public void AddDungeon(WorldModelRoot model, WorldModelHandler.WorldModelDefinition def) { var verts = new List <Vector3>(); var tris = new List <Triangle <uint> >(); WorldModelHandler.InsertModelGeometry(verts, tris, def, model); AddData(verts, tris); }
public void TestDungeonWithWater() { //MpqManager.Initialize("S:\\World of Warcraft"); var wdt = new WDT("world\\maps\\orgrimmarinstance\\orgrimmarinstance.wdt"); Assert.IsTrue(wdt.IsValid && wdt.IsGlobalModel); var file = wdt.ModelFile; var model = new WorldModelRoot(file); var verts = new System.Collections.Generic.List<Vector3>(); var tris = new System.Collections.Generic.List<Triangle<uint>>(); WorldModelHandler.InsertModelGeometry(verts, tris, wdt.ModelDefinition, model); Assert.IsFalse(verts.Any(v => float.IsNaN(v.X) || float.IsNaN(v.Y) || float.IsNaN(v.Z))); }
protected override void LoadContent() { var model = new WorldModelRoot(_path); var verts = new List <Vector3>(); var tris = new List <Triangle <uint> >(); WorldModelHandler.InsertModelGeometry(verts, tris, _def, model); SaveMeshToDisk(verts, tris); meshDisplay.Game.Camera.Camera.Position = new Vector3(verts[0].Y, verts[0].Z, verts[0].X); _drawer = new GeometryDrawer(); _drawer.Initialize(Game, Color.Red, verts, tris); _effect = new BasicEffect(GraphicsDevice); _depthState = new DepthStencilState { DepthBufferEnable = true }; }