/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { defaultRasterizerState = graphics.GraphicsDevice.RasterizerState; wireframeRasterizerState = new RasterizerState(); wireframeRasterizerState.FillMode = FillMode.WireFrame; Viewport viewport = graphics.GraphicsDevice.Viewport; float aspectRatio = (float)viewport.Width / (float)viewport.Height; // View and projection matrices for when we want a "heads up display" //ScreenViewMatrix = Matrix.Identity; //ScreenProjectionMatrix = Matrix.CreateOrthographicOffCenter(0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height, 0, 0.0f, 1.0f); // make quadTree quadTree = new QuadTree(this); Components.Add(quadTree); player = new Player(this) {Position = new Vector3(250, 500, 250)}; player.PlayerCamera.Perspective(80f, aspectRatio, nearClip, farClip); player.PlayerCamera.LookAt(new Vector3(250, 500, 0), player.Position, Vector3.Up); quadTree.AddComponent(player); base.Initialize(); // this will call Initialize on components }
/// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { content.Unload(); quadTree = null; nodesIndexBuf = null; nodesVertBuf = null; }
public QuadTreeGameComponent(Game game) : base(game) { quadTree = null; qNode = null; }