public XDynamicSky(ref XMain X, XEnvironmentParameters Parameters) : base(ref X) { if (Parameters != null) { this.Params = Parameters; } RealTime = false; Theta = 4.0f; Phi = 0.0f; }
public XHeightMap(ref XMain X, string HeightMap, XEnvironmentParameters Params, string RTexture, string GTexture, string BTexture, string TextureMap) : base(ref X) { if (Params != null) { this.Params = Params; } HeightMapFile = HeightMap; TextureMapFile = TextureMap; RTextureFile = RTexture; GTextureFile = GTexture; BTextureFile = BTexture; DrawOrder = 21; }
public XMain(GraphicsDevice GraphicsDevice, IServiceProvider Services, string ContentRootDir, XCamera defaultCamera) { Components = new List <XComponent>(); this.Content = new ContentManager(Services); this.Content.RootDirectory = ContentRootDir; this.GraphicsDevice = GraphicsDevice; this.Services = Services; Tools = new XTools(this); SystemFont = new XFont(this, @"Content\XEngine\Fonts\System"); Debug = new XDebug(this); FrameRate = new XFrameRate(this); Console = new XConsole(this); DebugDrawer = new XDebugDrawer(this); DepthMap = new XDepthMap(this); Environment = new XEnvironmentParameters(this); Physics = new PhysicsSystem(); Physics.EnableFreezing = true; Physics.SolverType = PhysicsSystem.Solver.Normal; Physics.CollisionSystem = new CollisionSystemGrid(32, 32, 32, 32, 32, 32); Physics.CollisionSystem.UseSweepTests = true; //New system //Physics.CollisionSystem = new CollisionSystemSAP(); //Rendering should be the last thing! The constructor requires some componnets like debug, debugdrawer to allready exist! Renderer = new XRenderer(this); this.DefaultCamera = defaultCamera; // Initialize the particle cloud system for tree leaves! cloudSystem = new ParticleCloudSystem(GraphicsDevice, Content, "Content/XEngine/Effects/ParticleCloud"); }