public override void Draw(GraphicsDevice device, Camera camera) { device.SamplerStates[0] = SamplerState.LinearClamp; skybox= Matrix.CreateScale(1000f)* Matrix.CreateTranslation(camera.cameraPosition.X,0,camera.cameraPosition.Z); //skybox = Matrix.CreateScale(300f) * Matrix.CreateTranslation((camera.cameraPosition) - new Vector3(0, 150, 0)); base.Draw(device, camera); }
public Tank(Model model,GraphicsDevice device,Camera camera) : base(model) { mousepick = new MousePick(device, camera); turretBone = model.Bones["turret_geo"]; rightfrontwheel = model.Bones["r_front_wheel_geo"]; rightbackwheel = model.Bones["r_back_wheel_geo"]; leftfrontwheel = model.Bones["l_front_wheel_geo"]; leftbackwheel = model.Bones["l_back_wheel_geo"]; rightsteergeo = model.Bones["r_steer_geo"]; leftsteergeo = model.Bones["l_steer_geo"]; hatchgeo = model.Bones["hatch_geo"]; canongeo = model.Bones["canon_geo"]; leftBackWheelTransform = leftbackwheel.Transform; rightBackWheelTransform = rightbackwheel.Transform; leftFrontWheelTransform = leftfrontwheel.Transform; rightFrontWheelTransform = rightfrontwheel.Transform; leftSteerTransform = leftsteergeo.Transform; rightSteerTransform = rightsteergeo.Transform; turretTransform = turretBone.Transform; hatchTransform = hatchgeo.Transform; canonTransform = canongeo.Transform; currentAngle = MathHelper.PiOver2; currentPosition = new Vector3(0, 0, 0); tankBox = new BoundingBox(MIN, MAX); }
public pursuit(Model model, GraphicsDevice device, Camera camera) : base(model,device,camera) { tankBox = new BoundingBox(MIN, MAX); currentPosition= new Vector3(-500, 0, -500); translation = Matrix.CreateTranslation(currentPosition); velocity = new Vector3(1, 0, 1); new Tank(model, device, camera); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(this,new Vector3(0,25,150),new Vector3(0,25,0), Vector3.Up); Components.Add(camera); modelManger = new ModelManager(this); Components.Add(modelManger); this.IsMouseVisible = true; base.Initialize(); }
protected override void Initialize() { camera = new Camera(this, new Vector3(800, 400, 900), new Vector3(0, 50, 0), Vector3.Up); Components.Add(camera); modelManager = new ModelManager(this); Components.Add(modelManager); this.IsMouseVisible = true; base.Initialize(); }
public virtual void Draw(GraphicsDevice device, Camera camera) { Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = transforms[mesh.ParentBone.Index] * GetWorld(); effect.View = camera.view; effect.Projection = camera.projection; effect.TextureEnabled = true; } mesh.Draw(); } }
public virtual void Draw(GraphicsDevice device,Camera camera) { device.BlendState = BlendState.Opaque; device.DepthStencilState = DepthStencilState.Default; Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { // effect.World = mesh.ParentBone.Transform*GetWorld(); effect.World = transforms[mesh.ParentBone.Index] * GetWorld(); effect.View = camera.view; effect.Projection = camera.projection; effect.TextureEnabled = true; effect.Alpha = 1; } mesh.Draw(); } }
public Tank(Model model,GraphicsDevice device,Camera camera) : base(model) { mousepick = new MousePick(device, camera); turretBone = model.Bones["turret_geo"]; rightfrontwheel = model.Bones["r_front_wheel_geo"]; rightbackwheel = model.Bones["r_back_wheel_geo"]; leftfrontwheel = model.Bones["l_front_wheel_geo"]; leftbackwheel = model.Bones["l_back_wheel_geo"]; rightsteergeo = model.Bones["r_steer_geo"]; leftsteergeo = model.Bones["l_steer_geo"]; hatchgeo = model.Bones["hatch_geo"]; canongeo = model.Bones["canon_geo"]; leftBackWheelTransform = leftbackwheel.Transform; rightBackWheelTransform = rightbackwheel.Transform; leftFrontWheelTransform = leftfrontwheel.Transform; rightFrontWheelTransform = rightfrontwheel.Transform; leftSteerTransform = leftsteergeo.Transform; rightSteerTransform = rightsteergeo.Transform; turretTransform = turretBone.Transform; hatchTransform = hatchgeo.Transform; canonTransform = canongeo.Transform; currentPosition = prePosition; }
public override void Draw(GraphicsDevice device, Camera camera) { Matrix wheelRotation = Matrix.CreateRotationX(wheelRotationValue); Matrix steerRotation = Matrix.CreateRotationY(steerRotationValue); Matrix turretRotation = Matrix.CreateRotationY(turretRorationValue); Matrix canonRotation = Matrix.CreateRotationX(canonRotationValue); Matrix hatchRotation = Matrix.CreateRotationX(hatchRotationValue); leftbackwheel.Transform = wheelRotation * leftBackWheelTransform; rightbackwheel.Transform = wheelRotation * rightBackWheelTransform; leftfrontwheel.Transform = wheelRotation * leftFrontWheelTransform; rightfrontwheel.Transform = wheelRotation * rightFrontWheelTransform; leftsteergeo.Transform = steerRotation * leftSteerTransform; rightsteergeo.Transform = steerRotation * rightSteerTransform; hatchgeo.Transform = hatchRotation * hatchTransform; turretBone.Transform = turretRotation * turretTransform; base.Draw(device, camera); }
public override void Draw(GraphicsDevice device, Camera camera) { base.Draw(device, camera); }
public override void Draw(GraphicsDevice device, Camera camera) { device.SamplerStates[0] = SamplerState.LinearWrap; base.Draw(device, camera); }
public MousePick(GraphicsDevice device, Camera camera) { this.device = device; this.camera = camera; }