Esempio n. 1
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        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            terreno = new ClsBattlefield(GraphicsDevice, Content);
            camera  = new Camera(GraphicsDevice);
            tanque  = new TankClass(GraphicsDevice, Content, terreno);
        }
Esempio n. 2
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        public TankClass(GraphicsDevice device, ContentManager content, ClsBattlefield terreno)
        {
            modelTank = content.Load <Model>("tank");

            world = terreno.matrixTerreno;

            effect = new BasicEffect(device);
            view   = Matrix.CreateLookAt(new Vector3(1.0f, 2.0f, 2.0f), Vector3.Zero, Vector3.Up);
            float aspectRatio = (float)device.Viewport.Width / device.Viewport.Height;

            projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 2.0f, 1000.0f);

            turretBone      = modelTank.Bones["turret_geo"];
            canonBone       = modelTank.Bones["canon_geo"];
            rEngineBone     = modelTank.Bones["r_engine_geo"];
            lEngineBone     = modelTank.Bones["l_engine_geo"];
            rBackWheelBone  = modelTank.Bones["r_back_wheel_geo"];
            lBackWheelBone  = modelTank.Bones["l_back_wheel_geo"];
            rSteerBone      = modelTank.Bones["r_steer_geo"];
            lSteerBone      = modelTank.Bones["l_steer_geo"];
            rFrontWheelBone = modelTank.Bones["r_front_wheel_geo"];
            lFrontWheelBone = modelTank.Bones["l_front_wheel_geo"];
            hatchBone       = modelTank.Bones["hatch_geo"];

            turretTransform      = turretBone.Transform;
            canonTransform       = canonBone.Transform;
            rEngineTransform     = rEngineBone.Transform;
            lEngineTransform     = lEngineBone.Transform;
            rBackWheelTranform   = rBackWheelBone.Transform;
            lBackWheelTransform  = rBackWheelBone.Transform;
            rSteerTransform      = rSteerBone.Transform;
            lSteerTransform      = lSteerBone.Transform;
            rFrontWheelTransform = rFrontWheelBone.Transform;
            lFrontWheelTransform = lFrontWheelBone.Transform;
            hatchTransform       = hatchBone.Transform;

            boneTransforms = new Matrix[modelTank.Bones.Count];

            directionTank = Vector3.UnitX;

            //Inicialização do tanque
            PositionTank  = new Vector3(64.0f, terreno.Interpolacao(PositionTank.X, PositionTank.Z), 64.0f);
            NormalTank    = terreno.GetNormals((int)PositionTank.X, (int)PositionTank.Z);
            DirectionTank = Vector3.UnitX;
            SpeedTank     = 0.5f;
        }
Esempio n. 3
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        public void UpdateTankStuff(KeyboardState keyboard, ClsBattlefield terreno)
        {
            //Controlo da torre
            if (keyboard.IsKeyDown(Keys.Left))
            {
                turretAngle += MathHelper.ToRadians(yaw);
            }
            if (keyboard.IsKeyDown(Keys.Right))
            {
                turretAngle -= MathHelper.ToRadians(yaw);
            }
            if (keyboard.IsKeyDown(Keys.Up))
            {
                canonAngle -= MathHelper.ToRadians(yaw);
            }
            if (keyboard.IsKeyDown(Keys.Down))
            {
                canonAngle += MathHelper.ToRadians(yaw);
            }

            //Controlo do movimento
            if (keyboard.IsKeyDown(Keys.A))
            {
                directionTank = Vector3.Transform(directionTank, Matrix.CreateRotationY(yaw));
            }
            if (keyboard.IsKeyDown(Keys.D))
            {
                directionTank = Vector3.Transform(directionTank, Matrix.CreateRotationY(-yaw));
            }

            if (keyboard.IsKeyDown(Keys.W))
            {
                positionTank   = positionTank - directionTank * speedTank;
                positionTank.Y = terreno.Interpolacao(positionTank.X, positionTank.Z);
                //normalTank = terreno.GetNormals((int)positionTank.X, (int)positionTank.Z);
            }
            if (keyboard.IsKeyDown(Keys.S))
            {
                positionTank   = positionTank + directionTank * speedTank;
                positionTank.Y = terreno.Interpolacao(positionTank.X, positionTank.Z);
                //normalTank = terreno.GetNormals((int)positionTank.X, (int)positionTank.Z);
            }
        }
Esempio n. 4
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        public void UpdateCameraPositionSurfaceFollow(ClsBattlefield terreno, KeyboardState keyboardState)
        {
            MouseState mousestate = Mouse.GetState();

            pitch = MathHelper.ToRadians(mousestate.Y * 0.1f);
            Matrix pitchRotation = Matrix.CreateFromYawPitchRoll(yaw, pitch, 0.0f);

            if (keyboardState.IsKeyDown(Keys.NumPad4))
            {
                speed = Vector3.Transform(speed, Matrix.CreateRotationY(yaw));
            }
            if (keyboardState.IsKeyDown(Keys.NumPad6))
            {
                speed = Vector3.Transform(speed, Matrix.CreateRotationY(-yaw));
            }

            //Matrix yawRotation = Matrix.CreateRotationY(yaw);
            //Vector3 dir = speed;
            //dir.Normalize();
            //yawRotation.Forward = dir;
            //yawRotation.Up = Vector3.UnitY;
            //yawRotation.Right = Vector3.Cross(dir, Vector3.UnitY);
            //view = yawRotation * Matrix.CreateTranslation(posicao);
            //direcao = Vector3.Transform(directionBase, yawRotation);

            if (keyboardState.IsKeyDown(Keys.NumPad8))
            {
                posicao   = posicao + speed;
                alturaCam = terreno.Interpolacao(posicao.X, posicao.Z);
                posicao.Y = alturaCam + offSetChao;
            }
            if (keyboardState.IsKeyDown(Keys.NumPad2))
            {
                posicao   = posicao - speed;
                alturaCam = terreno.Interpolacao(posicao.X, posicao.Z);
                posicao.Y = alturaCam + offSetChao;
            }

            view = Matrix.CreateLookAt(posicao, posicao + speed, Vector3.Up);
        }
Esempio n. 5
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        public void Draw(Matrix camview, ClsBattlefield terreno)
        {
            Matrix translation = Matrix.CreateTranslation(positionTank.X, terreno.Interpolacao(positionTank.X, positionTank.Z), positionTank.Z);
            Matrix rotation    = Matrix.CreateRotationY(yaw);

            normalTank = terreno.GetNormals((int)positionTank.X, (int)positionTank.Z);
            //Matrix rotation = Matrix.Identity;
            rotation.Up      = normalTank;
            rotation.Forward = directionTank;
            rotation.Right   = Vector3.Cross(normalTank, directionTank);
            world            = rotation * translation;

            modelTank.Root.Transform = Matrix.CreateScale(0.005f) * world;

            turretBone.Transform = Matrix.CreateRotationY(turretAngle) * turretTransform;
            canonBone.Transform  = Matrix.CreateRotationX(canonAngle) * canonTransform;

            //lEngineBone.Transform = Matrix.CreateTranslation(positionTank) * lEngineTransform;
            //rEngineBone.Transform = Matrix.CreateTranslation(positionTank) * rEngineTransform;
            //hatchBone.Transform = Matrix.CreateTranslation() * hatchTransform;

            modelTank.CopyAbsoluteBoneTransformsTo(boneTransforms);

            foreach (ModelMesh mesh in modelTank.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.World      = boneTransforms[mesh.ParentBone.Index];
                    effect.View       = camview;
                    effect.Projection = projection;
                    effect.EnableDefaultLighting();
                }
                // Draw each mesh of the model
                mesh.Draw();
            }
        }