public AnnularRing(IContentManager contentManager, float innerRadius, float outerRadius, int slices) { ContentManager = contentManager; _geometry = ContentManager.CreateAssetPart<Geometry>(); InnerRadius = innerRadius; OuterRadius = outerRadius; Slices = slices; PrepareVertices(); PrepareFaces(); }
public void GettingObjectAtCenterOfScreenWithSingleObjectAtCenterOfSceneShouldReturnTheObject() { var viewport = new Viewport {Width = 640, Height = 480}; var scene = new Scene(); var camera = new Camera(viewport) {Position = {Z = -10}}; camera.Update(); var node = new Geometry { BoundingSphere = new BoundingSphere(Vector.Zero, 10f) }; scene.AddNode(node); var nodeAtCoordinate = scene.GetNodeAtScreenCoordinate(viewport, viewport.Width / 2, viewport.Height / 2); Assert.That(nodeAtCoordinate, Is.Not.Null); Assert.That(nodeAtCoordinate, Is.EqualTo(node)); }
private void Game_LoadContent(Game game) { _container = new Geometry(); game.Scene.AddNode(_container); _teapot = game.ContentManager.Load<Mesh>("teapot.ASE"); _container.Children.Add(_teapot); _teapot.IsVisible = false; _box = new Box {Dimension = new Coordinate(40, 40, 40)}; _box.Position.Set(0,10,0); _container.Children.Add(_box); _cylinder = new Cylinder {Segments = 16, Size = 20, TopRadius = 20, BottomRadius = 40}; _cylinder.Position.Set(0, 10, 0); _container.Children.Add(_cylinder); _ring = new Ring {Segments = 16, Size = 20, InnerRadius = 20, OuterRadius = 40}; _ring.Position.Set(0, 10, 0); _container.Children.Add(_ring); _reflectionMapTexture = LoadTexture("/Balder.Silverlight.SampleBrowser;component/Samples/Programatic/Materials/Assets/ReflectionMap.jpg"); _visualStudioTexture = LoadTexture("/Balder.Silverlight.SampleBrowser;component/Samples/Programatic/Materials/Assets/VisualStudio.png"); _balderLogoTexture = LoadTexture("/Balder.Silverlight.SampleBrowser;component/Samples/Programatic/Materials/Assets/BalderLogo.png"); _flatMaterial = new Material { Diffuse = Colors.Red, Shade = MaterialShade.Flat }; _gouraudMaterial = new Material { Diffuse = Colors.Red, Shade = MaterialShade.Gouraud }; _texturedMaterial = new Material { DiffuseMap = _reflectionMapTexture, Shade = MaterialShade.Flat, }; _reflectionMaterial = new Material { ReflectionMap = _reflectionMapTexture, Shade = MaterialShade.Flat }; }
private void HandleObjectSelection() { switch (ObjectComboBox.SelectedIndex) { case 0: { _selectedNode = Teapot; Teapot.IsVisible = true; Box.IsVisible = false; } break; case 1: { _selectedNode = Box; Teapot.IsVisible = false; Box.IsVisible = true; } break; } }
private void HandleObjectSelection() { switch (ObjectComboBox.SelectedIndex) { case 0: { _selectedNode = _teapot; _teapot.IsVisible = true; _box.IsVisible = false; _cylinder.IsVisible = false; _ring.IsVisible = false; } break; case 1: { _selectedNode = _box; _teapot.IsVisible = false; _box.IsVisible = true; _cylinder.IsVisible = false; _ring.IsVisible = false; } break; case 2: { _selectedNode = _cylinder; _teapot.IsVisible = false; _box.IsVisible = false; _cylinder.IsVisible = true; _ring.IsVisible = false; } break; case 3: { _selectedNode = _ring; _teapot.IsVisible = false; _box.IsVisible = false; _cylinder.IsVisible = false; _ring.IsVisible = true; } break; } }