internal Enemy(Vector3 position, Vector3 rotation, float modelScale, GameStage game) : base(position, rotation, game) { this.relativeForward = this.Forward = Vector3.Forward; this.relativeRight = this.Right = Vector3.Right; this.lastFramePosition = position; this.modelScale = modelScale; boneTransformations = new Matrix[model.Bones.Count]; this.boundingBox = OBB.CreateFromSphereForEnemies(model.Meshes[0].BoundingSphere, position, 0.04f, base.rotationMatrix);; }
internal Boid(Vector3 position, Vector3 rotation, GameStage game) : base(position, rotation, Vector3.Zero, 100) { this.position = position; acceleration = velocity = seekVelocity = Vector3.Zero; this.game = game; }