public void Renew(LightSceneGraphReceipt receipt) { int iold = receipt.ReceivedIndex; int inew = (int)receipt.light.Transform.Translation.X / 32; if (iold != inew) { receipt.ReceivedIndex = inew; blocks[iold].Remove(receipt.light); blocks[inew].Add(receipt.light); } }
public LightSceneGraphReceipt Add(Light l) { int i = (int)l.Transform.Translation.X / 32; blocks[i].Add(l); LightSceneGraphReceipt r = new LightSceneGraphReceipt(); r.light = l; r.ReceivedIndex = i; r.graph = this; return r; }
public LightSceneGraphReceipt Add(Light l) { int i = (int)l.Transform.Translation.X / 32; blocks[i].Add(l); LightSceneGraphReceipt r = new LightSceneGraphReceipt(); r.light = l; r.ReceivedIndex = i; r.graph = this; return(r); }
public void Remove(LightSceneGraphReceipt receipt) { blocks[receipt.ReceivedIndex].Remove(receipt.light); }
public PlayerObject(PlayerIndex playerIndex, Color color, Vector3 pos, float initialYRot) { this.playerIndex = playerIndex; this.color = color; // initial transform this._position = pos; rotation = initialYRot; SetupLights(); mesh = new SkinnedMesh(); mesh.Model = AssetLoader.mdl_character; //Create a new Animation Player that will take the bone dictionaries as arguments allowing individual animation with upper and lower body upPlayer = new DurationBasedAnimator(mesh.SkinningData, mesh.SkinningData.AnimationClips["Take 001"], Animation_States.upperCharacterBones); lowPlayer = new DurationBasedAnimator(mesh.SkinningData, mesh.SkinningData.AnimationClips["Take 001"], Animation_States.lowerCharacterBonesandRoot); //Load the animations from the asset loader (these are in an Animation Package) upPlayer.AddAnimationPackage = AssetLoader.ani_character; upPlayer.StartClip(moving + shooting + weapon); lowPlayer.AddAnimationPackage = AssetLoader.ani_character; lowPlayer.StartClip(moving+weapon); UpdateAnimation(0); UpdateMajorTransforms(0); Globals.gameInstance.sceneGraph.Setup(mesh); modelReceipt = Globals.gameInstance.sceneGraph.Add(mesh); light1receipt = Globals.gameInstance.sceneGraph.Add(torchlight); light2receipt = Globals.gameInstance.sceneGraph.Add(haloemitlight); light3receipt = Globals.gameInstance.sceneGraph.Add(halolight); SetupWeapons(); SwitchWeapon(0); collisionRectangle = new RectangleF( _position.X - boundingBoxSize, _position.Y - boundingBoxSize, boundingBoxSize * 2, boundingBoxSize * 2 ); }