public RenderableCloth(float sizex, float sizey, float posx, float posy, float posz) : base() { wireframe = false; mouse_anchor = new RenderableVertex(); pw = new PhysicWrapper(); tm = TextureManager.Instance; texture_id = 1; setAwningPoints(sizex, sizey, posx, posy, posz); // float[] tmp = new float[3] { 0, 0, 0 }; //dop = new VolumeSubdivision(tmp); //InitDop(); }
public RenderableWall(float w, float h) : base() { //int i; width = w; heigth = h; tm = TextureManager.Instance; texture_id = 0; points = new float[,] { { -width * 0.5f, -heigth * 0.66f, z }, { width * 0.5f, -heigth * 0.66f, z }, { width * 0.5f, heigth * 0.33f, z }, { -width * 0.5f, heigth * 0.33f, z } }; float[] tmp = new float[3] { 0, 0, z }; //dop = new VolumeSubdivision(tmp); //for(i=0; i<4; i++) { // tmp = new float[3] {points[i,0],points[i,1],points[i,2]}; // dop.AddVertex(tmp,i); //} }