コード例 #1
0
 protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
 {
     camera.UpdateEffect(Effect);
     Effect.World = World;
     Thing.Draw(Effect);
     return true;
 }
コード例 #2
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ファイル: BannerSign.cs プロジェクト: danbystrom/VisionQuest
        protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            if (drawingReason != DrawingReason.Normal)
                return true;

            var ray = camera.GetPickingRay();

            foreach (var tpd in _tpds)
            {
                if (tpd.DistanceSquared < 5000 || tpd.DotProduct < 0)  // too close or facing away
                    continue;

                Effect.World = Matrix.BillboardRH(tpd.Pos, camera.Position, -camera.Up, camera.Front);
                Effect.DiffuseColor = tpd.BoundingBox.Intersects(ref ray)
                    ? Color.Yellow.ToVector4()
                    : Color.White.ToVector4();
                _spriteBatch.Begin(SpriteSortMode.Deferred, Effect.GraphicsDevice.BlendStates.NonPremultiplied, null, Effect.GraphicsDevice.DepthStencilStates.DepthRead, null, Effect.Effect);
                _spriteBatch.DrawString(_spriteFont, tpd.Text, Vector2.Zero, Color.Black, 0, _spriteFont.MeasureString(tpd.Text) / 2, TextSize, 0, 0);
                _spriteBatch.End();
            }

            Effect.GraphicsDevice.SetDepthStencilState(Effect.GraphicsDevice.DepthStencilStates.Default);
            Effect.GraphicsDevice.SetBlendState(Effect.GraphicsDevice.BlendStates.Opaque);

            return true;
        }
コード例 #3
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ファイル: Signs.cs プロジェクト: danbystrom/VisionQuest
        protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            base.draw(camera, drawingReason, shadowMap);

            if (drawingReason != DrawingReason.Normal)
                return true;

            camera.UpdateEffect(_signTextEffect);
            var world = World*Matrix.Translation(0, TextDistanceAboveGround - 2, 0);
            _signTextEffect.DiffuseColor = Color.WhiteSmoke.ToVector4();

            foreach (var vc in _vclasses)
            {
                var pos = Vector3.TransformCoordinate(vc.Position, world);
                var viewDirection = Vector3.Normalize(pos - camera.Position);

                if (Vector3.DistanceSquared(pos, camera.Position) > 200000 || Vector3.Dot(viewDirection, camera.Front) < 0)
                    continue;

                var text = vc.VClass.Name;
                _signTextEffect.World = createConstrainedBillboard(pos - viewDirection*0.2f, viewDirection, Vector3.Down);
                _spriteBatch.Begin(SpriteSortMode.Deferred, null, null, Effect.GraphicsDevice.DepthStencilStates.DepthRead, null, _signTextEffect.Effect);
                _spriteBatch.DrawString(_spriteFont, text, Vector2.Zero, Color.Black, 0, _spriteFont.MeasureString(text)/2, TextSize, 0, 0);
                _spriteBatch.End();
            }

            Effect.GraphicsDevice.SetDepthStencilState(Effect.GraphicsDevice.DepthStencilStates.Default);
            Effect.GraphicsDevice.SetBlendState(Effect.GraphicsDevice.BlendStates.Opaque);

            return true;
        }
コード例 #4
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ファイル: SkySphere.cs プロジェクト: danbystrom/VisionQuest
 protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
 {
     if (drawingReason == DrawingReason.ShadowDepthMap)
         return false;
     camera.UpdateEffect(Effect);
     Effect.World = Matrix.Scaling(1, 0.5f, 1)*Matrix.Translation(camera.Position);
     _sphere.Draw(Effect);
     return true;
 }
コード例 #5
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ファイル: Archipelag.cs プロジェクト: danbystrom/VisionQuest
 public void Kill(WaterSurface water, ShadowMap shadow)
 {
     foreach (var island in Children)
     {
         water.ReflectedObjects.Remove(island);
         shadow.ShadowCastingObjects.Remove(island);
         island.Dispose();
     }
     Children.Clear();
 }
コード例 #6
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ファイル: CaveModel.cs プロジェクト: danbystrom/VisionQuest
 protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
 {
     camera.UpdateEffect(Effect);
     Effect.DiffuseColor = new Vector4(0.6f, 0.6f, 0.6f, 1);
     Effect.Texture = _texture;
     _caveModel.Draw(Effect.GraphicsDevice, CaveWorld, camera.View, camera.Projection, Effect.Effect);
     Effect.Texture = _gratingTexture;
     _gratingModel.Draw(Effect.GraphicsDevice, GratingWorld, camera.View, camera.Projection, Effect.Effect);
     return true;
 }
コード例 #7
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ファイル: Windmill.cs プロジェクト: danbystrom/VisionQuest
        protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            camera.UpdateEffect(Effect);

            if (drawingReason != DrawingReason.ShadowDepthMap)
                Effect.Texture = _texture;
            _model.Draw(Effect.GraphicsDevice, World, camera.View, camera.Projection, Effect.Effect);

            return true;
        }
コード例 #8
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ファイル: ShipModel.cs プロジェクト: danbystrom/VisionQuest
        protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            var testSphere = new BoundingSphere(Vector3.TransformCoordinate(_boundingSphere.Center, World), _boundingSphere.Radius);
            if (camera.BoundingFrustum.Contains(testSphere) == ContainmentType.Disjoint)
                return false;

            camera.UpdateEffect(Effect);
            Effect.Texture = _texture;

            var world = Matrix.RotationZ((float) _bob1.Value)*Matrix.RotationX((float) _bob2.Value)*World;
            _model.Draw(Effect.GraphicsDevice, world, camera.View, camera.Projection, Effect.Effect);

            return true;
        }
コード例 #9
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        public void Draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            _serpents.Draw(camera, drawingReason, shadowMap);

            camera.UpdateEffect(_signEffect);

            var sb = _serpents.LContent.SpriteBatch;
            var font = _serpents.LContent.Font;
            var text = string.Format("Entering scene {0}", 1 + _scene);
            _signEffect.World = Matrix.BillboardRH(_signPosition + Vector3.Left * 0.1f, _signPosition + Vector3.Left, -camera.Up, Vector3.Right);
            _signEffect.DiffuseColor = new Vector4(0.5f, 0.4f, 0.3f, 1);
            sb.Begin(SpriteSortMode.Deferred, _signEffect.GraphicsDevice.BlendStates.NonPremultiplied, null, _signEffect.GraphicsDevice.DepthStencilStates.DepthRead, null, _signEffect.Effect);
            sb.DrawString(font, text, Vector2.Zero, Color.Black, 0, font.MeasureString(text) / 2, 0.010f, 0, 0);
            sb.End();
        }
コード例 #10
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ファイル: VDrawable.cs プロジェクト: danbystrom/VisionQuest
 public bool Draw(
     Camera camera,
     DrawingReason drawingReason = DrawingReason.Normal,
     ShadowMap shadowMap = null)
 {
     if (Effect != null)
     {
         Effect.SetTechnique(drawingReason);
         Effect.SetShadowMapping(drawingReason != DrawingReason.ShadowDepthMap ? shadowMap : null);
         if (!draw(camera, drawingReason, shadowMap))
             return false;
     }
     Children.ForEach(cd => cd.Draw(camera, drawingReason, shadowMap));
     return true;
 }
コード例 #11
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ファイル: Windmill.cs プロジェクト: danbystrom/VisionQuest
        protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            camera.UpdateEffect(Effect);

            if (drawingReason != DrawingReason.ShadowDepthMap)
                Effect.Texture = _texture;

            foreach (var mesh in _model.Meshes)
            {
                Effect.World = _bones[mesh.ParentBone.Index]*World;
                //Effect.Apply();
                mesh.Draw(Effect.GraphicsDevice, null, Effect.Effect);
            }

            return true;
        }
コード例 #12
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ファイル: LarvContent.cs プロジェクト: danbystrom/VisionQuest
 public LarvContent(GraphicsDevice graphicsDevice, ContentManager content, IEnumerable<string> sceneDescription)
     : base(graphicsDevice, content)
 {
     SpriteBatch = new SpriteBatch(graphicsDevice);
     Font = Load<SpriteFont>("fonts/BlackCastle");
     SignTextEffect = LoadEffect("effects/signtexteffect");
     TextureEffect = LoadEffect("effects/simpletextureeffect");
     BumpEffect = LoadEffect("effects/simplebumpeffect");
     Sphere = new SpherePrimitive<VertexPositionNormalTangentTexture>(GraphicsDevice,
         (p, n, t, tx) => new VertexPositionNormalTangentTexture(p, n, t, tx), 2, 10);
     Sky = new SkySphere(this, Load<TextureCube>(@"Textures\clouds"));
     Ground = new Ground(this);
     ShadowMap = new ShadowMap(this, 800, 800, 1, 50);
     ShadowMap.UpdateProjection(50, 30);
     HallOfFame = HofStorage.Load();
     PlayingFieldInfos = PlayingFieldsDecoder.Create(sceneDescription);
 }
コード例 #13
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ファイル: Archipelag.cs プロジェクト: danbystrom/VisionQuest
        public Archipelag(
            VisionContent vContent,
            VProgram vprogram,
            WaterSurface water,
            ShadowMap shadow)
            : base((IVEffect)null)
        {
            var codeIslands = CodeIsland.Create(vContent, this, vprogram.VAssemblies);
            foreach (var codeIsland in codeIslands)
            {
                water.ReflectedObjects.Add(codeIsland);
                shadow.ShadowCastingObjects.Add(codeIsland);
                Children.Add(codeIsland);
            }

            _bannerSign = new BannerSign(vContent, codeIslands);
            _arcs = new Arcs(vContent, this);
        }
コード例 #14
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        public void Draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            _serpents.Draw(camera, drawingReason, shadowMap);

            var gd = _serpents.LContent.GraphicsDevice;
            var sb = _serpents.LContent.SpriteBatch;
            var font = _serpents.LContent.Font;

            const string text = "GAME OVER";
            var fsize = _serpents.LContent.FontScaleRatio*6;
            var ssize = new Vector2(gd.BackBuffer.Width, gd.BackBuffer.Height);

            sb.Begin(SpriteSortMode.Deferred, gd.BlendStates.NonPremultiplied);
            sb.DrawString(font, text, (ssize - fsize * font.MeasureString(text)) / 2, Color.LightYellow, 0, Vector2.Zero, fsize, SpriteEffects.None, 0);
            sb.End();

            gd.SetDepthStencilState(gd.DepthStencilStates.Default);
            gd.SetBlendState(gd.BlendStates.Opaque);
        }
コード例 #15
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ファイル: Arcs.cs プロジェクト: danbystrom/VisionQuest
        protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            try
            {
                camera.UpdateEffect(Effect);
                Effect.Parameters["Time"].SetValue(_time);
                Effect.Apply();

                Effect.GraphicsDevice.SetVertexBuffer(_vertexBuffer);
                Effect.GraphicsDevice.SetVertexInputLayout(_vertexInputLayout);
                Effect.GraphicsDevice.SetDepthStencilState(Effect.GraphicsDevice.DepthStencilStates.DepthRead);

                if (Archipelag.SelectedClass != null)
                    drawArchsFromClass(Archipelag.SelectedClass, 2);
                else
                    Effect.GraphicsDevice.Draw(PrimitiveType.LineList, _vertexBuffer.ElementCount);
            }
            catch (Exception)
            {
            }
            return true;
        }
コード例 #16
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ファイル: Egg.cs プロジェクト: danbystrom/VisionQuest
 protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
 {
     camera.UpdateEffect(Effect);
     Draw(Effect, _eggSkin, _diffuseColor, _sphere, _world, Whereabouts.Direction);
     return true;
 }
コード例 #17
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 public void Draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
 {
     _serpents.Draw(camera,drawingReason,shadowMap);
 }
コード例 #18
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        protected override void LoadContent()
        {
            base.LoadContent();

            _spriteBatch = ToDisposeContent(new SpriteBatch(GraphicsDevice));

            _vContent = new VisionContent(_graphicsDeviceManager.GraphicsDevice, Content);
            _arial16Font = Content.Load<SpriteFont>("Fonts/Arial16");

            _basicEffect = new VBasicEffect(_graphicsDeviceManager.GraphicsDevice);
            _basicEffect.EnableDefaultLighting();

            _ball = new SpherePrimitive<VertexPositionNormalTexture>(GraphicsDevice, (p, n, t, tx) => new VertexPositionNormalTexture(p, n, tx), 1);
            var x = _vContent.LoadEffect("effects/simpletextureeffect");
            x.Texture = _vContent.Load<Texture2D>("terraintextures/sand");
            _ballInstance = new VDrawableInstance(x, _ball, Matrix.Translation(10, 2, 10));

            Sky = new SkySphere(_vContent, _vContent.Load<TextureCube>(@"Textures\clouds"));
            _movingShip = new MovingShip(new ShipModel(_vContent));

            _water = WaterFactory.Create(_vContent);
            _water.ReflectedObjects.Add(_movingShip._shipModel);
            _water.ReflectedObjects.Add(_ballInstance);
            _water.ReflectedObjects.Add(Sky);

            _camera = new Camera(
                _vContent.ClientSize,
                new KeyboardManager(this),
                new MouseManager(this),
                null, //new PointerManager(this),
                new Vector3(0, 15, 0),
                new Vector3(-10, 15, 0));

            _rasterizerState = RasterizerState.New(GraphicsDevice, new RasterizerStateDescription
            {
                FillMode = FillMode.Solid,
                CullMode = CullMode.Back,
                IsFrontCounterClockwise = false,
                DepthBias = 0,
                SlopeScaledDepthBias = 0.0f,
                DepthBiasClamp = 0.0f,
                IsDepthClipEnabled = true,
                IsScissorEnabled = false,
                IsMultisampleEnabled = false,
                IsAntialiasedLineEnabled = false
            });

            _shadow = new ShadowMap(_vContent, 1024, 1024);
            //_shadow.ShadowCastingObjects.Add(_sailingShip);
            //_shadow.ShadowCastingObjects.Add(reimersTerrain);
            //_shadow.ShadowCastingObjects.Add(generatedTerrain);
            //_shadow.ShadowCastingObjects.Add(bridge);

            //_archipelag = new Archipelag(_vContent, _water, _shadow);

            _data.VContent = _vContent;
            _data.Camera = _camera;
            _data.Water = _water;
            _data.Shadow = _shadow;

            _q = new CxBillboard(_vContent, Matrix.Identity, _vContent.Load<Texture2D>("billboards/wheat_billboard"), 20, 10, 0.5f);
            _q.AddPositionsWithSameNormal(Vector3.Up,
                Vector3.Zero,
                Vector3.Left*10.5f, Vector3.Up,
                Vector3.Right*10.4f, Vector3.Up,
                Vector3.ForwardRH*3.45f, Vector3.Up,
                Vector3.BackwardRH*2.9f, Vector3.Up);
            _q.CreateVertices();
        }
コード例 #19
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 public void Draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
 {
     _serpents.Draw(camera, drawingReason, shadowMap);
     using (_serpents.LContent.UsingSpriteBatch())
         _hofPainter.Paint(Color.LightYellow, _entryIndex, _cursorFlash < 0.5f);
 }
コード例 #20
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ファイル: BaseSerpent.cs プロジェクト: danbystrom/VisionQuest
        protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            var p = Position;

            var slinger = p.X + p.Z;
            p += wormTwist(ref slinger);

            camera.UpdateEffect(Effect);

            var worlds = new List<Matrix>
            {
                _headRotation[HeadDirection]*
                Matrix.Scaling(HeadSize)*
                Matrix.Translation(p.X, HeadSize + p.Y + _ascendToHeaven, p.Z)
            };

            // p is the the loc of the last segement - which is the head on the first round
            var segment = _tail;
            while (true)
            {
                var p2 = segment.Position + wormTwist(ref slinger);
                worlds.Add(
                    Matrix.Scaling(SegmentSize)*
                    Matrix.Translation(
                        (p.X + p2.X)/2,
                        SegmentSize + (p.Y + p2.Y)/2 + _ascendToHeaven,
                        (p.Z + p2.Z)/2));
                worlds.Add(
                    Matrix.Scaling(SegmentSize)*
                    Matrix.Translation(
                        p2.X,
                        SegmentSize + p2.Y + _ascendToHeaven,
                        p2.Z));
                p = p2;
                if (segment.Next == null)
                    break;
                segment = segment.Next;
            }

            if (_pendingEatenSegments <= SegmentEatTreshold/2)
                worlds.RemoveAt(worlds.Count - 1);

            if (_layingEgg > 0 && worlds.Count >= 3)
            {
                Effect.Texture = _eggSkin;
                _eggWorld = worlds.Last();
                Egg.Draw(_textureEffect, _eggSkin, TintColor(), _sphere, _eggWorld, segment.Whereabouts.Direction);

                //move the last two spheres so that they slowly dissolves into the serpent
                var factor = MathUtil.Clamp(_layingEgg/TimeForLayingEggProcess - 0.5f, 0, 1);
                var world1 = worlds.Last();
                worlds.RemoveAt(worlds.Count - 1);
                var world2 = worlds.Last();
                worlds.RemoveAt(worlds.Count - 1);
                var world3 = worlds.Last();
                world2.TranslationVector = Vector3.Lerp(world2.TranslationVector, world3.TranslationVector, factor);
                world1.TranslationVector = Vector3.Lerp(world1.TranslationVector, world2.TranslationVector, factor);
                worlds.Add(world2);
                worlds.Add(world1);
            }

            Effect.Parameters["BumpMap"].SetResource(_serpentBump);
            Effect.DiffuseColor = TintColor();

            Effect.Texture = _serpentHeadSkin;
            Effect.World = worlds.First();
            _sphere.Draw(Effect);

            Effect.Texture = _serpentSkin;
            foreach (var world in worlds.Skip(1))
            {
                Effect.World = world;
                _sphere.Draw(Effect);
            }

            Effect.DiffuseColor = Vector4.One;
            return true;
        }
コード例 #21
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 protected abstract bool draw(
     Camera camera,
     DrawingReason drawingReason,
     ShadowMap shadowMap);
コード例 #22
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ファイル: Archipelag.cs プロジェクト: danbystrom/VisionQuest
 protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
 {
     return false;
 }
コード例 #23
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ファイル: CodeIsland.cs プロジェクト: danbystrom/VisionQuest
 protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
 {
     return VAssembly.Is3DParty
         ? DrawableBox.Draw(camera, drawingReason, shadowMap)
         : base.draw(camera, drawingReason, shadowMap);
 }
コード例 #24
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        protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            camera.UpdateEffect(Effect);

            Effect.World = Matrix.Translation(-0.5f, 0, -0.5f);
            Effect.Texture = _texture;

            Effect.GraphicsDevice.SetVertexInputLayout(VertexInputLayout);

            Effect.DiffuseColor = Vector4.One;
            Effect.GraphicsDevice.SetVertexBuffer(VertexBuffer);
            Effect.ForEachPass(() =>
                Effect.GraphicsDevice.Draw(
                    PrimitiveType.TriangleList,
                    VertexBuffer.ElementCount));

            if (VertexBufferShadow != null)
            {
                Effect.DiffuseColor = new Vector4(0.4f, 0.4f, 0.4f, 1);
                Effect.GraphicsDevice.SetVertexBuffer(VertexBufferShadow);
                Effect.ForEachPass(() =>
                    Effect.GraphicsDevice.Draw(
                        PrimitiveType.TriangleList,
                        VertexBufferShadow.ElementCount));
            }

            return true;
        }
コード例 #25
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ファイル: Serpents.cs プロジェクト: danbystrom/VisionQuest
        protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            PlayerCave.Draw(camera, drawingReason, shadowMap);
            EnemyCave.Draw(camera, drawingReason, shadowMap);
            Windmill.Draw(camera, drawingReason, shadowMap);
            LContent.Ground.Draw(camera, drawingReason, shadowMap);
            PlayingField.Draw(camera, drawingReason, shadowMap);
            LContent.Sky.Draw(camera, drawingReason, shadowMap);

            if (PlayerEgg != null)
                PlayerEgg.Draw(camera, drawingReason, shadowMap);
            foreach (var egg in EnemyEggs)
                egg.Draw(camera, drawingReason, shadowMap);
            foreach (var frog in Frogs)
                frog.Draw(camera, drawingReason, shadowMap);

            var allSerpents = new List<BaseSerpent> {PlayerSerpent};
            allSerpents.AddRange(Enemies);

            foreach (var serpent in allSerpents.Where(_ => _.SerpentStatus == SerpentStatus.Alive))
                serpent.Draw(camera, drawingReason, shadowMap);

            if (drawingReason != DrawingReason.Normal)
                return true;

            if (allSerpents.Any(_ => _.SerpentStatus == SerpentStatus.Ghost))
            {
                LContent.GraphicsDevice.SetBlendState(LContent.GraphicsDevice.BlendStates.AlphaBlend);
                foreach (var serpent in allSerpents.Where(_ => _.SerpentStatus == SerpentStatus.Ghost))
                    serpent.Draw(camera, drawingReason, shadowMap);
                LContent.GraphicsDevice.SetBlendState(LContent.GraphicsDevice.BlendStates.Default);
            }

            var w = LContent.GraphicsDevice.BackBuffer.Width;
            const float fsize = 1.2f;
            LContent.SpriteBatch.Begin();
            LContent.DrawString("Score: {0:000 000}".Fmt(Score), new Vector2(10, 5), fsize);
            LContent.DrawString("Scene: {0}".Fmt(Scene + 1), new Vector2(w/2f, 5), fsize, 0.5f);
            LContent.DrawString("Lives left: {0}".Fmt(LivesLeft), new Vector2(w - 10, 5), fsize, 1);
            LContent.SpriteBatch.End();

            FloatingTexts.Draw(camera, drawingReason, shadowMap);

            Effect.GraphicsDevice.SetDepthStencilState(Effect.GraphicsDevice.DepthStencilStates.Default);
            Effect.GraphicsDevice.SetBlendState(Effect.GraphicsDevice.BlendStates.Opaque);

            return true;
        }
コード例 #26
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ファイル: Frog.cs プロジェクト: danbystrom/VisionQuest
        protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            camera.UpdateEffect(Effect);
            var t = _modelRotation*_rotation*Matrix.Translation(_position);

            Effect.World = t;
            Effect.Texture = _texture;
            Effect.DiffuseColor = Vector4.One;
            _model.Draw(Effect.GraphicsDevice, t, camera.View, camera.Projection, Effect.Effect);

            return true;
        }
コード例 #27
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        protected override bool draw(Camera camera, DrawingReason drawingReason, ShadowMap shadowMap)
        {
            camera.UpdateEffect(Effect);

            Effect.Texture = _texture;
            Effect.DiffuseColor = Vector4.One;
            Effect.World = Matrix.Scaling(0.1f) * Matrix.Translation(_position1);
            _sphere.Draw(Effect);

            Effect.DiffuseColor = Vector4.Zero;
            Effect.World = Matrix.Scaling(0.1f) * Matrix.Translation(_position2);
            _sphere.Draw(Effect);
            Effect.World = Matrix.Scaling(0.1f) * Matrix.Translation(_position3);
            _sphere.Draw(Effect);
            Effect.World = Matrix.Scaling(0.1f) * Matrix.Translation(_position4);
            _sphere.Draw(Effect);
            Effect.World = Matrix.Scaling(0.1f) * Matrix.Translation(_position5);
            _sphere.Draw(Effect);

            return true;
        }