public Creature(Vector2 startPosition) { var collisionGroup = new Physic3DCollisionGroup(); //collisionGroup.DefineCollisionWith(Physic3DCollisionGroup.DefaulCollisionGroup); Behavior = new CreatureBehavior(); entity = new Entity("Creature" + _creatureCount++) .AddComponent(new Transform3D {Position = new Vector3(startPosition.X, 0, startPosition.Y), Scale = new Vector3(2)}) .AddComponent(new MaterialsMap(new BasicMaterial(Color.BlueViolet))) .AddComponent(Model.CreateSphere()) .AddComponent(new SphereCollider()) .AddComponent(new RigidBody3D {Mass = 3, EnableContinuousContact = true, CollisionGroup = collisionGroup}) .AddComponent(new ModelRenderer()) .AddComponent(Behavior); }
public Creature(Vector2 startPosition) { var collisionGroup = new Physic3DCollisionGroup(); //collisionGroup.DefineCollisionWith(Physic3DCollisionGroup.DefaulCollisionGroup); Behavior = new CreatureBehavior(); entity = new Entity("Creature" + _creatureCount++) .AddComponent(new Transform3D { Position = new Vector3(startPosition.X, 0, startPosition.Y), Scale = new Vector3(2) }) .AddComponent(new MaterialsMap(new BasicMaterial(Color.BlueViolet))) .AddComponent(Model.CreateSphere()) .AddComponent(new SphereCollider()) .AddComponent(new RigidBody3D { Mass = 3, EnableContinuousContact = true, CollisionGroup = collisionGroup }) .AddComponent(new ModelRenderer()) .AddComponent(Behavior); }