public Polygon_Tree_Node(Polygon poly) { polygon = poly; left_part_start_normal = -1; left_part_end_normal = -1; right_part_end_normal = -1; }
/// <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. General_VPC_Buffer.device = GraphicsDevice; spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("SpriteFont1"); World_Effect = Content.Load<Effect>("World_Effect").Clone(); World_Effect.Parameters["World"].SetValue(Matrix.Identity); World_Effect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0, 0, -10), new Vector3(0, 0, 0), new Vector3(0, 1, 0))); World_Effect.Parameters["Projection"].SetValue(Matrix.CreateOrthographic(-10, 10, 6, 1000)); GraphicsDevice.BlendState = BlendState.Additive; GraphicsDevice.RasterizerState = RasterizerState.CullNone; poly = new Polygon(); List<Vector3> points; points = new List<Vector3>(); //points.Add(new Vector3(1, 1, 0)); //points.Add(new Vector3(-1, 1, 0)); //points.Add(new Vector3(-1, -1, 0)); //points.Add(new Vector3(1, -1, 0)); points.Add(new Vector3(1, 1, 0)); points.Add(new Vector3(0.5f, 1.5f, 0)); points.Add(new Vector3(-0.5f, 1.5f, 0)); points.Add(new Vector3(-1, 1, 0)); points.Add(new Vector3(-1, -1, 0)); points.Add(new Vector3(-0.5f, -1.5f, 0)); points.Add(new Vector3(0.5f, -1.5f, 0)); points.Add(new Vector3(1, -1, 0)); poly.Set(points); }