Example #1
0
        protected ModelDrawer(Game game)
        {
            Game        = game;
            textures[0] = game.Content.Load <Texture2D>("Textures//red");
            textures[1] = game.Content.Load <Texture2D>("Textures//yellow");
            textures[2] = game.Content.Load <Texture2D>("Textures//purple");
            textures[3] = game.Content.Load <Texture2D>("Textures//orange");
            textures[4] = game.Content.Load <Texture2D>("Textures//green");
            textures[5] = game.Content.Load <Texture2D>("Textures//lightblue");
            textures[6] = game.Content.Load <Texture2D>("Textures//prorange");
            textures[7] = game.Content.Load <Texture2D>("Textures//teal");
            DisplayTypes.Add(typeof(Box), typeof(DisplayBoxTest));
            DisplayTypes.Add(typeof(Sphere), typeof(DisplaySphereTest));
            DisplayTypes.Add(typeof(Capsule), typeof(DisplayCapsuleTest));
            DisplayTypes.Add(typeof(Cylinder), typeof(DisplayCylinderTest));
            DisplayTypes.Add(typeof(Cone), typeof(DisplayConeTest));
            DisplayTypes.Add(typeof(Triangle), typeof(DisplayTriangleTest));
            DisplayTypes.Add(typeof(ConvexHull), typeof(DisplayConvexHullTest));
            DisplayTypes.Add(typeof(MinkowskiSum), typeof(DisplayMinkowskiSumTest));
            DisplayTypes.Add(typeof(WrappedBody), typeof(DisplayWrappedBodyTest));
            DisplayTypes.Add(typeof(CompoundBody), typeof(DisplayCompoundBodyTest));
            DisplayTypes.Add(typeof(FluidVolume), typeof(DisplayFluidTest));
            DisplayTypes.Add(typeof(Terrain), typeof(DisplayTerrainTest));
            DisplayTypes.Add(typeof(TriangleMesh), typeof(DisplayTriangleMeshTest));

            fillState               = new RasterizerState();
            wireframeState          = new RasterizerState();
            wireframeState.FillMode = FillMode.WireFrame;
        }
Example #2
0
        private void InitializeProperties()
        {
            queryFilter          = new EarthquakeQueryFilter();
            queryResults         = new Collection <EarthquakeViewModel>();
            displayTypes         = new ObservableCollection <FeatureLayerViewModel>();
            filteredQueryResults = new ObservableCollection <EarthquakeViewModel>();
            SelectedMapMode      = MapControlModes.FirstOrDefault();

            foreach (FeatureLayer featureLayer in mapModel.StyleLayerOverlay.Layers.OfType <FeatureLayer>())
            {
                DisplayTypes.Add(new FeatureLayerViewModel(featureLayer));
            }
            SelectedFeatureLayer = DisplayTypes.FirstOrDefault();
        }