void InitScene() { // load mesh meshManager = new XMeshManager(device); mesh = meshManager.Open <Texturizer>(@"Resources\airplane 2.x"); // initialize camera camera = new PerspectiveCamera( new Point3D(0, 0, -10), new Vector3D(0, 1, 0), new Vector3D(0, 1, 0), 45); camera.NearPlaneDistance = .1; camera.FarPlaneDistance = 500; // initialize camera transforms modelTransformGroup.Children.Add(modelZoom); modelTransformGroup.Children.Add(new RotateTransform3D(yAxisRotation)); modelTransformGroup.Children.Add(new RotateTransform3D(xAxisRotation)); modelTransformGroup.Children.Add(new RotateTransform3D(zAxisRotation)); }
public void Start() { mat = Texturizer.Generate(0.0f, 1.0f, 2.0f, seed); activeChunks = new Chunk[numChunks, numChunks]; for (int y = 0; y < numChunks; y++) { for (int x = 0; x < numChunks; x++) { activeChunks[x, y] = new Chunk(); activeChunks[x, y].Setup(x, y, seed, freq, mat); if (activeChunks[x, y].isNew) { activeChunks[x, y].Generate(); } else { activeChunks[x, y].Load(); } } } }
/// <summary> /// Get the GUIContent for an EventStub. /// </summary> private GUIContent EventStubContent(EventStub evnt) { Texturizer texturizer = new Texturizer(evnt); this.texturizers.Add(texturizer); if (texturizer.HasTexture()) { return new GUIContent(texturizer.GetTexture(), "Termination dependencies are highlighted"); } else { return new GUIContent(evnt.Name, "Termination dependencies are highlighted"); } }
public void CreateBricks() { GameObject _brickPrefab = GameObject.CreatePrimitive(PrimitiveType.Cube); //_brickPrefab.transform.localScale = transform.localScale; Destroy(_brickPrefab.GetComponent <BoxCollider>()); if (t == null) { t = new Texturizer(Color.white); } int scaleX = 2; int scaleY = 2; int xMin = 1 - scaleX; int xMax = scaleX - 1; int yMin = 1 - scaleY; int yMax = scaleY - 1; int xOffset = scaleX + (scaleX - 1); int yOffset = scaleY + (scaleY - 1); //PlaceAllDoors(scaleX, scaleY); for (int y = 0; y < maze.nodes.GetLength(1); y++) { for (int x = 0; x < maze.nodes.GetLength(0); x++) { UPoint startingOffset = new Vector3(x * xOffset, y * yOffset); for (int yOff = yMin; yOff <= yMax; yOff++) { for (int xOff = xMin; xOff <= xMax; xOff++) { int links = maze.nodes[x, y].links; int newLink = 15; if ((yOff == yMin && !maze.isFlagged(links, Maze.DOWN)) || (yOff == yMax && !maze.isFlagged(links, Maze.UP)) || (xOff == xMax && !maze.isFlagged(links, Maze.RIGHT)) || (xOff == xMin && !maze.isFlagged(links, Maze.LEFT))) { newLink = 0; }//if else if (maze.numLinks(links) < 4 && ( (yOff == yMin && xOff == xMin) || (yOff == yMax && xOff == xMin) || (yOff == yMin && xOff == xMax) || (yOff == yMax && xOff == xMax))) { newLink = 0; } else if (yOff == 0 && xOff == 0 && links == 0) { newLink = 0; }//else if UPoint placeAt = startingOffset + new Vector3(xOff, yOff); //UPoint tilesIndex = startingOffset + new UPoint(scaleX - 1, scaleY - 1) + new UPoint(xOff, yOff); t.setupTile(newLink); GameObject tile = t.makeObject(); //tile.Initialize(tilesIndex.ix, tilesIndex.iy); //tile.links = newLink; tile.transform.position = placeAt; tile.transform.position += new Vector3(0, 0, 10); tile.transform.parent = transform; tile.name = "Tile [" + x + "," + y + "]"; //if (x == 0 && y == 0 && maze.numLinks(links) == 1) //{ //tile.tag = "ChestTile"; //}//if //tiles[tilesIndex.ix, tilesIndex.iy] = tile; } //for } //for } //for } //for _brickPrefab.SetActive(false); }//CreateBricks