public CollisionDetectors(Stage theStage, string label, string meshFile, Vector3 position, NPAgent inParent)
     : base(theStage, label, meshFile)
 {
     parent = inParent;
     temp   = addObject(position + new Vector3(800f, 0f, 0f), Vector3.Up, 0f);
     stage.Collidable.Add(temp);
 }
 public void move(NPAgent position)
 {
     foreach (Object3D obj in instance)
     {
         rotate++;
         obj.Yaw         = rotate * .01f;
         obj.Translation = position.AgentObject.Translation + new Vector3(800f, 0f, 0f);
     }
 }
Ejemplo n.º 3
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        /// <summary>
        /// Set GraphicDevice display and rendering BasicEffect effect.
        /// Create SpriteBatch, font, and font positions.
        /// Creates the traceViewport to display information and the sceneViewport
        /// to render the environment.
        /// Create and add all DrawableGameComponents and Cameras.
        /// First, add all required contest:  Inspector, Cameras, Terrain, Agents
        /// Second, add all optional (scene specific) content
        /// </summary>
        protected override void LoadContent()
        {
            display = graphics.GraphicsDevice;
            effect  = new BasicEffect(display);
            // Set up Inspector display
            spriteBatch   = new SpriteBatch(display);               // Create a new SpriteBatch
            inspectorFont = Content.Load <SpriteFont> ("Consolas"); // Windows XNA && MonoGames
            // set window size
            if (runFullScreen)
            {
                graphics.IsFullScreen              = true;
                graphics.PreferredBackBufferWidth  = GraphicsDevice.DisplayMode.Width;
                graphics.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height;
            }
            else // run with window values
            {
                graphics.PreferredBackBufferWidth  = windowWidth;
                graphics.PreferredBackBufferHeight = windowHeight;
            }
            graphics.ApplyChanges();
            // viewports
            defaultViewport          = GraphicsDevice.Viewport;
            inspectorViewport        = defaultViewport;
            sceneViewport            = defaultViewport;
            inspectorViewport.Height = InfoPaneSize * inspectorFont.LineSpacing;
            inspectorProjection      = Matrix.CreatePerspectiveFieldOfView(fov,
                                                                           inspectorViewport.Width / inspectorViewport.Height, hither, yon);
            sceneViewport.Height = defaultViewport.Height - inspectorViewport.Height;
            sceneViewport.Y      = inspectorViewport.Height;
            sceneProjection      = Matrix.CreatePerspectiveFieldOfView(fov,
                                                                       sceneViewport.Width / sceneViewport.Height, hither, yon);
            // create Inspector display
            Texture2D inspectorBackground = Content.Load <Texture2D>("inspectorBackground");

            inspector = new Inspector(display, inspectorViewport, inspectorFont, Color.Black, inspectorBackground);
            // create information display strings
            // help strings
            inspector.setInfo(0, "Academic Graphics MonoGames 3.6 Starter Kit for CSUN Comp 565 assignments.");
            inspector.setInfo(1, "Press keyboard for input (not case sensitive 'H' || 'h')   'Esc' to quit");
            inspector.setInfo(2, "Inspector toggles:  'H' help or info   'M'  matrix or info   'I'  displays next info pane.");
            inspector.setInfo(3, "Arrow keys move the player in, out, left, or right.  'R' resets player to initial orientation.");
            inspector.setInfo(4, "Stage toggles:  'B' bounding spheres, 'C' || 'X' cameras, 'T' fixed updates");
            // initialize empty info strings
            for (int i = 5; i < 20; i++)
            {
                inspector.setInfo(i, "  ");
            }
            // set blending for bounding sphere drawing
            blending = new BlendState();
            blending.ColorSourceBlend      = Blend.SourceAlpha;
            blending.ColorDestinationBlend = Blend.InverseSourceAlpha;
            blending.ColorBlendFunction    = BlendFunction.Add;
            notBlending = new BlendState();
            notBlending = display.BlendState;
            // Create and add stage components
            // You must have a TopDownCamera, BoundingSphere3D, WayPoint3D, Terrain, and Agents (player, npAgent) in your stage!
            // Place objects at a position, provide rotation axis and rotation radians.
            // All location vectors are specified relative to the center of the stage.
            // Create a top-down "Whole stage" camera view, make it first camera in collection.
            topDownCamera = new Camera(this, Camera.CameraEnum.TopDownCamera);
            camera.Add(topDownCamera);
            boundingSphere3D = Content.Load <Model>("boundingSphereV8");
            wayPoint3D       = Content.Load <Model>("100x50x100Marker"); // model for navigation node display
            // Create required entities:
            collidable = new List <Object3D>();                          // collection of objects to test for collisions
            terrain    = new Terrain(this, "terrain", "heightTexture", "colorTexture");
            Components.Add(terrain);

            //Add treasure locations and meshes to map
            treasure = new TreasureList(this, "TreasureList", "ChestClosed", false);
            Components.Add(treasure);

            // Load Agent mesh objects, meshes do not have textures
            player = new Player(this, "Chaser",
                                new Vector3(510 * spacing, terrain.surfaceHeight(510, 507), 507 * spacing),
                                new Vector3(0, 1, 0), 0.78f, treasure, "redAvatarV6"); // face looking diagonally across stage
            player.IsCollidable = true;                                                // test collisions for player
            Components.Add(player);
            npAgent = new NPAgent(this, "Evader",
                                  new Vector3(490 * spacing, terrain.surfaceHeight(490, 450), 450 * spacing),
                                  new Vector3(0, 1, 0), 0.0f, treasure, "magentaAvatarV6"); // facing +Z
            npAgent.IsCollidable = true;                                                    // npAgent does not test for collisions
            Components.Add(npAgent);

            CollisionDetectors detector = new CollisionDetectors(this, "wall", "100x100x100Brick", npAgent.AgentObject.Translation, npAgent);

            detector.IsCollidable = true;
            Components.Add(detector);

            // create file output stream for trace()
            fout  = new StreamWriter("trace.txt", false);
            Trace = string.Format("{0} trace output from AGMGSKv8", DateTime.Today.ToString("MMMM dd, yyyy"));
            //  ------ The wall and pack are required for Comp 565 projects, but not AGMGSK   ---------
            // create walls for navigation algorithms
            Wall wall = new Wall(this, "wall", "100x100x100Brick");

            Components.Add(wall);
            // create a pack for "flocking" algorithms
            // create a Pack of 6 dogs centered at (450, 500) that is leaderless
            Pack pack = new Pack(this, "dog", "dogV6", 6, 450, 430, null);

            Components.Add(pack);
            // ----------- OPTIONAL CONTENT HERE -----------------------
            // Load content for your project here
            // create a temple
            Model3D m3d = new Model3D(this, "temple", "templeV3");

            m3d.IsCollidable = true;                    // must be set before addObject(...) and Model3D doesn't set it
            m3d.addObject(new Vector3(340 * spacing, terrain.surfaceHeight(340, 340), 340 * spacing),
                          new Vector3(0, 1, 0), 0.79f); // , new Vector3(1, 4, 1));
            Components.Add(m3d);
            // create 20 clouds
            Cloud cloud = new Cloud(this, "cloud", "cloudV3", 20);

            // Set initial camera and projection matrix
            setCamera(1);      // select the "whole stage" camera
            Components.Add(cloud);
            // Describe the scene created
            Trace = string.Format("scene created:");
            Trace = string.Format("\t {0,4:d} components", Components.Count);
            Trace = string.Format("\t {0,4:d} collidable objects", Collidable.Count);
            Trace = string.Format("\t {0,4:d} cameras", camera.Count);
        }