/// <summary> /// Method to draw map and all its contents /// </summary> /// <param name="gfxDevice">Graphics device instance</param> /// <param name="projection">projection matrix</param> /// <param name="view">view matrix</param> /// <param name="lightsSetup">lights setup array as required by all static objects</param> /// <param name="fogColor">fog color as a vector3</param> /// <param name="fogSetup">fog setup as required by all static objects</param> /// <param name="basicEffect">basic effect class to enable primative drawing</param> /// <param name="camPos">camera position (note: N O T the focus point - used to translate the skybox when its drawn)</param> public static void DrawMap(GraphicsDevice gfxDevice, Matrix projection, ContentManager contentMgr, Matrix view, Vector3[] lightsSetup, Vector3 fogColor, int[] fogSetup, BasicEffect basicEffect, Vector3 camPos) { //Draw skybox if (skyBoxDrawer != null) { skyBoxDrawer.Draw(view, projection, gfxDevice); } //Draw all objects: foreach (Object item in BBNMap.content.Values) { if (shouldDrawPathNodeConnections) { if (item is Node) { for (int i = 0; i < (item as Node).getEdgeCount(); ++i) // draw all edges { Edge e = (item as Node).getEdge(i); Algorithms.Draw3DLine(Color.Red, e.node1.Position, e.node2.Position, basicEffect, gfxDevice, projection, view, Matrix.Identity); } } } if (item is Drawer) { (item as Drawer).Draw(view, projection, lightsSetup, fogColor, fogSetup); } else if (item is Marker) { Drawer dTemp = new Drawer((item as Marker).Position, contentMgr, true); dTemp.addAttribute("modelName", MODEL_USED_FOR_MAP_EDITOR); dTemp.addAttribute("x", Convert.ToString((item as Marker).Position.X)); dTemp.addAttribute("y", Convert.ToString((item as Marker).Position.Y)); dTemp.addAttribute("z", Convert.ToString((item as Marker).Position.Z)); dTemp.addAttribute("scaleX", "0.25"); dTemp.addAttribute("scaleY", "0.25"); dTemp.addAttribute("scaleZ", "0.25"); dTemp.addAttribute("yaw", "0"); dTemp.addAttribute("pitch", "0"); dTemp.addAttribute("roll", "0"); dTemp.onAttributeChange(); dTemp.update(new KeyboardState(), new GamePadState(), new GamePadState()); dTemp.Draw(view, projection, lightsSetup, fogColor, fogSetup); } } }