Exemple #1
0
        protected override void BuildSphereAndGeometryNodes(ComponentManifest manifest, SceneNode parent)
        {
            BoundingSphere bound = new BoundingSphere();

            bound.Center = Vector3.Zero;
            // TODO: P2: Magic number?
            bound.Radius = 120.0f;
            ExplicitBoundingSphereNode meshBound = new ExplicitBoundingSphereNode(bound);

            parent.AddChild(meshBound);

            // Create the default material
            EffectApplication defaultMaterial = new EffectApplication(mEffect, mSettings.RenderState);

            defaultMaterial.AddParamSetter(new ParticlesParamSetter(delegate() { return(mCurrentTime); }));

            ParticleSystemGeometryNode geometry = new ParticleSystemGeometryNode(mParticleData, delegate() { mDrawCounter++; }, defaultMaterial);

            meshBound.AddChild(geometry);

            // It won't cast a shadow.
            geometry.AddMaterial(TraversalContext.MaterialFlags.ShadowMap, null);
        }
        protected override void BuildSphereAndGeometryNodes(ComponentManifest manifest, SceneNode parent)
        {
            BoundingSphere bound = new BoundingSphere();
            bound.Center = Vector3.Zero;
            // TODO: P2: Magic number?
            bound.Radius = 120.0f;
            ExplicitBoundingSphereNode meshBound = new ExplicitBoundingSphereNode(bound);
            parent.AddChild(meshBound);

            // Create the default material
            EffectApplication defaultMaterial = new EffectApplication(mEffect, mSettings.RenderState);
            defaultMaterial.AddParamSetter(new ParticlesParamSetter(delegate() { return mCurrentTime; }));

            ParticleSystemGeometryNode geometry = new ParticleSystemGeometryNode(mParticleData, delegate() { mDrawCounter++; }, defaultMaterial);
            meshBound.AddChild(geometry);

            // It won't cast a shadow.
            geometry.AddMaterial(TraversalContext.MaterialFlags.ShadowMap, null);
        }