMesh = Convertor.csgToMeshesWithCache(sphere1XNA);

            vertices = new VertexPositionColorNormal[ListMesh.Count][];
            indices  = new short[ListMesh.Count][];

            for (int M = 0; M < ListMesh.Count; ++M)
            {
                Mesh ActiveMesh = ListMesh[M];
                vertices[M] = new VertexPositionColorNormal[ActiveMesh.vertices.Count];

                for (int V = 0; V < ActiveMesh.vertices.Count; ++V)
                {
                    vertices[M][V] = new VertexPositionColorNormal()
                    {
                        Position = ActiveMesh.vertices[V],
                        Color    = Color.FromNonPremultiplied((int)ActiveMesh.colors[V][0],
                                                              (int)ActiveMesh.colors[V][1],
                                                              (int)ActiveMesh.colors[V][2],
                                                              (int)ActiveMesh.colors[V][3]),
                        Normal = new Vector3()
                    };
                }


                indices[M] = new short[ActiveMesh.triangles.Count * 3];

                for (int T = 0; T < ActiveMesh.triangles.Count; ++T)
                {
                    indices[M][T * 3]     = (short)ActiveMesh.triangles[T][0];
                    indices[M][T * 3 + 1] = (short)ActiveMesh.triangles[T][1];
                    indices[M][T * 3 + 2] = (short)ActiveMesh.triangles[T][2];
                }

                CalculateNormals(vertices[M], indices[M]);
            }
        }