/// <summary> /// Makes sure that the layer the user is trying to add an entity to exists /// </summary> /// <param name="maxLayer">The layer number.</param> private void AddLayers(int _layer) { while (layers.Count <= _layer) { SceneLayer layer = new SceneLayer(); layers.Add(layer); } }
//private List<Light> lightList; #endregion #region Constructor /// <summary> /// Creates and Initializes a new RendererScene with a camera named "Default" as the active camera. /// </summary> public Scene() { entityID = new LowestAvailableID(); defaultPosition = Vector3.Zero; updateToggle = false; layers = new List <SceneLayer>(); SceneLayer layer = new SceneLayer(); layers.Add(layer); entityList = new Dictionary <int, Entity>(); drawableEntities = new List <SceneLayer>(); transparentEntities = new List <SceneLayer>(); deleteQueue = new List <int>(); TransparentWalls = true; cameraDictionary = new Dictionary <string, Camera>(); CurrentCamera = new Camera(); cameraDictionary.Add("Default", CurrentCamera); currentFrustum = new BoundingFrustum(CurrentCamera.Projection); shadowRenderTarget = GfxComponent.CreateRenderTarget(GraphicOptions.graphics.GraphicsDevice, 1, SurfaceFormat.Single); shadowDepthBuffer = GfxComponent.CreateDepthStencil(shadowRenderTarget, DepthFormat.Depth24Stencil8Single); worldLight.Position = new Vector3(7000, 4000, 10000); worldLight.TargetPosition = Vector3.Zero; worldLight.View = Matrix.Identity; worldLight.Projection = Matrix.Identity; PercentOfDayComplete = 0.5f; }
/// <summary> /// Creates and Initializes a new RendererScene with a camera named "Default" as the active camera. /// </summary> public Scene() { entityID = new LowestAvailableID(); defaultPosition = Vector3.Zero; updateToggle = false; layers = new List<SceneLayer>(); SceneLayer layer = new SceneLayer(); layers.Add(layer); entityList = new Dictionary<int, Entity>(); drawableEntities = new List<SceneLayer>(); transparentEntities = new List<SceneLayer>(); deleteQueue = new List<int>(); TransparentWalls = true; cameraDictionary = new Dictionary<string, Camera>(); CurrentCamera = new Camera(); cameraDictionary.Add("Default", CurrentCamera); currentFrustum = new BoundingFrustum(CurrentCamera.Projection); shadowRenderTarget = GfxComponent.CreateRenderTarget(GraphicOptions.graphics.GraphicsDevice, 1, SurfaceFormat.Single); shadowDepthBuffer = GfxComponent.CreateDepthStencil(shadowRenderTarget, DepthFormat.Depth24Stencil8Single); worldLight.Position = new Vector3(7000, 4000, 10000); worldLight.TargetPosition = Vector3.Zero; worldLight.View = Matrix.Identity; worldLight.Projection = Matrix.Identity; PercentOfDayComplete = 0.5f; }