/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { GraphicsDevice.RasterizerState = new RasterizerState { CullMode = CullMode.None }; // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); primitiveBatch = new PrimitiveBatch(GraphicsDevice); debugDraw = new ChipmunkDebugDraw(primitiveBatch); demo = new DemoBase[] { new LogoSmash(), new PyramidStack(), new Tumble(), new Plink(), new PyramidTopple(), new Slice(), new Planet(), new Tank() }; float width = GraphicsDevice.Viewport.Width; float height = GraphicsDevice.Viewport.Height; world = Matrix.Identity; view = Matrix.CreateLookAt(Vector3.Zero, Vector3.Forward, Vector3.Up); projection = Matrix.CreateOrthographic(width, height, 0, -1); inverse = Matrix.CreateScale(1, -1, 1) * Matrix.CreateTranslation(-width / 2, height / 2, 0); primitiveBatch.LoadContent(ref world, ref view, ref projection); LoadDemo(); }
public ChipmunkDebugDraw(PrimitiveBatch primitiveBatch) { this.primitiveBatch = primitiveBatch; }