/// <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() { LocalPlayerRegistry.InitialisePlayer(PlayerIndex.One); // TODO: Add your initialization logic here _inputManager = new Input(this); _inputManager.AddCommandToCheckKeyboard(Keys.W, Keys.A, Keys.S, Keys.D, Keys.Q, Keys.E); _inputs = _inputManager.RetrieveInputContainer; //_test = new ANSKTest(this, Vector3.Zero, 3, Content.Load<ANSKModelContent>("CubeTest")); //_test._model.PlayAnimation("One"); //_test._model.PauseAnimation(); //_camera = new Camera(this, Vector3.Backward * 15, Vector3.Forward, Vector3.Up); _camera = new Camera(this, Vector3.Backward * 20, Vector3.Forward, Vector3.Up); _camera.Target = new GameObject(this, Matrix.Identity.Translation); //_camera.TargetPos = Matrix.Identity.Translation; //_camera.Target = _test; _camera.TargetSpecified = true; _model = new ANSKModel(Content.Load<ANSKModelContent>("CubeTest")); _model.ManualInitialise(GraphicsDevice, Content.Load<Effect>("Effects/AnimatableModel"), this); _model.PlayAnimation("One"); //_camera.Translate(Vector3.Left * 15); //_camera.Translate(Vector3.Forward * 15); //_model = Content.Load<ANSKModel>("CubeTest"); world = Matrix.CreateTranslation(0, 0, 0); view = Matrix.CreateLookAt(new Vector3(0, 0, 3), new Vector3(0, 0, 0), new Vector3(0, 1, 0)); proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 480f, 0.01f, 100f); _modelTrans = Matrix.CreateTranslation(Vector3.Zero);// *Matrix.CreateScale(50); base.Initialize(); }
public void Draw(GameTime gameTime, Matrix transform, Camera c) { /*Matrix[] bones = _player.GetSkinTransforms(); Matrix[] transforms = new Matrix[_model.Bones.Count]; _model.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in _model.Meshes) { Matrix worldProj = transforms[mesh.ParentBone.Index] * c.View * c.Projection; foreach (Effect effect in mesh.Effects) { effect.Parameters["worldProj"].SetValue(worldProj); //effect.Parameters["modelTexture"].SetValue(_modelTexture); effect.Parameters["bones"].SetValue(bones); effect.Parameters["vsArrayIndex"].SetValue(vsindex); effect.Parameters["psArrayIndex"].SetValue(psindex); effect.CurrentTechnique.Passes[0].Apply(); } mesh.Draw(); }*/ }
public void Draw(GameTime gameTime, Camera cam) { base.Draw(gameTime); _model.Draw(gameTime, _main, cam); }