Geometric primitive class for drawing cubes.
Inheritance: Primitives3D.GeometricPrimitive
Esempio n. 1
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 public Bone(GraphicsDevice graphicsDevice, Bone parent, string name, BoneType type, Vector3 size, Vector3 center)
 {
     this.parent = parent;
     this.name = name;
     this.type = type;
     cube = new CubePrimitive(graphicsDevice, size, center);
     transform = Matrix.CreateScale(new Vector3(1f)) * Matrix.CreateFromQuaternion(Quaternion.Identity) * Matrix.CreateTranslation(Vector3.Zero);
     localTransform = transform;
 }
Esempio n. 2
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        public Renderer(GraphicsDevice device)
        {
            _bufferedRenderCommandsA = new List <RenderCommand>();
            _bufferedRenderCommandsB = new List <RenderCommand>();
            _updatingRenderCommands  = _bufferedRenderCommandsA;

            _renderComandsReady = new ManualResetEvent(false);

            _renderActive    = new ManualResetEvent(false);
            _renderCompleted = new ManualResetEvent(true);
            _cubePrimitive   = _cubePrimitive ?? new CubePrimitive(device);
        }
Esempio n. 3
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		public Renderer(GraphicsDevice device)
		{
			_bufferedRenderCommandsA = new List<RenderCommand>();
			_bufferedRenderCommandsB = new List<RenderCommand>();
			_updatingRenderCommands = _bufferedRenderCommandsA;

			_renderComandsReady = new ManualResetEvent(false);

			_renderActive = new ManualResetEvent(false);
			_renderCompleted = new ManualResetEvent(true);
			_cubePrimitive = _cubePrimitive ?? new CubePrimitive(device);
		}
        private void MonoGameControl_Loaded(object sender, MerjTek.WpfIntegration.GraphicsDeviceEventArgs e)
        {
            // Because this same event is hooked for all 4 controls, we check if the Stopwatch
            // is running to avoid loading our content 4 times.
            if (!watch.IsRunning)
            {
                // Create our 3D cube object
                cube = new CubePrimitive(e.GraphicsDevice);

                // Start the watch now that we're going to be starting our draw loop
                watch.Start();
            }
        }
Esempio n. 5
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 protected override void LoadContent()
 {
     // Initialize our render cube
     renderCube = new CubePrimitive(graphics.GraphicsDevice);
 }
Esempio n. 6
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 public Renderer(GraphicsDevice device)
 {
     _updatingRenderCommands = new List <RenderCommand>();
     _concurrentRenderCommandsThatRepresentAFrame = new ConcurrentQueue <RenderCommand[]>();
     _cubePrimitive = _cubePrimitive ?? new CubePrimitive(device);
 }
Esempio n. 7
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		public Renderer(GraphicsDevice device)
		{
			_updatingRenderCommands = new List<RenderCommand>();
			_concurrentRenderCommandsThatRepresentAFrame = new BlockingCollection<RenderCommand[]>();
            _cubePrimitive = _cubePrimitive ?? new CubePrimitive(device);
		}
Esempio n. 8
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            // TODO test
            Animation3D animation = XmlImporter.Instance.import("../../test.xml");
            XmlExporter.Instance.export("../../output.xml", animation);

            model = new Actor(GraphicsDevice);
            model.setCurAnimation(animation);

            cube = new CubePrimitive(GraphicsDevice, new Vector3(1, 1, 1), new Vector3(0.0f, 0.0f, 0.0f));
            plane = new PlanePrimitive(GraphicsDevice);

            camera.Center = new Vector3(0, 0, 0);
            camera.Distance = 500;
        }
Esempio n. 9
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 public Renderer(GraphicsDevice device)
 {
     _renderCommands = new List <RenderCommand>();
     _cubePrimitive  = new CubePrimitive(device);
 }
Esempio n. 10
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		public Renderer(GraphicsDevice device)
		{
			_renderCommands = new List<RenderCommand>();
			_cubePrimitive = new CubePrimitive(device);
		}
        protected override void Initialize()
        {
            kinectSensor = new Runtime();
              //  kinectSensor.Initialize(RuntimeOptions.UseColor);
            spriteBatch = new SpriteBatch(GraphicsDevice);
            kinectRGBVideo = new Texture2D(GraphicsDevice, 640, 480);
            cube = new CubePrimitive(graphics.GraphicsDevice);

            cubeXPosition = 5;
            cubeyYPosition = 5;
            cubeTranslation = Matrix.CreateTranslation(cubeXPosition, cubeyYPosition, 5);

            currentPrimitive = new SpherePrimitive(graphics.GraphicsDevice, .25f, 5);

            kinectSensor.Initialize(RuntimeOptions.UseColor | RuntimeOptions.UseSkeletalTracking | RuntimeOptions.UseColor);
            kinectSensor.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.ColorYuv);
            kinectSensor.SkeletonFrameReady += new EventHandler<SkeletonFrameReadyEventArgs>(NuiSkeletonFrameReady);
            kinectSensor.VideoFrameReady += new EventHandler<ImageFrameReadyEventArgs>(KinectSensorVideoFrameReady);

            graphics.PreferredBackBufferWidth = 640;
            graphics.PreferredBackBufferHeight = 480;
            graphics.ApplyChanges();

            view = Matrix.CreateLookAt(new Vector3(0, 0, 40), new Vector3(0, 0, -100), Vector3.Up);
            projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4,
                                                        GraphicsDevice.Viewport.AspectRatio,
                                                        1.0f,
                                                        100);

            base.Initialize();
        }
Esempio n. 12
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        /// <summary>
        /// LoadContent はゲームごとに 1 回呼び出され、ここですべてのコンテンツを
        /// 読み込みます。
        /// </summary>
        protected override void LoadContent()
        {
            // 新規の SpriteBatch を作成します。これはテクスチャーの描画に使用できます。
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: this.Content クラスを使用して、ゲームのコンテンツを読み込みます。
            //tex1 = Content.Load<Texture>(string assetName);
            // assetNameで示されるのがコンテンツ?

            //myTexture = Content.Load<Texture2D>("XNAContentTestBMPPhoto1");
            myTexture = Content.Load<Texture2D>("Ane1");

            //tex1 = Content.Load<Texture>("XNAContentTestBMPPhoto1");

            var p1 = new CubePrimitive(GraphicsDevice);
            p1.setTexture(myTexture);

            primitives.Add(p1);
            //primitives.Add(new CubePrimitive(GraphicsDevice));

            wireFrameState = new RasterizerState()
            {
                FillMode = FillMode.WireFrame,
                CullMode = CullMode.None,
            };
        }