public override void InitializeComponents() { float angle = 0.6f; SolidComponent sc = new SolidComponent(game, Game1.models["rail"], Color.Silver); sc.SetWorld(.5f, new Vector3(6, 19.5f, 12.5f), Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationY(MathHelper.ToRadians(87f)) * Matrix.CreateRotationZ(MathHelper.ToRadians(-angle)))); Add(sc); sc = new SolidComponent(game, Game1.models["rail"], Color.Silver); sc.SetWorld(.5f, new Vector3(6, 18.7f, 12.5f), Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationY(MathHelper.ToRadians(87f))*Matrix.CreateRotationZ(MathHelper.ToRadians(angle)))); Add(sc); angle = 0.6f; sc = new SolidComponent(game, Game1.models["rail"], Color.Silver); sc.SetWorld(.5f, new Vector3(0, 19.5f, 10.5f), Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationY(MathHelper.ToRadians(87f)) * Matrix.CreateRotationZ(MathHelper.ToRadians(-angle)))); Add(sc); sc = new SolidComponent(game, Game1.models["rail"], Color.Silver); sc.SetWorld(.5f, new Vector3(0, 18.7f, 10.5f), Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationY(MathHelper.ToRadians(87f)) * Matrix.CreateRotationZ(MathHelper.ToRadians(angle)))); Add(sc); angle = 0.0f; sc = new SolidComponent(game, Game1.models["rail"], Color.Silver); sc.SetWorld(.5f, new Vector3(-6, 19.4f, 8.5f), Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationY(MathHelper.ToRadians(80f)) * Matrix.CreateRotationZ(MathHelper.ToRadians(-angle)))); Add(sc); sc = new SolidComponent(game, Game1.models["rail"], Color.Silver); sc.SetWorld(.5f, new Vector3(-6, 18.8f, 8.5f), Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationY(MathHelper.ToRadians(80f)) * Matrix.CreateRotationZ(MathHelper.ToRadians(angle)))); Add(sc); }
public override void InitializeComponents() { SolidComponent sc = new SolidComponent(game, Game1.models["slab"], Color.Green); sc.SetWorld(0.5f, new Vector3(14, 19, 17), Quaternion.CreateFromAxisAngle(new Vector3(0,1,0), -MathHelper.ToRadians(25f))); Add(sc); sc = new SolidComponent(game, Game1.models["slab"], Color.Green); sc.SetWorld(0.5f, new Vector3(12, 19, 15), Quaternion.CreateFromAxisAngle(Vector3.UnitY, MathHelper.ToRadians(35f))); Add(sc); sc = new SolidComponent(game, Game1.models["slab"], Color.Green); sc.SetWorld(0.5f, new Vector3(14, 19, 14), Quaternion.CreateFromAxisAngle(Vector3.UnitY, -MathHelper.ToRadians(35f))); Add(sc); //sc = new SolidComponent(game, game.Content.Load<Model>("slab"), Color.Black.ToVector3()); //sc.SetWorld(1, new Vector3(10, 10, 7), Quaternion.CreateFromAxisAngle(Vector3.UnitY, -MathHelper.ToRadians(25f))); //Add(sc); }
public override void InitializeComponents() { SolidComponent s = new SolidComponent(this.game, Game1.models["small_cube"], Color.Violet); s.SetWorld(3f, new Vector3(5, 5.5f, 1), Quaternion.Identity); s.Freeze(); this.Add(s); s = new SolidComponent(this.game, Game1.models["small_cube"], Color.Violet); s.SetWorld(3f, new Vector3(5, 7.4f, 1), Quaternion.Identity); s.Freeze(); this.Add(s); TrackOnCollision t = new TrackOnCollision(this.game, Game1.models["obelisk"], Color.Red); t.SetWorld(0.75f, new Vector3(5,5.69f,3.15f), Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationY(MathHelper.ToRadians(-65f)) * Matrix.CreateRotationZ(MathHelper.ToRadians(90f)))); this.Add(t); t = new TrackOnCollision(this.game, Game1.models["obelisk"], Color.Red); t.SetWorld(0.75f, new Vector3(5, 7.12f, 3.15f), Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationY(MathHelper.ToRadians(65f)) * Matrix.CreateRotationZ(MathHelper.ToRadians(90f)))); this.Add(t); for (int i = 0; i < 3; i++) { t = new TrackOnCollision(this.game, Game1.models["obelisk"], Color.Red); t.SetWorld(0.75f, new Vector3(5,4.1f - i * 2f,1.5f), Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationY(MathHelper.ToRadians(90f)) * Matrix.CreateRotationZ(MathHelper.ToRadians(90f)))); this.Add(t); } for (int i = 0; i < 3; i++) { t = new TrackOnCollision(this.game, Game1.models["obelisk"], Color.Red); t.SetWorld(0.75f, new Vector3(5, 8.5f + i*2f, 1.5f), Quaternion.CreateFromRotationMatrix(Matrix.CreateRotationY(MathHelper.ToRadians(90f)) * Matrix.CreateRotationZ(MathHelper.ToRadians(90f)))); this.Add(t); } // s = new SolidComponent(this.game, Game1.models["sphere"], Color.Brown); //s.SetWorld(1f, new Vector3(5, 6.2f, 20), Quaternion.Identity); //this.Add(s); }