/// <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) { addObject(position, orientAxis, radians); agentObject = instance.First<Object3D>(); 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; }
/// <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. /// </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>("Courier New"); // load font // viewports defaultViewport = GraphicsDevice.Viewport; inspectorViewport = defaultViewport; sceneViewport = defaultViewport; inspectorViewport.Height = InfoPaneSize * inspectorFont.LineSpacing; inspectorProjection = Matrix.CreatePerspectiveFieldOfView((float)Math.PI / 4.0f, inspectorViewport.Width / inspectorViewport.Height, 1.0f, 200.0f); sceneViewport.Height = defaultViewport.Height - inspectorViewport.Height; sceneViewport.Y = inspectorViewport.Height; sceneProjection = Matrix.CreatePerspectiveFieldOfView((float)Math.PI / 4.0f, sceneViewport.Width / sceneViewport.Height, 1.0f, 1000.0f); // 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, "AGXNASKv4 -- Academic Graphics XNA Starter Kit for CSUN Comp 565 assignments."); inspector.setInfo(1, "Press keyboard for input (not case sensitive 'H' 'h')"); 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' cameras, 'F' fog, 'T' updates, 'Y' yon"); // initialize empty info strings for (int i = 5; i < 20; i++) inspector.setInfo(i, " "); inspector.setInfo(5, "matrics info pane, initially empty"); inspector.setInfo(10, "first info pane, initially empty"); inspector.setInfo(15, "second info pane, initially empty"); // 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 // 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>("boundingSphereV3"); wayPoint3D = Content.Load<Model>("100x50x100Marker"); //treasure_chest100x50x100Marker // Create required entities: collidable = new List<Object3D>(); terrain = new Terrain(this, "terrain", "heightTexture1", "colorTexture1"); Components.Add(terrain); // Load Avatar mesh objects, Avatar 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), 0.80f, "redAvatarV3"); // face looking diagonally across stage Components.Add(player); }
/// <summary> /// Changing camera view for Agents will always set YonFlag false /// and provide a clipped view. /// </summary> public void nextCamera() { cameraIndex = (cameraIndex + 1) % camera.Count; currentCamera = camera[cameraIndex]; // set the appropriate projection matrix YonFlag = false; setProjection(farYon); }
public void addCamera(Camera aCamera) { camera.Add(aCamera); cameraIndex++; }