/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc); path.AddCircularObstacle(Vector3.Zero, 10); path.AddCircularObstacle(new Vector3(0, 20, 0), 15); path.AddCircularObstacle(new Vector3(200), 10); foreach (var item in path.Obstacles) { SphericalObstacle SphericalObstacle = item as SphericalObstacle; DebugSphere s = new DebugSphere(SphericalObstacle.Center, SphericalObstacle.Radius, Color.Blue); ddrawer.AddShape(s); } //DebugSphere.WireFrameEnabled = true; DebugLines dls = new DebugLines(); ddrawer.AddShape(dls); for (int i = 0; i < path.PolyPath.pointCount - 1; i++) { dls.AddLine(path.PolyPath.points[i], path.PolyPath.points[i] + Vector3.Up * 200, Color.Brown); dls.AddLine(path.PolyPath.points[i], path.PolyPath.points[i + 1], Color.Red); } dls.AddLine(path.PolyPath.points[path.PolyPath.pointCount - 1], path.PolyPath.points[path.PolyPath.pointCount - 1] + Vector3.Up * 200, Color.Brown); PlugIn = new PedestrianPlugIn(this.World, path, (pd) => { SimpleModel simpleModel = new SimpleModel(factory, "Model//block"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Green), TextureType.DIFFUSE); ///Physic info (position, rotation and scale are set here) GhostObject tmesh = new GhostObject(); ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); obj.IObjectAttachment.Add(new SteerAtachment(pd)); return(obj); }); PlugIn.Init(); { SimpleModel simpleModel = new SimpleModel(factory, "Model//block"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); ///Physic info (position, rotation and scale are set here) BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); tmesh.isMotionLess = true; ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself this.World.AddObject(new IObject(fmaterial, simpleModel, tmesh)); } ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }