Example #1
0
        /// <summary>
        /// Create a new car device, and load the mesh data for it
        /// </summary>
        /// <param name="device">D3D device to use</param>
        public Car(Device device)
        {
            // Create our car mesh
            carMesh = DriverGame.LoadMesh(device, @"..\..\car.x", ref carMaterials, ref carTextures);

            // We need to calculate a bounding sphere for our car
            VertexBuffer vb = carMesh.VertexBuffer;

            try
            {
                // We need to lock the entire buffer to calculate this
                GraphicsStream stm = vb.Lock(0, 0, LockFlags.None);
                Vector3        center; // We won't use the center, but it's required
                float          radius = Geometry.ComputeBoundingSphere(stm,
                                                                       carMesh.NumberVertices, carMesh.VertexFormat, out center);

                // All we care about is the diameter.  Store that
                carDiameter = (radius * 2) * Scale;
            }
            finally
            {
                // No matter what, make sure we unlock and dispose this vertex
                // buffer.
                vb.Unlock();
                vb.Dispose();
            }
        }
Example #2
0
 static void Main()
 {
     using (DriverGame frm = new DriverGame())
     {
         frm.Show();
         frm.InitializeGraphics();
         Application.Run(frm);
         frm.SaveHighScores();
     }
 }
Example #3
0
        public Obstacle(Device device, float x, float y, float z)
        {
            //create our obstacle mesh from the car
            obstacleMesh = DriverGame.LoadMesh(device, @"..\..\car.x", ref obstacleMaterials, ref obstacleTextures);
            // Store our position
            position = new Vector3(x, y, z);


            // Set the obstacle color
            //obsMaterials = new Material();
            //Color objColor = ObstacleColors[Utility.Rnd.Next(ObstacleColors.Length)];
            //obstacleMaterials[0].Ambient = objColor;
            //obstacleMaterials[0].Diffuse = objColor;
        }