本文整理汇总了C#中Microsoft.Xna.Framework.Graphics.Model类的典型用法代码示例。如果您正苦于以下问题:C# Model类的具体用法?C# Model怎么用?C# Model使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Model类属于Microsoft.Xna.Framework.Graphics命名空间,在下文中一共展示了Model类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Pigeon
public Pigeon(ContentManager con)
{
boundingBox = new Vector3(6, 3, 6);
distance = 0;
rand = new Random();
dx = (0.5-rand.NextDouble())*0.8 + 0.2;
dy = rand.NextDouble()*1.5 + 0.7;
dz = 0.8;
x = 5.8;
y = -2;
z = 83.5;
sx = 5.8;
sy = -2;
sz = 83.5;
this.world = Matrix.CreateTranslation(new Vector3((float)x, (float)y, (float)z));
model = con.Load<Model>(@"models/pigeon");
isDone = false;
}
示例2: DrawBuildings
public override void DrawBuildings(GameTime gameTime)
{
base.DrawBuildings(gameTime);
Model[] models = new Model[1];
models[0] = GameResources.Inst().GetTreeModel(2);
foreach (Model m in models)
{
Matrix[] transforms = new Matrix[m.Bones.Count];
m.CopyAbsoluteBoneTransformsTo(transforms);
foreach (ModelMesh mesh in m.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.Alpha = 1.0f;
effect.LightingEnabled = true;
effect.AmbientLightColor = GameState.MaterialAmbientColor;
effect.DirectionalLight0.Direction = GameState.LightDirection;
effect.DirectionalLight0.DiffuseColor = GameState.LightDiffusionColor;
effect.DirectionalLight0.SpecularColor = GameState.LightSpecularColor;
effect.DirectionalLight0.Enabled = true;
effect.World = transforms[mesh.ParentBone.Index] * worldM;
effect.View = GameState.view;
effect.Projection = GameState.projection;
}
mesh.Draw();
}
}
}
示例3: CarObject
public CarObject(int asset,
Vector3 pos,
Model model,Model wheels, bool FWDrive,
bool RWDrive,
float maxSteerAngle,
float steerRate,
float wheelSideFriction,
float wheelFwdFriction,
float wheelTravel,
float wheelRadius,
float wheelZOffset,
float wheelRestingFrac,
float wheelDampingFrac,
int wheelNumRays,
float driveTorque,
float gravity)
: base()
{
car = new Car(FWDrive, RWDrive, maxSteerAngle, steerRate,
wheelSideFriction, wheelFwdFriction, wheelTravel, wheelRadius,
wheelZOffset, wheelRestingFrac, wheelDampingFrac,
wheelNumRays, driveTorque, gravity);
this.Body = car.Chassis.Body;
this.Skin= car.Chassis.Skin;
Body.CollisionSkin = Skin;
Body.ExternalData = this;
this.wheel = wheels;
CommonInit(pos, new Vector3(1, 1, 1), model, true, asset);
SetCarMass(100.1f);
actionManager.AddBinding((int)Actions.Acceleration, new Helper.Input.ActionBindingDelegate(SimulateAcceleration), 1);
actionManager.AddBinding((int)Actions.Steering, new Helper.Input.ActionBindingDelegate(SimulateSteering), 1);
actionManager.AddBinding((int)Actions.Handbrake, new Helper.Input.ActionBindingDelegate(SimulateHandbrake), 1);
}
示例4: TileMap3D
public TileMap3D(GraphicsDevice graphicsDevice, ContentManager contentManager, int width, int height)
{
this.GraphicsDevice = graphicsDevice;
Wall = contentManager.Load<Model>("Models/TileMap3D/Wall");
FloorTile = contentManager.Load<Model>("Models/TileMap3D/FloorTile");
Dirt = contentManager.Load<Model>("Models/TileMap3D/Dirt");
Cleaner = contentManager.Load<Model>("Models/TileMap3D/Cleaner");
((BasicEffect)Wall.Meshes[0].Effects[0]).EnableDefaultLighting();
((BasicEffect)FloorTile.Meshes[0].Effects[0]).EnableDefaultLighting();
((BasicEffect)Dirt.Meshes[0].Effects[0]).EnableDefaultLighting();
((BasicEffect)Cleaner.Meshes[0].Effects[0]).EnableDefaultLighting();
foreach (BasicEffect effect in Cleaner.Meshes[0].Effects)
effect.Tag = effect.DiffuseColor;
foreach (BasicEffect effect in FloorTile.Meshes[0].Effects)
effect.Tag = effect.DiffuseColor;
dss.DepthBufferEnable = true;
dss.DepthBufferFunction = CompareFunction.LessEqual;
dss.DepthBufferWriteEnable = true;
rs.CullMode = CullMode.CullCounterClockwiseFace;
ss.AddressU = TextureAddressMode.Wrap;
ss.AddressV = TextureAddressMode.Wrap;
ss.Filter = TextureFilter.Anisotropic;
Camera = new Camera(graphicsDevice.Viewport.AspectRatio, graphicsDevice);
}
示例5: AABBTree
public static AABBTree AABBTree(Model model, AABBNodeInfo tree_info)
{
List<TriangleVertexIndices> indices = new List<TriangleVertexIndices>();
List<Vector3> points = new List<Vector3>();
AABBFactory.ExtractData(model, points, indices, true);
VertexPositionColor[] vertices = new VertexPositionColor[indices.Count * 3];
List<float[]> triangles = new List<float[]>();
int i = 0;
foreach (TriangleVertexIndices index in indices)
{
vertices[i++] = new VertexPositionColor(points[index.I0], Color.White);
vertices[i++] = new VertexPositionColor(points[index.I1], Color.White);
vertices[i++] = new VertexPositionColor(points[index.I2], Color.White);
float[] tri = new float[3];
tri[0] = points[index.I0].X;
tri[1] = points[index.I1].Y;
tri[2] = points[index.I2].Z;
triangles.Add(tri);
}
return new AABBTree(triangles, tree_info);
}
示例6: Gun
public Gun(int RoundsInClip, int TotalRounds, int GunCode, Model GunModel)
{
this.RoundsInClip = RoundsInClip;
this.TotalRounds = TotalRounds;
this.GunCode = GunCode;
this.GunModel = GunModel;
}
示例7: ModelContainer
public ModelContainer(Model modelpass, Pose posepass, SkeletonPose skeletonpass)
{
_model = modelpass;
_pose = posepass;
_skeleton = skeletonpass;
var additionalData = (Dictionary<string,object>)_model.Tag;
var animations = (Dictionary<string, SkeletonKeyFrameAnimation>)additionalData["Animations"];
int index = 0;
_animations = new ITimeline[animations.Count];
_animations[0] = new AnimationClip<SkeletonPose>(animations["First"])
{
LoopBehavior = LoopBehavior.Cycle,
Duration = TimeSpan.MaxValue
};
index++;
_animations[1] = new AnimationClip<SkeletonPose>(animations["Second"]);
_animations[2] = new AnimationClip<SkeletonPose>(animations["Second"])
{
LoopBehavior = LoopBehavior.Cycle,
Duration = TimeSpan.MaxValue
};
}
示例8: Ent
public Ent()
{
sprite = defaultSprite;
model = defaultModel;
size = model.Meshes[0].BoundingSphere.Radius;
pendingRemoval = false;
}
示例9: SkyBox
public SkyBox(Game1 newGame, Vector3 newCenter, string newName)
{
Game = newGame;
center = newCenter;
skyBoxModel=LoadModel(newName, out skyBoxTextures);
}
示例10: Prota
public Prota(Model text,Model[] disp)
{
g_nave = new modelo(text);
t_disp=disp;
box = new caja(new Vector3(pos.X - 10f, pos.Y - 10f, -10f), new Vector3(pos.X + 10f, pos.Y + 10f, 10f));
}
示例11: Gobject
/// <summary>
/// Single Primitive Constructor with predefined MaterialProperty
/// </summary>
/// <param name="position">Initial Body Position</param>
/// <param name="scale">Scale</param>
/// <param name="primative">Primitive to add to Skin</param>
/// <param name="propId">Predefined Material Properties of Primitive</param>
public Gobject(Vector3 position, Vector3 scale, Primitive primative, MaterialTable.MaterialID propId, Model model)
: this()
{
Skin.AddPrimitive(primative, (int)propId);
CommonInit(position, scale, model, true);
}
示例12: cTree
public cTree(Model treeModel, Matrix view, Matrix projection, Vector3 position)
{
//instantiate the tree
loadModel(treeModel, view, projection);
setScaleFactor(0.5f, 0.5f, 0.5f);
setPosition(position);
}
示例13: HeightmapObject
public HeightmapObject(Game game, Model model,Vector2 shift)
: base(game, model)
{
body = new Body(); // just a dummy. The PhysicObject uses its position to get the draw pos
collision = new CollisionSkin(null);
HeightMapInfo heightMapInfo = model.Tag as HeightMapInfo;
Array2D field = new Array2D(heightMapInfo.heights.GetUpperBound(0), heightMapInfo.heights.GetUpperBound(1));
for (int x = 0; x < heightMapInfo.heights.GetUpperBound(0); x++)
{
for (int z = 0; z < heightMapInfo.heights.GetUpperBound(1); z++)
{
field.SetAt(x,z,heightMapInfo.heights[x,z]);
}
}
// move the body. The body (because its not connected to the collision
// skin) is just a dummy. But the base class shoudl know where to
// draw the model.
body.MoveTo(new Vector3(shift.X,0,shift.Y), Matrix.Identity);
collision.AddPrimitive(new Heightmap(field, shift.X, shift.Y, 1, 1), new MaterialProperties(0.7f,0.7f,0.6f));
PhysicsSystem.CurrentPhysicsSystem.CollisionSystem.AddCollisionSkin(collision);
}
示例14: DisplayEntityModel
/// <summary>
/// Constructs a new display model.
/// </summary>
/// <param name="entity">Entity to follow.</param>
/// <param name="model">Model to draw on the entity.</param>
/// <param name="modelDrawer">Model drawer to use.</param>
public DisplayEntityModel(Entity entity, Model model, ModelDrawer modelDrawer)
: base(modelDrawer)
{
OffsetTransform = Matrix.Identity;
Entity = entity;
Model = model;
}
示例15: Googoo
public Googoo(Model model, Game game, Vector3 startPosition, Vector3 wanderPosition, int faceId, ModelManager modelManager)
: base(model, game)
{
this.game = game;
this.googoo = model;
texture = modelManager.screenManager.texManager.getGoogooTexture();
this.face = faceId;
// init velocity, acceleration and friction
acceleration = FaceDirection * accel;
velocity = acceleration;
friction = -FaceDirection * frictionValue;
this.position = startPosition;
this.startPosition = startPosition;
this.wanderPosition = wanderPosition;
//navigate.Add(startPosition); //first location in list
//navigate.Add(wanderPosition); //last location in list
this.modelManager = modelManager;
effect = ((Spectrum)game).grayEffect;
handelOrientation();
loadStateFile();
}