public override void Draw(Matrix world, Matrix view, Matrix projection, Camera cam) { if (this.Visible) { base.Draw(world, view, projection, cam); } }
public override void Draw(Matrix world, Matrix view, Matrix projection, Camera cam) { left.Draw(world, view, projection, cam); right.Draw(world, view, projection, cam); up.Draw(world, view, projection, cam); down.Draw(world, view, projection, cam); }
public void Draw(Matrix world, Matrix view, Matrix projection, Camera cam) { for (int i = 0; i < Height; i++) { for (int j = 0; j < Width; j++) { elements[i][j].Draw(world, view, projection, cam); } } }
protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(new Vector3(0.0f, 6.0f, 25.0f), new Vector3(0f, 6f, 0f), Vector3.Up); pos = camera.Position; rot = Vector3.Zero; this.CreateCamera(); float width = 10f; float height = 3f; float interval = 0f; float startX = - (width / 2f); float rackY = 0; float startY = rackY + 9; grid = new Grid(new Vector2(width, height), new Vector3(startX, startY, 0.0f), new Vector3(1f, 1f, 1f), interval); rack = new Pong(new Vector3(0, rackY, 0), new Vector3(1f, 1f, 1f)); ball = new Ball(new Vector3(0, 0, 0), new Vector3(0.60f, 0.60f, 0.60f), 0.07f); terrain = new Terrain(new Vector3(-0.5f, 6, 0), new Vector3(12f, 15f, 0f)); Vector3 loc = rack.Location; loc.Y = rack.Location.Y + rack.Scale.Y / 8 + ball.Scale.Y / 2; ball.Location = loc; sky = new SkyBox(); sky.Initialize(this.GraphicsDevice); textureList = new List<Texture2D>(); modelList = new List<Model>(); base.Initialize(); }
public virtual void Draw(Matrix world, Matrix view, Matrix projection, Camera cam) { Matrix change = world* Matrix.CreateScale(this.Scale) * Matrix.CreateTranslation(this.Location) * Matrix.CreateRotationY(cam.Rotation.Y); model.Draw(change , view, projection); }