Пример #1
0
        private void createMuzzleModel()
        {
            muzzleModel = new Model(Parent);
            muzzleModel.setMaterial("weapons\\toolgun_muzzle.xmf");
            muzzleModel.setMesh("weapons\\toolgun_muzzle.obj");

            muzzleModel.Color = Vector4.Zero;
            muzzleModel.isVisible = true;

            muzzleModel.Scene = Scene;
        }
Пример #2
0
        private void createWeaponModel()
        {
            weaponModel = new Model(parent);
            weaponModel.setMaterial("weapons\\toolgun.xmf");
            weaponModel.setMesh("weapons\\toolgun.obj");

            // kind of dirty (makes it possible to use the inverted viewpatrox for world poition)
            //weaponModel.Orientation = Matrix4.CreateTranslation(new Vector3(0.3f, -0.3f, -0.7f));

            weaponModel.isVisible = false;

            weaponModel.Scene = Scene;
        }
Пример #3
0
        private void generateGrid()
        {
            grid = new Model(this);
            grid.setMaterial("grid.xmf");
            grid.setMesh("grid.obj");

            grid.Color = new Vector4(0.8f, 0.3f, 0.8f, 1.0f) * 0.3f;

            grid.Position = Position;
            grid.Scene = Scene;

            grid.renderlayer = Drawable.RenderLayer.Transparent;
        }
Пример #4
0
        private void createMuzzleModel()
        {
            muzzleModel = new Model(this);
            muzzleModel.setMaterial("weapons\\grabber_muzzle.xmf");
            muzzleModel.setMesh("weapons\\toolgun_muzzle.obj");

            muzzleModel.Color = new Vector4(0.6f, 0.7f, 1.0f, 1);
            muzzleModel.isVisible = false;

            muzzleModel.renderlayer = Drawable.RenderLayer.Transparent;

            muzzleModel.Scene = Scene;
        }
Пример #5
0
        private void generateGrid()
        {
            grid = new Model(this);
            grid.setMaterial("grid.xmf");
            grid.setMesh("grid.obj");

            grid.Color = new Vector4(0.8f, 0.3f, 0.8f, 1.0f) * 0.3f;

            grid.Position = Position;
            grid.Scene = Scene;
        }