/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Create a new model DataPoint[] data = new DataPoint[360 * 180]; for (int lng = 0; lng < 360; lng ++) { for (int lat = 0; lat < 180; lat ++) { int ind = lng * 180 + lat; data[ind] = new DataPoint(lat - 90, lng - 180, 0); } } List<DataPoint> dataList = new List<DataPoint>(); //model = new GlobeModel(Content, GraphicsDevice, Matrix.CreateTranslation(offsetX, offsetY, offsetZ)); //string line; //StreamReader file = new StreamReader("earthquake.tsv"); //while ((line = file.ReadLine()) != null) { // string[] parts = line.Split(' '); // int lat = (int)(float.Parse(parts[0]) + .5f); // int lng = (int)(float.Parse(parts[1]) + .5f); // int ind = (lng >= 180 ? 0 : lng + 180) * 180 + (lat + 90); // data[ind].value++; // dataList.Add(new DataPoint(float.Parse(parts[0]), float.Parse(parts[1]), float.Parse(parts[2]) / 9.5f)); //} //dataList.Clear(); //dataList.Add(new DataPoint(35.673343f, 139.710388f, 1)); //data = dataList.ToArray(); //model.setData(data); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; // Set cullmode RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.CullCounterClockwiseFace; GraphicsDevice.RasterizerState = rs; if (ENABLE_KINECT) { manager = new KinectManager("out.txt", CONTINUE_TRACK); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { largerTarget = new RenderTarget2D(GraphicsDevice, KinectManager.IMG_WIDTH, KinectManager.IMG_HEIGHT, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); renderTarget = new RenderTarget2D(GraphicsDevice, KinectManager.IMG_WIDTH / 2, KinectManager.IMG_HEIGHT / 2, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); writer = new JpgWriter(KinectManager.IMG_WIDTH / 2, KinectManager.IMG_HEIGHT / 2); cameraFeed = new Texture2D(graphics.GraphicsDevice, KinectManager.IMG_WIDTH, KinectManager.IMG_HEIGHT); overlay = new Texture2D(graphics.GraphicsDevice, 1, 1); overlay.SetData<Microsoft.Xna.Framework.Color>(new Microsoft.Xna.Framework.Color[] { new Microsoft.Xna.Framework.Color(1, 1, 1, .1f) }); fromBytes = new Texture2D(graphics.GraphicsDevice, KinectManager.IMG_WIDTH, KinectManager.IMG_HEIGHT); quad = new Quad(graphics.GraphicsDevice, cameraFeed); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; if (ENABLE_KINECT) { manager = new KinectManager("out.txt", CONTINUE_TRACK); } font = Content.Load<SpriteFont>("text"); model = Content.Load<Model>(MODEL); sphere = Content.Load<Model>("sphere"); cup_bottom = Content.Load<Model>("cup_bottom"); cup_top = Content.Load<Model>("cup_top"); bodies1 = new RpcBody(sphere, new Vector3(0, 0, 1), "sphere"); bodies2 = new RpcBody(sphere, new Vector3(1, 0, 0), "sphere"); modelBody = new StaticBody(model, transform(true), "wall", true); cupTopBody = new StaticBody(cup_top, transform(), "cup_top", false); cupBottomBody = new StaticBody(cup_bottom, transform(), "cup_bottom", false); new Thread(new ThreadStart(tcpPhysics)).Start(); if (!OBSERVER) { new Thread(new ThreadStart(tcpPhone)).Start(); } }