/// <summary> /// Carga el contenido gráfico del componente /// </summary> protected override void LoadContent() { this.m_BasicEffect = new BasicEffect(this.GraphicsDevice, null); this.m_BasicEffect.EnableDefaultLighting(); this.m_Sphere = new CollisionSphere(this.Radius, this.Mass); VertexPositionNormalTexture[] buffer = null; Int16[] indices = null; PolyGenerator.InitializeSphere(out buffer, out indices, this.Radius); this.m_Geometry = new BufferedGeometryInfo() { FillMode = FillMode.Solid, PrimitiveType = PrimitiveType.TriangleList, Indexed = true, Vertices = buffer, Indices = indices, VertexDeclaration = new VertexDeclaration(this.GraphicsDevice, VertexPositionNormalTexture.VertexElements), Texture = this.Game.Content.Load <Texture2D>(@"Content/dharma"), PrimitiveCount = indices.Length / 3, }; base.LoadContent(); }
/// <summary> /// Carga el contenido gráfico del componente /// </summary> protected override void LoadContent() { Vector3 halfSize = (this.Max - this.Min) / 2f; this.m_Box = new CollisionBox(halfSize, this.Mass); VertexPositionNormalTexture[] buffer = null; PolyGenerator.InitializeCube(out buffer, this.Min, this.Max); int primitiveCount = buffer.Length / 3; this.m_Geometry = new BufferedGeometryInfo() { FillMode = this.FillMode, Indexed = false, PrimitiveType = PrimitiveType.TriangleList, PrimitiveCount = primitiveCount, Vertices = buffer, VertexDeclaration = new VertexDeclaration(this.GraphicsDevice, VertexPositionNormalTexture.VertexElements), Texture = this.Game.Content.Load <Texture2D>(@"Content/crate"), }; this.m_BasicEffect = new BasicEffect(this.GraphicsDevice, null); this.m_BasicEffect.EnableDefaultLighting(); base.LoadContent(); }
/// <summary> /// Carga de contenidos gráficos /// </summary> protected override void LoadContent() { PolyGenerator.InitializeSphere(out this.m_Vertices, out this.m_Indices, 1f); this.m_VertexDeclaration = new VertexDeclaration(this.GraphicsDevice, VertexPositionNormalTexture.VertexElements); this.m_BasicEffect = new BasicEffect(this.GraphicsDevice, null); this.m_Texture = this.Game.Content.Load <Texture2D>(this.m_TextureAsset); base.LoadContent(); }
/// <summary> /// Constructor /// </summary> public CubeGameComponent(Game game, Vector3 min, Vector3 max) : base(game) { Vector3 halfSize = (max - min) / 2f; this.m_Box = new CollisionBox(halfSize, halfSize.X * halfSize.Y * halfSize.Z * 20f); PolyGenerator.InitializeCube(out m_Vertices, min, max); this.m_PrimitiveCount = m_Vertices.Length / 3; }
/// <summary> /// Constructor /// </summary> /// <param name="game">Juego</param> /// <param name="objOne">Objeto primero al que está conectado la barra</param> /// <param name="relativeContactPointOne">Posición relativa al objeto uno</param> /// <param name="objTwo">Objeto segundo al que está conectado la barra</param> /// <param name="relativeContactPointTwo">Posición relativa al objeto dos</param> /// <param name="size">Longitud de la barra</param> public Joint2Component( Game game, IPhysicObject objOne, Vector3 relativeContactPointOne, IPhysicObject objTwo, Vector3 relativeContactPointTwo, float size) : base(game) { this.Rod = new Joint2(objOne, relativeContactPointOne, objTwo, relativeContactPointTwo, size); PolyGenerator.InitializeLine(out this.m_LineVertices, Vector3.Zero, Vector3.One, Color.Red); }