Пример #1
0
 public Level(OptimizedWorldOctree <IRenderable> worldOctree)
 {
     this.worldOctree = worldOctree;
     createItemTypes();
     Node = new SceneGraphNode();
     Node.AssociatedObject = this;
     LocalPlayer           = new ScatteredPlayer(this, Node.CreateChild());
 }
Пример #2
0
 public EntityNode(Level level, SceneGraphNode node, OptimizedWorldOctree <IRenderable> tree)
 {
     this.level = level;
     this.tree  = tree;
     Node       = node;
     visible    = false;// Default to invisible
     node.ObserveChange(onNodeChange);
 }
Пример #3
0
        public void TestPhysicalLodRendererOptimized()
        {
            float size = 1000f;

            setupObjects(size, () => new RenderablePhysical());

            var tree = new OptimizedWorldOctree <RenderablePhysical>(new Vector3(size, 200, size), 5);
            var lod  = new LinebasedLodRenderer(tree);

            TW.Data.Objects.OfType <RenderablePhysical>().ForEach(delegate(RenderablePhysical p) { tree.AddWorldObject(p); p.Visible = false; });

            engine.AddSimulator(new BasicSimulator(lod.UpdateRendererState));



            engine.AddSimulator(new PhysicalSimulator());
            engine.AddSimulator(new WorldRenderingSimulator());

            engine.AddSimulator(new BasicSimulator(lod.RenderLines));
        }