Esempio n. 1
0
        //
        // Zusammenfassung:
        //     Called when the component needs to load graphics resources.  Override this
        //     method to load any component-specific graphics resources.
        //
        // Parameter:
        //   loadAllContent:
        //     true if all graphics resources need to be loaded; false if only manual resources
        //     need to be loaded.

        protected override void LoadContent()
        {
            if (modelName != "")
            {
                if (Model != null)
                {
                    Model.Parent = null;
                }
                Model = new Model(game, modelName);
            }
        }
Esempio n. 2
0
        private void InitModel()
        {
            ComputeTangentFrame();

            vertexDeclaration = new VertexDeclaration(
                game.Graphics.Device,
                VertexPositionNormalBinormalTangentTexture.VertexElements);

            vertexBuffer = new VertexBuffer(game.Graphics.Device,
                                            VertexPositionNormalBinormalTangentTexture.SizeInBytes * (vertexArray.Length),
                                            BufferUsage.None);

            vertexBuffer.SetData(vertexArray);

            indexBuffer = new IndexBuffer(
                game.Graphics.Device,
                sizeof(short) * index.Length,
                BufferUsage.None,
                IndexElementSize.SixteenBits
                );

            // Set the data in the index buffer to our array
            indexBuffer.SetData(
                index);

            myMesh[0] = new VbIbAdapterMesh(game, vertexBuffer, indexBuffer, vertexDeclaration, indexCount, vertexCount, "CanyonSegment");
            IMaterial[] tmp = new IMaterial[1];
            tmp[0] = material;

            Model = new Model(game, myMesh, tmp, "CanyonModel");

            CreateAllSegmentBoxes();

            /*
             * if (globalIndex == 4)
             * {
             *   //Vector3 forward = new Vector3(1, 1, -3);
             *   //Vector3 up = Vector3.Cross(forward, new Vector3(0,0,-1));
             *
             *   //createBoxFromVectorsAndPostion(forward, up, 30, Vector3.Zero);
             *   createCanyonBoxes(new Vector3(0, 0, 400), new Vector3(0, 0, 200), new Vector3(50, 0, 0), new Vector3(0, 50, 0), 4);
             * }
             */
            /*
             * XnaDevRu.Physics.BoxShapeData = new BoxShapeData();
             *
             *
             * Model.CollisionShapes.Add(b);
             * AddShape(b);*/
        }
Esempio n. 3
0
        /// <summary>
        /// Called when graphics resources need to be loaded. Override this method to load any component-specific graphics resources.
        /// </summary>
        protected override void LoadContent()
        {
            base.LoadContent();

            IMesh[] meshes = new IMesh[1];

            // vertex declaration
            VertexElement[] velements = new VertexElement[1];
            velements[0] = new VertexElement(0, 0, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Position, 0);
            VertexDeclaration vdecl = new VertexDeclaration(game.Graphics.Device, velements);

            // vertices
            Vector3[] verts = new Vector3[8];
            verts[0] = new Vector3(-10, -10, -10);
            verts[1] = new Vector3(-10, -10, 10);
            verts[2] = new Vector3(-10, 10, -10);
            verts[3] = new Vector3(-10, 10, 10);
            verts[4] = new Vector3(10, -10, -10);
            verts[5] = new Vector3(10, -10, 10);
            verts[6] = new Vector3(10, 10, -10);
            verts[7] = new Vector3(10, 10, 10);

            // vb
            VertexBuffer vb = new VertexBuffer(game.Graphics.Device,
                                               vdecl.GetVertexStrideSize(0) * verts.Length,
                                               BufferUsage.None);

            vb.SetData <Vector3>(verts);

            // indices
            short[] indices = new short[36];
            indices[0]  = 0;
            indices[1]  = 2;
            indices[2]  = 6;
            indices[3]  = 6;
            indices[4]  = 4;
            indices[5]  = 0;
            indices[6]  = 0;
            indices[7]  = 1;
            indices[8]  = 2;
            indices[9]  = 2;
            indices[10] = 1;
            indices[11] = 3;
            indices[12] = 3;
            indices[13] = 1;
            indices[14] = 5;
            indices[15] = 5;
            indices[16] = 7;
            indices[17] = 3;
            indices[18] = 7;
            indices[19] = 5;
            indices[20] = 6;
            indices[21] = 6;
            indices[22] = 5;
            indices[23] = 4;
            indices[24] = 4;
            indices[25] = 5;
            indices[26] = 1;
            indices[27] = 1;
            indices[28] = 0;
            indices[29] = 4;
            indices[30] = 2;
            indices[31] = 3;
            indices[32] = 6;
            indices[33] = 6;
            indices[34] = 3;
            indices[35] = 7;

            // ib
            IndexBuffer ib = new IndexBuffer(
                game.Graphics.Device,
                sizeof(short) * indices.Length,
                BufferUsage.None,
                IndexElementSize.SixteenBits
                );

            ib.SetData <short>(indices);

            meshes[0] = mesh = new VbIbAdapterMesh(game, vb, ib, vdecl, 12, 8, "Sky");

            IMaterial[] materials = new IMaterial[1];
            materials[0] = material = Material.Create(game, name, InstancingType.None);

            model = new Model(game, meshes, materials, "Sky");
        }