/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// // Set the position of the camera in world space, for our view matrix. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); DrawModel.DrawBicycle(models, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref worldMatrixbb, 3); DrawModel.DrawRoad(models[0], vectors[0], viewMatrix, projectionMatrix); DrawModel.DrawRoad(models[4], vectors[4], viewMatrix, projectionMatrix); base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// // Set the position of the camera in world space, for our view matrix. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); DrawModel.DrawBicycle(bicycle, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref worldMatrixbb); DrawModel.DrawBicycle(leftHand, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref identity); DrawModel.DrawBicycle(rightHand, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref identity); DrawModel.DrawRoad(secondMap, viewMatrix, projectionMatrix); for (int index = 0; index <= 48; index++) { DrawModel.DrawRoad(crossroadParts[index], viewMatrix, projectionMatrix); } DrawPoints(points); DrawText(name); base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// // Set the position of the camera in world space, for our view matrix. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); DrawModel.DrawBicycle(models, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref worldMatrixbb, 3); //DrawModel.DrawBicycle(models, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, 2); //DrawModel.DrawBicycle(models, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, 1); DrawModel.DrawRoad(models[0], viewMatrix, projectionMatrix); DrawModel.DrawRoad(models[4], viewMatrix, projectionMatrix); //for (int index = 0; index < bicycleBox.Count; index++) //{ // DrawBB(bicycleBox[index]); //} //for (int index = 0; index < slidewayBox.Count; index++) //{ // DrawBB(slidewayBox[index]); //} base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// // Set the position of the camera in world space, for our view matrix. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); DrawModel.DrawBicycle(bicycle, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref worldMatrixbb); DrawModel.DrawBicycle(leftHand, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref identity); DrawModel.DrawBicycle(rightHand, viewMatrix, projectionMatrix, createRotation, bicycleRotation, bicyclePosition, ref identity); DrawModel.DrawRoad(firstMap, viewMatrix, projectionMatrix); foreach (Model crossPart in crossroadParts) { DrawModel.DrawRoad(crossPart, viewMatrix, projectionMatrix); } DrawPoints(points); DrawText(name); //DrawBB(bicycleBox); //for (int index = 0; index < crossRoadBox.Count; index++) //{ // DrawBB(crossRoadBox[index]); //} base.Draw(gameTime); }