private void PlaceVoxel() { Voxel placementVoxel = CheckForVoxel(); Voxel voxelToAdd; if (placementVoxel == null) { voxelToAdd = new Voxel(voxelModel, voxelCursor.world, voxelTex, color); voxelList.Add(voxelToAdd); Console.WriteLine(voxelToAdd); } else { placementVoxel.color = color; } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); voxelModel = Content.Load<Model>("Models\\highPolyCube"); voxelTex = Content.Load<Texture2D>("Textures\\whiteTexture"); backdropModel = Content.Load<Model>("Models\\flatePlane"); backdropTex = Content.Load<Texture2D>("Textures\\grid"); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; //Backdrop stuffs backdrop = new Backdrop(backdropModel, voxelTex, Matrix.Identity); floor = new Floor(new Vector3(10f, 10f, 10f), Vector3.Zero, voxelTex); //Cursor stuffs voxelCursor = new Voxel(voxelModel, placementWorld, voxelTex, new Vector3(1.0f, 1.0f, 1.0f)); voxelCursor.alpha = 0.7f; voxelCursor.scale = 1.001f; //HUD stuffs hud = new HUD(this, spriteBatch); hud.LoadContent(Content, GraphicsDevice); }