internal void DrawBoundingSphere(Matrix view, Matrix projection, GameObject boundingSphereModel) { Matrix scaleMatrix = Matrix.CreateScale(BoundingSphere.Radius); Matrix translateMatrix = Matrix.CreateTranslation(BoundingSphere.Center); Matrix worldMatrix = scaleMatrix * translateMatrix; foreach (ModelMesh mesh in boundingSphereModel.Model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = worldMatrix; effect.View = view; effect.Projection = projection; } mesh.Draw(); } }
/// <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() { ground = new GameObject(); gameCamera = new Camera(); boundingSphere = new GameObject(); bullets = new List<Bullet>(); base.Initialize(); }