private void generateSurface() { surface = new Model(this); surface.addMaterial("rock_face.xmf"); surface.Color = new Vector4(0.8f, 0.3f, 0.8f, 1.0f) * 1f; surface.Size = (end - start) * 0.5f; surface.Position = Position; }
private void createMuzzleModel() { muzzleModel = new Model(Parent); muzzleModel.setMaterial("weapons\\toolgun_muzzle.xmf"); muzzleModel.setMesh("weapons\\toolgun_muzzle.obj"); muzzleModel.Color = Vector4.Zero; muzzleModel.isVisible = true; muzzleModel.Scene = Scene; }
private void createWeaponModel() { weaponModel = new Model(parent); weaponModel.setMaterial("weapons\\toolgun.xmf"); weaponModel.setMesh("weapons\\toolgun.obj"); // kind of dirty (makes it possible to use the inverted viewpatrox for world poition) //weaponModel.Orientation = Matrix4.CreateTranslation(new Vector3(0.3f, -0.3f, -0.7f)); weaponModel.isVisible = false; weaponModel.Scene = Scene; }
private void generateGrid() { grid = new Model(this); grid.setMaterial("grid.xmf"); grid.setMesh("grid.obj"); grid.Color = new Vector4(0.8f, 0.3f, 0.8f, 1.0f) * 0.3f; grid.Position = Position; grid.Scene = Scene; grid.renderlayer = Drawable.RenderLayer.Transparent; }
private void generateGhost() { if (ghost != null) { ghost.kill(); } ghost = new GhostModel(this); ghost.Materials = template.materials; ghost.Meshes = template.meshes; ghost.Position = ghost.Position; ghost.Position = Position; ghost.selected = 1; ghost.selectedSmooth = 0; ghost.Scene = Scene; }
private void createMuzzleModel() { muzzleModel = new Model(this); muzzleModel.setMaterial("weapons\\grabber_muzzle.xmf"); muzzleModel.setMesh("weapons\\toolgun_muzzle.obj"); muzzleModel.Color = new Vector4(0.6f, 0.7f, 1.0f, 1); muzzleModel.isVisible = false; muzzleModel.renderlayer = Drawable.RenderLayer.Transparent; muzzleModel.Scene = Scene; }
private void generateGrid() { grid = new Model(this); grid.setMaterial("grid.xmf"); grid.setMesh("grid.obj"); grid.Color = new Vector4(0.8f, 0.3f, 0.8f, 1.0f) * 0.3f; grid.Position = Position; grid.Scene = Scene; }