Пример #1
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
            //UpdateMatrixes();

            // Calculate the base transformation by combining
            // translation, rotation, and scaling
            baseWorld = Matrix.CreateScale(Scale)
                        * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z)
                        * Matrix.CreateTranslation(Position);

            UpdateProximitySphere();
        }
Пример #2
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            BaseWorld = Matrix.Identity;

            BaseWorld = Matrix.CreateScale(Scale)
                        * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z + -MathHelper.PiOver2)
                        * Matrix.CreateTranslation(ParentPosition)
                        * Matrix.CreateFromYawPitchRoll(ParentRotation.Y, ParentRotation.X, ParentRotation.Z)
                        * Matrix.CreateTranslation(Position);

            // Set object and camera info
            PlaneBasicEffect.World      = BaseWorld;
            PlaneBasicEffect.View       = S.Camera.View;
            PlaneBasicEffect.Projection = S.Camera.Projection;
            S.GraphicsDM.GraphicsDevice.SetVertexBuffer(PlaneVertexBuffer);
        }