예제 #1
0
파일: GameLogic.cs 프로젝트: virucho/UDDMG
        private GeometryNode ShootBullet; //Geometry for Bullet

        #endregion Fields

        #region Constructors

        public Bullet(Vector3 InitPos, PrimitiveModel BulletModel, Material Material, Vector3 DirBullet, MarkerNode grdMarkerNode)
        {
            //Create Bullet
            ShootBullet = new GeometryNode();
            ShootBullet.Name = "ShootBullet" + ShootBullet.ID;
            ShootBullet.Model = BulletModel;

            ShootBullet.Material = Material;
            ShootBullet.Physics.Interactable = true;
            ShootBullet.Physics.Collidable = true;
            ShootBullet.Physics.Shape = GoblinXNA.Physics.ShapeType.Box;
            ShootBullet.Physics.Mass = 60f;
            ShootBullet.Physics.MaterialName = "Bullet";
            ShootBullet.AddToPhysicsEngine = true;

            // Assign the initial velocity to this shooting box
            ShootBullet.Physics.InitialLinearVelocity = new Vector3(DirBullet.X * 80, DirBullet.Y * 80, DirBullet.Z * 50);

            BulletTrans = new TransformNode();
            BulletTrans.Translation = InitPos;

            grdMarkerNode.AddChild(BulletTrans);
            BulletTrans.AddChild(ShootBullet);

            //Normal asignament
            isvisible = true;

            //Agrego Segundo desde que se creo
            livetime = Convert.ToInt32(DateTime.Now.TimeOfDay.TotalSeconds) + BULLET_TIMELIVE;
        }
예제 #2
0
        private void CreateObjects()
        {
            // Create a geometry node with a model of a sphere that will be overlaid on
            // top of the ground marker array
            GeometryNode sphereNode = new GeometryNode("Sphere");
            // We will use TexturedSphere instead of regular Box class since we will need the
            // texture coordinates elements for passing the vertices to the SimpleShadowShader
            // we will be using
            sphereNode.Model = new TexturedSphere(16, 20, 20);

            // Add this sphere model to the physics engine for collision detection
            sphereNode.AddToPhysicsEngine = true;
            sphereNode.Physics.Shape = ShapeType.Sphere;
            // Make this sphere model cast and receive shadows
            sphereNode.Model.ShadowAttribute = ShadowAttribute.ReceiveCast;
            // Assign a shadow shader for this model that uses the IShadowMap we assigned to the scene
            sphereNode.Model.Shader = new SimpleShadowShader(scene.ShadowMap);

            // Create a marker node to track a ground marker array.
#if USE_NYARTOOLKIT
            groundMarkerNode = new MarkerNode(scene.MarkerTracker, "NyARToolkitGroundArray.xml",
                NyARToolkitTracker.ComputationMethod.Average);
#else
            groundMarkerNode = new MarkerNode(scene.MarkerTracker, "ALVARGroundArray.xml");
#endif

            TransformNode sphereTransNode = new TransformNode();
            sphereTransNode.Translation = new Vector3(0, 0, 50);

            // Create a material to apply to the sphere model
            Material sphereMaterial = new Material();
            sphereMaterial.Diffuse = new Vector4(0, 0.5f, 0, 1);
            sphereMaterial.Specular = Color.White.ToVector4();
            sphereMaterial.SpecularPower = 10;

            sphereNode.Material = sphereMaterial;

            // Now add the above nodes to the scene graph in the appropriate order.
            // Note that only the nodes added below the marker node are affected by 
            // the marker transformation.
            scene.RootNode.AddChild(groundMarkerNode);
            groundMarkerNode.AddChild(sphereTransNode);
            sphereTransNode.AddChild(sphereNode);

            // Create a geometry node with a model of a box that will be overlaid on
            // top of the ground marker array initially. (When the toolbar marker array is
            // detected, it will be overlaid on top of the toolbar marker array.)
            boxNode = new GeometryNode("Box");
            // We will use TexturedBox instead of regular Box class since we will need the
            // texture coordinates elements for passing the vertices to the SimpleShadowShader
            // we will be using
            boxNode.Model = new TexturedBox(32.4f);

            // Add this box model to the physics engine for collision detection
            boxNode.AddToPhysicsEngine = true;
            boxNode.Physics.Shape = ShapeType.Box;
            // Make this box model cast and receive shadows
            boxNode.Model.ShadowAttribute = ShadowAttribute.ReceiveCast;
            // Assign a shadow shader for this model that uses the IShadowMap we assigned to the scene
            boxNode.Model.Shader = new SimpleShadowShader(scene.ShadowMap);

            // Create a marker node to track a toolbar marker array.
#if USE_NYARTOOLKIT
            toolbarMarkerNode = new MarkerNode(scene.MarkerTracker, "ToolbarNyARToolkit.xml",
                NyARToolkitTracker.ComputationMethod.Average);
#else
            toolbarMarkerNode = new MarkerNode(scene.MarkerTracker, "ALVARToolbar.xml");
#endif

            scene.RootNode.AddChild(toolbarMarkerNode);

            // Create a material to apply to the box model
            Material boxMaterial = new Material();
            boxMaterial.Diffuse = new Vector4(0.5f, 0, 0, 1);
            boxMaterial.Specular = Color.White.ToVector4();
            boxMaterial.SpecularPower = 10;

            boxNode.Material = boxMaterial;

            // Add this box model node to the ground marker node
            groundMarkerNode.AddChild(boxNode);

            // Create a collision pair and add a collision callback function that will be
            // called when the pair collides
            NewtonPhysics.CollisionPair pair = new NewtonPhysics.CollisionPair(boxNode.Physics, sphereNode.Physics);
            ((NewtonPhysics)scene.PhysicsEngine).AddCollisionCallback(pair, BoxSphereCollision);
        }
예제 #3
0
파일: Game_Main.cs 프로젝트: virucho/UDDMG
        private void CreateMarkerTracking()
        {
            Console.WriteLine(DateTime.Now.ToString() + " Setup Markers\n");
            
            // Create a marker node to track a ground marker array.
            groundMarkerNode = new MarkerNode(scene.MarkerTracker, "ALVARGroundArray.xml");
            //Add marker to Scene
            scene.RootNode.AddChild(groundMarkerNode);

            /***** For Weapons *****/
            //Add Big Parent for All Weapons
            parentTNodeWeapon = new TransformNode();
            parentTNodeWeapon.Name = "Weapons";
            groundMarkerNode.AddChild(parentTNodeWeapon);
            /***** For Cars *****/
            parentTNodeCars = new TransformNode();
            parentTNodeCars.Name = "TCars";
            groundMarkerNode.AddChild(parentTNodeCars);

            /************** Array of markers **************/
            int HinIdx, MarkIdx = 29;

            //Add Markers with the Code Index between 29 - 32 for the Weapons (one for player)
            for (HinIdx = 0; HinIdx < Max_palyer; HinIdx++)
            {
                WeaponMarkeNodes[HinIdx] = new MarkerNode(scene.MarkerTracker, MarkIdx);
                scene.RootNode.AddChild(WeaponMarkeNodes[HinIdx]);
                MarkIdx++;
            }

            //Add Markers with the Code Index between 33 - 38 for the Obstacles
            for (HinIdx = 0; HinIdx < Max_Markers; HinIdx++)
            {
                HinderMarkeNodes[HinIdx] = new MarkerNode(scene.MarkerTracker, MarkIdx);
                scene.RootNode.AddChild(HinderMarkeNodes[HinIdx]);
                MarkIdx++;
            }
        }
예제 #4
0
파일: 3DGraphics.cs 프로젝트: virucho/UDDMG
        TransformNode parentTNodeGrd; //Parent for all Scene Objects

        #endregion Fields

        #region Constructors

        public Graphics3D(MarkerNode MarkerNode, IShadowMap ShadowMap)
        {
            //Asignation Ground Node
            this.groundMarkerNode = MarkerNode;
            //Asignation Shadow Map
            this.GShadowMap = ShadowMap;

            //Add Big Parent for All Scenary Elements
            parentTNodeGrd = new TransformNode();
            parentTNodeGrd.Name = "Level";
            groundMarkerNode.AddChild(parentTNodeGrd);

            // Create a material for the model
            BulletrMat = new Material();
            BulletrMat.Diffuse = Color.Blue.ToVector4();
            BulletrMat.Specular = Color.White.ToVector4();
            BulletrMat.SpecularPower = 10;

            //create Bullet Model
            BulletModel = new TexturedBox(2.0f);

            LoadLevel = false;
            LoadCars = false;
        }
예제 #5
0
파일: 3DGraphics.cs 프로젝트: virucho/UDDMG
        /********************* Basic Elements ****************/
        public GeometryNode CreateCube(MarkerNode Marker, Vector4 CubeColor)
        {
            GeometryNode boxNode;
            // Create a geometry node with a model of a box
            boxNode = new GeometryNode("Box");
            boxNode.Model = new TexturedBox(32.4f);

            // Add this box model to the physics engine for collision detection
            boxNode.AddToPhysicsEngine = true;
            boxNode.Physics.Shape = ShapeType.Box;
            // Make this box model cast and receive shadows
            boxNode.Model.ShadowAttribute = ShadowAttribute.ReceiveCast;
            // Assign a shadow shader for this model that uses the IShadowMap we assigned to the scene
            boxNode.Model.Shader = new SimpleShadowShader(GShadowMap);

            // Create a material to apply to the box model
            Material boxMaterial = new Material();
            boxMaterial.Diffuse = CubeColor;
            boxMaterial.Specular = Color.White.ToVector4();
            boxMaterial.SpecularPower = 10;

            boxNode.Material = boxMaterial;

            // Add this box model node to the ground marker node
            Marker.AddChild(boxNode);

            return boxNode;

            // Create a collision pair and add a collision callback function that will be
            // called when the pair collides
            //NewtonPhysics.CollisionPair pair = new NewtonPhysics.CollisionPair(boxNode.Physics, sphereNode.Physics);
            //((NewtonPhysics)scene.PhysicsEngine).AddCollisionCallback(pair, BoxSphereCollision);
        }
예제 #6
0
파일: 3DGraphics.cs 프로젝트: virucho/UDDMG
        public static void CreateBall(MarkerNode Marker)
        {
            // Create a geometry node for Sphere
            PrimitiveModel PsphereModel = new Sphere(15f, 20, 20);

            // Create a material to apply to the sphere model
            Material sphereMaterial = new Material();
            sphereMaterial.Diffuse = new Vector4(0, 0.5f, 0, 1);
            sphereMaterial.Specular = Color.White.ToVector4();
            sphereMaterial.SpecularPower = 10;

            GeometryNode sphereNode = new GeometryNode("Sphere");
            //sphereNode.Model = new TexturedSphere(16, 20, 20);
            sphereNode.Model = PsphereModel;
            sphereNode.Material = sphereMaterial;

            // Add this sphere model to the physics engine for collision detection
            sphereNode.Physics.Interactable = true;
            sphereNode.Physics.Collidable = true;
            sphereNode.Physics.Shape = ShapeType.Sphere;
            sphereNode.Physics.Mass = 30;

            //sphereNode.Physics.ApplyGravity = false;
            sphereNode.Physics.InitialLinearVelocity = new Vector3(30, 0, 0);
            //sphereNode.Physics.MaterialName = "Sphere";
            //sphereNode.Physics.ApplyGravity = true;
            sphereNode.AddToPhysicsEngine = true;

            // Make this sphere model cast and receive shadows
            //sphereNode.Model.ShadowAttribute = ShadowAttribute.ReceiveCast;
            // Assign a shadow shader for this model that uses the IShadowMap we assigned to the scene
            //sphereNode.Model.Shader = new SimpleShadowShader(scene.ShadowMap);

            TransformNode sphereTransNode = new TransformNode();
            sphereTransNode.Translation = new Vector3(50, 0, 50);

            // Now add the above nodes to the scene graph in the appropriate order.
            // Note that only the nodes added below the marker node are affected by
            // the marker transformation.
            Marker.AddChild(sphereTransNode);
            sphereTransNode.AddChild(sphereNode);
        }
예제 #7
0
파일: 3DGraphics.cs 프로젝트: virucho/UDDMG
        public static GeometryNode AddModel(MarkerNode Marker, String Folder, String Model, bool IntMaterial, float Scala)
        {
            GeometryNode ObstNode;

            if (Model == "null")
                return ObstNode = new GeometryNode();

            ObstNode = Graphics3D.LoadModel("Models/" + Folder, Model, IntMaterial);

            //define the Physic Material name
            ObstNode.Physics.MaterialName = "Obstacle";

            TransformNode parentTransNode = new TransformNode();
            parentTransNode.Name = Model;
            parentTransNode.Scale = new Vector3(Scala, Scala + 2, Scala);
            parentTransNode.Rotation = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), MathHelper.ToRadians(90));
            //Add Rotation because Blender Axis
            parentTransNode.AddChild(ObstNode);

            // Add this box model node to the ground marker node
            if(Marker != null)
                Marker.AddChild(parentTransNode);

            return ObstNode;
        }
예제 #8
0
파일: Catalog.cs 프로젝트: bludman/designAR
        public Catalog(Scene s)
        {
            this.my_scene = s;

            this.marker = new MarkerNode(my_scene.MarkerTracker, "palette_marker.xml");
            this.changeMarker = new MarkerNode(my_scene.MarkerTracker, "palette_turn_marker.xml");
            my_scene.RootNode.AddChild(marker);
            my_scene.RootNode.AddChild(changeMarker);
            library = new ItemLibrary("models.txt");
            names2itemsInCatalog = new Dictionary<string, Item>();
            names2itemsInRoom = new Dictionary<string, Item>();
            item_list = library.getAllItems();
              //  this.objects = l;
            int grid_x = 0;
            int grid_y = 0;
            foreach (Item i in item_list)
            {
                names2itemsInCatalog.Add(i.Label, i);
                i.setGroupID(catalogGroupID);
                i.Scale = new Vector3(9.0f, 9.0f, 9.0f) / i.Radius;

            }
            for (int i = cur_start; i < cur_end && i < item_list.Count; i++)
            {

                if (grid_x > 15)
                {
                    grid_x = 0;
                    grid_y -= 15;
                }
                item_list[i].BindTo(marker);
                item_list[i].MoveTo(new Vector3(grid_x, grid_y, 0));
                grid_x += 15;

            }

            // Create a geometry node with a model of box
            GeometryNode boxNode = new GeometryNode("Box");
            boxNode.Model = new Box(30,30,0.1f);

            TransformNode boxTransNode = new TransformNode();
            boxTransNode.AddChild(boxNode);
            boxTransNode.Translation += new Vector3(6, -6, -0.5f);

            Material boxMat = new Material();
            boxMat.Diffuse = Color.DimGray.ToVector4();

            boxNode.Material = boxMat;

            marker.AddChild(boxTransNode);
        }
예제 #9
0
        private void CreateObjects()
        {
            // Create a material to apply to the sphere model
            Material sphereMaterial = new Material();
            sphereMaterial.Diffuse = new Vector4(0, 0.5f, 0, 1);
            sphereMaterial.Specular = Color.Green.ToVector4();
            sphereMaterial.SpecularPower = 10;

            Material sphereMaterial2 = new Material();
            sphereMaterial2.Diffuse = new Vector4(0, 0, 0.5f, 1);
            sphereMaterial2.Specular = Color.Blue.ToVector4();
            sphereMaterial2.SpecularPower = 10;

            Material sphereMaterial3 = new Material();
            sphereMaterial3.Diffuse = new Vector4(0.5f, 0, 0, 1);
            sphereMaterial3.Specular = Color.Red.ToVector4();
            sphereMaterial3.SpecularPower = 10;

            Material sphereMaterial4 = new Material();
            sphereMaterial4.Diffuse = new Vector4(0.5f, 0, 0, 1);
            sphereMaterial4.Specular = Color.Cyan.ToVector4();
            sphereMaterial4.SpecularPower = 10;

            Material sphereMaterial5 = new Material();
            sphereMaterial5.Diffuse = new Vector4(0.5f, 0, 0, 1);
            sphereMaterial5.Specular = Color.Magenta.ToVector4();
            sphereMaterial5.SpecularPower = 10;

            Material sphereMaterial6 = new Material();
            sphereMaterial6.Diffuse = new Vector4(0.5f, 0, 0, 1);
            sphereMaterial6.Specular = Color.Yellow.ToVector4();
            sphereMaterial6.SpecularPower = 10;

            Material sphereMaterial7 = new Material();
            sphereMaterial7.Diffuse = new Vector4(0.5f, 0, 0, 1);
            sphereMaterial7.Specular = Color.DarkGray.ToVector4();
            sphereMaterial7.SpecularPower = 10;

            Material sphereMaterial8 = new Material();
            sphereMaterial8.Diffuse = new Vector4(0.5f, 0, 0, 1);
            sphereMaterial8.Specular = Color.Orange.ToVector4();
            sphereMaterial8.SpecularPower = 10;

            Material sphereMaterial9 = new Material();
            sphereMaterial9.Diffuse = new Vector4(0.5f, 0, 0, 1);
            sphereMaterial9.Specular = Color.Purple.ToVector4();
            sphereMaterial9.SpecularPower = 10;

            Material sphereMaterial10 = new Material();
            sphereMaterial10.Diffuse = new Vector4(0.5f, 0, 0, 1);
            sphereMaterial10.Specular = Color.Pink.ToVector4();
            sphereMaterial10.SpecularPower = 10;

            int[] zero = new int[1];
            int[] first = new int[1];
            int[] two = new int[1];
            int[] three = new int[1];
            int[] four = new int[1];
            int[] five = new int[1];
            int[] six = new int[1];
            int[] seven = new int[1];
            int[] eight = new int[1];
            int[] nine = new int[1];
            int[] ten = new int[1];
            int[] eleven = new int[1];
            int[] twelve = new int[1];
            int[] thirteen = new int[1];
            int[] fourteen = new int[1];
            int[] fifteen = new int[1];
            int[] sixteen = new int[1];
            int[] seventeen = new int[1];
            int[] eighteen = new int[1];
            int[] nineteen = new int[1];
            int[] twenty = new int[1];
            int[] twentyone = new int[1];
            int[] twentytwo = new int[1];
            int[] twentythree = new int[1];
            int[] twentyfour = new int[1];
            int[] twentyfive = new int[1];
            int[] twentysix = new int[1];
            int[] twentyseven = new int[1];
            int[] twentyeight = new int[1];
            int[] twentynine = new int[1];
            int[] thirty = new int[1];
            int[] thirtyone = new int[1];
            int[] thirtytwo = new int[1];
            int[] thirtythree = new int[1]{133};
            int[] thirtyfour = new int[1]{134};
            int[] thirtyfive = new int[1]{135};
            int[] thirtysix = new int[1]{136};
            int[] thirtyseven = new int[1]{137};
            int[] thirtyeight = new int[1] { 138 };
            int[] thirtynine = new int[1] { 139 };
            int[] forty = new int[1] { 140 };
            int[] fortyone = new int[1] { 141 };

            zero[0] = 100;
            first[0] = 101;
            two[0] = 102;
            three[0] = 103;
            four[0] = 104;
            five[0] = 105;
            six[0] = 106;
            seven[0] = 107;
            eight[0] = 108;
            nine[0] = 100;
            ten[0] = 110;
            eleven[0] = 111;
            twelve[0] = 112;
            thirteen[0] = 113;
            fourteen[0] = 114;
            fifteen[0] = 115;
            sixteen[0] = 116;
            seventeen[0] = 117;
            eighteen[0] = 118;
            nineteen[0] = 119;
            twenty[0] = 120;
            twentyone[0] = 121;
            twentytwo[0] = 122;
            twentythree[0] = 123;
            twentyfour[0] = 124;
            twentyfive[0] = 125;
            twentysix[0] = 126;
            twentyseven[0] = 127;
            twentyeight[0] = 128;
            twentynine[0] = 129;
            thirty[0] = 130;
            thirtyone[0] = 131;
            thirtytwo[0] = 132;

            ModelLoader loader = new ModelLoader();
            Model trapModel0 = (Model)loader.Load("", "Boxwhite");
            Model trapModel1 = (Model)loader.Load("", "Boxwhite");
            Model trapModel2 = (Model)loader.Load("", "Boxwhite");
            Model trapModel3 = (Model)loader.Load("", "Boxwhite");
            Model trapModel4 = (Model)loader.Load("", "Boxwhite");
            Model trapModel5 = (Model)loader.Load("", "Boxwhite");
            Model trapModel6 = (Model)loader.Load("", "Boxwhite");
            Model trapModel7 = (Model)loader.Load("", "Boxwhite");
            Model trapModel8 = (Model)loader.Load("", "Boxwhite");
            Model trapModel9 = (Model)loader.Load("", "Boxwhite");

            Model spellModel0 = (Model)loader.Load("", "MagicHat");
            Model spellModel1 = (Model)loader.Load("", "MagicHat");
            Model spellModel2 = (Model)loader.Load("", "MagicHat");
            Model spellModel3 = (Model)loader.Load("", "MagicHat");
            Model spellModel4 = (Model)loader.Load("", "MagicHat");
            Model spellModel5 = (Model)loader.Load("", "MagicHat");
            Model spellModel6 = (Model)loader.Load("", "MagicHat");
            Model spellModel7 = (Model)loader.Load("", "MagicHat");
            Model spellModel8 = (Model)loader.Load("", "MagicHat");
            Model spellModel9 = (Model)loader.Load("", "MagicHat");

            Model monsterModel0 = (Model)loader.Load("", "Slime");
            Model monsterModel1 = (Model)loader.Load("", "Slime");
            Model monsterModel2 = (Model)loader.Load("", "Slime");
            Model monsterModel3 = (Model)loader.Load("", "Slime");
            Model monsterModel4 = (Model)loader.Load("", "Slime");
            Model monsterModel5 = (Model)loader.Load("", "Slime");
            Model monsterModel6 = (Model)loader.Load("", "Slime");
            Model monsterModel7 = (Model)loader.Load("", "Slime");
            Model monsterModel8 = (Model)loader.Load("", "Slime");
            Model monsterModel9 = (Model)loader.Load("", "Slime");

            //Marker 100
            cylinderMarkerNode100 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML100.xml", zero);
            GeometryNode cylinderNode0 = new GeometryNode("Cylinder");

            cylinderNode0.Model = monsterModel0;
            ((Model)cylinderNode0.Model).UseInternalMaterials = false;

            cylinderNode0.Material = sphereMaterial;

            TransformNode cylinderTransNode0 = new TransformNode();
            cylinderTransNode0.Scale = new Vector3(5, 5, 5);
            cylinderTransNode0.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);

            cylinderMarkerNode100.AddChild(cylinderTransNode0);

            cylinderTransNode0.AddChild(cylinderNode0);

            //add to Card array here: generic monster card here
            cards[0] = new Card('M', cylinderMarkerNode100, 90, 125, "Tethys, Goddess of Light", "Attack");

            //Marker 101
            cylinderMarkerNode101 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML101.xml", first);
            GeometryNode cylinderNode1 = new GeometryNode("Cylinder");

            cylinderNode1.Model = monsterModel1;
            ((Model)cylinderNode1.Model).UseInternalMaterials = false;

            cylinderNode1.Material = sphereMaterial2;

            TransformNode cylinderTransNode1 = new TransformNode();

            cylinderTransNode1.Scale = new Vector3(5, 5, 5);
            cylinderTransNode1.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode101.AddChild(cylinderTransNode1);

            cylinderTransNode1.AddChild(cylinderNode1);

            //add to Card array here: generic monster card here
            cards[1] = new Card('M', cylinderMarkerNode101, 120, 150, "Athena", "Attack");

            //Marker 102
            cylinderMarkerNode102 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML102.xml", two);
            GeometryNode cylinderNode2 = new GeometryNode("Cylinder");

            cylinderNode2.Model = monsterModel2;
            ((Model)cylinderNode2.Model).UseInternalMaterials = false;

            cylinderNode2.Material = sphereMaterial3;

            TransformNode cylinderTransNode2 = new TransformNode();

            cylinderTransNode2.Scale = new Vector3(5, 5, 5);
            cylinderTransNode2.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode102.AddChild(cylinderTransNode2);

            cylinderTransNode2.AddChild(cylinderNode2);

            //add to Card array here: generic monster card here
            cards[2] = new Card('M', cylinderMarkerNode102, 105, 120, "Victoria", "Attack");

            //Marker 103
            cylinderMarkerNode103 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML103.xml", three);
            GeometryNode cylinderNode3 = new GeometryNode("Cylinder");

            cylinderNode3.Model = monsterModel3;
            ((Model)cylinderNode3.Model).UseInternalMaterials = false;
            cylinderNode3.Material = sphereMaterial4;

            TransformNode cylinderTransNode3 = new TransformNode();

            cylinderTransNode3.Scale = new Vector3(5, 5, 5);
            cylinderTransNode3.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode103.AddChild(cylinderTransNode3);

            cylinderTransNode3.AddChild(cylinderNode3);

            //add to Card array here: generic monster card here
            cards[3] = new Card('M', cylinderMarkerNode103, 130, 160, "The Agent of Force - Mars", "Attack");

            //Marker 104
            cylinderMarkerNode104 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML104.xml", four);
            GeometryNode cylinderNode4 = new GeometryNode("Cylinder");

            cylinderNode4.Model = monsterModel4;
            ((Model)cylinderNode4.Model).UseInternalMaterials = false;

            cylinderNode4.Material = sphereMaterial5;

            TransformNode cylinderTransNode4 = new TransformNode();

            cylinderTransNode4.Scale = new Vector3(5, 5, 5);
            cylinderTransNode4.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode104.AddChild(cylinderTransNode4);

            cylinderTransNode4.AddChild(cylinderNode4);

            //add to Card array here: generic monster card here
            cards[4] = new Card('M', cylinderMarkerNode104, 115, 155, "The Agent of Wisdom - Mercury", "Attack");

            //Marker 105
            cylinderMarkerNode105 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML105.xml", five);
            GeometryNode cylinderNode5 = new GeometryNode("Cylinder");

            cylinderNode5.Model = monsterModel5;
            ((Model)cylinderNode5.Model).UseInternalMaterials = false;

            cylinderNode5.Material = sphereMaterial6;

            TransformNode cylinderTransNode5 = new TransformNode();

            cylinderTransNode5.Scale = new Vector3(5, 5, 5);
            cylinderTransNode5.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode105.AddChild(cylinderTransNode5);

            cylinderTransNode5.AddChild(cylinderNode5);

            //add to Card array here: generic monster card here
            cards[5] = new Card('M', cylinderMarkerNode105, 95, 145, "The Agent of Mystery - Earth", "Attack");

            //Marker 106
            cylinderMarkerNode106 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML106.xml", six);
            GeometryNode cylinderNode6 = new GeometryNode("Cylinder");

            cylinderNode6.Model = monsterModel6;
            ((Model)cylinderNode6.Model).UseInternalMaterials = false;

            cylinderNode6.Material = sphereMaterial7;

            TransformNode cylinderTransNode6 = new TransformNode();

            cylinderTransNode6.Scale = new Vector3(5, 5, 5);
            cylinderTransNode6.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode106.AddChild(cylinderTransNode6);

            cylinderTransNode6.AddChild(cylinderNode6);

            //add to Card array here: generic monster card here
            cards[6] = new Card('M', cylinderMarkerNode106, 130, 175, "The Agent of Miracles - Jupiter", "Attack");

            //Marker 107
            cylinderMarkerNode107 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML107.xml", seven);
            GeometryNode cylinderNode7 = new GeometryNode("Cylinder");

            cylinderNode7.Model = monsterModel7;
            ((Model)cylinderNode7.Model).UseInternalMaterials = false;

            cylinderNode7.Material = sphereMaterial8;

            TransformNode cylinderTransNode7 = new TransformNode();

            cylinderTransNode7.Scale = new Vector3(5, 5, 5);
            cylinderTransNode7.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode107.AddChild(cylinderTransNode7);

            cylinderTransNode7.AddChild(cylinderNode7);

            //add to Card array here: generic monster card here
            cards[7] = new Card('M', cylinderMarkerNode107, 80, 120, "The Agent of Judgment - Saturn", "Attack");

            //Marker 108
            cylinderMarkerNode108 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML108.xml", eight);
            GeometryNode cylinderNode8 = new GeometryNode("Cylinder");

            cylinderNode8.Model = monsterModel8;
            ((Model)cylinderNode8.Model).UseInternalMaterials = false;

            cylinderNode8.Material = sphereMaterial9;

            TransformNode cylinderTransNode8 = new TransformNode();

            cylinderTransNode8.Scale = new Vector3(5, 5, 5);
            cylinderTransNode8.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode108.AddChild(cylinderTransNode8);

            cylinderTransNode8.AddChild(cylinderNode8);

            //add to Card array here: generic monster card here
            cards[8] = new Card('M', cylinderMarkerNode108, 75, 140, "The Agent of Creation - Venus", "Attack");

            //Marker 109
            cylinderMarkerNode109 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML109.xml", nine);
            GeometryNode cylinderNode9 = new GeometryNode("Cylinder");

            cylinderNode9.Model = monsterModel9;
            ((Model)cylinderNode9.Model).UseInternalMaterials = false;

            cylinderNode9.Material = sphereMaterial10;

            TransformNode cylinderTransNode9 = new TransformNode();

            cylinderTransNode9.Scale = new Vector3(5, 5, 5);
            cylinderTransNode9.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode109.AddChild(cylinderTransNode9);

            cylinderTransNode9.AddChild(cylinderNode9);

            //add to Card array here: generic monster card here
            cards[9] = new Card('M', cylinderMarkerNode109, 150, 200, "Master Hyperion", "Attack");

            //Marker 110
            cylinderMarkerNode110 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML110.xml", ten);
            GeometryNode cylinderNode10 = new GeometryNode("Cylinder");

            cylinderNode10.Model = spellModel0;
            ((Model)cylinderNode10.Model).UseInternalMaterials = false;

            cylinderNode10.Material = sphereMaterial;

            TransformNode cylinderTransNode10 = new TransformNode();

            cylinderTransNode10.Scale = new Vector3(5, 5, 5);
            cylinderTransNode10.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode110.AddChild(cylinderTransNode10);

            cylinderTransNode10.AddChild(cylinderNode10);

            //add to Card array here: generic spell card here
            cards[10] = new Card('S', cylinderMarkerNode110, 100, 100, "Cards from the Sky", "All of your monsters are healed for 100 hp.");

            //Marker 111
            cylinderMarkerNode111 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML111.xml", eleven);
            GeometryNode cylinderNode11 = new GeometryNode("Cylinder");

            cylinderNode11.Model = spellModel1;
            ((Model)cylinderNode11.Model).UseInternalMaterials = false;

            cylinderNode11.Material = sphereMaterial2;

            TransformNode cylinderTransNode11 = new TransformNode();

            cylinderTransNode11.Scale = new Vector3(5, 5, 5);
            cylinderTransNode11.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode111.AddChild(cylinderTransNode11);

            cylinderTransNode11.AddChild(cylinderNode11);

            //add to Card array here: generic spell card here
            cards[11] = new Card('S', cylinderMarkerNode111, 100, 100, "Valhalla, Hall of the Fallen", "All of your monsters are completly healed.");

            //Marker 112
            cylinderMarkerNode112 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML112.xml", twelve);
            GeometryNode cylinderNode12 = new GeometryNode("Cylinder");

            cylinderNode12.Model = spellModel2;
            ((Model)cylinderNode12.Model).UseInternalMaterials = false;

            cylinderNode12.Material = sphereMaterial3;

            TransformNode cylinderTransNode12 = new TransformNode();

            cylinderTransNode12.Scale = new Vector3(5, 5, 5);
            cylinderTransNode12.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode112.AddChild(cylinderTransNode12);

            cylinderTransNode12.AddChild(cylinderNode12);

            //add to Card array here: generic spell card here
            cards[12] = new Card('S', cylinderMarkerNode112, 100, 100, "Terraforming", "All of your monsters are healed for 1 hp.");

            //Marker 113
            cylinderMarkerNode113 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML113.xml", thirteen);
            GeometryNode cylinderNode13 = new GeometryNode("Cylinder");

            cylinderNode13.Model = spellModel3;
            ((Model)cylinderNode13.Model).UseInternalMaterials = false;

            cylinderNode13.Material = sphereMaterial4;

            TransformNode cylinderTransNode13 = new TransformNode();

            cylinderTransNode13.Scale = new Vector3(5, 5, 5);
            cylinderTransNode13.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode113.AddChild(cylinderTransNode13);

            cylinderTransNode13.AddChild(cylinderNode13);

            //add to Card array here: generic spell card here
            cards[13] = new Card('S', cylinderMarkerNode113, 100, 100, "Smashing Ground", "All of your monsters are healed for 20 hp.");

            //Marker 114
            cylinderMarkerNode114 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML114.xml", fourteen);
            GeometryNode cylinderNode14 = new GeometryNode("Cylinder");

            cylinderNode14.Model = spellModel4;
            ((Model)cylinderNode14.Model).UseInternalMaterials = false;

            cylinderNode14.Material = sphereMaterial5;

            TransformNode cylinderTransNode14 = new TransformNode();

            cylinderTransNode14.Scale = new Vector3(5, 5, 5);
            cylinderTransNode14.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode114.AddChild(cylinderTransNode14);

            cylinderTransNode14.AddChild(cylinderNode14);

            //add to Card array here: generic spell card here
            cards[14] = new Card('S', cylinderMarkerNode114, 100, 100, "The Sanctuary in the Sky", "All of your monsters are healed for 75 hp.");

            //Marker 115
            cylinderMarkerNode115 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML115.xml", fifteen);
            GeometryNode cylinderNode15 = new GeometryNode("Cylinder");

            cylinderNode15.Model = spellModel5;
            ((Model)cylinderNode15.Model).UseInternalMaterials = false;

            cylinderNode15.Material = sphereMaterial6;

            TransformNode cylinderTransNode15 = new TransformNode();

            cylinderTransNode15.Scale = new Vector3(5, 5, 5);
            cylinderTransNode15.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderMarkerNode115.AddChild(cylinderTransNode15);

            cylinderTransNode15.AddChild(cylinderNode15);

            //add to Card array here: generic spell card here
            cards[15] = new Card('S', cylinderMarkerNode115, 100, 100, "The Sanctuary in the Sky", "All of your monsters are healed for 75 hp.");

            //Marker 116
            cylinderMarkerNode116 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML116.xml", sixteen);
            GeometryNode cylinderNode16 = new GeometryNode("Cylinder");

            cylinderNode16.Model = spellModel6;
            ((Model)cylinderNode16.Model).UseInternalMaterials = false;

            cylinderNode16.Material = sphereMaterial7;

            TransformNode cylinderTransNode16 = new TransformNode();

            cylinderTransNode16.Scale = new Vector3(5, 5, 5);
            cylinderTransNode16.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode16.AddChild(cylinderNode16);

            cylinderMarkerNode116.AddChild(cylinderTransNode16);

            //add to Card array here: generic spell card here
            cards[16] = new Card('S', cylinderMarkerNode116, 100, 100, "Celestial Transformation", "All of your monsters are healed for half of their hp.");

            //Marker 117
            cylinderMarkerNode117 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML117.xml", seventeen);
            GeometryNode cylinderNode17 = new GeometryNode("Cylinder");

            cylinderNode17.Model = spellModel7;
            ((Model)cylinderNode17.Model).UseInternalMaterials = false;

            cylinderNode17.Material = sphereMaterial8;

            TransformNode cylinderTransNode17 = new TransformNode();

            cylinderTransNode17.Scale = new Vector3(5, 5, 5);
            cylinderTransNode17.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode17.AddChild(cylinderNode17);

            cylinderMarkerNode117.AddChild(cylinderTransNode17);

            //add to Card array here: generic spell card here
            cards[17] = new Card('S', cylinderMarkerNode117, 100, 100, "Burial from a Different Dimension", "You're protected from 1 trap.");

            //Marker 118
            cylinderMarkerNode118 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML118.xml", eighteen);
            GeometryNode cylinderNode18 = new GeometryNode("Cylinder");

            cylinderNode18.Model = spellModel8;
            ((Model)cylinderNode18.Model).UseInternalMaterials = false;

            cylinderNode18.Material = sphereMaterial9;

            TransformNode cylinderTransNode18 = new TransformNode();

            cylinderTransNode18.Scale = new Vector3(5, 5, 5);
            cylinderTransNode18.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode18.AddChild(cylinderNode18);

            cylinderMarkerNode118.AddChild(cylinderTransNode18);

            //add to Card array here: generic spell card here
            cards[18] = new Card('S', cylinderMarkerNode118, 100, 100, "Mausoleum of the Emperor", "All of your monsters are healed for 75% of their HP.");

            //Marker 119
            cylinderMarkerNode119 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML119.xml", nineteen);
            GeometryNode cylinderNode19 = new GeometryNode("Cylinder");

            cylinderNode19.Model = spellModel9;
            ((Model)cylinderNode19.Model).UseInternalMaterials = false;

            cylinderNode19.Material = sphereMaterial10;

            TransformNode cylinderTransNode19 = new TransformNode();

            cylinderTransNode19.Scale = new Vector3(5, 5, 5);
            cylinderTransNode19.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode19.AddChild(cylinderNode19);

            cylinderMarkerNode119.AddChild(cylinderTransNode19);

            //add to Card array here: generic spell card here
            cards[19] = new Card('S', cylinderMarkerNode119, 100, 100, "The Fountain in the Sky ", "All of your monsters are healed for 25% of their HP.");

            //Marker 120
            cylinderMarkerNode120 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML120.xml", twenty);
            GeometryNode cylinderNode20 = new GeometryNode("Cylinder");

            cylinderNode20.Model = trapModel0;
            ((Model)cylinderNode20.Model).UseInternalMaterials = false;

            cylinderNode20.Material = sphereMaterial;

            TransformNode cylinderTransNode20 = new TransformNode();
            cylinderTransNode20.Scale = new Vector3(5, 5, 5);
            cylinderTransNode20.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode20.AddChild(cylinderNode20);

            cylinderMarkerNode120.AddChild(cylinderTransNode20);

            //add to Card array here: generic trap card here
            cards[20] = new Card('T', cylinderMarkerNode120, 0, 100, "Divine Punishment",
                "All of your opponent's monsters take damage equal to half of their current health.");

            //Marker 121
            cylinderMarkerNode121 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML121.xml", twentyone);
            GeometryNode cylinderNode21 = new GeometryNode("Cylinder");

            cylinderNode21.Model = trapModel1;
            ((Model)cylinderNode21.Model).UseInternalMaterials = false;
            cylinderNode21.Material = sphereMaterial2;

            TransformNode cylinderTransNode21 = new TransformNode();
            cylinderTransNode21.Scale = new Vector3(5, 5, 5);
            cylinderTransNode21.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode21.AddChild(cylinderNode21);

            cylinderMarkerNode121.AddChild(cylinderTransNode21);

            //add to Card array here: generic trap card here
            cards[21] = new Card('T', cylinderMarkerNode121, 0, 100, "Return from the Different Dimension",
                "Your opponent may not attack for the remainder of their turn.");

            //Marker 122
            cylinderMarkerNode122 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML122.xml", twentytwo);
            GeometryNode cylinderNode22 = new GeometryNode("Cylinder");

            cylinderNode22.Model = trapModel2;
            ((Model)cylinderNode22.Model).UseInternalMaterials = false;
            cylinderNode22.Material = sphereMaterial3;

            TransformNode cylinderTransNode22 = new TransformNode();
            cylinderTransNode22.Scale = new Vector3(5, 5, 5);
            cylinderTransNode22.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode22.AddChild(cylinderNode22);

            cylinderMarkerNode122.AddChild(cylinderTransNode22);

            //add to Card array here: generic trap card here
            cards[22] = new Card('T', cylinderMarkerNode122, 0, 100, "Torrential Tribute", "Destroy a spell card.");

            //Marker 123
            cylinderMarkerNode123 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML123.xml", twentythree);
            GeometryNode cylinderNode23 = new GeometryNode("Cylinder");

            cylinderNode23.Model = trapModel3;
            ((Model)cylinderNode23.Model).UseInternalMaterials = false;
            cylinderNode23.Material = sphereMaterial4;

            TransformNode cylinderTransNode23 = new TransformNode();

            cylinderTransNode23.Scale = new Vector3(5, 5, 5);
            cylinderTransNode23.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode23.AddChild(cylinderNode23);

            cylinderMarkerNode123.AddChild(cylinderTransNode23);

            //add to Card array here: generic trap card here
            cards[23] = new Card('T', cylinderMarkerNode123, 0, 100, "Beckoning Light",
                "Your opponent may not activate a trap during your next turn.");

            //Marker 124
            cylinderMarkerNode124 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML124.xml", twentyfour);
            GeometryNode cylinderNode24 = new GeometryNode("Cylinder");

            cylinderNode24.Model = trapModel4;
            ((Model)cylinderNode24.Model).UseInternalMaterials = false;
            cylinderNode24.Material = sphereMaterial5;

            TransformNode cylinderTransNode24 = new TransformNode();

            cylinderTransNode24.Scale = new Vector3(5, 5, 5);
            cylinderTransNode24.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode24.AddChild(cylinderNode24);

            cylinderMarkerNode124.AddChild(cylinderTransNode24);

            //add to Card array here: generic trap card here
            cards[24] = new Card('T', cylinderMarkerNode124, 0, 100, "Miraculous Descent",
                "Reduce the damage taken to your life points to 0 for the remainder of your opponent's turn.");

            //Marker 125
            cylinderMarkerNode125 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML125.xml", twentyfive);
            GeometryNode cylinderNode25 = new GeometryNode("Cylinder");

            cylinderNode25.Model = trapModel5;
            ((Model)cylinderNode25.Model).UseInternalMaterials = false;

            cylinderNode25.Material = sphereMaterial6;

            TransformNode cylinderTransNode25 = new TransformNode();

            cylinderTransNode25.Scale = new Vector3(5, 5, 5);
            cylinderTransNode25.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode25.AddChild(cylinderNode25);

            cylinderMarkerNode125.AddChild(cylinderTransNode25);

            //add to Card array here: generic trap card here
            cards[25] = new Card('T', cylinderMarkerNode125, 0, 100, "Miraculous Descent",
                "Reduce the damage taken to your life points to 0 for the remainder of your opponent's turn.");

            //Marker 126
            cylinderMarkerNode126 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML126.xml", twentysix);
            GeometryNode cylinderNode26 = new GeometryNode("Cylinder");

            cylinderNode26.Model = trapModel6;
            ((Model)cylinderNode26.Model).UseInternalMaterials = false;

            cylinderNode26.Material = sphereMaterial7;

            TransformNode cylinderTransNode26 = new TransformNode();

            cylinderTransNode26.Scale = new Vector3(5, 5, 5);
            cylinderTransNode26.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode26.AddChild(cylinderNode26);

            cylinderMarkerNode126.AddChild(cylinderTransNode26);

            //add to Card array here: generic trap card here
            cards[26] = new Card('T', cylinderMarkerNode126, 0, 100, "Solemn Judgment",
                "Your opponent may not activate spells until the end of their turn.");

            //Marker 127
            cylinderMarkerNode127 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML127.xml", twentyseven);
            GeometryNode cylinderNode27 = new GeometryNode("Cylinder");

            cylinderNode27.Model = trapModel7;
            ((Model)cylinderNode27.Model).UseInternalMaterials = false;
            cylinderNode27.Material = sphereMaterial8;

            TransformNode cylinderTransNode27 = new TransformNode();

            cylinderTransNode27.Scale = new Vector3(5, 5, 5);
            cylinderTransNode27.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode27.AddChild(cylinderNode27);

            cylinderMarkerNode127.AddChild(cylinderTransNode27);

            //add to Card array here: generic trap card here
            cards[27] = new Card('T', cylinderMarkerNode127, 0, 100, "Power Break",
                "Reduce a monster's attack by 50 for the remainder of your opponent's turn.");

            //Marker 128
            cylinderMarkerNode128 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML128.xml", twentyeight);
            GeometryNode cylinderNode28 = new GeometryNode("Cylinder");

            cylinderNode28.Model = trapModel8;
            ((Model)cylinderNode28.Model).UseInternalMaterials = false;

            cylinderNode28.Material = sphereMaterial9;

            TransformNode cylinderTransNode28 = new TransformNode();

            cylinderTransNode28.Scale = new Vector3(5, 5, 5);
            cylinderTransNode28.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode28.AddChild(cylinderNode28);

            cylinderMarkerNode128.AddChild(cylinderTransNode28);

            //add to Card array here: generic trap card here
            cards[28] = new Card('T', cylinderMarkerNode128, 0, 100, "Reinforcements",
                "Increase a target monster's attack by 40 for the remainder of your opponent's turn.");

            //Marker 129
            cylinderMarkerNode129 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML129.xml", twentynine);
            GeometryNode cylinderNode29 = new GeometryNode("Cylinder");

            cylinderNode29.Model = trapModel9;
            ((Model)cylinderNode29.Model).UseInternalMaterials = false;
            cylinderNode29.Material = sphereMaterial10;

            TransformNode cylinderTransNode29 = new TransformNode();

            cylinderTransNode29.Scale = new Vector3(5, 5, 5);
            cylinderTransNode29.Rotation = Quaternion.CreateFromYawPitchRoll(0, 1.5f, 0);
            cylinderTransNode29.AddChild(cylinderNode29);

            cylinderMarkerNode129.AddChild(cylinderTransNode29);

            //add to Card array here: generic trap card here
            cards[29] = new Card('T', cylinderMarkerNode129, 0, 100, "Earthshaker",
                "For the remainder of your opponent's turn, reduce the attack of a monster to 0.");

            //Marker 30 = Player 1 Marker
            cylinderMarkerNode130 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML130.xml", thirty);

            GeometryNode cylinderNode30 = new GeometryNode("Sphere");

            cylinderNode30.Model = new Sphere(5, 20, 20);

            cylinderNode30.Material = sphereMaterial3;

            TransformNode cylinderTransNode30 = new TransformNode();

            cylinderTransNode30.Translation = new Vector3(0, 0, 3);

            cylinderTransNode30.AddChild(cylinderNode30);

            cylinderMarkerNode130.AddChild(cylinderTransNode30);

            //Marker 31 = Player 2 Marker
            cylinderMarkerNode131 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML131.xml", thirtyone);

            GeometryNode cylinderNode31 = new GeometryNode("Sphere");

            cylinderNode31.Model = new Sphere(5, 20, 20);

            cylinderNode31.Material = sphereMaterial;

            TransformNode cylinderTransNode31 = new TransformNode();

            cylinderTransNode31.Translation = new Vector3(0, 0, 3);

            cylinderTransNode31.AddChild(cylinderNode31);

            cylinderMarkerNode131.AddChild(cylinderTransNode31);

            //Marker 32 = P1 Monster Position Marker 1
            cylinderMarkerNode132 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML132.xml", thirtytwo);

            //Marker 33 = P1 Monster Position Marker 2
            cylinderMarkerNode133 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML133.xml", thirtythree);

            //Marker 34 = P1 Monster Position Marker 3
            cylinderMarkerNode134 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML134.xml", thirtyfour);

            //Marker 35 = P2 Monster Position Marker 1
            cylinderMarkerNode135 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML135.xml", thirtyfive);

            //Marker 36 = P2 Monster Position Marker 2
            cylinderMarkerNode136 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML136.xml", thirtysix);

            //Marker 37 = P2 Monster Position Marker 3
            cylinderMarkerNode137 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML137.xml", thirtyseven);

            //Marker 38 = P1 Spell Position Marker
            cylinderMarkerNode138 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML138.xml", thirtyeight);

            //Marker 39 = P2 Spell Position Marker
            cylinderMarkerNode139 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML139.xml", thirtynine);

            //Marker 40 = P1 Trap Position Marker
            cylinderMarkerNode140 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML140.xml", forty);

            //Marker 41 = P2 Trap Position Marker
            cylinderMarkerNode141 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML141.xml", fortyone);

            scene.RootNode.AddChild(cylinderMarkerNode100);
            scene.RootNode.AddChild(cylinderMarkerNode101);
            scene.RootNode.AddChild(cylinderMarkerNode102);
            scene.RootNode.AddChild(cylinderMarkerNode103);
            scene.RootNode.AddChild(cylinderMarkerNode104);
            scene.RootNode.AddChild(cylinderMarkerNode105);
            scene.RootNode.AddChild(cylinderMarkerNode106);
            scene.RootNode.AddChild(cylinderMarkerNode107);
            scene.RootNode.AddChild(cylinderMarkerNode108);
            scene.RootNode.AddChild(cylinderMarkerNode109);
            scene.RootNode.AddChild(cylinderMarkerNode110);
            scene.RootNode.AddChild(cylinderMarkerNode111);
            scene.RootNode.AddChild(cylinderMarkerNode112);
            scene.RootNode.AddChild(cylinderMarkerNode113);
            scene.RootNode.AddChild(cylinderMarkerNode114);

            scene.RootNode.AddChild(cylinderMarkerNode115);
            scene.RootNode.AddChild(cylinderMarkerNode116);
            scene.RootNode.AddChild(cylinderMarkerNode117);
            scene.RootNode.AddChild(cylinderMarkerNode118);
            scene.RootNode.AddChild(cylinderMarkerNode119);
            scene.RootNode.AddChild(cylinderMarkerNode120);
            scene.RootNode.AddChild(cylinderMarkerNode121);
            scene.RootNode.AddChild(cylinderMarkerNode122);
            scene.RootNode.AddChild(cylinderMarkerNode123);
            scene.RootNode.AddChild(cylinderMarkerNode124);
            scene.RootNode.AddChild(cylinderMarkerNode125);
            scene.RootNode.AddChild(cylinderMarkerNode126);
            scene.RootNode.AddChild(cylinderMarkerNode127);
            scene.RootNode.AddChild(cylinderMarkerNode128);
            scene.RootNode.AddChild(cylinderMarkerNode129);

            scene.RootNode.AddChild(cylinderMarkerNode130);
            scene.RootNode.AddChild(cylinderMarkerNode131);
            scene.RootNode.AddChild(cylinderMarkerNode132);
            scene.RootNode.AddChild(cylinderMarkerNode133);
            scene.RootNode.AddChild(cylinderMarkerNode134);
            scene.RootNode.AddChild(cylinderMarkerNode135);
            scene.RootNode.AddChild(cylinderMarkerNode136);
            scene.RootNode.AddChild(cylinderMarkerNode137);
            scene.RootNode.AddChild(cylinderMarkerNode138);
            scene.RootNode.AddChild(cylinderMarkerNode139);
            scene.RootNode.AddChild(cylinderMarkerNode140);
            scene.RootNode.AddChild(cylinderMarkerNode141);
        }
예제 #10
0
        private void CreateObjects()
        {
            // Create a marker node to track a ground marker array.
#if USE_PATTERN_MARKER
            if(useSingleMarker)
                groundMarkerNode = new MarkerNode(scene.MarkerTracker, "patt.hiro", 16, 16, markerSize, 0.7f);
            else
                groundMarkerNode = new MarkerNode(scene.MarkerTracker, "NyARToolkitGroundArray.xml", 
                    NyARToolkitTracker.ComputationMethod.Average);
#else
            groundMarkerNode = new MarkerNode(scene.MarkerTracker, "NyARIdGroundArray.xml",
                NyARToolkitTracker.ComputationMethod.Average);
#endif
            scene.RootNode.AddChild(groundMarkerNode);

            // Create a geometry node with a model of a box that will be overlaid on
            // top of the ground marker array initially. (When the toolbar marker array is
            // detected, it will be overlaid on top of the toolbar marker array.)
            GeometryNode boxNode = new GeometryNode("Box");
            boxNode.Model = new Box(markerSize);

            // Create a material to apply to the box model
            Material boxMaterial = new Material();
            boxMaterial.Diffuse = new Vector4(0.5f, 0, 0, 1);
            boxMaterial.Specular = Color.White.ToVector4();
            boxMaterial.SpecularPower = 10;

            boxNode.Material = boxMaterial;

            TransformNode boxTransNode = new TransformNode();
            boxTransNode.Translation = new Vector3(0, 0, markerSize / 2);

            // Add this box model node to the ground marker node
            groundMarkerNode.AddChild(boxTransNode);
            boxTransNode.AddChild(boxNode);
        }
예제 #11
0
        private void CreateObjects()
        {
            allShapesNode = new GeometryNode();
            allShapesMat = new Material();
            allShapesTransNode = new TransformNode();

            // Create a geometry node with a model of a sphere that will be overlaid on
            // top of the ground marker array
            sphereNode = new GeometryNode("Sphere");
            sphereNode.Model = new Sphere(3, 20, 20);

            // Add this sphere model to the physics engine for collision detection
            sphereNode.AddToPhysicsEngine = true;
            sphereNode.Physics.Shape = ShapeType.Sphere;
            // Make this sphere model cast and receive shadows
            sphereNode.Model.CastShadows = true;
            sphereNode.Model.ReceiveShadows = true;

            // Create a marker node to track a ground marker array.
            groundMarkerNode = new MarkerNode(scene.MarkerTracker, "ALVARGroundArray.xml");

            // Since the ground marker's size is 80x52 ARTag units, in order to move the sphere model
            // to the center of the ground marker, we shift it by 40x26 units and also make it
            // float from the ground marker's center
            TransformNode sphereTransNode = new TransformNode();
            sphereTransNode.Translation = new Vector3(40, 26, 10);

            // Create a material to apply to the sphere model
            Material sphereMaterial = new Material();
            sphereMaterial.Diffuse = new Vector4(0, 0.5f, 0, 1);
            sphereMaterial.Specular = Color.White.ToVector4();
            sphereMaterial.SpecularPower = 10;

            sphereNode.Material = sphereMaterial;

            // Now add the above nodes to the scene graph in the appropriate order.
            // Note that only the nodes added below the marker node are affected by
            // the marker transformation.
            scene.RootNode.AddChild(groundMarkerNode);
            groundMarkerNode.AddChild(sphereTransNode);
            sphereTransNode.AddChild(sphereNode);

            // Create a geometry node with a model of a box that will be overlaid on
            // top of the ground marker array initially. (When the toolbar marker array is
            // detected, it will be overlaid on top of the toolbar marker array.)
            boxNode = new GeometryNode("Box");
            boxNode.Model = new Box(8);

            // Add this box model to the physics engine for collision detection
            boxNode.AddToPhysicsEngine = true;
            boxNode.Physics.Shape = ShapeType.Box;
            // Make this box model cast and receive shadows
            boxNode.Model.CastShadows = true;
            boxNode.Model.ReceiveShadows = true;

            // Create a marker node to track a toolbar marker array.
            toolbarMarkerNode = new MarkerNode(scene.MarkerTracker, "Toolbar.txt");

            scene.RootNode.AddChild(toolbarMarkerNode);

            // Create a material to apply to the box model
            Material boxMaterial = new Material();
            boxMaterial.Diffuse = new Vector4(0.5f, 0, 0, 1);
            boxMaterial.Specular = Color.White.ToVector4();
            boxMaterial.SpecularPower = 10;

            boxNode.Material = boxMaterial;

            // Add this box model node to the ground marker node
            groundMarkerNode.AddChild(boxNode);

            // Create a collision pair and add a collision callback function that will be
            // called when the pair collides
            NewtonPhysics.CollisionPair pair = new NewtonPhysics.CollisionPair(boxNode.Physics, sphereNode.Physics);
            ((NewtonPhysics)scene.PhysicsEngine).AddCollisionCallback(pair, BoxSphereCollision);

            //NewtonPhysics.CollisionPair tmp = new NewtonPhysics.CollisionPair

               // NewtonMaterial.ContactBegin startWar = new NewtonMaterial.ContactBegin(boxNode.Physics, sphereNode.Physics);

            ids1 = new int[4];
            ids1[0] = 70;
            ids1[1] = 71;
            ids1[2] = 72;
            ids1[3] = 73;
            MarkerNode1 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML1.xml", ids1);
            cylinderNode1 = new GeometryNode("ENEMY's SHIP");
            cylinderNode1.Model = new Cylinder(3, 3, 6, 10);
            cylinderNode1.Material = sphereMaterial;
            TransformNode cylinderTransNode = new TransformNode();
            cylinderTransNode.Translation = new Vector3(0, 0, 3);
            MarkerNode1.AddChild(cylinderTransNode);
            cylinderTransNode.AddChild(cylinderNode1);
            scene.RootNode.AddChild(MarkerNode1);

            ids2 = new int[4];
            ids2[0] = 80;
            ids2[1] = 81;
            ids2[2] = 82;
            ids2[3] = 83;

            MarkerNode2 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML2.xml", ids2);

            cylinderNode2 = new GeometryNode("PLAYER's SHIP EAST");
            cylinderNode2.Model = new Cylinder(3, 3, 6, 10);
            cylinderNode2.Material = boxMaterial;
            TransformNode cylinderTransNode2 = new TransformNode();
            cylinderTransNode2.Translation = new Vector3(20, 5, 10);
            MarkerNode2.AddChild(cylinderTransNode2);
            cylinderTransNode2.AddChild(cylinderNode2);
            scene.RootNode.AddChild(MarkerNode2);

            ids3 = new int[4];
            ids3[0] = 90;
            ids3[1] = 91;
            ids3[2] = 92;
            ids3[3] = 93;

            MarkerNode3 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML3.xml", ids3);

            cylinderNode3 = new GeometryNode("PLAYER's SHIP WEST");
            cylinderNode3.Model = new Cylinder(3, 3, 6, 10);
            cylinderNode3.Material = sphereMaterial;
            TransformNode cylinderTransNode3 = new TransformNode();
            cylinderTransNode3.Translation = new Vector3(0, 5, 0);
            MarkerNode3.AddChild(cylinderTransNode3);
            cylinderTransNode3.AddChild(cylinderNode3);
            scene.RootNode.AddChild(MarkerNode3);

            ids4 = new int[4];
            ids4[0] = 100;
            ids4[1] = 101;
            ids4[2] = 102;
            ids4[3] = 103;

            MarkerNode4 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML4.xml", ids4);

            cylinderNode4 = new GeometryNode("PLAYER's NORTH");
            cylinderNode4.Model = new Cylinder(3, 3, 6, 10);
            cylinderNode4.Material = boxMaterial;
            TransformNode cylinderTransNode4 = new TransformNode();
            cylinderTransNode4.Translation = new Vector3(0, 0, 0);
            MarkerNode4.AddChild(cylinderTransNode4);
            cylinderTransNode4.AddChild(cylinderNode4);
            scene.RootNode.AddChild(MarkerNode4);

            ids5 = new int[4];
            ids5[0] = 110;
            ids5[1] = 111;
            ids5[2] = 112;
            ids5[3] = 113;
            MarkerNode5 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML5.xml", ids5);

            ids6 = new int[4];
            ids6[0] = 120;
            ids6[1] = 121;
            ids6[2] = 122;
            ids6[3] = 123;
            MarkerNode6 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML6.xml", ids6);

            ids7 = new int[4];
            ids7[0] = 130;
            ids7[1] = 131;
            ids7[2] = 132;
            ids7[3] = 133;
            MarkerNode7 = new MarkerNode(scene.MarkerTracker, "ALVARConfigFromXML7.xml", ids7);

            scene.RootNode.AddChild(MarkerNode5);
            scene.RootNode.AddChild(MarkerNode6);
            scene.RootNode.AddChild(MarkerNode7);
        }
예제 #12
0
파일: Room.cs 프로젝트: bludman/designAR
        public void CreateObjects()
        {
            
            floor = new GeometryNode("Floor");//floor
            floor.Model = new Box(floorBreadth, floorLength, 0.0001f);
            floor.Model.ReceiveShadows = true;
            floorTransNode = new TransformNode();
            floorTransNode.Translation = new Vector3(floorBreadth / 3, -floorLength / 2, 0);      // 0 0
            floor.Physics.Collidable = true;
            floor.Physics.Pickable = true;
            floor.GroupID = roomGroupID;
            floor.Physics.Shape = GoblinXNA.Physics.ShapeType.Box;
            floor.AddToPhysicsEngine = true;
            //grid1.IsOccluder = true;


            //Material for the room floor
            floorMaterial = new Material();
            Vector4 alpha = Color.Gray.ToVector4();
            Vector3 tempAlpha = new Vector3(alpha.X, alpha.Y, alpha.Z);
            floorMaterial.Diffuse = new Vector4(tempAlpha, 0.2f);
            floorMaterial.Specular = Color.White.ToVector4();
            floorMaterial.SpecularPower = 20;

            floor.Material = floorMaterial;

            //Material for the walls
            wallsMaterial = new Material();
            wallsMaterial.Diffuse = Color.Gray.ToVector4();
            wallsMaterial.Specular = Color.White.ToVector4();
            wallsMaterial.SpecularPower = 20;

            frontWall = new GeometryNode("Front wall");//front wall
            frontWall.Model = new Box(floorBreadth, floorLength, 1);
            frontWallTransNode = new TransformNode();
            frontWallTransNode.Translation = new Vector3(floorBreadth / 3, 0, floorLength/2);  // 1 0
            frontWallTransNode.Rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitX, MathHelper.ToRadians(90));
            frontWall.Material = wallsMaterial;
            frontWall.GroupID = roomGroupID;
            frontWall.AddToPhysicsEngine = true;
            frontWall.Physics.Collidable = true;
            frontWall.Physics.Pickable = true;
            frontWall.Physics.Shape = GoblinXNA.Physics.ShapeType.Box;



            rightWall = new GeometryNode("Right wall");//right side wall
            rightWall.Model = new Box(floorBreadth, floorLength, 1);
            rightWallTransNode = new TransformNode();
            rightWallTransNode.Translation = new Vector3(floorBreadth*4.2f/5, -floorLength / 2, floorLength / 2); // -1 0
            rightWallTransNode.Rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitY, MathHelper.ToRadians(90));
            rightWall.Material = wallsMaterial;
            rightWall.AddToPhysicsEngine = true;
            rightWall.GroupID = roomGroupID;
            rightWall.Physics.Pickable = true;
            rightWall.Physics.Collidable = true;
            rightWall.Physics.Shape = GoblinXNA.Physics.ShapeType.Box;

          


            // Create a marker node to track a ground marker array.
#if USE_ARTAG
            groundMarkerNode = new MarkerNode(scene.MarkerTracker, "ground");

            // Since we expect that the ground marker array won't move very much, we use a 
            // small smoothing alpha.
            //groundMarkerNode.Smoother = new DESSmoother(0.2f, 0.1f, 1, 1);
#else
            //   groundMarkerNode = new MarkerNode(scene.MarkerTracker, "ALVARGroundArray.xml");
            groundMarkerNode = new MarkerNode(this.scene.MarkerTracker, "ALVARConfig.txt");

#endif




            // Now add the above nodes to the scene graph in the appropriate order.
            // Note that only the nodes added below the marker node are affected by 
            // the marker transformation.
            scene.RootNode.AddChild(groundMarkerNode);



            //Change the toolbar.txt config file. As of now, toolbar has markers included in the long stretch-alvarConfig.txt
            worldInMiniatureMarkerNode = new MarkerNode(scene.MarkerTracker, "ALVARConfig32_33.txt");


            scene.RootNode.AddChild(worldInMiniatureMarkerNode);





            groundMarkerNode.AddChild(floorTransNode);
            floorTransNode.AddChild(floor);


            groundMarkerNode.AddChild(frontWallTransNode);
            frontWallTransNode.AddChild(frontWall);

            groundMarkerNode.AddChild(rightWallTransNode);
            rightWallTransNode.AddChild(rightWall);
            


        }