/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(this, new Vector3(0, 0, 0.1f), Vector3.Zero, Vector3.Up); Components.Add(camera); //player = new BCXMLPlayer(Bodies, @"D:\Lab.xml"); base.Initialize(); }
public void Draw(Camera camera) { Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect be in mesh.Effects) { if (Texture != null) { be.Texture = this.Texture; be.TextureEnabled = true; } be.EnableDefaultLighting(); be.World = mesh.ParentBone.Transform * Matrix.CreateScale(HalfSize) * TransformMatrix; be.View = camera.view; be.Projection = camera.projection; be.Alpha = 1f; if (Selected) { if (SelectedTexture != null) { be.Texture = this.SelectedTexture; be.TextureEnabled = true; } be.Alpha = 3; Selected = false; } if (ShowPanel) { if (SelectedTexture_Panel != null) { be.Texture = this.SelectedTexture_Panel; be.TextureEnabled = true; } be.Alpha = 3; } } mesh.Draw(); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { this.IsMouseVisible = true; basicLab = new BasicLab(this); Components.Add(basicLab); panel = new PanelObject(this); Components.Add(panel); camera = new Camera(this, new Vector3(0, 0, 20f), Vector3.Zero, Vector3.Up); Components.Add(camera); //Recorder = new XMLRecorder(basicLab.bodys,@"D:\Lab.xml"); base.Initialize(); }