private void showButton_Click(object sender, EventArgs e)
        {
            try
            {
                FillParameters();
                _parameters.ValidateParameters();
            }
            catch (ArgumentOutOfRangeException exception)
            {
                MessageBox.Show(
                    "Введенные параметры выходят за границы доступного диапазона значений",
                    "Ошибка", MessageBoxButtons.OK, MessageBoxIcon.Error);

                return;
            }
            catch (ArgumentException argumentException)
            {
                MessageBox.Show(argumentException.Message);
                return;
            }

            var modelDrawer = new ModelDrawer(_parameters, picture);

            modelDrawer.DrawPicture();
        }
Пример #2
0
        protected override void OnRender(DrawingContext drawingContext)
        {
            drawingContext.DrawRectangle(Brushes.Black, new Pen(), new Rect(new Point(0, 0), new Size(ActualWidth, ActualHeight)));

            var drawer = new ModelDrawer(_model, drawingContext, ActualWidth, ActualHeight);

            drawer.Draw();
        }
Пример #3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            //Set up drawers
            ModelDrawer = new InstancedModelDrawer(this);

            //Create the space itself
            Space = new Space();

            var parallelLooper = new ParallelLooper();

            //This section lets the engine know that it can make use of multithreaded systems
            //by adding threads to its thread pool.
            if (Environment.ProcessorCount > 1)
            {
                for (int i = 0; i < Environment.ProcessorCount; i++)
                {
                    parallelLooper.AddThread();
                }
            }

            Space = new Space(parallelLooper);

            Space.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0);
            Space.Add(new Box(Vector3.Zero, 30, 1, 30));

            //Create a bunch of boxes randomly.

            Random      random      = new Random();
            int         boxCount    = 100;
            BoundingBox spawnVolume = new BoundingBox(new Vector3(-10, 10, -10), new Vector3(10, 30, 10));

            for (int i = 0; i < boxCount; i++)
            {
                Vector3 position = new Vector3((float)(random.NextDouble() - 0.5f) * (spawnVolume.Max.X - spawnVolume.Min.X),
                                               (float)(random.NextDouble() - 0.5f) * (spawnVolume.Max.Y - spawnVolume.Min.Y),
                                               (float)(random.NextDouble() - 0.5f) * (spawnVolume.Max.Z - spawnVolume.Min.Z)) +
                                   (spawnVolume.Min + spawnVolume.Max) / 2;
                Space.Add(new Box(position, 1, 1, 1, 1));
            }


            #region DisplayObject creation
            foreach (Entity e in Space.Entities)
            {
                if ((string)e.Tag != "noDisplayObject")
                {
                    ModelDrawer.Add(e);
                }
                else//Remove the now unnecessary tag.
                {
                    e.Tag = null;
                }
            }
            #endregion
        }
Пример #4
0
        public PhysicsRenderManager(QSGame game)
            : base(game)
        {
            // By default physics rendering is disabled.
            this.Enabled = false;

            this.Game.Services.AddService(typeof(PhysicsRenderManager), this);

            this.modelDrawer             = new InstancedModelDrawer(game);
            this.modelDrawer.IsWireframe = true;
        }
Пример #5
0
        protected override void Initialize()
        {
            cam.Initialize(Vector3.Up, (float)(70f * Math.PI / 180), GraphicsDevice.Viewport.AspectRatio, 0.01f, 140 * 5,
                           Vector3.Zero, Vector3.Forward);

            Input.Create(this);
            Input.Get().Update();

            modelDrawer = new InstancedModelDrawer(this);

            base.Initialize();
        }
Пример #6
0
        protected override void Initialize()
        {
            ModelDrawer = new InstancedModelDrawer(this);

            ConstraintDrawer = new LineDrawer(this);
            ConstraintDrawer.DisplayTypes.Add(typeof(GrabSpring), typeof(DisplayGrabSpring));
            ConstraintDrawer.DisplayTypes.Add(typeof(MotorizedGrabSpring), typeof(DisplayMotorizedGrabSpring));

            ContactDrawer          = new ContactDrawer(this);
            BoundingBoxDrawer      = new BoundingBoxDrawer(this);
            SimulationIslandDrawer = new SimulationIslandDrawer(this);

            base.Initialize();
        }
Пример #7
0
        public BEPUPhysicsRenderer(IManagerServiceProvider sceneInterface)
        {
            _sceneInterface     = sceneInterface;
            ManagerProcessOrder = 100;

            ModelDrawer            = new InstancedModelDrawer(Application.Instance);
            ContactDrawer          = new ContactDrawer(Application.Instance);
            BoundingBoxDrawer      = new BoundingBoxDrawer(Application.Instance);
            SimulationIslandDrawer = new SimulationIslandDrawer(Application.Instance);

            LineDrawer = new BasicEffect(Application.Graphics.GraphicsDevice);

            Visible = true;
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            //Set up drawers
            modelDrawer = new InstancedModelDrawer(this);


            //Create the space and tell it that it should keep track of buffered states.  This will let the
            //positions/orientations of entities be interpolated, producing a cleaner appearance.
            Space = new Space();
            Space.BufferedStates.Enabled = true;


            Space.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0);
            Space.Add(new Box(Vector3.Zero, 30, 1, 30));  //Make the ground

            //Create a bunch of boxes randomly.

            Random random      = new Random();
            int    boxCount    = 50;
            var    spawnVolume = new BoundingBox(new Vector3(-5, 15, -5), new Vector3(5, 25, 5));

            for (int i = 0; i < boxCount; i++)
            {
                var position = new Vector3((float)(random.NextDouble() - 0.5f) * (spawnVolume.Max.X - spawnVolume.Min.X),
                                           (float)(random.NextDouble() - 0.5f) * (spawnVolume.Max.Y - spawnVolume.Min.Y),
                                           (float)(random.NextDouble() - 0.5f) * (spawnVolume.Max.Z - spawnVolume.Min.Z)) +
                               (spawnVolume.Min + spawnVolume.Max) / 2;
                Space.Add(new Box(position, 1, 1, 1, 1));
            }


            //Start up the physics loop.
            physicsThread = new Thread(PhysicsLoop);
            physicsThread.IsBackground = true;
            physicsThread.Start();

            #region DisplayObject creation
            foreach (Entity e in Space.Entities)
            {
                if ((string)e.Tag != "noDisplayObject")
                {
                    modelDrawer.Add(e);
                }
                else//Remove the now unnecessary tag.
                {
                    e.Tag = null;
                }
            }
            #endregion
        }
        void FillSpace(Space space, ModelDrawer modelDrawer = null)
        {
            Entity ground = new MorphableEntity(new BoxShape(50, 1, 50));

            space.Add(ground);
            space.ForceUpdater.Gravity = new Vector3(0, -10, 0);

            ModelDataExtractor.GetVerticesAndIndicesFromModel(Game.Content.Load <Model>("playground"), out Vector3[] vertices, out int[] indices);
            var mesh = new StaticMesh(vertices, indices, new AffineTransform(new Vector3(50, -20, 0)));

            space.Add(mesh);
            modelDrawer?.Add(mesh);

            for (int i = 0; i < 100; i++)
            {
                Entity e = new Box(new Vector3(.1f * i, 1 * i + 1, 0), 1, 1, 1, 1);
                //Entity e = new Capsule(new Vector3(.1f * i, 1 * i + 1, 0), .5f, .5f, 1);
                //Entity e = new Sphere(new Vector3(.1f * i, 1 * i + 1, 0), .5f, 1);
                e.ActivityInformation.IsAlwaysActive = true;
                e.CollisionInformation.Tag           = i;
                space.Add(e);
            }
            for (int i = 0; i < 200; i++)
            {
                //Entity e = new Box(new Vector3(.1f * i, 1 * i + 1, 2), 1, 1, 1, 1);
                Entity e = new Capsule(new Vector3(.1f * i, 1 * i + 1, 2), .5f, .5f, 1);
                //Entity e = new Sphere(new Vector3(.1f * i, 1 * i + 1, 2), .5f, 1);
                e.ActivityInformation.IsAlwaysActive = true;
                e.CollisionInformation.Tag           = i;
                space.Add(e);
            }
            for (int i = 0; i < 300; i++)
            {
                //Entity e = new Box(new Vector3(.1f * i, 1 * i + 1, 4), 1, 1, 1, 1);
                //Entity e = new Capsule(new Vector3(.1f * i, 1 * i + 1, 4), .5f, .5f, 1);
                Entity e = new Sphere(new Vector3(.1f * i, 1 * i + 1, 4), .5f, 1);
                e.ActivityInformation.IsAlwaysActive = true;
                e.CollisionInformation.Tag           = i;
                space.Add(e);
            }
            if (modelDrawer != null)
            {
                for (int i = 0; i < space.Entities.Count; ++i)
                {
                    modelDrawer.Add(space.Entities[i]);
                }
            }
        }
Пример #10
0
        protected override void Initialize()
        {
            if (GraphicsDevice.GraphicsProfile == GraphicsProfile.HiDef)
                ModelDrawer = new InstancedModelDrawer(this);
            else
                ModelDrawer = new BruteModelDrawer(this);

            ConstraintDrawer = new LineDrawer(this);
            ConstraintDrawer.DisplayTypes.Add(typeof(GrabSpring), typeof(DisplayGrabSpring));
            ConstraintDrawer.DisplayTypes.Add(typeof(MotorizedGrabSpring), typeof(DisplayMotorizedGrabSpring));

            ContactDrawer = new ContactDrawer(this);
            BoundingBoxDrawer = new BoundingBoxDrawer(this);
            SimulationIslandDrawer = new SimulationIslandDrawer(this);

            base.Initialize();
        }
Пример #11
0
        public override void InitialiseLevel()
        {
            base.InitialiseLevel();

            BEPUDebugDrawer = new ModelDrawer(vxEngine.Game);

            //Starts BEPU with multiple Cores
            BEPUParallelLooper = new ParallelLooper();
            if (Environment.ProcessorCount > 1)
            {
                for (int i = 0; i < Environment.ProcessorCount; i++)
                {
                    BEPUParallelLooper.AddThread();
                }
            }


            BEPUPhyicsSpace = new Space(BEPUParallelLooper);
            BEPUPhyicsSpace.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0);
            vxConsole.WriteLine("Starting Physics vxEngine using " + BEPUPhyicsSpace.ParallelLooper.ThreadCount + " Processors");
        }
Пример #12
0
        /// <summary>
        /// Constructs the front end and the internal physics representation of the Vehicle.
        /// </summary>
        /// <param name="position">Position of the Vehicle.</param>
        /// <param name="owningSpace">Space to add the Vehicle to.</param>
        /// <param name="cameraToUse">Camera to attach to the Vehicle.</param>
        /// <param name="drawer">Drawer used to draw the Vehicle.</param>
        /// <param name="wheelModel">Model of the wheels.</param>
        /// <param name="wheelTexture">Texture to use for the wheels.</param>
        public VehicleInput(Vector3 position, Space owningSpace, Camera cameraToUse, ModelDrawer drawer, Model wheelModel, Texture2D wheelTexture)
        {
            var bodies = new List <CompoundShapeEntry>()
            {
                new CompoundShapeEntry(new BoxShape(2.5f, .75f, 4.5f), new Vector3(0, 0, 0), 60),
                new CompoundShapeEntry(new BoxShape(2.5f, .3f, 2f), new Vector3(0, .75f / 2 + .3f / 2, .5f), 1)
            };
            var body = new CompoundBody(bodies, 61);

            body.CollisionInformation.LocalPosition = new Vector3(0, .5f, 0);
            body.Position = (position); //At first, just keep it out of the way.
            Vehicle       = new Vehicle(body);

            #region RaycastWheelShapes

            //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them.
            Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
            Vehicle.AddWheel(new Wheel(
                                 new RaycastWheelShape(.375f, wheelGraphicRotation),
                                 new WheelSuspension(2000, 100f, Vector3.Down, .8f, new Vector3(-1.1f, 0, 1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new RaycastWheelShape(.375f, wheelGraphicRotation),
                                 new WheelSuspension(2000, 100f, Vector3.Down, .8f, new Vector3(-1.1f, 0, -1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new RaycastWheelShape(.375f, wheelGraphicRotation),
                                 new WheelSuspension(2000, 100f, Vector3.Down, .8f, new Vector3(1.1f, 0, 1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new RaycastWheelShape(.375f, wheelGraphicRotation),
                                 new WheelSuspension(2000, 100f, Vector3.Down, .8f, new Vector3(1.1f, 0, -1.8f)),
                                 new WheelDrivingMotor(2.5f, 30000, 10000),
                                 new WheelBrake(1.5f, 2, .02f),
                                 new WheelSlidingFriction(4, 5)));

            #endregion


            foreach (Wheel wheel in Vehicle.Wheels)
            {
                //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes.
                wheel.Shape.FreezeWheelsWhileBraking = true;

                //By default, wheels use as many iterations as the space.  By lowering it,
                //performance can be improved at the cost of a little accuracy.
                //However, because the suspension and friction are not really rigid,
                //the lowered accuracy is not so much of a problem.
                wheel.Suspension.SolverSettings.MaximumIterations      = 1;
                wheel.Brake.SolverSettings.MaximumIterations           = 1;
                wheel.SlidingFriction.SolverSettings.MaximumIterations = 1;
                wheel.DrivingMotor.SolverSettings.MaximumIterations    = 1;
            }

            Space = owningSpace;

            Space.Add(Vehicle);
            ModelDrawer = drawer;
            DisplayModel model;
            WheelModels = new List <DisplayModel>();
            for (int k = 0; k < 4; k++)
            {
                Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject";
                model = new DisplayModel(wheelModel, ModelDrawer);
                ModelDrawer.Add(model);
                WheelModels.Add(model);
                model.Texture = wheelTexture;
            }


            Camera = cameraToUse;
        }
Пример #13
0
 public DynamicVisualizer(LinearDynamic dynamic, ModelDrawer modelDrawer)
 {
     Dynamic           = dynamic;
     DisplayCollidable = new DisplayEntityCollidable(modelDrawer, new ConvexCollidable <BoxShape>(new BoxShape(0.5f, 0.5f, 0.5f)));
     modelDrawer.Add(DisplayCollidable);
 }
Пример #14
0
        /// <summary>
        /// Constructs the front end and the internal physics representation of the vehicle.
        /// </summary>
        /// <param name="position">Position of the tank.</param>
        /// <param name="owningSpace">Space to add the vehicle to.</param>
        /// <param name="cameraToUse">Camera to attach to the vehicle.</param>
        /// <param name="drawer">Drawer used to draw the tank.</param>
        /// <param name="wheelModel">Model to use for the 'wheels' of the tank.</param>
        /// <param name="wheelTexture">Texture of the wheels on the tank.</param>
        public TankInput(Vector3 position, Space owningSpace, Camera cameraToUse, ModelDrawer drawer, Model wheelModel, Texture2D wheelTexture)
        {
            var bodies = new List <CompoundShapeEntry>()
            {
                new CompoundShapeEntry(new BoxShape(4f, 1, 8), new Vector3(0, 0, 0), 500),
                new CompoundShapeEntry(new BoxShape(3, .7f, 4f), new Vector3(0, .5f + .35f, .5f), 1)
            };
            var body = new CompoundBody(bodies, 501);

            body.CollisionInformation.LocalPosition = new Vector3(0, -.5f, 0);
            body.Position = (position); //At first, just keep it out of the way.
            Vehicle       = new Vehicle(body);

            #region RaycastWheelShapes

            //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them.
            MaximumDriveForce   = 1800;
            BaseSlidingFriction = 7;
            Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
            for (int i = 0; i < 6; i++)
            {
                var toAdd = new Wheel(
                    new RaycastWheelShape(.375f, wheelGraphicRotation),
                    new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(-1.9f, 0, -2.9f + i * 1.15f)),
                    new WheelDrivingMotor(10, MaximumDriveForce, MaximumDriveForce),
                    new WheelBrake(BaseSlidingFriction, BaseSlidingFriction, 1.0f),
                    new WheelSlidingFriction(3.5f, 3.5f));
                Vehicle.AddWheel(toAdd);
                leftTrack.Add(toAdd);
            }
            for (int i = 0; i < 6; i++)
            {
                var toAdd = new Wheel(
                    new RaycastWheelShape(.375f, wheelGraphicRotation),
                    new WheelSuspension(2000, 300f, Vector3.Down, 1.3f, new Vector3(1.9f, 0, -2.9f + i * 1.15f)),
                    new WheelDrivingMotor(10, 2000, 1000),
                    new WheelBrake(BaseSlidingFriction, BaseSlidingFriction, 1.0f),
                    new WheelSlidingFriction(3.5f, 3.5f));
                Vehicle.AddWheel(toAdd);
                rightTrack.Add(toAdd);
            }

            #endregion

            foreach (Wheel wheel in Vehicle.Wheels)
            {
                //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes.
                wheel.Shape.FreezeWheelsWhileBraking = true;

                //By default, wheels use as many iterations as the space.  By lowering it,
                //performance can be improved at the cost of a little accuracy.
                wheel.Suspension.SolverSettings.MaximumIterations      = 1;
                wheel.Brake.SolverSettings.MaximumIterations           = 1;
                wheel.SlidingFriction.SolverSettings.MaximumIterations = 1;
                wheel.DrivingMotor.SolverSettings.MaximumIterations    = 1;
            }

            Space = owningSpace;

            Space.Add(Vehicle);
            ModelDrawer = drawer;
            DisplayModel model;
            WheelModels = new List <DisplayModel>();
            for (int k = 0; k < Vehicle.Wheels.Count; k++)
            {
                Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject";
                model = new DisplayModel(wheelModel, ModelDrawer);
                ModelDrawer.Add(model);
                WheelModels.Add(model);
                model.Texture = wheelTexture;
            }


            Camera = cameraToUse;
        }
Пример #15
0
 protected ModelDisplayObject(ModelDrawer drawer, T displayedObject)
     : base(drawer)
 {
     DisplayedObject = displayedObject;
 }
Пример #16
0
        /// <summary>
        /// Constructs the front end and the internal physics representation of the Vehicle.
        /// </summary>
        /// <param name="position">Position of the Vehicle.</param>
        /// <param name="space">Space to add the Vehicle to.</param>
        /// <param name="camera">Camera to attach to the Vehicle.</param>
        /// <param name="game">The running game.</param>
        /// <param name="drawer">Drawer used to draw the Vehicle.</param>
        /// <param name="wheelModel">Model of the wheels.</param>
        /// <param name="wheelTexture">Texture to use for the wheels.</param>
        public VehicleInput(Vector3 position, Space space, Camera camera, DemosGame game, ModelDrawer drawer, Model wheelModel, Texture2D wheelTexture)
        {
            var bodies = new List <CompoundShapeEntry>
            {
                new CompoundShapeEntry(new BoxShape((Fix64)2.5m, (Fix64).75m, (Fix64)4.5m), new Vector3(0, 0, 0), 60),
                new CompoundShapeEntry(new BoxShape((Fix64)2.5m, (Fix64).3m, (Fix64)2f), new Vector3(0, (Fix64).75m / 2 + (Fix64).3m / 2, (Fix64).5m), 1)
            };
            var body = new CompoundBody(bodies, 61);

            body.CollisionInformation.LocalPosition = new Vector3(0, (Fix64).5m, 0);
            body.Position = position; //At first, just keep it out of the way.
            Vehicle       = new Vehicle(body);

            var localWheelRotation = Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.PiOver2);

            //The wheel model used is not aligned initially with how a wheel would normally look, so rotate them.
            Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);

            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape((Fix64).375m, (Fix64)0.2m, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100, Vector3.Down, (Fix64)0.325m, new Vector3((Fix64)(-1.1m), (Fix64)(-0.1m), (Fix64)1.8m)),
                                 new WheelDrivingMotor((Fix64)2.5m, 30000, 10000),
                                 new WheelBrake((Fix64)1.5m, 2, (Fix64).02m),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape((Fix64).375m, (Fix64)0.2m, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100, Vector3.Down, (Fix64)0.325m, new Vector3((Fix64)(-1.1m), (Fix64)(-0.1m), (Fix64)(-1.8m))),
                                 new WheelDrivingMotor((Fix64)2.5m, 30000, 10000),
                                 new WheelBrake((Fix64)1.5m, 2, (Fix64).02m),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape((Fix64).375m, (Fix64)0.2m, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100, Vector3.Down, (Fix64)0.325m, new Vector3((Fix64)1.1m, (Fix64)(-0.1m), (Fix64)1.8m)),
                                 new WheelDrivingMotor((Fix64)2.5m, 30000, 10000),
                                 new WheelBrake((Fix64)1.5m, 2, (Fix64).02m),
                                 new WheelSlidingFriction(4, 5)));
            Vehicle.AddWheel(new Wheel(
                                 new CylinderCastWheelShape((Fix64).375m, (Fix64)0.2m, localWheelRotation, wheelGraphicRotation, false),
                                 new WheelSuspension(2000, 100, Vector3.Down, (Fix64)0.325m, new Vector3((Fix64)1.1m, (Fix64)(-0.1m), (Fix64)(-1.8m))),
                                 new WheelDrivingMotor((Fix64)2.5m, 30000, 10000),
                                 new WheelBrake((Fix64)1.5m, 2, (Fix64).02m),
                                 new WheelSlidingFriction(4, 5)));


            foreach (Wheel wheel in Vehicle.Wheels)
            {
                //This is a cosmetic setting that makes it looks like the car doesn't have antilock brakes.
                wheel.Shape.FreezeWheelsWhileBraking = true;

                //By default, wheels use as many iterations as the space.  By lowering it,
                //performance can be improved at the cost of a little accuracy.
                //However, because the suspension and friction are not really rigid,
                //the lowered accuracy is not so much of a problem.
                wheel.Suspension.SolverSettings.MaximumIterationCount      = 1;
                wheel.Brake.SolverSettings.MaximumIterationCount           = 1;
                wheel.SlidingFriction.SolverSettings.MaximumIterationCount = 1;
                wheel.DrivingMotor.SolverSettings.MaximumIterationCount    = 1;
            }

            Space = space;

            Space.Add(Vehicle);
            ModelDrawer = drawer;
            DisplayModel model;

            WheelModels = new List <DisplayModel>();
            for (int k = 0; k < 4; k++)
            {
                Vehicle.Wheels[k].Shape.Detector.Tag = "noDisplayObject";
                model = new DisplayModel(wheelModel, ModelDrawer);
                ModelDrawer.Add(model);
                WheelModels.Add(model);
                model.Texture = wheelTexture;
            }



            CameraControlScheme = new ChaseCameraControlScheme(Vehicle.Body, new Vector3(0, (Fix64)0.6m, 0), true, 10, camera, game);
        }
Пример #17
0
 protected SelfDrawingModelDisplayObject(ModelDrawer modelDrawer)
 {
     ModelDrawer = modelDrawer;
 }