private void Init(GraphicsDevice g, Matrix Projection) { ObjectEffect.AmbientLightColor = new Vector3(1, 0.5f, 0.5f); ObjectEffect.DirectionalLight0.Enabled = true; ObjectEffect.DirectionalLight0.DiffuseColor = Vector3.One; ObjectEffect.DirectionalLight0.Direction = Vector3.Normalize(Vector3.One); ObjectEffect.LightingEnabled = true; ArrayVertexBound = RacingMap.CreateCube(); }
private void Init(GraphicsDevice g, Matrix Projection) { ListNextAITunnel = new List <AITunnel>(); ObjectEffect.AmbientLightColor = Vector3.Zero; ObjectEffect.DirectionalLight0.Enabled = true; ObjectEffect.DirectionalLight0.DiffuseColor = Vector3.One; ObjectEffect.DirectionalLight0.Direction = Vector3.Normalize(Vector3.One); ObjectEffect.LightingEnabled = true; ArrayVertexBound = RacingMap.CreateTunnel(); CreateVisibleDirection(g, Projection); }
public Vehicule3D(List <AITunnel> ListAITunnel, List <Object3D> ListCollisionBox, GraphicsDevice g, Vector3 Position) : base(g, Matrix.Identity, ListAITunnel, ListCollisionBox) { TeleportRelative(Position); effect = new BasicEffect(g); effect.AmbientLightColor = new Vector3(1, 0, 0); effect.DirectionalLight0.Enabled = true; effect.DirectionalLight0.DiffuseColor = Vector3.One; effect.DirectionalLight0.Direction = Vector3.Normalize(Vector3.One); effect.LightingEnabled = true; float aspectRatio = g.Viewport.Width / (float)g.Viewport.Height; Matrix Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 1, 10000); effect.Projection = Projection; vertexes = RacingMap.CreateCube(); ArrayAntiGravPropulsor = new AntiGravPropulsor[1]; ArrayAntiGravPropulsor[0] = CreateAntiGravPropulsor(g, Projection, 1f, Position); ArrayAntiGravPropulsor[0].Position += new Vector3(0f, 2f, 0f); }