public Wall(Stage theStage, string label, string meshFile) : base(theStage, label, meshFile) { isCollidable = true; // "just another brick in the wall", Pink Floyd int spacing = stage.Terrain.Spacing; Terrain terrain = stage.Terrain; int wallBaseX = 450; int wallBaseZ = 450; int xPos, zPos; // 8 right for (int i = 0; i < 7; i++) { xPos = i + wallBaseX; zPos = wallBaseZ; addObject(new Vector3(xPos * spacing, terrain.surfaceHeight(xPos, zPos), zPos * spacing), Vector3.Up, 0.0f); } // up 7 then down 18 for (int i = 0; i < 18; i++) { xPos = wallBaseX + 7; zPos = i - 7 + wallBaseZ; addObject(new Vector3(xPos * spacing, terrain.surfaceHeight(xPos, zPos), zPos * spacing), Vector3.Up, 0.0f); } // 4 up, after skipping 3 left for (int i = 0; i < 4; i++) { xPos = wallBaseX + 1; zPos = wallBaseZ + 10 - i; addObject(new Vector3(xPos * spacing, terrain.surfaceHeight(xPos, zPos), zPos * spacing), Vector3.Up, 0.0f); } // up 1 left 8 for (int i = 0; i < 8; i++) { xPos = -i + wallBaseX + 1; zPos = wallBaseZ + 6; addObject(new Vector3(xPos * spacing, terrain.surfaceHeight(xPos, zPos), zPos * spacing), Vector3.Up, 0.0f); } // up 12 for (int i = 0; i < 12; i++) { xPos = wallBaseX - 6; zPos = -i + wallBaseZ + 5; addObject(new Vector3(xPos * spacing, terrain.surfaceHeight(xPos, zPos), zPos * spacing), Vector3.Up, 0.0f); } // 8 right for (int i = 0; i < 8; i++) { xPos = i + wallBaseX - 6; zPos = wallBaseZ - 6; addObject(new Vector3(xPos * spacing, terrain.surfaceHeight(xPos, zPos), zPos * spacing), Vector3.Up, 0.0f); } // up 2 for (int i = 0; i < 2; i++) { xPos = wallBaseX + 1; zPos = wallBaseZ - 6 - i; addObject(new Vector3(xPos * spacing, terrain.surfaceHeight(xPos, zPos), zPos * spacing), Vector3.Up, 0.0f); } }
public Camera(Stage aScene, CameraEnum cameraType) { name = "Whole stage"; scene = aScene; cameraCase = cameraType; terrainCenter = scene.TerrainSize / 2; updateViewMatrix(); }
/// <summary> /// Create a path /// </summary> /// <param name="theStage"> "world's stage" </param> /// <param name="apath"> collection of nodes in path</param> /// <param name="aPathType"> SINGLE, REVERSE, or LOOP path traversal</param> public Path(Stage theStage, List<NavNode> aPath, PathType aPathType) : base(theStage) { node = aPath; nextNode = 0; pathType = aPathType; stage = theStage; done = false; }
/// <summary> /// Create an Agent. /// All Agents are collidable and have a single instance Object3D named agentObject. /// Set StepSize, create first, follow and above cameras. /// Set first as agentCamera /// <param name="stage"></param> /// <param name="label"></param> /// <param name="position"></param> /// <param name="orientAxis"></param> /// <param name="radians"></param> /// <param name="meshFile"></param> /// </summary> public Agent(Stage stage, string label, Vector3 position, Vector3 orientAxis, float radians, string meshFile) : base(stage, label, meshFile) { // create an Object3D for this agent agentObject = addObject(position, orientAxis, radians); first = new Camera(stage, agentObject, Camera.CameraEnum.FirstCamera); follow = new Camera(stage, agentObject, Camera.CameraEnum.FollowCamera); above = new Camera(stage, agentObject, Camera.CameraEnum.AboveCamera); stage.addCamera(first); stage.addCamera(follow); stage.addCamera(above); agentCamera = first; }
public Player(Stage theStage, string label, Vector3 pos, Vector3 orientAxis, float radians, string meshFile) : base(theStage, label, pos, orientAxis, radians, meshFile) { // change names for on-screen display of current camera first.Name = "First"; follow.Name = "Follow"; above.Name = "Above"; IsCollidable = true; // players test collision with Collidable set. stage.Collidable.Add(agentObject); // player's agentObject can be collided with by others. rotate = 0; angle = 0.01f; initialOrientation = agentObject.Orientation; }
// public Model3D(Stage theStage, string label, Vector3 position, Vector3 orientAxis, // float radians, string fileOfModel) : base (theStage) { public Model3D(Stage theStage, string label, string fileOfModel) : base(theStage) { name = label; stage = theStage; instance = new List<Object3D>(); model = stage.Content.Load<Model>(fileOfModel); // compute the translation to the model's bounding sphere // center and radius; float minX, minY, minZ, maxX, maxY, maxZ; minX = minY = minZ = Int32.MaxValue; maxX = maxY = maxZ = Int32.MinValue; for (int i = 0; i < model.Meshes.Count; i++) { // See if this mesh extends the bounding sphere. BoundingSphere aBoundingSphere = model.Meshes[i].BoundingSphere; if ((aBoundingSphere.Center.X - aBoundingSphere.Radius) < minX) minX = aBoundingSphere.Center.X - aBoundingSphere.Radius; if ((aBoundingSphere.Center.Y - aBoundingSphere.Radius) < minY) minY = aBoundingSphere.Center.Y - aBoundingSphere.Radius; if ((aBoundingSphere.Center.Z - aBoundingSphere.Radius) < minZ) minZ = aBoundingSphere.Center.Z - aBoundingSphere.Radius; if ((aBoundingSphere.Center.X + aBoundingSphere.Radius) > maxX) maxX = aBoundingSphere.Center.X + aBoundingSphere.Radius; if ((aBoundingSphere.Center.Y + aBoundingSphere.Radius) > maxY) maxY = aBoundingSphere.Center.Y + aBoundingSphere.Radius; if ((aBoundingSphere.Center.Z + aBoundingSphere.Radius) > maxZ) maxZ = aBoundingSphere.Center.Z + aBoundingSphere.Radius; } // get the diameter of model's bounding sphere // radius temporarily holds the largest diameter if ((maxX - minX) > boundingSphereRadius) boundingSphereRadius = maxX - minX; if ((maxY - minY) > boundingSphereRadius) boundingSphereRadius = maxY - minY; if ((maxZ - minZ) > boundingSphereRadius) boundingSphereRadius = maxZ - minZ; // set boundingSphereRadius boundingSphereRadius = boundingSphereRadius * 1.1f / 2.0f; // set the radius from largest diameter // set the center of model's bounding sphere boundingSphereCenter = new Vector3(minX + boundingSphereRadius, minY + boundingSphereRadius, minZ + boundingSphereRadius); // need to scale boundingSphereRadius for each object instances in Object3D }
public Treasure(Stage theStage, string label, string meshFile) : base(theStage, label, meshFile) { Debug.WriteLine("Creating a new treasure"); }
/// <summary> /// Create a path from XZ nodes defined in a pathFile. /// The file must be accessible from the executable environment. /// </summary> /// <param name="theStage"> "world's stage" </param> /// <param name="aPathType"> SINGLE, REVERSE, or LOOP path traversal</param> /// <param name="pathFile"> text file, each line a node of X Z values, separated by a single space </x></param> public Path(Stage theStage, PathType aPathType, string pathFile) : base(theStage) { node = new List<NavNode>(); stage = theStage; nextNode = 0; pathType = aPathType; done = false; // read file using (StreamReader fileIn = File.OpenText(pathFile)) { int x, z; string line; string[] tokens; line = fileIn.ReadLine(); do { tokens = line.Split(new char[] { }); // use default separators x = Int32.Parse(tokens[0]); z = Int32.Parse(tokens[1]); node.Add(new NavNode(new Vector3(x, 0, z), NavNode.NavNodeEnum.WAYPOINT)); line = fileIn.ReadLine(); } while (line != null); } }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Stage stage = new Stage()) { stage.Run(); } }
/// <summary> /// Construct a leaderless pack. /// </summary> /// <param name="theStage"> the scene</param> /// <param name="label"> name of pack</param> /// <param name="meshFile"> model of pack instance</param> public Pack(Stage theStage, string label, string meshFile) : base(theStage, label, meshFile) { isCollidable = true; leader = null; random = new Random(); }
/// <summary> /// Construct a pack with an Object3D leader /// </summary> /// <param name="theStage"> the scene </param> /// <param name="label"> name of pack</param> /// <param name="meshFile"> model of a pack instance</param> /// <param name="aLeader"> Object3D alignment and pack center </param> public Pack(Stage theStage, string label, string meshFile, Object3D aLeader) : base(theStage, label, meshFile) { isCollidable = true; leader = aLeader; random = new Random(); flockMembers = new List<Boolean>(); }
/// <summary> /// Create a NPC. /// AGXNASK distribution has npAgent move following a Path. /// </summary> /// <param name="theStage"> the world</param> /// <param name="label"> name of </param> /// <param name="pos"> initial position </param> /// <param name="orientAxis"> initial rotation axis</param> /// <param name="radians"> initial rotation</param> /// <param name="meshFile"> Direct X *.x Model in Contents directory </param> public NPAgent(Stage theStage, string label, Vector3 pos, Vector3 orientAxis, float radians, string meshFile) : base(theStage, label, pos, orientAxis, radians, meshFile) { // change names for on-screen display of current camera first.Name = "npFirst"; follow.Name = "npFollow"; above.Name = "npAbove"; // path is built to work on specific terrain terrian_path = new Path(stage, makePath(), Path.PathType.REVERSE); // continuous search path stage.Components.Add(terrian_path); Random rnd = new Random(); if (rnd.Next() % 2 == 0) { // Reverse the path terrian_path.reverse(); } path = terrian_path; // start off in path finding mode nextGoal = path.NextNode; // get first path goal agentObject.turnToFace(nextGoal.Translation); // orient towards the first path goal Debug.WriteLine("Wake Up Agent"); }
private int step, stepSize; // values for stepping #endregion Fields #region Constructors // constructors /// <summary> /// Object that places and orients itself. /// </summary> /// <param name="theStage"> the stage containing object </param> /// <param name="aModel">how the object looks</param> /// <param name="label"> name of object </param> /// <param name="position"> position in stage </param> /// <param name="orientAxis"> axis to orient on </param> /// <param name="radians"> orientation rotation </param> public Object3D(Stage theStage, Model3D aModel, string label, Vector3 position, Vector3 orientAxis, float radians) { scales = Vector3.One; stage = theStage; model = aModel; name = label; step = 1; stepSize = 48; pitch = yaw = roll = 0.0f; orientation = Matrix.Identity; orientation *= Matrix.CreateFromAxisAngle(orientAxis, radians); orientation *= Matrix.CreateTranslation(position); scaleObjectBoundingSphere(); }
public Terrain(Stage theStage, string label, string heightFile, string colorFile) : base(theStage, label) { int i; range = stage.Range; width = height = range; nVertices = width * height; terrainHeight = new int[width, height]; vertex = new VertexPositionColor[nVertices]; nIndices = (width - 1) * (height - 1) * 6; indices = new int[nIndices]; // there are 6 indices 2 faces / 4 vertices spacing = stage.Spacing; // set display information display = stage.Display; effect = stage.SceneEffect; heightTexture = stage.Content.Load<Texture2D>(heightFile); heightMap = new Microsoft.Xna.Framework.Color[width * height]; heightTexture.GetData<Microsoft.Xna.Framework.Color>(heightMap); // create colorMap values from colorTexture colorTexture = stage.Content.Load<Texture2D>(colorFile); colorMap = new Microsoft.Xna.Framework.Color[width * height]; colorTexture.GetData<Microsoft.Xna.Framework.Color>(colorMap); // create vertices for terrain Vector4 vector4; int vertexHeight; i = 0; for (int z = 0; z < height; z++) for (int x = 0; x < width; x++) { vector4 = heightMap[i].ToVector4(); // convert packed Rgba32 values to floats vertexHeight = (int)(vector4.X * 255); // scale vertexHeight 0..255 vertexHeight *= multiplier; // multiply height terrainHeight[x, z] = vertexHeight; // save height for navigation vertex[i] = new VertexPositionColor( new Vector3(x * spacing, vertexHeight, z * spacing), new Color(colorMap[i].ToVector4())); i++; } // free up unneeded maps colorMap = null; heightMap = null; // set indices clockwise from point of view i = 0; for (int z = 0; z < height - 1; z++) for (int x = 0; x < width - 1; x++) { indices[i++] = z * width + x; indices[i++] = z * width + x + 1; indices[i++] = (z + 1) * width + x; indices[i++] = (z + 1) * width + x; indices[i++] = z * width + x + 1; indices[i++] = (z + 1) * width + x + 1; } // create VertexBuffer and store on GPU vb = new VertexBuffer(display, typeof(VertexPositionColor), vertex.Length, BufferUsage.WriteOnly); vb.SetData<VertexPositionColor>(vertex); // , 0, vertex.Length); // create IndexBuffer and store on GPU ib = new IndexBuffer(display, typeof(int), indices.Length, BufferUsage.WriteOnly); IB.SetData<int>(indices); }
// public MovableModel3D(Stage theStage, string label, Vector3 position, // Vector3 orientAxis, float radians, string meshFile) // : base(theStage, label, position, orientAxis, radians, meshFile) public MovableModel3D(Stage theStage, string label, string meshFile) : base(theStage, label, meshFile) { }
// Constructor public Cloud(Stage stage, string label, string meshFile) : base(stage, label, meshFile) { random = new Random(); }
public IndexVertexBuffers(Stage theStage, string label) : base(theStage) { stage = theStage; name = label; }
public Camera(Stage aScene, Object3D anAgentObject, CameraEnum cameraType) { scene = aScene; agent = anAgentObject; cameraCase = cameraType; }
public Graph(Stage stage) { this.stage = stage; }