public CapsuleModel() : base() { objType = new CapsuleObject (Vector3.Zero, 100.0F, 20.0F, 1.0F, Matrix.Identity, MaterialDescription.DefaultBepuMaterial ()); }
public void SetupCollisionModel(CapsuleObject collisionModel) { base.SetupCollisionModel (collisionModel); }
private void CreateThrash(Vector3 pos) { ///Create a Simple Model ///thash Has a Texture Inside the .X file (not the texture itself, just the name of it) ///The simpleModel will find it and will attach to the Object IModelo model = new SimpleModel(GraphicFactory,"..\\Content\\Model\\trash"); ///Create a Physic Object IPhysicObject pobj = new CapsuleObject(pos,2,1,10,Matrix.Identity,MaterialDescription.DefaultBepuMaterial()); pobj.isMotionLess = true; ///Create a shader IShader nd = new DeferredNormalShader(); ///Create a Material IMaterial material = new DeferredMaterial(nd); ///Create a an Object that englobs everything and add it to the world IObject obj = new IObject(material, model, pobj); this.World.AddObject(obj); objects.Add(obj); }