public void SetupProjection() { Telao telao = Telao.GetInstance(); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, telao.GetWidth() / (float)telao.GetHeight(), 0.0001f, 10000); }
public static void Initialize(GraphicsDevice device, int screenWidth, int screeHeight) { devicE = device; telao = Telao.GetInstance(); telao.SetWidth(screenWidth); telao.SetHeight(screeHeight); camera = new Camera( Vector3.Forward * 15 + Vector3.Right * 15 + Vector3.Up * 15, new Vector3(0, -4, 0) + Vector3.Left * 2); triangles = new List <Triangle>(); #region Parede Frontal Color paredeFrontal = Color.Red; triangles.Add( new Triangle(devicE, new Vector3(-1.5f, 1.5f, -3.75f), new Vector3(1.5f, 1.5f, -3.75f), new Vector3(-1.5f, 0.5f, -3.75f), paredeFrontal)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, 1.5f, -3.75f), new Vector3(1.5f, 0.5f, -3.75f), new Vector3(-1.5f, 0.5f, -3.75f), paredeFrontal)); triangles.Add( new Triangle(devicE, new Vector3(0.65f, 0.5f, -3.75f), new Vector3(1.5f, 0.5f, -3.75f), new Vector3(0.65f, -1.5f, -3.75f), paredeFrontal)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, 0.5f, -3.75f), new Vector3(1.5f, -1.5f, -3.75f), new Vector3(0.65f, -1.5f, -3.75f), paredeFrontal)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, 0.5f, -3.75f), new Vector3(-0.65f, 0.5f, -3.75f), new Vector3(-0.65f, -1.5f, -3.75f), paredeFrontal)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, 0.5f, -3.75f), new Vector3(-0.65f, -1.5f, -3.75f), new Vector3(-1.5f, -1.5f, -3.75f), paredeFrontal)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, 1.5f, 3.75f), new Vector3(1.5f, 1.5f, 3.75f), new Vector3(-1.5f, -1.5f, 3.75f), paredeFrontal)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -1.5f, 3.75f), new Vector3(1.5f, 1.5f, 3.75f), new Vector3(1.5f, -1.5f, 3.75f), paredeFrontal)); #endregion #region Parede direita Color paredeDireita = Color.Blue; triangles.Add( new Triangle(devicE, new Vector3(-1.5f, 1.5f, 3.75f), new Vector3(-1.5f, 1.5f, -3.75f), new Vector3(-1.5f, 0.5f, -3.75f), paredeDireita)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, 1.5f, 3.75f), new Vector3(-1.5f, 0.5f, -3.75f), new Vector3(-1.5f, 0.5f, 3.75f), paredeDireita)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -0.2f, 1.1f), new Vector3(-1.5f, 0.5f, 1.1f), new Vector3(-1.5f, 0.5f, -0.75f), paredeDireita)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -0.2f, 1.1f), new Vector3(-1.5f, 0.5f, -0.75f), new Vector3(-1.5f, -0.2f, -0.75f), paredeDireita)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -1.5f, 3.75f), new Vector3(-1.5f, -0.2f, 3.75f), new Vector3(-1.5f, -0.2f, -0.75f), paredeDireita)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -1.5f, 3.75f), new Vector3(-1.5f, 0.2f, -0.75f), new Vector3(-1.5f, -1.5f, -0.75f), paredeDireita)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -0.2f, 3.75f), new Vector3(-1.5f, 0.5f, 3.75f), new Vector3(-1.5f, 0.5f, 1.8f), paredeDireita)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -0.2f, 3.75f), new Vector3(-1.5f, 0.5f, 1.8f), new Vector3(-1.5f, -0.2f, 1.8f), paredeDireita)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -1.5f, -2.75f), new Vector3(-1.5f, 0.5f, -2.75f), new Vector3(-1.5f, 0.5f, -3.75f), paredeDireita)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -1.5f, -2.75f), new Vector3(-1.5f, 0.5f, -3.75f), new Vector3(-1.5f, -1.5f, -3.75f), paredeDireita)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -1.5f, -0.75f), new Vector3(-1.5f, -0.5f, -0.75f), new Vector3(-1.5f, -0.5f, -2.75f), paredeDireita)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -1.5f, -0.75f), new Vector3(-1.5f, -0.5f, -2.75f), new Vector3(-1.5f, -1.5f, -2.75f), paredeDireita)); #endregion #region Parede esquerda Color paredeEsquerda = Color.Brown; triangles.Add( new Triangle(devicE, new Vector3(1.5f, 1.5f, -3.75f), new Vector3(1.5f, 1.5f, 3.75f), new Vector3(1.5f, 0.5f, 3.75f), paredeEsquerda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, 0.5f, -3.75f), new Vector3(1.5f, 1.5f, -3.75f), new Vector3(1.5f, 0.5f, 3.75f), paredeEsquerda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, 0.3f, -1.4f), new Vector3(1.5f, 0.5f, -1.4f), new Vector3(1.5f, 0.5f, 1.1f), paredeEsquerda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, 0.3f, -1.4f), new Vector3(1.5f, 0.5f, 1.1f), new Vector3(1.5f, 0.3f, 1.1f), paredeEsquerda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, -1.5f, -2.1f), new Vector3(1.5f, -0.2f, -2.1f), new Vector3(1.5f, -0.2f, -1.4f), paredeEsquerda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, -1.5f, -2.1f), new Vector3(1.5f, -0.2f, -1.4f), new Vector3(1.5f, -1.5f, -1.4f), paredeEsquerda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, 0.3f, -1.4f), new Vector3(1.5f, 0.3f, 1.8f), new Vector3(1.5f, -1.5f, 1.8f), paredeEsquerda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, 0.3f, -1.4f), new Vector3(1.5f, -1.5f, 1.8f), new Vector3(1.5f, -1.5f, -1.4f), paredeEsquerda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, 0.5f, 1.8f), new Vector3(1.5f, -1.5f, 1.8f), new Vector3(1.5f, -1.5f, 3.75f), paredeEsquerda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, 0.5f, 1.8f), new Vector3(1.5f, 0.5f, 3.75f), new Vector3(1.5f, -1.5f, 3.75f), paredeEsquerda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, 0.5f, -3.75f), new Vector3(1.5f, 0.5f, -2.1f), new Vector3(1.5f, -1.5f, -2.1f), paredeEsquerda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, -1.5f, -3.75f), new Vector3(1.5f, 0.5f, -3.75f), new Vector3(1.5f, -1.5f, -2.1f), paredeEsquerda)); #endregion #region Teto Color teto = Color.Brown; triangles.Add( new Triangle(devicE, new Vector3(-1.5f, 1.5f, 3.75f), new Vector3(1.5f, 1.5f, 3.75f), new Vector3(1.5f, 1.5f, -3.75f), teto)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, 1.5f, 3.75f), new Vector3(1.5f, 1.5f, -3.75f), new Vector3(-1.5f, 1.5f, -3.75f), teto)); #endregion #region Chao Color chao = Color.Black; triangles.Add( new Triangle(devicE, new Vector3(-8.5f, -1.5f, -9), new Vector3(8.5f, -1.5f, -9), new Vector3(8.5f, -1.5f, 9), chao)); triangles.Add( new Triangle(devicE, new Vector3(-8.5f, -1.5f, -9), new Vector3(-8.5f, -1.5f, 9), new Vector3(8.5f, -1.5f, 9), chao)); #endregion #region porta Color porta = Color.BlueViolet; triangles.Add( new Triangle(devicE, new Vector3(-0.65f, -1.5f, -3.75f), new Vector3(-0.65f, 0.5f, -3.75f), new Vector3(0.65f, 0.5f, -3.75f), porta)); triangles.Add( new Triangle(devicE, new Vector3(-0.65f, -1.5f, -3.75f), new Vector3(0.65f, -1.5f, -3.75f), new Vector3(0.65f, 0.5f, -3.75f), porta)); #endregion #region janel 2 bandas Color janelaBanda = Color.Salmon; triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -0.5f, -2.75f), new Vector3(-1.5f, 0.5f, -2.75f), new Vector3(-1.5f, 0.5f, -1.75f), janelaBanda)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -0.5f, -2.75f), new Vector3(-1.5f, -0.5f, -1.75f), new Vector3(-1.5f, 0.5f, -1.75f), janelaBanda)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -0.5f, -1.75f), new Vector3(-1.5f, 0.5f, -1.75f), new Vector3(-1.5f, 0.5f, -0.75f), janelaBanda)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -0.5f, -1.75f), new Vector3(-1.5f, -0.5f, -0.75f), new Vector3(-1.5f, 0.5f, -0.75f), janelaBanda)); #endregion #region Janela q sobe Color janelaSobe = Color.RoyalBlue; triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -0.2f, 1.1f), new Vector3(-1.5f, 0.5f, 1.1f), new Vector3(-1.5f, 0.5f, 1.8f), janelaBanda)); triangles.Add( new Triangle(devicE, new Vector3(-1.5f, -0.2f, 1.1f), new Vector3(-1.5f, -0.2f, 1.8f), new Vector3(-1.5f, 0.5f, 1.8f), janelaBanda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, 0.5f, -2.1f), new Vector3(1.5f, -0.2f, -2.1f), new Vector3(1.5f, -0.2f, -1.4f), janelaBanda)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, 0.5f, -2.1f), new Vector3(1.5f, 0.5f, -1.4f), new Vector3(1.5f, -0.2f, -1.4f), janelaBanda)); #endregion #region Basculante Color basculante = Color.SeaGreen; triangles.Add( new Triangle(devicE, new Vector3(1.5f, .3f, 1.1f), new Vector3(1.5f, 0.5f, 1.1f), new Vector3(1.5f, 0.5f, 1.8f), basculante)); triangles.Add( new Triangle(devicE, new Vector3(1.5f, .3f, 1.1f), new Vector3(1.5f, 0.3f, 1.8f), new Vector3(1.5f, 0.5f, 1.8f), basculante)); #endregion }