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C# Modelo.SimpleModel类代码示例

本文整理汇总了C#中PloobsEngine.Modelo.SimpleModel的典型用法代码示例。如果您正苦于以下问题:C# SimpleModel类的具体用法?C# SimpleModel怎么用?C# SimpleModel使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


SimpleModel类属于PloobsEngine.Modelo命名空间,在下文中一共展示了SimpleModel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: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            ConfigWriter cw = new ConfigWriter("teste.properties");
            cw.AddKeyValue("teste", "value");
            cw.Write();

            ConfigReader cr = new ConfigReader("teste.properties");
            cr.Read();
            String v = cr.ReadValue("teste");
            System.Diagnostics.Debug.Assert(v == "value");

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect());
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:26,代码来源:FileUtilsScreen.cs

示例2: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);                      

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 10; j++)
                {                   
                    SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                    TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(18 * j, 10, 8 * i), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                    ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                    obj.OnUpdate += new OnUpdate(obj_OnUpdate);
                    this.World.AddObject(obj);
                }
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:30,代码来源:MultScreen.cs

示例3: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            ///Uncoment to add your model
            SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario");
            ///Physic info (position, rotation and scale are set here)
            TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
            ///Forward Shader (look at this shader construction for more info)
            ForwardXNABasicShader shader = new ForwardXNABasicShader();
            ///Deferred material
            ForwardMaterial fmaterial = new ForwardMaterial(shader);
            ///The object itself
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            ///Add to the world
            this.World.AddObject(obj);

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            ///task sample
            taskSample taskSample = new taskSample();
            ///when ended, call this (syncronous -- specified in the itask implementation) function
            taskSample.Ended += new Action<ITask, IAsyncResult>(taskSample_Ended);
            ///create and send the task to the processor
            TaskCommand TaskCommand = new TaskCommand(taskSample);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(TaskCommand);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:34,代码来源:TaskApiSample.cs

示例4: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Gray), TextureType.MULTITEX1);
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                //ForwardDualTextureShader shader = new ForwardDualTextureShader();
                ForwardEnvironmentShader shader = new ForwardEnvironmentShader(factory.GetTextureCube("Textures//grassCUBE"));
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100,10,10), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj); 
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect());
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:27,代码来源:ForwardMaterialsScreen.cs

示例5: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            
            ///Uncoment to add your model
            SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario");
            ///Physic info (position, rotation and scale are set here)
            TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
            ///Forward Shader (look at this shader construction for more info)
            ForwardXNABasicShader shader = new ForwardXNABasicShader();
            ///Forward material
            ForwardMaterial fmaterial = new ForwardMaterial(shader);
            ///The object itself
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            ///Add to the world
            this.World.AddObject(obj);

            this.RenderTechnic.AddPostEffect(MotionBlurPostEffect);
            this.RenderTechnic.AddPostEffect(BloomPostEffect);

            BloomPostEffect.Enabled = false;
            MotionBlurPostEffect.Enabled = false;

            blurdefault = MotionBlurPostEffect.Amount;

            RotatingCamera cam = new RotatingCamera(this, new Vector3(0,-100,-400));
            
            this.World.CameraManager.AddCamera(cam);

            RasterizerState = new RasterizerState();
            RasterizerState.CullMode = CullMode.None;
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:38,代码来源:PostEffectScreen.cs

示例6: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            ///using component
            Billboard3D Billboard3D = new Billboard3D(factory.GetTexture2D("Textures\\grama1"), new Vector3(100, 20, 100), Vector2.One * 0.2f);
            BillboardComponent.Billboards.Add(Billboard3D);

            ///using old mode (IObject billboard)
            {
                List<Billboard> poss = new List<Billboard>();
                for (int i = 0; i < 10; i++)
                {
                    for (int j = 0; j < 10; j++)
                    {
                        float x, y;
                        x = i * 10;
                        y = j * 10;
                        poss.Add(
                            new Billboard()
                            {
                               Position = new Vector3(x, 50 , y),
                               Scale = Vector2.One * 0.01f,
                               Enabled = true
                            }
                            );
                    }
                }

                CPUBillboardModel bm = new CPUBillboardModel(factory, "Bilbs", "..\\Content\\Textures\\tree", poss.ToArray());
                ForwardAlphaTestShader cb = new ForwardAlphaTestShader(128,CompareFunction.GreaterEqual);                                
                ForwardMaterial matfor = new ForwardMaterial(cb);
                matfor.RasterizerState = RasterizerState.CullNone;
                GhostObject go = new GhostObject();                
                IObject obj2 = new IObject(matfor, bm, go);
                this.World.AddObject(obj2);

                //Text Billboards
                TextBillboard3D TextBillboard3D = new TextBillboard3D("TEST 123 SPHERICAL", Color.Black, new Vector3(100), 0.5f);
                sBillboardComponent.Billboards.Add(TextBillboard3D);


                TextBillboard3D = new TextBillboard3D("TEST 123 Cylinder", Color.Black, new Vector3(200, 50, 200), 0.5f);
                cBillboardComponent.Billboards.Add(TextBillboard3D);

            }


            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
                        
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:60,代码来源:CPUBillboardScreen.cs

示例7: DefaultTriangleMeshObj

 protected IObject DefaultTriangleMeshObj(String modelName, Vector3 position, Vector3? scale = null, Matrix? orientation = null)
 {
     SimpleModel simpleModel = new SimpleModel(GraphicFactory, modelName);
     TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, position, orientation, scale);
     ForwardMaterial fmaterial = ForwardMaterial.DefaultForwardMaterial();
     return new IObject(fmaterial, simpleModel, tmesh);            
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:ForwardBepuScreen.cs

示例8: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                ///Uncoment to add your model
                SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario");
                ///Physic info (position, rotation and scale are set here)
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                this.World.AddObject(obj);
            }

            {
                SnowParticleSystem snow = new SnowParticleSystem();
                DPFSParticleSystem ps = new DPFSParticleSystem("snow", snow);
                this.World.ParticleManager.AddAndInitializeParticleSystem(ps);

                ///cant set emiter position before adding the particle
                ///IF YOU DO SO, IT WILL NOT WORK
                snow.Emitter.PositionData.Position = new Vector3(500, 0, 0);
            }


            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-10), new Vector3(-150, 150, 150), GraphicInfo);
            this.World.CameraManager.AddCamera(cam);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:32,代码来源:ParticleScreen.cs

示例9: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            #region Models

            {
                ///Need to load the height, the normal texture and the difuse texture
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block", "..\\Content\\Textures\\color_map");
                sm.SetTexture("Textures\\normal_map", TextureType.BUMP);                
                sm.SetCubeTexture(factory.GetTextureCube("Textures//cubemap"),TextureType.ENVIRONMENT);

                BoxObject pi = new BoxObject(new Vector3(200, 110, 0), 1, 1, 1, 5, new Vector3(100, 100, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredEnvironmentCustomShader DeferredEnvironmentCustomShader = new DeferredEnvironmentCustomShader(false, true, false);
                DeferredEnvironmentCustomShader.SpecularIntensity = 0.2f;
                DeferredEnvironmentCustomShader.SpecularPower = 30;
                DeferredEnvironmentCustomShader.ShaderId = ShaderUtils.CreateSpecificBitField(true);
                IMaterial mat = new DeferredMaterial(DeferredEnvironmentCustomShader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredCustomShader shader = new DeferredCustomShader(false,false,false,false);
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            #endregion            

            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(10), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo);
            this.World.CameraManager.AddCamera(cam);

            new LightThrowBepu(this.World, GraphicFactory);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:66,代码来源:ShaderIDScreen.cs

示例10: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            var newCameraFirstPerson = new CameraStatic(new Vector3(100,100,100), - new Vector3(100,100,100) );
            this.World.CameraManager.AddCamera(newCameraFirstPerson);

            SimpleConcreteGestureInputPlayable SimpleConcreteGestureInputPlayable = new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap, (sample) => doubleTapCount++);
            this.BindInput(SimpleConcreteGestureInputPlayable);

            this.BindInput(new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.Hold, 
                (sample) => 
                    {
                        this.RemoveInputBinding(SimpleConcreteGestureInputPlayable);
                        doubleTapDisabled = true;
                    }
            ));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:27,代码来源:InputGestureScreen.cs

示例11: SpawnPrimitive

        /// <summary>
        /// Create a simple Sphere object
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="ori"></param>
        /// <returns></returns>
        private IObject SpawnPrimitive(Vector3 pos, Matrix ori)
        {
            ///Load a Model with a custom texture
            sm2 = new SimpleModel(factory,"Model\\ball");
            sm2.SetTexture(factory.CreateTexture2DColor(1,1,Color.White,false), TextureType.DIFFUSE);
            IMaterial m;
            if (forward)
            {
                ForwardXNABasicShader nd = new ForwardXNABasicShader();
                m = new ForwardMaterial(nd);
            }
            else
            {
                DeferredNormalShader nd = new DeferredNormalShader();
                m = new DeferredMaterial(nd);
            }

            PhysxPhysicWorld PhysxPhysicWorld = _mundo.PhysicWorld as PhysxPhysicWorld;

            ///First we create a shape description
            SphereShapeDescription SphereGeometry = new SphereShapeDescription(ballSize);
            ///then we create the physic object
            PhysxPhysicObject PhysxPhysicObject = new PhysxPhysicObject(SphereGeometry,
                0.5f, Matrix.CreateTranslation(pos), Vector3.One * ballSize);
            
            IObject o = new IObject(m, sm2, PhysxPhysicObject);
            return o;
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:34,代码来源:BallThrowPhysx28.cs

示例12: Player

        public Player(IScreen screen, Vector3 position, Matrix rotation, SimpleModel model, float width, float height, Boolean useThirdPerson = false)
            : base(screen, position, rotation, width, height, new Vector3(1F))
        {
            this.height = height * scale.Y;

            charecter.CharacterController.HorizontalMotionConstraint.Speed = 50;
            charecter.CharacterController.HorizontalMotionConstraint.MaximumForce = 10000;
            charecter.CharacterController.JumpSpeed = 35;

            mod = model;

            obj = new IObject(Materials.dMaterial, mod, charecter);

            Mouse.SetPosition(EngineSettings.graphicInfo.BackBufferWidth / 2, EngineSettings.graphicInfo.BackBufferHeight / 2);
            bstate = Mouse.GetState();

            rotSpeed = 0.05F;
            zoomDistance = 50;

            camera = new PlayerCamera(obj, (height / 2));
            camera.HorizontalOffset = -camera.HorizontalOffset;

            UpdateCamera();

            firstPerson = !useThirdPerson;

            this.Start();
        }
开发者ID:tubitos,项目名称:1,代码行数:28,代码来源:Player.cs

示例13: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100,10,10), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj); 
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect());
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:25,代码来源:FirstScreen.cs

示例14: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            ///cast to out world instance
            PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld;

            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");

                ///Physic Triangle mesh (same as bepu)
                PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld,simpleModel, 
                    Matrix.Identity, Vector3.One);

                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);                               

            }

            ///Ball Throw !!!
            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);
            this.AttachCleanUpAble(BallThrowBullet);

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:26,代码来源:Physx28Screen.cs

示例15: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                MobileMeshObject tmesh = new MobileMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial(),BEPUphysics.CollisionShapes.MobileMeshSolidity.DoubleSided,10);
                //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj); 
            }

            new LightThrowBepu(this.World, factory);
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:25,代码来源:MobilePhysicScreen.cs


注:本文中的PloobsEngine.Modelo.SimpleModel类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。