Esempio n. 1
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        } // DrawBoundingSphere

        #endregion

        #region Draw curve

        /// <summary>
        /// Draws a curve in world space.
        /// </summary>
        public static void Draw3DCurve(Curve3D curve, Color color, int step = 50)
        {
            if (!hasBegun || begin2D || primitiveType != PrimitiveType.LineList)
            {
                throw new InvalidOperationException("Line Manager: you have to call Begin in 3D mode and with PrimitiveType.LineList selected.");
            }

            AddVertex(curve.GetPoint(0), color);
            for (float i = curve.CurveTotalTime / step; i < curve.CurveTotalTime; i = i + (curve.CurveTotalTime / step))
            {
                AddVertex(curve.GetPoint(i), color);
                AddVertex(curve.GetPoint(i), color);
            }
            AddVertex(curve.GetPoint(curve.CurveTotalTime), color);
        } // Draw3DCurve
 } // Update
 
 /// <summary>
 /// Add particle.
 /// </summary>
 /// <param name="step">Step from last position to current position</param>
 protected override void AddParticle(float step)
 {
     // The position of the object.
     Vector3 objectPosition = Vector3.Lerp(previousPosition, Object.WorldPosition, step);
     // The matrix that will be used to transform the curve to the correct position.
     Matrix particleMatrix = Object.WorldRotation * Matrix.CreateTranslation(objectPosition);
     // Calculate the particle position using a random curve’s point and transforming it with the previous matrix.
     Vector3 particlePosition = Vector3.Transform(curve.GetPoint((float)random.NextDouble() * curve.CurveTotalTime), particleMatrix);
     // Add the particle.
     ParticleSystem.AddParticle(particlePosition, velocity);
 } // AddParticle