public override void LoadContent(Microsoft.Xna.Framework.Content.ContentManager c, Microsoft.Xna.Framework.Graphics.GraphicsDevice g) { base.LoadContent(c, g); primBatch = new PrimitiveBatch(Device); cam = new FirstPersonCamera(0.5f, 10); cam.Pos = new Vector3(3, 3, 13); balls = new List<Ball>(); for (int i = 0; i < 50; i++) { balls.Add(new Ball(new Vector3(i * 2, 2, 2), new Vector3(i + 1, -i, i % 2) * 0.1f, 0.5f)); } planes = new List<Plane>(); planes.Add(new Plane(Vector3.Right, 0)); planes.Add(new Plane(Vector3.Up, 0)); planes.Add(new Plane(new Vector3(0, 0, 1), 0)); planes.Add(new Plane(Vector3.Left, -10)); planes.Add(new Plane(Vector3.Down, -10)); planes.Add(new Plane(new Vector3(0, 0, -1), -10)); MeshBuilder mb = new MeshBuilder(g); sphere = mb.CreateSphere(1f, 10, 10); }
public override void LoadContent(Microsoft.Xna.Framework.Content.ContentManager content) { base.LoadContent(content); BlockData.Initialize(Device, content); cam = new FirstPersonCamera(0.5f, 10); cam.Pos = new Vector3(3, 3, 13); map = new Map(Device); partition = new MapPartition(map); engine = new PhysicsEngine3D(partition); MeshBuilder mb = new MeshBuilder(Device); sphere = mb.CreateSphere(0.1f, 10, 10); marker = new MeshNode(sphere); placeType = 1; primBatch = new PrimitiveBatch(Device); }
public override void LoadContent(ContentManager c, GraphicsDevice g) { base.LoadContent(c, g); cam = new FirstPersonCamera(0.5f, 5f); cam.Pos = new Vector3(5, 1, 10); primBatch = new PrimitiveBatch(g); }
//A scenegraph is composed of SceneNodes public override void LoadContent(ContentManager content, GraphicsDevice g) { base.LoadContent(content, g); //Set up our camera and primitive renderer cam = new FirstPersonCamera(0.5f, 5f); //0.5f is the turn speed for the camera, and 5f is the translational speed cam.Pos = new Vector3(3, 3, 13); //Move our camera to the point (3, 3, 13) primBatch = new PrimitiveBatch(g); //Initialize our PrimitiveBatch //Define the objects in our scene Mesh sphere, cylinder, box; //Define the meshes we will use for the robot arm //A mesh holds a list of vertices, and a list of indices which represent triangles MeshNode arm, elbow, forearm, wrist, hand; //Define all the parts of the robot arm we will use MeshBuilder mb = new MeshBuilder(g); //MeshBuilder is a helper class for generating 3D geometry //It has some built in functions to create primitives, as well as //functions to create your own arbitrary meshes //Genererate our geometry //All geometry created is centered around the origin in its local coordinate system sphere = mb.CreateSphere(0.5f, 15, 15); //Create a sphere mesh, with radius 0.5 and with 15 subdivisions cylinder = mb.CreateCylinder(0.3f, 2.0f, 15); //Create a cylinder with radius 0.3, a height of 2, and 15 subdivisions box = mb.CreateBox(0.8f, 1.4f, 0.1f); //Create a box with width 0.8, height of 1.4, and depth of 0.1 shoulder = new MeshNode(sphere); //Assign the sphere mesh to our shoulder node arm = new MeshNode(cylinder); //Assign the cylinder mesh to our arm node arm.SetPos(new Vector3(0, -1, 0)); //Translate the arm down 1 on the y axis elbow = new MeshNode(sphere); //Assign a sphere to our elbow node elbow.SetPos(new Vector3(0, -2, 0)); //Translate the elbow down 2 on the y axis forearm = new MeshNode(cylinder); //Assign a cylinder to our forearm node forearm.SetPos(new Vector3(0, -1, 0)); //Translate the forearm down 1 on the y axis wrist = new MeshNode(sphere); //Assign a sphere for the wrist node wrist.SetPos(new Vector3(0, -2, 0)); //Translate the wrist down 2 on the y axis hand = new MeshNode(box); //Assign the box to the hand node hand.SetPos(new Vector3(0, -0.7f, 0)); //Translate the hand down 0.7 (half the height of the box) on the y axis shoulder.AddChild(arm); //The shoulder is the root of this scene, in our case. It is the parent shoulder.AddChild(elbow); //of both the arm and the elbow elbow.AddChild(forearm); //The elbow is the parent of the forearm and wrist elbow.AddChild(wrist); wrist.AddChild(hand); //The wrist is the parent of the hand shoulder.SetPos(new Vector3(0, 5, 0)); //This call effectively translates the entire arm up 5 on the y axis }
public override void LoadContent(ContentManager content, GraphicsDevice g) { base.LoadContent(content, g); primBatch = new PrimitiveBatch(Device); cam = new FirstPersonCamera(0.5f, 10); cam.Pos = new Vector3(3, 3, 13); MeshBuilder mb = new MeshBuilder(g); sphere = mb.CreateSphere(1f, 10, 10); setupEngine(); }
public override void LoadContent(ContentManager c, GraphicsDevice g) { base.LoadContent(c, g); currentMesh = createCube(c); effect = new BasicEffect(g); effect.PreferPerPixelLighting = true; effect.TextureEnabled = true; effect.Texture = currentMesh.Texture; effect.EnableDefaultLighting(); cam = new FirstPersonCamera(0.5f, 5f); cam.Pos = new Vector3(0, 2, 4); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { camera = new FirstPersonCamera(0.5f, 10); camera.Pos = new Vector3(3, 3, 13); Texture2D heightMap = Content.Load<Texture2D>("heightmap"); primitiveBatch = new PrimitiveBatch(GraphicsDevice); sceneRoot = new SceneNode(); terrainNode = new TerrainNode(GraphicsDevice, heightMap); sceneRoot.AddChild(terrainNode); }
public override void LoadContent(ContentManager content, GraphicsDevice g) { base.LoadContent(content, g); //Set up our camera and primitive renderer cam = new FirstPersonCamera(0.5f, 5f); cam.Pos = new Vector3(5, 1, 10); primBatch = new PrimitiveBatch(g); //Set up our triangle a = new Vector3(4, 1, 5); b = new Vector3(6, 1.5f, 3); c = new Vector3(6, 1, 5); triangleCenter = (a + b + c) / 3f; n = Vector3.Normalize(Vector3.Cross(c - a, b - a)); }
public override void LoadContent(ContentManager content, GraphicsDevice g) { base.LoadContent(content, g); //Set up our camera and primitive renderer cam = new FirstPersonCamera(0.5f, 5f); cam.Pos = new Vector3(5, 1, 10); primBatch = new PrimitiveBatch(g); animation = Animation.Parse("Content/MotionCaptures/BriskWalk1_All.tsv"); spheres = new List<MeshNode>(); MeshBuilder mb = new MeshBuilder(Device); for (int i = 0; i < animation.GetNumMarkers(); i++) { spheres.Add(new MeshNode(mb.CreateSphere(0.06f, 10, 10))); } }
public override void LoadContent(ContentManager content, GraphicsDevice g) { base.LoadContent(content, g); primBatch = new PrimitiveBatch(Device); cam = new FirstPersonCamera(0.5f, 10); cam.Pos = new Vector3(3, 3, 13); renderer = new DeferredRenderer(g, content); MeshBuilder mb = new MeshBuilder(g); Mesh box = mb.CreateBox(1, 1, 1); mb.Begin(); mb.AddQuad(new Vector3(-100, 0, -100), new Vector3(100, 0, -100), new Vector3(100, 0, 100), new Vector3(-100, 0, 100), false, Vector2.Zero, Vector2.One); Mesh floor = mb.End(); box.Texture = content.Load<Texture2D>("Cube"); floor.Texture = content.Load<Texture2D>("Cube"); meshes.Add(box); meshes.Add(floor); }
public override void LoadContent(ContentManager content, GraphicsDevice g) { base.LoadContent(content, g); primBatch = new PrimitiveBatch(Device); cam = new FirstPersonCamera(0.5f, 10); cam.Pos = new Vector3(3, 3, 13); MeshBuilder mb = new MeshBuilder(Device); mb.Begin(); mb.AddSphere(radius, 20, 20); Mesh sphereMesh = mb.End(); sphere = new MeshNode(sphereMesh); sphere.SetPos(new Vector3(5, 5, 5)); planes = new List<Plane>(); planes.Add(new Plane(Vector3.Right, 0)); planes.Add(new Plane(Vector3.Up, 0)); planes.Add(new Plane(new Vector3(0, 0, 1), 0)); planes.Add(new Plane(Vector3.Left, -10)); planes.Add(new Plane(Vector3.Down, -10)); planes.Add(new Plane(new Vector3(0, 0, -1), -10)); }
public override void LoadContent(ContentManager content, GraphicsDevice g) { base.LoadContent(content, g); primBatch = new PrimitiveBatch(Device); cam = new FirstPersonCamera(0.5f, 10); //cam.Pos = new Vector3(3, 3, 13); Model bodyModel = content.Load<Model>("Models/Body"); Model handleModel = content.Load<Model>("Models/Handle"); Model triggerModel = content.Load<Model>("Models/Trigger"); crosshair = content.Load<Texture2D>("Crosshair"); fire = content.Load<SoundEffect>("fire_silenced"); batch = new SpriteBatch(Device); Mesh bodyMesh = new Mesh(); bodyMesh.Indices = bodyModel.Meshes[0].MeshParts[0].IndexBuffer; bodyMesh.Vertices = bodyModel.Meshes[0].MeshParts[0].VertexBuffer; body = new MeshNode(bodyMesh); Mesh handleMesh = new Mesh(); handleMesh.Indices = handleModel.Meshes[0].MeshParts[0].IndexBuffer; handleMesh.Vertices = handleModel.Meshes[0].MeshParts[0].VertexBuffer; handle = new MeshNode(handleMesh); handle.SetPos(new Vector3(0, 0.13f, 0.477f)); Mesh triggerMesh = new Mesh(); triggerMesh.Indices = triggerModel.Meshes[0].MeshParts[0].IndexBuffer; triggerMesh.Vertices = triggerModel.Meshes[0].MeshParts[0].VertexBuffer; trigger = new MeshNode(triggerMesh); trigger.SetPos(new Vector3(0, 0.033f, -1.561f)); body.AddChild(handle); body.AddChild(trigger); body.SetPos(new Vector3(0, 5, 0)); pickableObjects = new List<MeshNode>(); pickableObjects.Add(body); pickableObjects.Add(handle); pickableObjects.Add(trigger); //Extract triangles bodyTris = GetTriangles(bodyMesh); handleTris = GetTriangles(handleMesh); triggerTris = GetTriangles(triggerMesh); }
public MapViewerPanel(Vector2 upLeft, Vector2 botRight) : base(upLeft, botRight) { cam = new FirstPersonCamera(0.5f, 10f); cam.Pos = new Vector3(0, 3, 13); }