public CoreGameScreen() { ///** City Scene **/ var scene = new ThreeDScene(); //scene.Camera.Position = new Vector3(0, -14.1759f, 10f); //scene.Camera.Position = new Vector3(0, 0, 17.0f); //scene.Camera.Target = Vector3.Zero; scene.Camera.Up = Vector3.Forward; var city = new CitySceneElement(); if (PlayerAccount.CurrentlyActiveSim != null) city.Initialize(PlayerAccount.CurrentlyActiveSim.ResidingCity.Name); else //Debug purposes... city.Initialize("Blazing Falls"); //city.RotationX = (float)MathUtils.DegreeToRadian(347); //city.Scale = new Vector3(1.24f); scene.Camera.Target = new Vector3( ((city.City.Width * city.Geom.CellWidth) / 2), -((city.City.Height * city.Geom.CellHeight) / 2), 0.0f); scene.Camera.Position = Vector3.Transform( new Vector3( scene.Camera.Target.X, scene.Camera.Target.Y, city.City.Width / GameFacade.GraphicsDevice.Viewport.Width), Microsoft.Xna.Framework.Matrix.CreateRotationY((float)MathUtils.DegreeToRadian(-200))); scene.Add(city); ucp = new UIUCP(); ucp.Y = ScreenHeight - 210; this.Add(ucp); gizmo = new UIGizmo(); gizmo.X = ScreenWidth - 500; gizmo.Y = ScreenHeight - 300; this.Add(gizmo); GameFacade.Scenes.AddScene(scene); }
public CoreGameScreen() { ucp = new UIUCP(); ucp.Y = ScreenHeight - 210; this.Add(ucp); gizmo = new UIGizmo(); gizmo.X = ScreenWidth - 500; gizmo.Y = ScreenHeight - 300; this.Add(gizmo); ///** City Scene **/ var scene = new ThreeDScene(); //scene.Camera.Position = new Vector3(0, -14.1759f, 10f); scene.Camera.Position = new Vector3(0, 0, 17.0f); scene.Camera.Target = Vector3.Zero; scene.Camera.Up = Vector3.Up; ////, new Vector3(0, 0, 0), Vector3.Up var city = new CitySceneElement(); city.Initialize(); //city.RotationX = (float)MathUtils.DegreeToRadian(347); //city.Scale = new Vector3(1.24f); scene.Camera.Target = new Vector3( ((city.City.Width * city.Geom.CellWidth) / 2), -((city.City.Height * city.Geom.CellHeight) / 2), 0.0f); scene.Camera.Position = Vector3.Transform( new Vector3( scene.Camera.Target.X, scene.Camera.Target.Y, city.City.Width / GameFacade.GraphicsDevice.Viewport.Width), Microsoft.Xna.Framework.Matrix.CreateRotationY((float)MathUtils.DegreeToRadian(-200))); scene.Add(city); GameFacade.Scenes.AddScene(scene); }