Example #1
0
        private void DrawWheel(Wheel wh, bool rotated)
        {
            Camera camera = ((JiggleGame)this.Game).Camera;

            foreach (ModelMesh mesh in wheel.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    float steer = wh.SteerAngle;

                    Matrix rot;
                    if (rotated) rot = Matrix.CreateRotationY(MathHelper.ToRadians(180.0f));
                    else rot = Matrix.Identity;

                    effect.World = rot * Matrix.CreateRotationZ(MathHelper.ToRadians(-wh.AxisAngle)) * // rotate the wheels
                        Matrix.CreateRotationY(MathHelper.ToRadians(steer)) *
                        Matrix.CreateTranslation(wh.Pos + wh.Displacement * wh.LocalAxisUp) * car.Chassis.Body.Orientation * // oritentation of wheels
                        Matrix.CreateTranslation(car.Chassis.Body.Position); // translation

                    effect.View = camera.View;
                    effect.Projection = camera.Projection;
                    effect.EnableDefaultLighting();
                    effect.PreferPerPixelLighting = true;
                }
                mesh.Draw();
            }
        }
Example #2
0
        private void DrawWheel(Wheel wh, bool rotated)
        {
            //foreach (ModelMesh mesh in wheel.Meshes)
            {
                //foreach (BasicEffect effect in mesh.Effects)
                {
                    float steer = wh.SteerAngle;

                    /*Matrix rot;
                    if (rotated) rot = Matrix.CreateRotationY(MathHelper.ToRadians(180.0f));
                    else rot = Matrix.Identity;

                    effect.World = rot * Matrix.CreateRotationZ(MathHelper.ToRadians(-wh.AxisAngle)) * // rotate the wheels
                        Matrix.CreateRotationY(MathHelper.ToRadians(steer)) *
                        Matrix.CreateTranslation(wh.Pos + wh.Displacement * wh.LocalAxisUp) * car.Chassis.Body.Orientation * // oritentation of wheels
                        Matrix.CreateTranslation(car.Chassis.Body.Position); // translation
                    */
                }
                //mesh.Draw();
            }
        }