void LoadTerrain() { terrainArgument = new TerrainEngine.TerrainArguments(); terrainArgument.heightMap = LoadedResources.Tex2dList[level_load_list["Terrain"]]; terrainArgument.terrainTexture1 = LoadedResources.Tex2dList[level_load_list["TerrainTexture1"]]; terrainArgument.terrainTexture2 = LoadedResources.Tex2dList[level_load_list["TerrainTexture2"]]; terrainArgument.terrainTexture3 = LoadedResources.Tex2dList[level_load_list["TerrainTexture3"]]; terrainArgument.terrainTexture4 = LoadedResources.Tex2dList[level_load_list["TerrainTexture4"]]; terrainArgument.decalTexture = LoadedResources.Tex2dList[level_load_list["DecalTexture"]]; terrainArgument.skyTexture = LoadedResources.Tex2dList[level_load_list["SkyTexture"]]; String key = level_load_list["SkyDome"]; terrainArgument.skyDome = LoadedResources.ModelList[key].Model_rez; terrainArgument.terrainScale = myLevel.terrainScale; terrainEngine = new TerrainEngine(this, mouseCamera, terrainArgument); terrainEngine.LoadContent(); terrainActor = new TriangleMeshActor(this, new Vector3(0,0,0), new Vector3(1, 1, 1), terrainEngine.vertices, terrainEngine.indices); terrainActor.Body.Immovable = true; Components.Add(terrainActor); TerrainFrame = terrainActor.Skin.GetLocalSkinWireframe(); terrainActor.Body.TransformWireframe(TerrainFrame); }
void LoadTerrain() { ResourceList LR = parentGame.LoadedResources; Dictionary<string, string> LLL = parentGame.Level_Loader.GetLevelLoadList(); TerrainEngine.TerrainArguments terrainArgument = new TerrainEngine.TerrainArguments(); terrainArgument.heightMap = LR.Tex2dList[LLL["Terrain"]]; terrainArgument.terrainTexture1 = LR.Tex2dList[LLL["TerrainTexture1"]]; terrainArgument.terrainTexture2 = LR.Tex2dList[LLL["TerrainTexture2"]]; terrainArgument.terrainTexture3 = LR.Tex2dList[LLL["TerrainTexture3"]]; terrainArgument.terrainTexture4 = LR.Tex2dList[LLL["TerrainTexture4"]]; terrainArgument.decalTexture = LR.Tex2dList[LLL["DecalTexture"]]; terrainArgument.skyTexture = LR.Tex2dList[LLL["SkyTexture"]]; terrainArgument.skyDome = LR.ModelList[LLL["SkyDome"]].Model_rez; terrainArgument.terrainScale = parentGame.Level_Loader.myLevel.terrainScale; terrainEngine = new TerrainEngine( parentGame, MouseCam, terrainArgument); terrainEngine.LoadContent(); terrainActor = new TriangleMeshActor( parentGame, new Vector3(terrainEngine.heightmapPosition.X, 0, terrainEngine.heightmapPosition.Z), terrainEngine.terrainScale, terrainEngine.heightMap, terrainEngine.heightData); terrainActor.Body.Immovable = true; //terrainActor.Skin.callbackFn += new CollisionCallbackFn(handleCollisionDetection); parentGame.Components.Add(terrainActor); }