protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld,simpleModel, Matrix.Identity, Matrix.Identity, Vector3.One, PloobsEngine.Physics.MaterialDescription.DefaultPhysxMaterial()); ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default()); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } BallThrowPhysx BallThrowBullet = new BallThrowPhysx(this.World, GraphicFactory); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
public override void AddObject(IPhysicObject obj) { if (obj is PhysxPhysicObject) { PhysxPhysicObject PhysxPhysicObject = obj as PhysxPhysicObject; PhysxPhysicObject.RigidActor.UserData = obj; scene.AddActor(PhysxPhysicObject.RigidActor); } else if (obj is PhysxTriangleMesh) { PhysxTriangleMesh PhysxTriangleMesh = obj as PhysxTriangleMesh; PhysxTriangleMesh.StaticActor.UserData = obj; scene.AddActor(PhysxTriangleMesh.StaticActor); } else if (obj is PhysxStaticActor) { PhysxStaticActor PhysxTriangleMesh = obj as PhysxStaticActor; PhysxTriangleMesh.StaticActor.UserData = obj; scene.AddActor(PhysxTriangleMesh.StaticActor); } objs.Add(obj); }