public override void init() { //create our visual representations mAxisRodRed = new BRenderDebugCylinder(mRodLength, 0.02f, System.Drawing.Color.Red.ToArgb()); mAxisRodGreen = new BRenderDebugCylinder(mRodLength, 0.02f, System.Drawing.Color.Green.ToArgb()); mAxisRodBlue = new BRenderDebugCylinder(mRodLength, 0.02f, System.Drawing.Color.Blue.ToArgb()); mAxisRodSelected = new BRenderDebugCylinder(mRodLength, 0.02f, System.Drawing.Color.Yellow.ToArgb()); mAxisConeRed = new BRenderDebugCone(0.7f, mRodWidth, System.Drawing.Color.Red.ToArgb(), false, true); mAxisConeGreen = new BRenderDebugCone(0.7f, mRodWidth, System.Drawing.Color.Green.ToArgb(), false, true); mAxisConeBlue = new BRenderDebugCone(0.7f, mRodWidth, System.Drawing.Color.Blue.ToArgb(), false, true); float hr = mRodLength / 3.0f; mAxisQuad = new BRenderDebug2DQuad(new Vector2(0, 0), new Vector2(hr, hr), Color.White.ToArgb(), false); mAxisQuadSelected = new BRenderDebug2DQuad(new Vector2(0, 0), new Vector2(hr, hr), unchecked ((int)0x88FFFFFF), true); mAxisXZQuad = new BRenderDebug2DQuad(new Vector2(0, 0), new Vector2(mRodLength * 0.75f, mRodLength * 0.75f), Color.White.ToArgb(), false); mAxisXZQuadSelected = new BRenderDebug2DQuad(new Vector2(0, 0), new Vector2(mRodLength * 0.75f, mRodLength * 0.75f), unchecked ((int)0x88FFFFFF), true); }
public void initScene() { mWorldMin = new Vector3(0, -1, 0); mWorldMax = new Vector3(30, numfloors * 2 + 2, 30); //CLM temp, we should be rendering terrain here... Color[] FloorColors = new Color[numfloors] { Color.Red, Color.Green, Color.Blue }; mFloor = new BRenderDebug2DQuad[numfloors]; float fheight = 0; int heightInc = 2; for (int i = 0; i < numfloors; i++) { Vector3 off = new Vector3(0, fheight, 0); mFloor[i] = new BRenderDebug2DQuad(new Vector2(mWorldMin.X, mWorldMin.Z), new Vector2(mWorldMax.X, mWorldMax.Z), FloorColors[i].ToArgb(), true, off); fheight += heightInc; } mSphere = new BRenderDebugSphere(3, 1, Color.Orange.ToArgb(), new Vector3(15, fheight + 1, 15)); }