private bool _drawDebugInfo; // true if the collision shapes should be drawn for debugging. public ContentPipelineSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; GraphicsScreen.ClearBackground = true; GraphicsScreen.BackgroundColor = Color.CornflowerBlue; SetCamera(new Vector3F(0, 1, 10), 0, 0); // Initialize collision detection. // Note: The physics Simulation also has a collision domain (Simulation.CollisionDomain) // which we could use and which is updated together with the Simulation in // SampleGame.cs. But in this example we create our own CollisionDomain for demonstration // purposes. _collisionDomain = new CollisionDomain(new CollisionDetection()); // Register CollisionDomain in service container. Services.Register(typeof(CollisionDomain), null, _collisionDomain); // Add game objects which manage graphics models and their collision representations. _saucerObject = new SaucerObject(Services) { Name = "Saucer" }; _shipObjectA = new ShipObject(Services) { Name = "ShipA" }; _shipObjectB = new ShipObject(Services) { Name = "ShipB" }; GameObjectService.Objects.Add(_saucerObject); GameObjectService.Objects.Add(_shipObjectA); GameObjectService.Objects.Add(_shipObjectB); // Position the second ship right of the first ship with an arbitrary rotation. _shipObjectB.Pose = new Pose(new Vector3F(2, 0, 0), QuaternionF.CreateRotationY(0.7f) * QuaternionF.CreateRotationX(1.2f)); // Position the saucer left of the first ship with an arbitrary rotation. _saucerObject.Pose = new Pose(new Vector3F(-2.5f, 0, 0), QuaternionF.CreateRotationY(0.2f) * QuaternionF.CreateRotationX(0.4f)); }
private bool _drawDebugInfo; // true if the collision shapes should be drawn for debugging. public ContentPipelineSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; GraphicsScreen.ClearBackground = true; GraphicsScreen.BackgroundColor = Color.CornflowerBlue; SetCamera(new Vector3(0, 1, 10), 0, 0); // Initialize collision detection. // Note: The physics Simulation also has a collision domain (Simulation.CollisionDomain) // which we could use and which is updated together with the Simulation in // SampleGame.cs. But in this example we create our own CollisionDomain for demonstration // purposes. _collisionDomain = new CollisionDomain(new CollisionDetection()); // Register CollisionDomain in service container. Services.Register(typeof(CollisionDomain), null, _collisionDomain); // Add game objects which manage graphics models and their collision representations. _saucerObject = new SaucerObject(Services) { Name = "Saucer" }; _shipObjectA = new ShipObject(Services) { Name = "ShipA" }; _shipObjectB = new ShipObject(Services) { Name = "ShipB" }; GameObjectService.Objects.Add(_saucerObject); GameObjectService.Objects.Add(_shipObjectA); GameObjectService.Objects.Add(_shipObjectB); // Position the second ship right of the first ship with an arbitrary rotation. _shipObjectB.Pose = new Pose(new Vector3(2, 0, 0), Quaternion.CreateRotationY(0.7f) * Quaternion.CreateRotationX(1.2f)); // Position the saucer left of the first ship with an arbitrary rotation. _saucerObject.Pose = new Pose(new Vector3(-2.5f, 0, 0), Quaternion.CreateRotationY(0.2f) * Quaternion.CreateRotationX(0.4f)); }