public CentralUnit() { patientMarkers = new List<MarkerNode>(); //equipmentMarkers = new List<MarkerNode>(); equipmentMarkers = new Hashtable(); markerM = new MarkerModule(); patient = new PatientModule(); }
/// <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 // Initialize the GoblinXNA framework State.InitGoblin(graphics, Content, ""); MM = new MarkerModule(); central = new CentralUnit(); // Initialize the scene graph scene = new Scene(this); // Use the newton physics engine to perform collision detection scene.PhysicsEngine = new NewtonPhysics(); // Set up optical marker tracking // Note that we don't create our own camera when we use optical marker // tracking. It'll be created automatically SetupMarkerTracking(); // Set up the lights used in the scene CreateLights(); //adds markers to the scene to be detected and IDed by goggles patients = central.getAllPatientMarkers(scene); equipment = central.getAllEquipmentMarkers(scene); AddMarkersToScene(); // Create 3D objects // Use per pixel lighting for better quality (If you using non NVidia graphics card, // setting this to true may reduce the performance significantly) scene.PreferPerPixelLighting = true; // Enable shadow mapping // NOTE: In order to use shadow mapping, you will need to add 'PostScreenShadowBlur.fx' // and 'ShadowMap.fx' shader files as well as 'ShadowDistanceFadeoutMap.dds' texture file // to your 'Content' directory scene.EnableShadowMapping = false; // Show Frames-Per-Second on the screen for debugging State.ShowFPS = false; base.Initialize(); }